refactor World
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@@ -161,7 +161,7 @@ void WorldRenderer::setupWorldShader(
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shader->uniform1f("u_gamma", settings.graphics.gamma.get());
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
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shader->uniform1f("u_dayTime", level->getWorld()->daytime);
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shader->uniform1f("u_dayTime", level->getWorld()->getInfo().daytime);
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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@@ -338,8 +338,10 @@ void WorldRenderer::draw(
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const Viewport& vp = pctx.getViewport();
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camera->aspect = vp.getWidth() / static_cast<float>(vp.getHeight());
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const EngineSettings& settings = engine->getSettings();
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skybox->refresh(pctx, world->daytime, 1.0f + world->fog * 2.0f, 4);
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const auto& settings = engine->getSettings();
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const auto& worldInfo = world->getInfo();
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skybox->refresh(pctx, worldInfo.daytime, 1.0f + worldInfo.fog * 2.0f, 4);
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auto assets = engine->getAssets();
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auto linesShader = assets->get<Shader>("lines");
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@@ -352,7 +354,7 @@ void WorldRenderer::draw(
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Window::clearDepth();
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// Drawing background sky plane
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skybox->draw(pctx, camera, assets, world->daytime, world->fog);
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skybox->draw(pctx, camera, assets, worldInfo.daytime, worldInfo.fog);
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// Actually world render with depth buffer on
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{
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@@ -375,7 +377,7 @@ void WorldRenderer::draw(
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auto screenShader = assets->get<Shader>("screen");
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screenShader->use();
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screenShader->uniform1f("u_timer", timer);
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screenShader->uniform1f("u_dayTime", level->getWorld()->daytime);
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screenShader->uniform1f("u_dayTime", worldInfo.daytime);
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postProcessing->render(pctx, screenShader);
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}
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