Refactor, shader fix
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+15
-15
@@ -78,18 +78,12 @@ void write_world(World* world, Level* level){
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world->wfile->writePlayer(level->player);
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}
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void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, PlayerController* playerController){
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playerController->update_controls(delta);
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playerController->update_interaction();
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void update_level(World* world, Level* level, float delta, long frame, VoxelRenderer* renderer){
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level->playerController->update_controls(delta);
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level->playerController->update_interaction();
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vec3 position = level->player->hitbox->position;
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level->chunks->setCenter(world->wfile, position.x, 0, position.z);
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int freeLoaders = level->chunksController->countFreeLoaders();
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for (int i = 0; i < freeLoaders; i++)
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level->chunksController->_buildMeshes(renderer, frame);
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freeLoaders = level->chunksController->countFreeLoaders();
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for (int i = 0; i < freeLoaders; i++)
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level->chunksController->loadVisible(world->wfile);
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}
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Level* load_level(World* world, Player* player) {
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@@ -137,7 +131,6 @@ int main() {
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std::cout << "-- preparing systems" << std::endl;
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HudRenderer hud;
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WorldRenderer worldRenderer(level);
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PlayerController playerController(level);
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float lastTime = glfwGetTime();
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float delta = 0.0f;
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@@ -162,12 +155,19 @@ int main() {
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devdata = !devdata;
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}
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update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, &playerController);
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update_level(world, level, delta, frame, worldRenderer.renderer);
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int freeLoaders = level->chunksController->countFreeLoaders();
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for (int i = 0; i < freeLoaders; i++)
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level->chunksController->_buildMeshes(worldRenderer.renderer, frame);
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freeLoaders = level->chunksController->countFreeLoaders();
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for (int i = 0; i < freeLoaders; i++)
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level->chunksController->loadVisible(world->wfile);
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worldRenderer.draw(world, camera, assets, occlusion);
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if (playerController.selectedBlockId != -1){
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Block* selectedBlock = Block::blocks[playerController.selectedBlockId];
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if (level->playerController->selectedBlockId != -1){
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Block* selectedBlock = Block::blocks[level->playerController->selectedBlockId];
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LineBatch* lineBatch = worldRenderer.lineBatch;
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vec3 pos = playerController.selectedBlockPosition;
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vec3 pos = level->playerController->selectedBlockPosition;
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if (selectedBlock->model == 1){
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lineBatch->box(pos.x+0.5f, pos.y+0.5f, pos.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
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} else if (selectedBlock->model == 2){
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