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https://github.com/PixelGuys/Cubyz.git
synced 2025-09-08 03:29:48 -04:00
Remove the time from itemdrop rendering.
This was used for animated textures which isn't necessary anymore.
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@ -16,7 +16,6 @@ layout(location = 0) out vec4 fragColor;
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uniform vec3 ambientLight;
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uniform vec3 ambientLight;
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uniform mat4 projectionMatrix;
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uniform mat4 projectionMatrix;
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uniform float sizeScale;
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uniform float sizeScale;
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uniform int time;
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uniform sampler2DArray texture_sampler;
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uniform sampler2DArray texture_sampler;
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uniform sampler2DArray emissionSampler;
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uniform sampler2DArray emissionSampler;
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@ -552,7 +552,6 @@ pub const ItemDropRenderer = struct { // MARK: ItemDropRenderer
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ambientLight: c_int,
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ambientLight: c_int,
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modelIndex: c_int,
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modelIndex: c_int,
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block: c_int,
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block: c_int,
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time: c_int,
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texture_sampler: c_int,
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texture_sampler: c_int,
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emissionSampler: c_int,
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emissionSampler: c_int,
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reflectivityAndAbsorptionSampler: c_int,
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reflectivityAndAbsorptionSampler: c_int,
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@ -681,14 +680,13 @@ pub const ItemDropRenderer = struct { // MARK: ItemDropRenderer
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return voxelModels.findOrCreate(compareObject, ItemVoxelModel.init, null);
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return voxelModels.findOrCreate(compareObject, ItemVoxelModel.init, null);
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}
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}
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fn bindCommonUniforms(projMatrix: Mat4f, viewMatrix: Mat4f, ambientLight: Vec3f, time: u32) void {
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fn bindCommonUniforms(projMatrix: Mat4f, viewMatrix: Mat4f, ambientLight: Vec3f) void {
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itemShader.bind();
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itemShader.bind();
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c.glUniform1i(itemUniforms.texture_sampler, 0);
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c.glUniform1i(itemUniforms.texture_sampler, 0);
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c.glUniform1i(itemUniforms.emissionSampler, 1);
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c.glUniform1i(itemUniforms.emissionSampler, 1);
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c.glUniform1i(itemUniforms.reflectivityAndAbsorptionSampler, 2);
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c.glUniform1i(itemUniforms.reflectivityAndAbsorptionSampler, 2);
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c.glUniform1i(itemUniforms.reflectionMap, 4);
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c.glUniform1i(itemUniforms.reflectionMap, 4);
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c.glUniform1f(itemUniforms.reflectionMapSize, main.renderer.reflectionCubeMapSize);
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c.glUniform1f(itemUniforms.reflectionMapSize, main.renderer.reflectionCubeMapSize);
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c.glUniform1i(itemUniforms.time, @as(u31, @truncate(time)));
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c.glUniformMatrix4fv(itemUniforms.projectionMatrix, 1, c.GL_TRUE, @ptrCast(&projMatrix));
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c.glUniformMatrix4fv(itemUniforms.projectionMatrix, 1, c.GL_TRUE, @ptrCast(&projMatrix));
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c.glUniform3fv(itemUniforms.ambientLight, 1, @ptrCast(&ambientLight));
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c.glUniform3fv(itemUniforms.ambientLight, 1, @ptrCast(&ambientLight));
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c.glUniformMatrix4fv(itemUniforms.viewMatrix, 1, c.GL_TRUE, @ptrCast(&viewMatrix));
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c.glUniformMatrix4fv(itemUniforms.viewMatrix, 1, c.GL_TRUE, @ptrCast(&viewMatrix));
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@ -713,10 +711,10 @@ pub const ItemDropRenderer = struct { // MARK: ItemDropRenderer
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c.glDrawElements(c.GL_TRIANGLES, vertices, c.GL_UNSIGNED_INT, null);
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c.glDrawElements(c.GL_TRIANGLES, vertices, c.GL_UNSIGNED_INT, null);
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}
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}
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pub fn renderItemDrops(projMatrix: Mat4f, ambientLight: Vec3f, playerPos: Vec3d, time: u32) void {
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pub fn renderItemDrops(projMatrix: Mat4f, ambientLight: Vec3f, playerPos: Vec3d) void {
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game.world.?.itemDrops.updateInterpolationData();
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game.world.?.itemDrops.updateInterpolationData();
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bindCommonUniforms(projMatrix, game.camera.viewMatrix, ambientLight, time);
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bindCommonUniforms(projMatrix, game.camera.viewMatrix, ambientLight);
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const itemDrops = &game.world.?.itemDrops.super;
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const itemDrops = &game.world.?.itemDrops.super;
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for(itemDrops.indices[0..itemDrops.size]) |i| {
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for(itemDrops.indices[0..itemDrops.size]) |i| {
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if(itemDrops.list.items(.itemStack)[i].item) |item| {
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if(itemDrops.list.items(.itemStack)[i].item) |item| {
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@ -763,12 +761,12 @@ pub const ItemDropRenderer = struct { // MARK: ItemDropRenderer
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return result;
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return result;
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}
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}
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pub fn renderDisplayItems(ambientLight: Vec3f, playerPos: Vec3d, time: u32) void {
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pub fn renderDisplayItems(ambientLight: Vec3f, playerPos: Vec3d) void {
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if(!ItemDisplayManager.showItem) return;
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if(!ItemDisplayManager.showItem) return;
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const projMatrix: Mat4f = Mat4f.perspective(std.math.degreesToRadians(65), @as(f32, @floatFromInt(main.renderer.lastWidth))/@as(f32, @floatFromInt(main.renderer.lastHeight)), 0.01, 3);
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const projMatrix: Mat4f = Mat4f.perspective(std.math.degreesToRadians(65), @as(f32, @floatFromInt(main.renderer.lastWidth))/@as(f32, @floatFromInt(main.renderer.lastHeight)), 0.01, 3);
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const viewMatrix = Mat4f.identity();
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const viewMatrix = Mat4f.identity();
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bindCommonUniforms(projMatrix, viewMatrix, ambientLight, time);
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bindCommonUniforms(projMatrix, viewMatrix, ambientLight);
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const selectedItem = game.Player.inventory.getItem(game.Player.selectedSlot);
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const selectedItem = game.Player.inventory.getItem(game.Player.selectedSlot);
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if(selectedItem) |item| {
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if(selectedItem) |item| {
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@ -222,7 +222,7 @@ pub fn renderWorld(world: *World, ambientLight: Vec3f, skyColor: Vec3f, playerPo
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gpu_performance_measuring.startQuery(.entity_rendering);
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gpu_performance_measuring.startQuery(.entity_rendering);
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entity.ClientEntityManager.render(game.projectionMatrix, ambientLight, .{1, 0.5, 0.25}, playerPos);
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entity.ClientEntityManager.render(game.projectionMatrix, ambientLight, .{1, 0.5, 0.25}, playerPos);
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itemdrop.ItemDropRenderer.renderItemDrops(game.projectionMatrix, ambientLight, playerPos, time);
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itemdrop.ItemDropRenderer.renderItemDrops(game.projectionMatrix, ambientLight, playerPos);
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gpu_performance_measuring.stopQuery();
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gpu_performance_measuring.stopQuery();
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// Render transparent chunk meshes:
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// Render transparent chunk meshes:
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@ -253,7 +253,7 @@ pub fn renderWorld(world: *World, ambientLight: Vec3f, skyColor: Vec3f, playerPo
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c.glBlendFunc(c.GL_SRC_ALPHA, c.GL_ONE_MINUS_SRC_ALPHA);
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c.glBlendFunc(c.GL_SRC_ALPHA, c.GL_ONE_MINUS_SRC_ALPHA);
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c.glDepthRange(0, 0.001);
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c.glDepthRange(0, 0.001);
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itemdrop.ItemDropRenderer.renderDisplayItems(ambientLight, playerPos, time);
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itemdrop.ItemDropRenderer.renderDisplayItems(ambientLight, playerPos);
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c.glDepthRange(0.001, 1);
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c.glDepthRange(0.001, 1);
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chunk_meshing.endRender();
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chunk_meshing.endRender();
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