refactor: extract DebugLinesRenderer
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a78931205f
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@ -1,15 +1,49 @@
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#include "GuidesRenderer.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include "DebugLinesRenderer.hpp"
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#include "graphics/core/Shader.hpp"
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#include "window/Camera.hpp"
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#include "graphics/core/LineBatch.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/render/LinesRenderer.hpp"
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#include "world/Level.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Pathfinding.hpp"
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#include "maths/voxmaths.hpp"
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#include "window/Camera.hpp"
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#include "constants.hpp"
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void GuidesRenderer::drawBorders(
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static void draw_route(
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LinesRenderer& lines, const voxels::Agent& agent
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) {
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const auto& route = agent.route;
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if (!route.found)
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return;
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for (int i = 1; i < route.nodes.size(); i++) {
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const auto& a = route.nodes.at(i - 1);
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const auto& b = route.nodes.at(i);
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if (i == 1) {
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lines.pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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lines.pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec4(1, 0, 1, 1)
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);
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lines.pushLine(
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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}
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void DebugLinesRenderer::drawBorders(
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LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
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) {
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int ww = ex - sx;
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@ -37,7 +71,7 @@ void GuidesRenderer::drawBorders(
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batch.flush();
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}
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void GuidesRenderer::drawCoordSystem(
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void DebugLinesRenderer::drawCoordSystem(
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LineBatch& batch, const DrawContext& pctx, float length
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) {
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auto ctx = pctx.sub();
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@ -55,14 +89,20 @@ void GuidesRenderer::drawCoordSystem(
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batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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}
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void GuidesRenderer::renderDebugLines(
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const DrawContext& pctx,
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void DebugLinesRenderer::render(
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DrawContext& pctx,
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const Camera& camera,
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LineBatch& batch,
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LinesRenderer& renderer,
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LineBatch& linesBatch,
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Shader& linesShader,
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bool showChunkBorders
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) {
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DrawContext ctx = pctx.sub(&batch);
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// In-world lines
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for (const auto& [_, agent] : level.pathfinding->getAgents()) {
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draw_route(renderer, agent);
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}
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DrawContext ctx = pctx.sub(&linesBatch);
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const auto& viewport = ctx.getViewport();
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ctx.setDepthTest(true);
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@ -78,7 +118,7 @@ void GuidesRenderer::renderDebugLines(
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int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
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drawBorders(
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batch,
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linesBatch,
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cx * CHUNK_W,
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0,
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cz * CHUNK_D,
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@ -103,5 +143,5 @@ void GuidesRenderer::renderDebugLines(
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) * model *
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glm::inverse(camera.rotation)
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);
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drawCoordSystem(batch, ctx, length);
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drawCoordSystem(linesBatch, ctx, length);
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}
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39
src/graphics/render/DebugLinesRenderer.hpp
Normal file
39
src/graphics/render/DebugLinesRenderer.hpp
Normal file
@ -0,0 +1,39 @@
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#pragma once
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class DrawContext;
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class Camera;
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class LineBatch;
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class LinesRenderer;
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class Shader;
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class Level;
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class DebugLinesRenderer {
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public:
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DebugLinesRenderer(const Level& level)
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: level(level) {};
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/// @brief Render debug lines in the world
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/// @param ctx Draw context
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/// @param camera Camera used for rendering
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/// @param renderer Lines renderer used for rendering lines
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/// @param linesShader Shader used for rendering lines
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/// @param showChunkBorders Whether to show chunk borders
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void render(
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DrawContext& ctx,
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const Camera& camera,
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LinesRenderer& renderer,
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LineBatch& linesBatch,
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Shader& linesShader,
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bool showChunkBorders
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);
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private:
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const Level& level;
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void drawBorders(
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LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
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);
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void drawCoordSystem(
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LineBatch& batch, const DrawContext& pctx, float length
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);
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};
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@ -1,28 +0,0 @@
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#pragma once
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class LineBatch;
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class DrawContext;
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class Camera;
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class Shader;
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class GuidesRenderer {
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public:
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void drawBorders(
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LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
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);
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void drawCoordSystem(
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LineBatch& batch, const DrawContext& pctx, float length
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);
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/// @brief Render all debug lines (chunks borders, coord system guides)
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/// @param context graphics context
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/// @param camera active camera
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/// @param linesShader shader used
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void renderDebugLines(
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const DrawContext& context,
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const Camera& camera,
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LineBatch& batch,
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Shader& linesShader,
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bool showChunkBorders
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);
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};
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@ -52,8 +52,8 @@
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#include "NamedSkeletons.hpp"
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#include "TextsRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "GuidesRenderer.hpp"
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#include "LinesRenderer.hpp"
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#include "DebugLinesRenderer.hpp"
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#include "ModelBatch.hpp"
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#include "Skybox.hpp"
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#include "Emitter.hpp"
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@ -80,7 +80,6 @@ WorldRenderer::WorldRenderer(
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modelBatch(std::make_unique<ModelBatch>(
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MODEL_BATCH_CAPACITY, assets, *player.chunks, engine.getSettings()
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)),
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guides(std::make_unique<GuidesRenderer>()),
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chunksRenderer(std::make_unique<ChunksRenderer>(
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&level,
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*player.chunks,
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@ -120,6 +119,7 @@ WorldRenderer::WorldRenderer(
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);
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lines = std::make_unique<LinesRenderer>();
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shadowMapping = std::make_unique<Shadows>(level);
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debugLines = std::make_unique<DebugLinesRenderer>(level);
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}
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WorldRenderer::~WorldRenderer() = default;
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@ -274,39 +274,6 @@ void WorldRenderer::renderLines(
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}
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}
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static void draw_route(
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LinesRenderer& lines, const voxels::Agent& agent
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) {
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const auto& route = agent.route;
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if (!route.found)
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return;
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for (int i = 1; i < route.nodes.size(); i++) {
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const auto& a = route.nodes.at(i - 1);
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const auto& b = route.nodes.at(i);
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if (i == 1) {
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lines.pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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lines.pushLine(
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec4(1, 0, 1, 1)
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);
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lines.pushLine(
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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}
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}
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void WorldRenderer::renderFrame(
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const DrawContext& pctx,
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Camera& camera,
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@ -316,6 +283,9 @@ void WorldRenderer::renderFrame(
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PostProcessing& postProcessing
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) {
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// TODO: REFACTOR WHOLE RENDER ENGINE
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auto projView = camera.getProjView();
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float delta = uiDelta * !pause;
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timer += delta;
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weather.update(delta);
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@ -373,9 +343,6 @@ void WorldRenderer::renderFrame(
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setupWorldShader(shader, shadowCamera, engine.getSettings(), 0.0f);
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chunksRenderer->drawShadowsPass(shadowCamera, shader, camera);
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});
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auto& linesShader = assets.require<Shader>("lines");
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{
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DrawContext wctx = pctx.sub();
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postProcessing.use(wctx, gbufferPipeline);
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@ -387,14 +354,6 @@ void WorldRenderer::renderFrame(
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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renderOpaque(ctx, camera, settings, uiDelta, pause, hudVisible);
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// Debug lines
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if (hudVisible) {
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if (debug) {
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guides->renderDebugLines(
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ctx, camera, *lineBatch, linesShader, showChunkBorders
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);
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}
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}
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}
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texts->render(pctx, camera, settings, hudVisible, true);
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}
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@ -419,15 +378,12 @@ void WorldRenderer::renderFrame(
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// Background sky plane
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skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
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// In-world lines
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if (debug) {
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for (const auto& [_, agent] : level.pathfinding->getAgents()) {
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draw_route(*lines, agent);
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}
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}
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auto& linesShader = assets.require<Shader>("lines");
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linesShader.use();
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linesShader.uniformMatrix("u_projview", camera.getProjView());
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debugLines->render(
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ctx, camera, *lines, *lineBatch, linesShader, showChunkBorders
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);
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linesShader.uniformMatrix("u_projview", projView);
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lines->draw(*lineBatch);
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lineBatch->flush();
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@ -22,7 +22,6 @@ class BlockWrapsRenderer;
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class PrecipitationRenderer;
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class HandsRenderer;
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class NamedSkeletons;
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class GuidesRenderer;
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class LinesRenderer;
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class TextsRenderer;
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class Shader;
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@ -36,6 +35,7 @@ class ModelBatch;
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class Assets;
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class Shadows;
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class GBuffer;
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class DebugLinesRenderer;
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struct EngineSettings;
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struct CompileTimeShaderSettings {
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@ -53,11 +53,11 @@ class WorldRenderer {
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std::unique_ptr<LineBatch> lineBatch;
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std::unique_ptr<Batch3D> batch3d;
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std::unique_ptr<ModelBatch> modelBatch;
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std::unique_ptr<GuidesRenderer> guides;
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std::unique_ptr<ChunksRenderer> chunksRenderer;
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std::unique_ptr<HandsRenderer> hands;
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std::unique_ptr<Skybox> skybox;
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std::unique_ptr<Shadows> shadowMapping;
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std::unique_ptr<DebugLinesRenderer> debugLines;
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Weather weather {};
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float timer = 0.0f;
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