basic visuals work
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@ -77,7 +77,7 @@ void main(){
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float lightIntensity = calcLightIntensityTotal(norm);
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float lightIntensity = calcLightIntensityTotal(norm);
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//get color of base texture
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//get color of base texture
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vec3 textureColor = getColor(texPlane1, texPlane2, texPlane3, norm, material);
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vec3 textureColor = vec3(0.6, 0.92, 0.92);//getColor(texPlane1, texPlane2, texPlane3, norm, material);
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//shadow
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//shadow
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float shadow = ShadowCalculation(FragPosLightSpace, normalize(-dLDirection), norm);
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float shadow = ShadowCalculation(FragPosLightSpace, normalize(-dLDirection), norm);
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@ -90,7 +90,7 @@ void main(){
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// }
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// }
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//this final calculation is for transparency
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//this final calculation is for transparency
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FragColor = vec4(finalColor, 1);
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FragColor = vec4(finalColor, 0.2);
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}
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}
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@ -29,6 +29,7 @@ public class FluidChunk {
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// }
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// }
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rVal.putData(EntityDataStrings.FLUID_IS_FLUID, true);
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rVal.putData(EntityDataStrings.FLUID_IS_FLUID, true);
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rVal.putData(EntityDataStrings.DRAW_TRANSPARENT_PASS, true);
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return rVal;
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return rVal;
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}
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}
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@ -22,7 +22,7 @@ public class LoggerInterface {
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public static void initLoggers(){
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public static void initLoggers(){
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loggerStartup = new Logger(LogLevel.WARNING);
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loggerStartup = new Logger(LogLevel.WARNING);
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loggerNetworking = new Logger(LogLevel.DEBUG);
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loggerNetworking = new Logger(LogLevel.WARNING);
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loggerFileIO = new Logger(LogLevel.WARNING);
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loggerFileIO = new Logger(LogLevel.WARNING);
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loggerGameLogic = new Logger(LogLevel.WARNING);
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loggerGameLogic = new Logger(LogLevel.WARNING);
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loggerRenderer = new Logger(LogLevel.WARNING);
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loggerRenderer = new Logger(LogLevel.WARNING);
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@ -594,9 +594,6 @@ public class FluidChunkModelGeneration {
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for(int x = 0; x < weightGrid.length - 1; x++){
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for(int x = 0; x < weightGrid.length - 1; x++){
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for(int y = 0; y < weightGrid[0].length - 1; y++){
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for(int y = 0; y < weightGrid[0].length - 1; y++){
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for(int z = 0; z < weightGrid[0][0].length - 1; z++){
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for(int z = 0; z < weightGrid[0][0].length - 1; z++){
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if(x == 3 && y == 3 && z == 3){
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System.out.println("erihjy at 3,3,3 " + weightGrid[x][y][z]);
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}
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//push the current cell's values into the gridcell
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//push the current cell's values into the gridcell
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currentCell.setValues(
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currentCell.setValues(
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new Vector3f(x+0,y+0,z+0), new Vector3f(x+0,y+0,z+1), new Vector3f(x+1,y+0,z+1), new Vector3f(x+1,y+0,z+0),
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new Vector3f(x+0,y+0,z+0), new Vector3f(x+0,y+0,z+1), new Vector3f(x+1,y+0,z+1), new Vector3f(x+1,y+0,z+0),
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@ -669,10 +666,6 @@ public class FluidChunkModelGeneration {
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UVs.add(temp[1]);
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UVs.add(temp[1]);
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}
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}
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System.out.println("weight at 3 3 3 " + weightGrid[3][3][3]);
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System.out.println("Fluid verts: " + vertsFlat.size());
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//List<Float> vertices, List<Float> normals, List<Integer> faceElements, List<Float> uvs
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//List<Float> vertices, List<Float> normals, List<Integer> faceElements, List<Float> uvs
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FluidChunkModelData rVal = new FluidChunkModelData(vertsFlat, normalsFlat, elementsFlat, UVs);
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FluidChunkModelData rVal = new FluidChunkModelData(vertsFlat, normalsFlat, elementsFlat, UVs);
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return rVal;
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return rVal;
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@ -599,9 +599,6 @@ public class TerrainChunkModelGeneration {
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for(int x = 0; x < terrainGrid.length - 1; x++){
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for(int x = 0; x < terrainGrid.length - 1; x++){
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for(int y = 0; y < terrainGrid[0].length - 1; y++){
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for(int y = 0; y < terrainGrid[0].length - 1; y++){
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for(int z = 0; z < terrainGrid[0][0].length - 1; z++){
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for(int z = 0; z < terrainGrid[0][0].length - 1; z++){
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if(x == 0 && y == 0 && z == 0){
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System.out.println("asdf");
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}
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//push the current cell's values into the gridcell
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//push the current cell's values into the gridcell
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currentCell.setValues(
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currentCell.setValues(
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new Vector3f(x+0,y+0,z+0), new Vector3f(x+0,y+0,z+1), new Vector3f(x+1,y+0,z+1), new Vector3f(x+1,y+0,z+0),
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new Vector3f(x+0,y+0,z+0), new Vector3f(x+0,y+0,z+1), new Vector3f(x+1,y+0,z+1), new Vector3f(x+1,y+0,z+0),
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