2D graphics performance fix
This commit is contained in:
+95
-115
@@ -20,20 +20,19 @@
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#include "../objects/Player.h"
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HudRenderer::HudRenderer() {
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HudRenderer::HudRenderer(Assets* assets) : assets(assets) {
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batch = new Batch2D(1024);
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uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
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uicamera = new Camera(glm::vec3(), Window::height);
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uicamera->perspective = false;
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uicamera->flipped = true;
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}
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HudRenderer::~HudRenderer() {
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// delete crosshair;
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delete batch;
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delete uicamera;
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}
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void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusion){
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void HudRenderer::drawDebug(Level* level, int fps, bool occlusion){
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Chunks* chunks = level->chunks;
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Player* player = level->player;
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@@ -56,11 +55,91 @@ void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusio
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stream << std::hex << player->selectedVoxel.states;
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font->draw(batch, L"block-selected: "+std::to_wstring(player->selectedVoxel.id)+L" "+stream.str(), 16, 78, STYLE_OUTLINE);
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font->draw(batch, L"meshes: " + std::to_wstring(Mesh::meshesCount), 16, 102, STYLE_OUTLINE);
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// batch->render();
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batch->render();
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}
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void HudRenderer::drawInventory(Player* player) {
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Texture* blocks = assets->getTexture("block");
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uint size = 48;
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uint step = 64;
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uint inv_wm = step*10;
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uint inv_hm = step*8;
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uint inv_w = inv_wm - (step - size);
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uint inv_h = inv_hm - (step - size);
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int inv_x = (Window::width - (inv_w)) / 2;
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int inv_y = (Window::height - (inv_h)) / 2;
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int xs = (Window::width - inv_w + step)/2;
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int ys = (Window::height - inv_h + step)/2;
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if (Window::width > inv_w*3){
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inv_x = (Window::width + (inv_w)) / 2;
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inv_y = (Window::height - (inv_h)) / 2;
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xs = (Window::width + inv_w + step)/2;
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ys = (Window::height - inv_h + step)/2;
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}
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int x = 0;
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int y = 0;
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vec4 tint = vec4(1.0f);
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int mx = Events::x;
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int my = Events::y;
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uint count = (inv_w / step) * (inv_h / step) + 1;
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void HudRenderer::draw(Level* level, Assets* assets){
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//back
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batch->texture(nullptr);
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batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
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batch->rect(0, 0, Window::width, Window::height);
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batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
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batch->rect(inv_x, inv_y, inv_w, inv_h,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
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batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
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for (uint i = 1; i < count; i++) {
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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batch->rect(x-2, y-2, size+4, size+4,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
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batch->rect(x, y, size, size,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
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}
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//front
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batch->texture(blocks);
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for (uint i = 1; i < count; i++) {
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Block* cblock = Block::blocks[i];
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if (cblock == nullptr)
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break;
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
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player->choosenBlock = i;
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}
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} else
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{
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tint = vec4(1.0f);
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}
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if (cblock->model == BLOCK_MODEL_CUBE){
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batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
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} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
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batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
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}
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}
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}
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void HudRenderer::draw(Level* level){
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glDisable(GL_MULTISAMPLE);
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uicamera->fov = Window::height;
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glDisable(GL_DEPTH_TEST);
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@@ -72,24 +151,19 @@ void HudRenderer::draw(Level* level, Assets* assets){
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// Chosen block preview
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Texture* blocks = assets->getTexture("block");
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Texture* sprite = assets->getTexture("slot");
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batch->texture(nullptr);
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batch->color = vec4(1.0f);
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if (Events::_cursor_locked && !level->player->debug) {
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glLineWidth(2);
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batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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const uint width = Window::width;
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const uint height = Window::height;
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batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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}
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// batch->texture(sprite);
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// batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
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// batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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// 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f,
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// 0.55f, 0.55f, 0.55f,
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// 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2);
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batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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@@ -119,103 +193,9 @@ void HudRenderer::draw(Level* level, Assets* assets){
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}
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}
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if (!Events::_cursor_locked) { //inventory
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uint size = 48;
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uint step = 64;
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uint inv_wm = step*10;
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uint inv_hm = step*8;
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uint inv_w = inv_wm - (step - size);
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uint inv_h = inv_hm - (step - size);
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int inv_x = (Window::width - (inv_w)) / 2;
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int inv_y = (Window::height - (inv_h)) / 2;
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int xs = (Window::width - inv_w + step)/2;
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int ys = (Window::height - inv_h + step)/2;
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if (Window::width > inv_w*3){
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inv_x = (Window::width + (inv_w)) / 2;
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inv_y = (Window::height - (inv_h)) / 2;
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xs = (Window::width + inv_w + step)/2;
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ys = (Window::height - inv_h + step)/2;
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}
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int x = 0;
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int y = 0;
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vec4 tint = vec4(1.0f);
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int mx = Events::x;
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int my = Events::y;
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uint count = (inv_w / step) * (inv_h / step) + 1;
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//back
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batch->texture(nullptr);
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batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
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batch->rect(0, 0, Window::width, Window::height);
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batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
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batch->rect(inv_x, inv_y, inv_w, inv_h,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
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batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
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for (uint i = 1; i < count; i++) {
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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// batch->rect(x-2, y-2, size+4, size+4);
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batch->rect(x-2, y-2, size+4, size+4,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
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batch->rect(x, y, size, size,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
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}
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// batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
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// for (unsigned i = 1; i < count; i++) {
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// x = xs + step * ((i-1) % (inv_w / step));
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// y = ys + step * ((i-1) / (inv_w / step));
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// batch->rect(x, y, size, size);
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// }
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//front
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batch->texture(blocks);
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for (uint i = 1; i < count; i++) {
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Block* cblock = Block::blocks[i];
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if (cblock == nullptr)
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break;
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
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player->choosenBlock = i;
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}
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// size = 50;
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} else
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{
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// size = 48;
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tint = vec4(1.0f);
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}
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if (cblock->model == BLOCK_MODEL_CUBE){
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batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
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} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
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batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
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}
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}
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}
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// batch->render();
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if (Events::_cursor_locked && !level->player->debug){
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// Shader* crosshairShader = assets->getShader("crosshair");
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// crosshairShader->use();
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// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
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// crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
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// glLineWidth(2.0f);
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// crosshair->draw(GL_LINES);
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if (!Events::_cursor_locked) {
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drawInventory(player);
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}
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batch->render();
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glEnable(GL_MULTISAMPLE);
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}
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