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feat: add collision detection
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@@ -1,6 +1,7 @@
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#include <Cubed/app.hpp>
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#include <Cubed/camera.hpp>
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#include <Cubed/config.hpp>
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#include <Cubed/gameplay/player.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/texture_manager.hpp>
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#include <Cubed/renderer.hpp>
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@@ -12,6 +13,8 @@
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#include <GLFW/glfw3.h>
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#include <glm/gtc/type_ptr.hpp>
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#include <format>
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Renderer::Renderer(const Camera& camera, World& world, const TextureManager& texture_manager):
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m_camera(camera),
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m_texture_manager(texture_manager),
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@@ -190,6 +193,10 @@ void Renderer::render_text() {
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glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
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Font::render_text(shader, std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
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Font::render_text(shader, "Version: v0.0.1-Debug", 0.0f, 100.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
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const auto& player = m_world.get_player("TestPlayer");
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const auto& pos = player.get_player_pos();
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std::string player_pos = std::format("x: {:.2f} y: {:.2f} z: {:.2f}", pos.x, pos.y, pos.z);
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Font::render_text(shader, player_pos, 0.0f, 150.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
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glEnable(GL_DEPTH_TEST);
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}
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