add actual lights
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@@ -7,6 +7,7 @@
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class Mesh;
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class Texture;
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class Chunks;
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struct DecomposedMat4 {
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glm::vec3 scale;
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@@ -29,6 +30,8 @@ class ModelBatch {
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DecomposedMat4 decomposed {};
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Chunks* chunks;
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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inline void vertex(
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@@ -55,15 +58,13 @@ class ModelBatch {
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buffer[index++] = compressed.floating;
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}
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inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm) {
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inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm, glm::vec4 light) {
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norm = decomposed.rotation * norm;
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float d = glm::dot(norm, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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glm::vec4 color {d, d, d, 0.0f};
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color.r = glm::max(0.0f, color.r);
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color.g = glm::max(0.0f, color.g);
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color.b = glm::max(0.0f, color.b);
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glm::vec4 color {d, d, d, 1.0f};
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color *= light;
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vertex(pos-right-up, {0,0}, color);
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vertex(pos+right-up, {1,0}, color);
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@@ -74,7 +75,7 @@ class ModelBatch {
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vertex(pos-right+up, {0,1}, color);
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}
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public:
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ModelBatch(size_t capacity);
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ModelBatch(size_t capacity, Chunks* chunks);
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~ModelBatch();
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void pushMatrix(glm::mat4 matrix);
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