update Assets container - template-based now
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@@ -126,8 +126,8 @@ std::unique_ptr<Atlas> BlocksPreview::build(
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size_t count = indices->countBlockDefs();
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size_t iconSize = ITEM_ICON_SIZE;
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Shader* shader = assets->getShader("ui3d");
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Atlas* atlas = assets->getAtlas("blocks");
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auto shader = assets->get<Shader>("ui3d");
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auto atlas = assets->get<Atlas>("blocks");
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Viewport viewport(iconSize, iconSize);
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DrawContext pctx(nullptr, viewport, nullptr);
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@@ -60,7 +60,7 @@ void ModelBatch::draw(const model::Model& model) {
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Lightmap::extract(light, 3) / 15.0f
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);
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for (const auto& mesh : model.meshes) {
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auto texture = assets->getTexture(mesh.texture);
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auto texture = assets->get<Texture>(mesh.texture);
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if (texture) {
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texture->bind();
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} else {
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@@ -59,7 +59,7 @@ Skybox::~Skybox() {
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}
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void Skybox::drawBackground(Camera* camera, Assets* assets, int width, int height) {
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Shader* backShader = assets->getShader("background");
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auto backShader = assets->get<Shader>("background");
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backShader->use();
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backShader->uniformMatrix("u_view", camera->getView(false));
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backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(M_PI*0.5f));
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@@ -107,7 +107,7 @@ void Skybox::draw(
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DrawContext ctx = pctx.sub();
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ctx.setBlendMode(BlendMode::addition);
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Shader* shader = assets->getShader("ui3d");
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auto shader = assets->get<Shader>("ui3d");
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shader->use();
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shader->uniformMatrix("u_projview", camera->getProjView(false));
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shader->uniformMatrix("u_apply", glm::mat4(1.0f));
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@@ -117,7 +117,7 @@ void Skybox::draw(
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float opacity = glm::pow(1.0f-fog, 7.0f);
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for (auto& sprite : sprites) {
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batch3d->texture(assets->getTexture(sprite.texture));
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batch3d->texture(assets->get<Texture>(sprite.texture));
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float sangle = daytime * M_PI*2 + sprite.phase;
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float distance = sprite.distance;
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@@ -68,7 +68,7 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* pl
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auto assets = engine->getAssets();
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skybox = std::make_unique<Skybox>(
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settings.graphics.skyboxResolution.get(),
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assets->getShader("skybox_gen")
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assets->get<Shader>("skybox_gen")
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);
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}
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@@ -154,9 +154,9 @@ void WorldRenderer::renderLevel(
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Camera* camera,
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const EngineSettings& settings
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) {
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Assets* assets = engine->getAssets();
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Atlas* atlas = assets->getAtlas("blocks");
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Shader* shader = assets->getShader("main");
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auto assets = engine->getAssets();
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auto atlas = assets->get<Atlas>("blocks");
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auto shader = assets->get<Shader>("main");
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auto indices = level->content->getIndices();
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@@ -292,8 +292,8 @@ void WorldRenderer::draw(
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const EngineSettings& settings = engine->getSettings();
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skybox->refresh(pctx, world->daytime, 1.0f+world->fog*2.0f, 4);
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Assets* assets = engine->getAssets();
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Shader* linesShader = assets->getShader("lines");
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auto assets = engine->getAssets();
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auto linesShader = assets->get<Shader>("lines");
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// World render scope with diegetic HUD included
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{
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@@ -323,7 +323,7 @@ void WorldRenderer::draw(
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}
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// Rendering fullscreen quad with
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auto screenShader = assets->getShader("screen");
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auto screenShader = assets->get<Shader>("screen");
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screenShader->use();
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screenShader->uniform1f("u_timer", Window::time());
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screenShader->uniform1f("u_dayTime", level->getWorld()->daytime);
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