refactor WorldRenderer
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#include "GuidesRenderer.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/LineBatch.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "maths/voxmaths.hpp"
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#include "window/Camera.hpp"
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#include "constants.hpp"
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void GuidesRenderer::drawBorders(
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LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
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) {
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int ww = ex - sx;
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int dd = ez - sz;
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/*corner*/ {
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batch.line(sx, sy, sz, sx, ey, sz, 0.8f, 0, 0.8f, 1);
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batch.line(sx, sy, ez, sx, ey, ez, 0.8f, 0, 0.8f, 1);
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batch.line(ex, sy, sz, ex, ey, sz, 0.8f, 0, 0.8f, 1);
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batch.line(ex, sy, ez, ex, ey, ez, 0.8f, 0, 0.8f, 1);
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}
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for (int i = 2; i < ww; i += 2) {
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batch.line(sx + i, sy, sz, sx + i, ey, sz, 0, 0, 0.8f, 1);
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batch.line(sx + i, sy, ez, sx + i, ey, ez, 0, 0, 0.8f, 1);
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}
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for (int i = 2; i < dd; i += 2) {
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batch.line(sx, sy, sz + i, sx, ey, sz + i, 0.8f, 0, 0, 1);
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batch.line(ex, sy, sz + i, ex, ey, sz + i, 0.8f, 0, 0, 1);
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}
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for (int i = sy; i < ey; i += 2) {
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batch.line(sx, i, sz, sx, i, ez, 0, 0.8f, 0, 1);
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batch.line(sx, i, ez, ex, i, ez, 0, 0.8f, 0, 1);
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batch.line(ex, i, ez, ex, i, sz, 0, 0.8f, 0, 1);
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batch.line(ex, i, sz, sx, i, sz, 0, 0.8f, 0, 1);
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}
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batch.flush();
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}
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void GuidesRenderer::drawCoordSystem(
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LineBatch& batch, const DrawContext& pctx, float length
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) {
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auto ctx = pctx.sub();
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ctx.setDepthTest(false);
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batch.lineWidth(4.0f);
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batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
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batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
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batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
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batch.flush();
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ctx.setDepthTest(true);
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batch.lineWidth(2.0f);
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batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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}
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void GuidesRenderer::renderDebugLines(
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const DrawContext& pctx,
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const Camera& camera,
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LineBatch& batch,
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Shader& linesShader,
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bool showChunkBorders
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) {
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DrawContext ctx = pctx.sub(&batch);
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const auto& viewport = ctx.getViewport();
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uint displayWidth = viewport.getWidth();
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uint displayHeight = viewport.getHeight();
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ctx.setDepthTest(true);
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linesShader.use();
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if (showChunkBorders) {
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linesShader.uniformMatrix("u_projview", camera.getProjView());
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glm::vec3 coord = camera.position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
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int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
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drawBorders(
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batch,
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cx * CHUNK_W,
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0,
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cz * CHUNK_D,
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(cx + 1) * CHUNK_W,
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CHUNK_H,
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(cz + 1) * CHUNK_D
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);
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}
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float length = 40.f;
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glm::vec3 tsl(displayWidth / 2, displayHeight / 2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader.uniformMatrix(
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"u_projview",
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glm::ortho(
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0.f,
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static_cast<float>(displayWidth),
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0.f,
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static_cast<float>(displayHeight),
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-length,
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length
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) * model *
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glm::inverse(camera.rotation)
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);
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drawCoordSystem(batch, ctx, length);
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}
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