minor refactor
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9edff1b0f1
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87dc9ed167
@ -9,8 +9,8 @@
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#include "lighting/Lightmap.hpp"
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#include "lighting/Lightmap.hpp"
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#include "frontend/ContentGfxCache.hpp"
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#include "frontend/ContentGfxCache.hpp"
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const glm::vec3 BlocksRenderer::SUN_VECTOR (0.2275f,0.9388f,-0.1005f);
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const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265f, 0.833149f, -0.163704f);
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const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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BlocksRenderer::BlocksRenderer(
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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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size_t capacity,
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@ -122,7 +122,7 @@ void BlocksRenderer::faceAO(
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float s = 0.5f;
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float s = 0.5f;
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if (lights) {
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if (lights) {
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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d = 0.7f + d * 0.3f;
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d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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auto axisX = glm::normalize(X);
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auto axisX = glm::normalize(X);
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auto axisY = glm::normalize(Y);
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auto axisY = glm::normalize(Y);
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@ -160,7 +160,7 @@ void BlocksRenderer::face(
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float s = 0.5f;
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float s = 0.5f;
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if (lights) {
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if (lights) {
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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d = 0.7f + d * 0.3f;
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d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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tint *= d;
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tint *= d;
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}
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}
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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@ -313,7 +313,7 @@ void BlocksRenderer::blockCustomModel(
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}
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}
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float d = glm::dot(n, SUN_VECTOR);
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float d = glm::dot(n, SUN_VECTOR);
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d = 0.7f + d * 0.3f;
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d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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glm::vec3 t = glm::cross(r, n);
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glm::vec3 t = glm::cross(r, n);
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 3; i++) {
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