Added Batch3D
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+8
-2
@@ -19,6 +19,7 @@
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/LineBatch.h"
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#include "graphics/Batch3D.h"
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#include "voxels/Chunks.h"
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#include "voxels/Chunk.h"
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@@ -45,6 +46,7 @@ int uiscale = 1;
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LineBatch *lineBatch;
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Batch2D *batch;
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Batch3D *batch3d;
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Camera *uicamera;
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VoxelRenderer *renderer;
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@@ -53,6 +55,7 @@ void init_renderer(){
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lineBatch = new LineBatch(4096);
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batch = new Batch2D(1024);
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batch3d = new Batch3D(1024);
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uicamera = new Camera(glm::vec3(), Window::height / uiscale);
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uicamera->perspective = false;
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uicamera->flipped = true;
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@@ -146,8 +149,6 @@ void draw_hud(World* world, Level* level, Assets* assets, bool devdata, int fps)
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batch->texture(blocks);
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Block* cblock = Block::blocks[player->choosenBlock];
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// int texid = Block::blocks[player->choosenBlock]->textureFaces[3]; // face-3 is top face of block
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cblock->textureFaces;
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if (cblock->type == 1){
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batch->blockSprite(24, 648, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
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} else if (cblock->type == 2){
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@@ -203,6 +204,11 @@ void draw_world(World* world, Level* level, Camera* camera, Assets* assets, bool
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draw_chunk(indices[i], camera, shader, occlusion);
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}
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shader->uniformMatrix("u_model", mat4(1.0f));
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batch3d->begin();
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// draw 3D stuff here
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batch3d->render();
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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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