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feat(rendering): add basic diffuse and ambient lighting to block rendering
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@@ -41,18 +41,20 @@ void VertexData::upload() {
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}
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glBindVertexArray(m_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex),
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glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex3D),
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m_vertices.data(), GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void*)offsetof(Vertex, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void*)offsetof(Vertex, layer));
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, layer));
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, nx));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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