add more NotePreset properties
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@@ -427,15 +427,25 @@ void WorldRenderer::renderText(
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const EngineSettings& settings,
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bool hudVisible
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) {
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auto& font = assets.require<Font>("normal");
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const auto& text = note.getText();
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const auto& preset = note.getPreset();
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const auto& pos = note.getPosition();
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if (util::distance2(pos, camera.position) >
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util::sqr(preset.renderDistance / camera.zoom)) {
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return;
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}
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// Projected notes are displayed on the front layer only
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if (preset.displayMode == NoteDisplayMode::PROJECTED) {
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return;
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}
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auto& font = assets.require<Font>("normal");
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glm::vec3 xvec {1, 0, 0};
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glm::vec3 yvec {0, 1, 0};
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int width = font.calcWidth(text, text.length());
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if (preset.displayMode == NoteDisplayMode::Y_FREE_BILLBOARD ||
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preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
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xvec = camera.position - pos;
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@@ -447,13 +457,22 @@ void WorldRenderer::renderText(
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yvec = camera.up;
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}
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}
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if (preset.displayMode != NoteDisplayMode::PROJECTED) {
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if (!frustumCulling->isBoxVisible(pos - xvec * (width * 0.5f),
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pos + xvec * (width * 0.5f))) {
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return;
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}
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}
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float ppbx = 100;
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float ppby = 100;
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float ppbx = 1.0f / preset.scale;
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float ppby = 1.0f / preset.scale;
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batch3d->setColor(preset.color);
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font.draw(
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*batch3d,
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text,
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pos - xvec * (font.calcWidth(text, text.length()) * 0.5f) / ppbx,
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pos - xvec * (width * 0.5f) / ppbx,
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xvec / ppbx,
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yvec / ppby
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);
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@@ -463,15 +482,19 @@ void WorldRenderer::renderTexts(
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const DrawContext& context,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible
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bool hudVisible,
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bool frontLayer
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) {
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std::vector<TextNote> notes;
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NotePreset preset;
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preset.displayMode = NoteDisplayMode::Y_FREE_BILLBOARD;
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preset.displayMode = NoteDisplayMode::STATIC_BILLBOARD;
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preset.color = glm::vec4(0, 0, 0, 1);
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preset.scale = 0.005f;
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TextNote note(
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L"Segmentation fault (core dumped)",
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notes.emplace_back(
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L"Segmentation fault",
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std::move(preset),
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glm::vec3(0, 100, 0)
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glm::vec3(0.5f, 99.5f, 0.0015f)
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);
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const auto& assets = *engine->getAssets();
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@@ -482,8 +505,9 @@ void WorldRenderer::renderTexts(
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shader.uniformMatrix("u_apply", glm::mat4(1.0f));
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batch3d->begin();
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renderText(note, context, assets, camera, settings, hudVisible);
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for (const auto& note : notes) {
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renderText(note, context, assets, camera, settings, hudVisible);
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}
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batch3d->flush();
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}
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@@ -523,7 +547,7 @@ void WorldRenderer::draw(
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DrawContext ctx = wctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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renderTexts(ctx, camera, settings, hudVisible);
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renderTexts(ctx, camera, settings, hudVisible, false);
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renderLevel(ctx, camera, settings, delta, pause);
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// Debug lines
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if (hudVisible) {
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