add emission gbuffer attachment
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@@ -39,9 +39,13 @@ BlocksRenderer::~BlocksRenderer() {
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/// Basic vertex add method
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void BlocksRenderer::vertex(
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const glm::vec3& coord, float u, float v, const glm::vec4& light, const glm::vec3& normal
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const glm::vec3& coord,
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float u,
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float v,
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const glm::vec4& light,
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const glm::vec3& normal,
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float emission
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) {
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vertexBuffer[vertexCount].position = coord;
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vertexBuffer[vertexCount].uv = {u,v};
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@@ -49,11 +53,13 @@ void BlocksRenderer::vertex(
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vertexBuffer[vertexCount].normal[0] = static_cast<uint8_t>(normal.r * 127 + 128);
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vertexBuffer[vertexCount].normal[1] = static_cast<uint8_t>(normal.g * 127 + 128);
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vertexBuffer[vertexCount].normal[2] = static_cast<uint8_t>(normal.b * 127 + 128);
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vertexBuffer[vertexCount].normal[3] = static_cast<uint8_t>(emission * 255);
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vertexBuffer[vertexCount].color[0] = static_cast<uint8_t>(light.r * 255);
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vertexBuffer[vertexCount].color[1] = static_cast<uint8_t>(light.g * 255);
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vertexBuffer[vertexCount].color[2] = static_cast<uint8_t>(light.b * 255);
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vertexBuffer[vertexCount].color[3] = static_cast<uint8_t>(light.a * 255);
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vertexCount++;
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}
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@@ -86,10 +92,10 @@ void BlocksRenderer::face(
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auto Y = axisY * h;
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auto Z = axisZ * d;
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float s = 0.5f;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint, axisZ);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint, axisZ);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint, axisZ);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint, axisZ);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint, axisZ, 0);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint, axisZ, 0);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint, axisZ, 0);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint, axisZ, 0);
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index(0, 1, 3, 1, 2, 3);
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}
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@@ -107,7 +113,7 @@ void BlocksRenderer::vertexAO(
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axisX,
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axisY
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);
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vertex(coord, u, v, light * tint, axisZ);
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vertex(coord, u, v, light * tint, axisZ, 0.0f);
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}
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void BlocksRenderer::faceAO(
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@@ -140,10 +146,10 @@ void BlocksRenderer::faceAO(
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} else {
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auto axisZ = glm::normalize(Z);
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glm::vec4 tint(1.0f);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisZ);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisZ);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisZ);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisZ);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisZ, 1);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisZ, 1);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisZ, 1);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisZ, 1);
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}
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index(0, 1, 2, 0, 2, 3);
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}
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@@ -168,10 +174,10 @@ void BlocksRenderer::face(
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d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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tint *= d;
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}
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, Z);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, Z);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, Z);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, Z);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, Z, lights ? 0 : 1);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, Z, lights ? 0 : 1);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, Z, lights ? 0 : 1);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, Z, lights ? 0 : 1);
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index(0, 1, 2, 0, 2, 3);
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}
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@@ -345,7 +351,8 @@ void BlocksRenderer::blockCustomModel(
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vertex.uv.x,
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vertex.uv.y,
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glm::vec4(d, d, d, d) * aoColor,
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n
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n,
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0.0f
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);
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indexBuffer[indexCount++] = vertexOffset++;
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}
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