Minor refactor
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@ -35,12 +35,6 @@
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#include "../content/Content.h"
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#include "../voxels/Block.h"
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using std::string;
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using std::wstring;
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using glm::vec3;
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using glm::vec4;
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using std::shared_ptr;
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Screen::Screen(Engine* engine) : engine(engine), batch(new Batch2D(1024)) {
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}
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@ -53,7 +47,7 @@ MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
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menu->reset();
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menu->set("main");
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uicamera = new Camera(vec3(), Window::height);
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uicamera = new Camera(glm::vec3(), Window::height);
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uicamera->perspective = false;
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uicamera->flipped = true;
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}
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@ -67,7 +61,7 @@ void MenuScreen::update(float delta) {
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void MenuScreen::draw(float delta) {
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Window::clear();
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Window::setBgColor(vec3(0.2f));
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Window::setBgColor(glm::vec3(0.2f));
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uicamera->setFov(Window::height);
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Shader* uishader = engine->getAssets()->getShader("ui");
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@ -82,7 +76,7 @@ void MenuScreen::draw(float delta) {
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batch->rect(0, 0,
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width, height, 0, 0, 0,
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UVRegion(0, 0, width/64, height/64),
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false, false, vec4(1.0f));
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false, false, glm::vec4(1.0f));
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batch->render();
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}
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@ -11,9 +11,9 @@ const int BLOCK_DIR_UP = 0x4;
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const int BLOCK_DIR_DOWN = 0x5;
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// limited to 8 block orientations
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const int BLOCK_ROT_MASK = 0b0000'0111;
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// limited to 32 block variants
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const int BLOCK_VARIANT_MASK = 0b1111'1000;
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const int BLOCK_ROT_MASK = 0b0000'0111;
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// reserved bits
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const int BLOCK_RESERVED_MASK = 0b1111'1000;
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struct voxel {
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blockid_t id;
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@ -22,10 +22,6 @@ struct voxel {
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inline uint8_t rotation() const {
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return states & BLOCK_ROT_MASK;
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}
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inline uint8_t variant() const {
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return (states & BLOCK_VARIANT_MASK) >> 3;
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}
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};
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#endif /* VOXELS_VOXEL_H_ */
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