New trackbar + pane lights fix
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@@ -128,7 +128,7 @@ void WorldRenderer::drawChunks(Chunks* chunks,
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void WorldRenderer::draw(const GfxContext& pctx, Camera* camera){
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EngineSettings& settings = engine->getSettings();
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skybox->refresh(level->world->daytime,
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fmax(1.0f, 10.0f/(settings.chunks.loadDistance-2)), 4);
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fmax(1.0f, 10.0f/(settings.chunks.loadDistance-2))+fog*2.0f, 4);
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const Content* content = level->content;
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const ContentIndices* contentIds = content->indices;
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@@ -290,4 +290,6 @@ void WorldRenderer::drawBorders(int sx, int sy, int sz, int ex, int ey, int ez)
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sx, i, sz, 0, 0.8f, 0, 1);
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}
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lineBatch->render();
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}
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}
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float WorldRenderer::fog = 0.0f;
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@@ -40,6 +40,8 @@ public:
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void draw(const GfxContext& context, Camera* camera);
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void drawDebug(const GfxContext& context, Camera* camera);
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void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
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static float fog;
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};
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+12
-4
@@ -56,14 +56,12 @@ inline Label* create_label(gui::wstringsupplier supplier) {
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HudRenderer::HudRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache,
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WorldRenderer* renderer)
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const ContentGfxCache* cache)
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: level(level),
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assets(engine->getAssets()),
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batch(new Batch2D(1024)),
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gui(engine->getGUI()),
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cache(cache),
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renderer(renderer) {
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cache(cache) {
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auto menu = gui->getMenu();
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blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
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assets->getAtlas("blocks"),
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@@ -160,6 +158,16 @@ HudRenderer::HudRenderer(Engine* engine,
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});
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panel->add(bar);
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}
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{
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TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
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bar->supplier([=]() {
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return WorldRenderer::fog;
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});
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bar->consumer([=](double val) {
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WorldRenderer::fog = val;
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});
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panel->add(bar);
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}
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{
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Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
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checkpanel->color(vec4(0.0f));
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+1
-4
@@ -42,13 +42,10 @@ class HudRenderer {
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std::shared_ptr<gui::UINode> debugPanel;
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gui::GUI* gui;
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const ContentGfxCache* const cache;
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WorldRenderer* renderer;
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public:
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HudRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache,
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WorldRenderer* renderer);
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const ContentGfxCache* cache);
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~HudRenderer();
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void update();
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@@ -96,7 +96,7 @@ LevelScreen::LevelScreen(Engine* engine, Level* level)
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controller = new LevelController(settings, level);
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cache = new ContentGfxCache(level->content, engine->getAssets());
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worldRenderer = new WorldRenderer(engine, level, cache);
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hud = new HudRenderer(engine, level, cache, worldRenderer);
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hud = new HudRenderer(engine, level, cache);
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backlight = settings.graphics.backlight;
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}
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