add graphics/core/Model
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@@ -32,6 +32,7 @@
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#include "../core/PostProcessing.hpp"
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#include "../core/Shader.hpp"
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#include "../core/Texture.hpp"
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#include "../core/Model.hpp"
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#include <assert.h>
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#include <GL/glew.h>
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@@ -49,7 +50,7 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* pl
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player(player),
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frustumCulling(std::make_unique<Frustum>()),
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lineBatch(std::make_unique<LineBatch>()),
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modelBatch(std::make_unique<ModelBatch>(1000, level->chunks.get()))
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modelBatch(std::make_unique<ModelBatch>(1000, engine->getAssets(), level->chunks.get()))
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{
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renderer = std::make_unique<ChunksRenderer>(
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level,
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@@ -193,10 +194,16 @@ void WorldRenderer::renderLevel(
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drawChunks(level->chunks.get(), camera, shader);
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model::Model model {};
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auto& mesh = model.addMesh("gui/warning");
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mesh.addBox({}, glm::vec3(1));
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assets->getTexture("gui/menubg")->bind();
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shader->uniformMatrix("u_model", glm::mat4(1.0f));
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modelBatch->test(glm::vec3(0, 88, 0), glm::vec3(1.0f));
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modelBatch->flush();
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//modelBatch->test(glm::vec3(0, 88, 0), glm::vec3(1.0f));
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modelBatch->pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, 88, 0)));
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modelBatch->draw(model);
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modelBatch->popMatrix();
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skybox->unbind();
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}
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