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https://github.com/MihailRis/voxelcore.git
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Merge branch 'MihailRis:main' into main
This commit is contained in:
commit
469edd1e9d
66 changed files with 1717 additions and 538 deletions
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@ -144,6 +144,7 @@ void BlockWrapsRenderer::draw(const DrawContext& pctx) {
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auto& shader = assets.require<Shader>("entity");
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shader.use();
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shader.uniform1i("u_alphaClip", false);
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shader.uniform1i("u_dithering", 0);
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for (const auto& [_, wrapper] : wrappers) {
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if (wrapper->dirtySides) {
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@ -198,4 +199,4 @@ void BlockWrapsRenderer::clearOrder(const BlockWrapper* const wrapper) {
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++it;
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}
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}
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}
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}
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@ -1,14 +1,14 @@
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#include "HandsRenderer.hpp"
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#include "animation/rigging.hpp"
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#include "content/Content.hpp"
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#include "graphics/commons/Model.hpp"
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#include "ModelBatch.hpp"
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#include "window/Camera.hpp"
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "ModelBatch.hpp"
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#include "content/Content.hpp"
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#include "graphics/commons/Model.hpp"
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#include "objects/rigging.hpp"
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#include "window/Camera.hpp"
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using namespace rigging;
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HandsRenderer::HandsRenderer(
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@ -1,6 +1,6 @@
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#include "NamedSkeletons.hpp"
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#include "objects/rigging.hpp"
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#include "animation/rigging.hpp"
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using namespace rigging;
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@ -1,5 +1,6 @@
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#include "WorldRenderer.hpp"
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#include "animation/rigging.hpp"
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#include "BlockWrapsRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "CloudsRenderer.hpp"
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@ -42,7 +43,6 @@
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#include "maths/voxmaths.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Player.hpp"
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#include "objects/rigging.hpp"
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#include "settings.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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@ -244,6 +244,7 @@ void WorldRenderer::renderOpaque(
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}
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entityShader.uniform1i("u_alphaClip", true);
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entityShader.uniform1i("u_dithering", 1);
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entityShader.uniform1f("u_opacity", 1.0f);
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level.entities->render(
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assets,
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@ -513,6 +514,7 @@ void WorldRenderer::renderWeatherEffects(Camera& camera) {
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float one = weather->fall.maxOpacity;
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float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
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entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
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entityShader.uniform1i("u_dithering", 0);
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entityShader.uniform1f(
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"u_opacity", weather->fall.opaque ? t * t : t
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);
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