Merge branch 'MihailRis:main' into main

This commit is contained in:
Astazium 2026-09-09 21:50:10 +03:00 • committed by GitHub
commit 469edd1e9d
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GPG key ID: B5690EEEBB952194
66 changed files with 1717 additions and 538 deletions

View file

@ -144,6 +144,7 @@ void BlockWrapsRenderer::draw(const DrawContext& pctx) {
auto& shader = assets.require<Shader>("entity");
shader.use();
shader.uniform1i("u_alphaClip", false);
shader.uniform1i("u_dithering", 0);
for (const auto& [_, wrapper] : wrappers) {
if (wrapper->dirtySides) {
@ -198,4 +199,4 @@ void BlockWrapsRenderer::clearOrder(const BlockWrapper* const wrapper) {
++it;
}
}
}
}

View file

@ -1,14 +1,14 @@
#include "HandsRenderer.hpp"
#include "animation/rigging.hpp"
#include "content/Content.hpp"
#include "graphics/commons/Model.hpp"
#include "ModelBatch.hpp"
#include "window/Camera.hpp"
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "ModelBatch.hpp"
#include "content/Content.hpp"
#include "graphics/commons/Model.hpp"
#include "objects/rigging.hpp"
#include "window/Camera.hpp"
using namespace rigging;
HandsRenderer::HandsRenderer(

View file

@ -1,6 +1,6 @@
#include "NamedSkeletons.hpp"
#include "objects/rigging.hpp"
#include "animation/rigging.hpp"
using namespace rigging;

View file

@ -1,5 +1,6 @@
#include "WorldRenderer.hpp"
#include "animation/rigging.hpp"
#include "BlockWrapsRenderer.hpp"
#include "ChunksRenderer.hpp"
#include "CloudsRenderer.hpp"
@ -42,7 +43,6 @@
#include "maths/voxmaths.hpp"
#include "objects/Entities.hpp"
#include "objects/Player.hpp"
#include "objects/rigging.hpp"
#include "settings.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunk.hpp"
@ -244,6 +244,7 @@ void WorldRenderer::renderOpaque(
}
entityShader.uniform1i("u_alphaClip", true);
entityShader.uniform1i("u_dithering", 1);
entityShader.uniform1f("u_opacity", 1.0f);
level.entities->render(
assets,
@ -513,6 +514,7 @@ void WorldRenderer::renderWeatherEffects(Camera& camera) {
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1i("u_dithering", 0);
entityShader.uniform1f(
"u_opacity", weather->fall.opaque ? t * t : t
);