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add custom-models in hand support
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parent
5ed37d8604
commit
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6 changed files with 180 additions and 7 deletions
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@ -80,3 +80,56 @@ glm::vec4 MainBatch::sampleLight(
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glm::max(Lightmap::extract(light, 3), minIntensity) / 15.0f
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);
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}
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inline glm::vec4 do_tint(float value) {
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return glm::vec4(value, value, value, 1.0f);
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}
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void MainBatch::cube(
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const glm::vec3& coord,
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
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const glm::vec4& tint,
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bool shading
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) {
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const glm::vec3 X(1.0f, 0.0f, 0.0f);
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const glm::vec3 Y(0.0f, 1.0f, 0.0f);
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const glm::vec3 Z(0.0f, 0.0f, 1.0f);
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quad(
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coord + glm::vec3(0.0f, 0.0f, 0.0f),
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X, Y, glm::vec2(size.x, size.y),
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(shading ? do_tint(0.8) * tint : tint),
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glm::vec3(1.0f), texfaces[5]
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);
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quad(
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coord + glm::vec3(size.x, 0.0f, -size.z),
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-X, Y, glm::vec2(size.x, size.y),
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(shading ? do_tint(0.8) * tint : tint),
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glm::vec3(1.0f), texfaces[4]
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);
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quad(
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coord + glm::vec3(0.0f, size.y, 0.0f),
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X, -Z, glm::vec2(size.x, size.z),
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(shading ? do_tint(1.0f) * tint : tint),
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glm::vec3(1.0f), texfaces[3]
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);
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quad(
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coord + glm::vec3(0.0f, 0.0f, -size.z),
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X, Z, glm::vec2(size.x, size.z),
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(shading ? do_tint(0.7f) * tint : tint),
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glm::vec3(1.0f), texfaces[2]
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);
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quad(
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coord + glm::vec3(0.0f, 0.0f, -size.z),
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Z, Y, glm::vec2(size.z, size.y),
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(shading ? do_tint(0.9f) * tint : tint),
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glm::vec3(1.0f), texfaces[0]
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);
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quad(
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coord + glm::vec3(size.x, 0.0f, 0.0f),
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-Z, Y, glm::vec2(size.z, size.y),
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(shading ? do_tint(0.9f) * tint : tint),
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glm::vec3(1.0f), texfaces[1]
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);
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}
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