update ModelBatch.box semantics
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@@ -48,25 +48,6 @@ ModelBatch::~ModelBatch() {
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}
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void ModelBatch::test(glm::vec3 pos, glm::vec3 size) {
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float time = static_cast<float>(Window::time());
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pushMatrix(glm::translate(glm::mat4(1.0f), pos));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*7*0.1f), glm::vec3(0,1,0)));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*11*0.1f), glm::vec3(1,0,0)));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*17*0.1f), glm::vec3(0,0,1)));
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pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, glm::sin(time*2), 0)));
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box({}, size);
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box({1.5f,0,0}, size*0.5f);
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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}
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void ModelBatch::box(glm::vec3 pos, glm::vec3 size) {
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if (index + 36 < capacity*VERTEX_SIZE) {
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flush();
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}
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glm::vec3 gpos = combined * glm::vec4(pos, 1.0f);
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light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
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glm::vec4 lights (
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@@ -76,6 +57,25 @@ void ModelBatch::box(glm::vec3 pos, glm::vec3 size) {
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Lightmap::extract(light, 3) / 15.0f
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);
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float time = static_cast<float>(Window::time());
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pushMatrix(glm::translate(glm::mat4(1.0f), pos));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*7*0.1f), glm::vec3(0,1,0)));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*11*0.1f), glm::vec3(1,0,0)));
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pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*17*0.1f), glm::vec3(0,0,1)));
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pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, glm::sin(time*2), 0)));
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box({}, size, lights);
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box({1.5f,0,0}, size*0.5f, lights);
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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popMatrix();
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}
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void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) {
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if (index + 36 < capacity*VERTEX_SIZE) {
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flush();
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}
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plane(pos+Z*size, X*size, Y*size, Z, lights);
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plane(pos-Z*size, -X*size, Y*size, -Z, lights);
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