mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 10:31:50 +00:00
feat: allow passing rgba color to entity skeletons and block wraps
This commit is contained in:
parent
85cc55c63b
commit
ae082abaa2
12 changed files with 55 additions and 40 deletions
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@ -2,7 +2,7 @@
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec3 v_color;
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layout (location = 2) in vec4 v_color;
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layout (location = 3) in vec4 v_light;
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layout (location = 4) in vec4 v_normal;
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@ -29,8 +29,8 @@ void main() {
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb * v_light.a) * v_color;
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a_color.a = u_opacity;
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb * v_light.a) * v_color.rgb;
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a_color.a = u_opacity * v_color.a;
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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@ -85,7 +85,7 @@ namespace rigging {
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std::unordered_map<std::string, std::string> textures;
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std::vector<ModelReference> modelOverrides;
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bool visible;
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glm::vec3 tint {1.0f, 1.0f, 1.0f};
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glm::vec4 tint {1.0f, 1.0f, 1.0f, 1.0f};
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util::VecInterpolation<3, float> interpolation {false};
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@ -161,7 +161,7 @@ void BlockWrapsRenderer::draw(const DrawContext& pctx) {
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u64id_t BlockWrapsRenderer::add(
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const glm::ivec3& position,
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const std::string& texture,
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const glm::vec3& tint,
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const glm::vec4& tint,
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float emission
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) {
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u64id_t id = nextWrapper++;
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@ -20,7 +20,7 @@ class DrawContext;
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struct BlockWrapper {
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glm::ivec3 position;
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std::array<std::string, 6> textureFaces {};
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std::array<glm::vec3, 6> tints {};
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std::array<glm::vec4, 6> tints {};
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float emission = 0.0f;
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// --- render cache ---
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@ -56,7 +56,7 @@ public:
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u64id_t add(
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const glm::ivec3& position,
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const std::string& texture,
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const glm::vec3& tint,
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const glm::vec4& tint,
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float emission
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);
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@ -87,7 +87,7 @@ void MainBatch::cube(
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
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const glm::vec4& lights,
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const glm::vec3 tints[],
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const glm::vec4 tints[],
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float emission,
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uint8_t cullingBits
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) {
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@ -17,14 +17,14 @@ class Chunks;
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struct MainBatchVertex {
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glm::vec3 position;
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glm::vec2 uv;
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glm::vec3 tint;
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glm::vec4 tint;
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std::array<uint8_t, 4> color;
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std::array<uint8_t, 4> normal;
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static constexpr VertexAttribute ATTRIBUTES[] = {
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{VertexAttribute::Type::FLOAT, false, 3},
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{VertexAttribute::Type::FLOAT, false, 2},
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{VertexAttribute::Type::FLOAT, false, 3},
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{VertexAttribute::Type::FLOAT, false, 4},
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{VertexAttribute::Type::UNSIGNED_BYTE, true, 4},
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{VertexAttribute::Type::UNSIGNED_BYTE, true, 4},
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{{}, 0}};
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@ -63,7 +63,7 @@ public:
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const glm::vec3& pos,
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const glm::vec2& uv,
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const glm::vec4& light,
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const glm::vec3& tint,
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const glm::vec4& tint,
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const glm::vec3& normal,
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float emission
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) {
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@ -91,7 +91,7 @@ public:
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const glm::vec3& normal,
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const glm::vec2& size,
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const glm::vec4& light,
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const glm::vec3& tint,
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const glm::vec4& tint,
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const UVRegion& subregion,
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float emission = 0.0f
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) {
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@ -152,7 +152,7 @@ public:
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
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const glm::vec4& lights,
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const glm::vec3 tints[],
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const glm::vec4 tints[],
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float emission,
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uint8_t cullingBits = 0xFF
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);
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@ -61,8 +61,8 @@ void ModelBatch::draw(
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const model::Mesh& mesh,
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const glm::mat4& matrix,
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const glm::mat3& rotation,
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glm::vec3 tint,
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const texture_names_map* varTextures,
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const glm::vec4& tint,
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const TextureNamesMap* varTextures,
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bool backlight
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) {
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setTexture(mesh.texture, varTextures);
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@ -97,10 +97,12 @@ void ModelBatch::draw(
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}
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}
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void ModelBatch::draw(glm::mat4 matrix,
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glm::vec3 tint,
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const model::Model* model,
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const texture_names_map* varTextures) {
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void ModelBatch::draw(
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const glm::mat4& matrix,
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const glm::vec4& tint,
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const model::Model* model,
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const TextureNamesMap* varTextures
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) {
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for (const auto& mesh : model->meshes) {
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entries.push_back({
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matrix, extract_rotation(matrix), tint, &mesh, varTextures
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@ -134,7 +136,7 @@ void ModelBatch::setLightsOffset(const glm::vec3& offset) {
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}
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void ModelBatch::setTexture(const std::string& name,
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const texture_names_map* varTextures) {
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const TextureNamesMap* varTextures) {
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if (varTextures && !name.empty() && name.at(0) == '$') {
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const auto& found = varTextures->find(name);
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if (found == varTextures->end()) {
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@ -18,7 +18,7 @@ namespace model {
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struct Model;
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}
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using texture_names_map = std::unordered_map<std::string, std::string>;
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using TextureNamesMap = std::unordered_map<std::string, std::string>;
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class ModelBatch {
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const Assets& assets;
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@ -31,22 +31,24 @@ class ModelBatch {
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std::unique_ptr<MainBatch> batch;
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void draw(const model::Mesh& mesh,
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const glm::mat4& matrix,
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const glm::mat3& rotation,
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glm::vec3 tint,
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const texture_names_map* varTextures,
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bool backlight);
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void draw(
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const model::Mesh& mesh,
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const glm::mat4& matrix,
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const glm::mat3& rotation,
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const glm::vec4& tint,
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const TextureNamesMap* varTextures,
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bool backlight
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);
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void setTexture(const std::string& name,
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const texture_names_map* varTextures);
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const TextureNamesMap* varTextures);
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struct DrawEntry {
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glm::mat4 matrix;
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glm::mat3 rotation;
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glm::vec3 tint;
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glm::vec4 tint;
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const model::Mesh* mesh;
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const texture_names_map* varTextures;
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const TextureNamesMap* varTextures;
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};
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std::vector<DrawEntry> entries;
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public:
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@ -58,10 +60,12 @@ public:
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);
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~ModelBatch();
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void draw(glm::mat4 matrix,
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glm::vec3 tint,
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const model::Model* model,
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const texture_names_map* varTextures);
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void draw(
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const glm::mat4& matrix,
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const glm::vec4& tint,
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const model::Model* model,
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const TextureNamesMap* varTextures
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);
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void render();
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void setLightsOffset(const glm::vec3& offset);
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@ -160,7 +160,7 @@ void ParticlesRenderer::renderParticle(
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-camera.front,
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preset.size * scale,
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light,
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glm::vec3(1.0f),
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glm::vec4(1.0f),
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particle.region,
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preset.lighting ? 0.0f : 1.0f
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);
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@ -151,7 +151,7 @@ void PrecipitationRenderer::render(
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glm::cross(glm::vec3(0, 1, 0), face.right),
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FACE_SIZE,
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light_at(chunks, pos.x, y, pos.z),
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glm::vec3(1.0f),
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glm::vec4(1.0f),
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calc_uv(pos, face.right, timer, weather)
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);
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}
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@ -156,7 +156,9 @@ static int l_get_color(lua::State* L) {
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static int l_set_color(lua::State* L) {
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if (auto skeleton = get_skeleton(L)) {
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skeleton->tint = lua::tovec3(L, 2);
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skeleton->tint = lua::objlen(L, 2) > 3
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? lua::tovec4(L, 2)
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: glm::vec4(lua::tovec3(L, 2), 1.0f);
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}
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return 0;
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}
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@ -10,7 +10,11 @@ static int l_wrap(lua::State* L) {
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auto position = lua::tovec3(L, 1);
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std::string texture = lua::require_string(L, 2);
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float emission = lua::isnumber(L, 3) ? lua::tonumber(L, 3) : 1.0f;
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glm::vec3 tint = lua::istable(L, 4) ? lua::tovec3(L, 4) : glm::vec3(1.0f);
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glm::vec4 tint =
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lua::istable(L, 4)
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? (lua::objlen(L, 4) > 3 ? lua::tovec4(L, 4)
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: glm::vec4(lua::tovec3(L, 4), 1.0f))
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: glm::vec4(1.0f);
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return lua::pushinteger(
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L,
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@ -72,9 +76,12 @@ static int l_set_tints(lua::State* L) {
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if (auto wrapper = renderer->blockWraps->get(lua::tointeger(L, 1))) {
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for (int i = 0; i < wrapper->textureFaces.size(); i++) {
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if (lua::isnil(L, 2 + i)) {
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wrapper->tints[i] = glm::vec3(1.0f);
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wrapper->tints[i] = glm::vec4(1.0f);
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} else {
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wrapper->tints[i] = lua::tovec3(L, 2 + i);
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wrapper->tints[i] =
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lua::objlen(L, 2 + i) > 3
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? lua::tovec4(L, 2 + i)
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: glm::vec4(lua::tovec3(L, 2 + i), 1.0f);
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}
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}
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}
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