Atlas padding, mip-mapping
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@@ -138,8 +138,8 @@ void BlocksRenderer::blockCube(int x, int y, int z, vec3 size, const UVRegion te
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void BlocksRenderer::blockXSprite(int x, int y, int z, vec3 size, const UVRegion texface1, const UVRegion texface2, float spread) {
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vec4 lights[]{
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pickSoftLight(x, y, z, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x + 1, y, z, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x, y+1, z, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x + 1, y+1, z, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 1, 0}) };
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@@ -151,17 +151,17 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, vec3 size, const UVRegion
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const float w = size.x/1.41f;
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face(vec3(x + xs + (1.0 - w) * 0.5f, y,
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z + zs - 1 + (1.0 - w) * 0.5f), w, size.y,
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vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.9f));
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vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
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z + zs - (1.0 - w) * 0.5f), w, size.y,
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vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.9f));
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vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
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face(vec3(x + xs + (1.0 - w) * 0.5f, y,
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z + zs - (1.0 - w) * 0.5f), w, size.y,
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vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.9f));
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vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
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z + zs + (1.0 - w) * 0.5f - 1), w, size.y,
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vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.9f));
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vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
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}
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void BlocksRenderer::blockCubeShaded(int x, int y, int z, vec3 size, const UVRegion texfaces_[6], const Block* block, ubyte states) {
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@@ -174,17 +174,17 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z, vec3 size, const UVReg
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}
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if (block->rotatable) {
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if (states == 0x31) {
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if (states == BLOCK_DIR_X) {
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rot = 1;
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texfaces[0] = texfaces_[2];
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texfaces[1] = texfaces_[3];
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texfaces[2] = texfaces_[0];
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texfaces[3] = texfaces_[1];
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}
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else if (states == 0x32) {
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else if (states == BLOCK_DIR_Y) {
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rot = 2;
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}
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else if (states == 0x33) {
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else if (states == BLOCK_DIR_Z) {
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rot = 3;
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texfaces[2] = texfaces_[4];
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texfaces[3] = texfaces_[5];
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@@ -292,10 +292,11 @@ vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, ivec3 right, ivec3 up) c
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// Get texture atlas UV region for block face
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inline UVRegion uvfor(const Block& def, uint face, int atlas_size) {
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float uvsize = 1.0f / (float)atlas_size;
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float us = 0.0097;
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const uint id = def.textureFaces[face];
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float u = (id % atlas_size) * uvsize;
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float v = 1.0f - (id / atlas_size + 1) * uvsize;
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return UVRegion(u, v, u + uvsize, v + uvsize);
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return UVRegion(u+us, v+us, u + uvsize - us * 0.36f, v + uvsize - us * 0.36f);
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}
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void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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