move 3d texts rendering code to TextsRenderer
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5b3fe465b9
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42b26707cb
104
src/graphics/render/TextsRenderer.cpp
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104
src/graphics/render/TextsRenderer.cpp
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@ -0,0 +1,104 @@
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#include "TextsRenderer.hpp"
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#include "TextNote.hpp"
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#include "maths/util.hpp"
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#include "assets/Assets.hpp"
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#include "window/Camera.hpp"
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#include "maths/FrustumCulling.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/Batch3D.hpp"
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#include "graphics/core/Shader.hpp"
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#include "presets/NotePreset.hpp"
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TextsRenderer::TextsRenderer(const Frustum* frustum) : frustum(frustum) {
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}
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void TextsRenderer::renderText(
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Batch3D& batch,
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const TextNote& note,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible
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) {
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const auto& text = note.getText();
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const auto& preset = note.getPreset();
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const auto& pos = note.getPosition();
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if (util::distance2(pos, camera.position) >
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util::sqr(preset.renderDistance / camera.zoom)) {
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return;
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}
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// Projected notes are displayed on the front layer only
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if (preset.displayMode == NoteDisplayMode::PROJECTED) {
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return;
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}
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auto& font = assets.require<Font>("normal");
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glm::vec3 xvec {1, 0, 0};
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glm::vec3 yvec {0, 1, 0};
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int width = font.calcWidth(text, text.length());
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if (preset.displayMode == NoteDisplayMode::Y_FREE_BILLBOARD ||
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preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
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xvec = camera.position - pos;
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xvec.y = 0;
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std::swap(xvec.x, xvec.z);
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xvec.z *= -1;
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xvec = glm::normalize(xvec);
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if (preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
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yvec = camera.up;
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}
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}
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if (preset.displayMode != NoteDisplayMode::PROJECTED) {
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if (!frustum->isBoxVisible(pos - xvec * (width * 0.5f),
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pos + xvec * (width * 0.5f))) {
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return;
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}
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}
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batch.setColor(preset.color);
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font.draw(
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batch,
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text,
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pos - xvec * (width * 0.5f) * preset.scale,
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xvec * preset.scale,
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yvec * preset.scale
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);
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}
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void TextsRenderer::renderTexts(
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Batch3D& batch,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible,
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bool frontLayer
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) {
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std::vector<TextNote> notes;
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NotePreset preset;
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preset.displayMode = NoteDisplayMode::STATIC_BILLBOARD;
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preset.color = glm::vec4(0, 0, 0, 1);
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preset.scale = 0.005f;
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notes.emplace_back(
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L"Segmentation fault",
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std::move(preset),
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glm::vec3(0.5f, 99.5f, 0.0015f)
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);
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auto& shader = assets.require<Shader>("ui3d");
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shader.use();
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shader.uniformMatrix("u_projview", camera.getProjView());
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shader.uniformMatrix("u_apply", glm::mat4(1.0f));
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batch.begin();
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for (const auto& note : notes) {
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renderText(batch, note, context, assets, camera, settings, hudVisible);
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}
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batch.flush();
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}
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35
src/graphics/render/TextsRenderer.hpp
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35
src/graphics/render/TextsRenderer.hpp
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@ -0,0 +1,35 @@
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#pragma once
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class DrawContext;
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class Camera;
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class Assets;
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class Batch3D;
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class Frustum;
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class TextNote;
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struct EngineSettings;
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class TextsRenderer {
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const Frustum* frustum;
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void renderText(
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Batch3D& batch,
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const TextNote& note,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible
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);
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public:
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TextsRenderer(const Frustum* frustum);
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void renderTexts(
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Batch3D& batch,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible,
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bool frontLayer
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);
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};
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@ -32,7 +32,6 @@
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#include "world/Level.hpp"
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#include "world/LevelEvents.hpp"
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#include "world/World.hpp"
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#include "presets/NotePreset.hpp"
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#include "graphics/commons/Model.hpp"
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#include "graphics/core/Atlas.hpp"
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#include "graphics/core/Batch3D.hpp"
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@ -44,6 +43,7 @@
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#include "graphics/core/Texture.hpp"
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#include "graphics/core/Font.hpp"
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#include "ParticlesRenderer.hpp"
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#include "TextsRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "ModelBatch.hpp"
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#include "Skybox.hpp"
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@ -71,7 +71,8 @@ WorldRenderer::WorldRenderer(
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*engine->getAssets(),
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*frontend->getLevel(),
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&engine->getSettings().graphics
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)) {
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)),
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texts(std::make_unique<TextsRenderer>(frustumCulling.get())) {
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renderer = std::make_unique<ChunksRenderer>(
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level, frontend->getContentGfxCache(), &engine->getSettings()
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);
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@ -419,98 +420,6 @@ void WorldRenderer::renderHands(
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skybox->unbind();
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}
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void WorldRenderer::renderText(
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const TextNote& note,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible
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) {
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const auto& text = note.getText();
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const auto& preset = note.getPreset();
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const auto& pos = note.getPosition();
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if (util::distance2(pos, camera.position) >
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util::sqr(preset.renderDistance / camera.zoom)) {
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return;
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}
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// Projected notes are displayed on the front layer only
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if (preset.displayMode == NoteDisplayMode::PROJECTED) {
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return;
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}
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auto& font = assets.require<Font>("normal");
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glm::vec3 xvec {1, 0, 0};
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glm::vec3 yvec {0, 1, 0};
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int width = font.calcWidth(text, text.length());
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if (preset.displayMode == NoteDisplayMode::Y_FREE_BILLBOARD ||
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preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
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xvec = camera.position - pos;
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xvec.y = 0;
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std::swap(xvec.x, xvec.z);
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xvec.z *= -1;
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xvec = glm::normalize(xvec);
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if (preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
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yvec = camera.up;
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}
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}
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if (preset.displayMode != NoteDisplayMode::PROJECTED) {
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if (!frustumCulling->isBoxVisible(pos - xvec * (width * 0.5f),
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pos + xvec * (width * 0.5f))) {
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return;
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}
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}
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float ppbx = 1.0f / preset.scale;
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float ppby = 1.0f / preset.scale;
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batch3d->setColor(preset.color);
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font.draw(
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*batch3d,
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text,
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pos - xvec * (width * 0.5f) / ppbx,
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xvec / ppbx,
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yvec / ppby
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);
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}
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void WorldRenderer::renderTexts(
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const DrawContext& context,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible,
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bool frontLayer
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) {
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std::vector<TextNote> notes;
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NotePreset preset;
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preset.displayMode = NoteDisplayMode::STATIC_BILLBOARD;
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preset.color = glm::vec4(0, 0, 0, 1);
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preset.scale = 0.005f;
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notes.emplace_back(
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L"Segmentation fault",
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std::move(preset),
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glm::vec3(0.5f, 99.5f, 0.0015f)
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);
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const auto& assets = *engine->getAssets();
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auto& shader = assets.require<Shader>("ui3d");
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shader.use();
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shader.uniformMatrix("u_projview", camera.getProjView());
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shader.uniformMatrix("u_apply", glm::mat4(1.0f));
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batch3d->begin();
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for (const auto& note : notes) {
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renderText(note, context, assets, camera, settings, hudVisible);
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}
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batch3d->flush();
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}
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void WorldRenderer::draw(
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const DrawContext& pctx,
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Camera& camera,
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@ -547,7 +456,9 @@ void WorldRenderer::draw(
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DrawContext ctx = wctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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renderTexts(ctx, camera, settings, hudVisible, false);
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texts->renderTexts(
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*batch3d, ctx, assets, camera, settings, hudVisible, false
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);
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renderLevel(ctx, camera, settings, delta, pause);
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// Debug lines
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if (hudVisible) {
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@ -17,6 +17,7 @@ class Batch3D;
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class LineBatch;
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class ChunksRenderer;
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class ParticlesRenderer;
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class TextsRenderer;
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class Shader;
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class Frustum;
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class Engine;
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@ -28,7 +29,6 @@ class DrawContext;
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class ModelBatch;
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class Assets;
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class Emitter;
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class TextNote;
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struct EngineSettings;
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namespace model {
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@ -51,6 +51,7 @@ class WorldRenderer {
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std::unique_ptr<Frustum> frustumCulling;
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std::unique_ptr<LineBatch> lineBatch;
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std::unique_ptr<ChunksRenderer> renderer;
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std::unique_ptr<TextsRenderer> texts;
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std::unique_ptr<Skybox> skybox;
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std::unique_ptr<Batch3D> batch3d;
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std::unique_ptr<ModelBatch> modelBatch;
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@ -92,23 +93,6 @@ class WorldRenderer {
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const EngineSettings& settings,
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float fogFactor
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);
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void renderText(
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const TextNote& note,
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const DrawContext& context,
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const Assets& assets,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible
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);
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void renderTexts(
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const DrawContext& context,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible,
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bool frontLayer
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);
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public:
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std::unique_ptr<ParticlesRenderer> particles;
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