Minor refactor and fixes
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@@ -72,7 +72,6 @@ MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
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});
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});
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panel->add(shared_ptr<UINode>(button));
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panel->add(shared_ptr<UINode>(button));
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}
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}
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this->panel = shared_ptr<UINode>(panel);
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this->panel = shared_ptr<UINode>(panel);
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engine->getGUI()->add(this->panel);
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engine->getGUI()->add(this->panel);
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}
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}
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@@ -100,15 +99,12 @@ LevelScreen::~LevelScreen() {
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delete hud;
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delete hud;
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delete worldRenderer;
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delete worldRenderer;
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std::cout << "-- writing world" << std::endl;
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World* world = level->world;
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World* world = level->world;
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std::cout << "-- saving world" << std::endl;
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world->write(level, !engine->getSettings().debug.generatorTestMode);
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world->write(level, !engine->getSettings().debug.generatorTestMode);
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delete world;
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delete level;
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delete level;
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delete world;
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}
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}
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void LevelScreen::updateHotkeys() {
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void LevelScreen::updateHotkeys() {
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@@ -94,10 +94,11 @@ void WorldRenderer::draw(Camera* camera, bool occlusion, float fogFactor, float
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shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
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shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
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Block* cblock = Block::blocks[level->player->choosenBlock];
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Block* cblock = Block::blocks[level->player->choosenBlock];
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float multiplier = 0.2f;
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shader->uniform3f("u_torchlightColor",
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shader->uniform3f("u_torchlightColor",
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cblock->emission[0] / 15.0f,
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cblock->emission[0] / 15.0f * multiplier,
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cblock->emission[1] / 15.0f,
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cblock->emission[1] / 15.0f * multiplier,
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cblock->emission[2] / 15.0f);
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cblock->emission[2] / 15.0f * multiplier);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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texture->bind();
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texture->bind();
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@@ -48,3 +48,7 @@ mat4 Camera::getView(){
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else
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else
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return glm::translate(glm::mat4(1.0f), position);
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return glm::translate(glm::mat4(1.0f), position);
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}
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}
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mat4 Camera::getProjView(){
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return getProjection()*getView();
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}
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@@ -25,6 +25,7 @@ public:
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mat4 getProjection();
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mat4 getProjection();
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mat4 getView();
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mat4 getView();
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mat4 getProjView();
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};
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};
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#endif /* WINDOW_CAMERA_H_ */
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#endif /* WINDOW_CAMERA_H_ */
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