add hit "animation"
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@@ -70,6 +70,7 @@ void Renderer::RenderVAO(const GL::VertexArray& vao) {
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void Renderer::RenderModel(const Model& model) {
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m_EntityShader->Start();
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m_EntityShader->SetModelPos(model.positon);
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m_EntityShader->SetColorEffect(model.color);
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model.vao->Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
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model.vao->Unbind();
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@@ -87,6 +87,7 @@ void WorldRenderer::RenderMobs() const {
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Renderer::Model model;
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model.vao = m_MobVao.get();
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model.positon = { mob->GetCenterX(), mob->GetCenterY() };
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model.color = mob->HasTakenDamage() ? Vec3f{ 1, 0.5, 0.5 } : Vec3f{ 1, 1, 1 };
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m_Renderer->RenderModel(model);
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}
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}
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@@ -39,13 +39,16 @@ flat in int pass_color;
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out vec4 out_color;
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uniform vec3 ColorEffect;
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void main(void){
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float r = float(pass_color >> 24 & 0xFF) / 255.0;
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float g = float(pass_color >> 16 & 0xFF) / 255.0;
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float b = float(pass_color >> 8 & 0xFF) / 255.0;
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float a = float(pass_color & 0xFF) / 255.0;
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out_color = vec4(r, g, b, a);
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vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
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out_color = vec4(intermediate_color, a);
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}
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)";
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@@ -81,13 +84,16 @@ flat in int pass_color;
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out vec4 out_color;
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uniform vec3 ColorEffect;
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void main(void){
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float r = float(pass_color >> 24 & 0xFF) / 255.0;
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float g = float(pass_color >> 16 & 0xFF) / 255.0;
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float b = float(pass_color >> 8 & 0xFF) / 255.0;
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float a = float(pass_color & 0xFF) / 255.0;
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out_color = vec4(r, g, b, a);
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float a = float(pass_color & 0xFF) / 255.0;
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vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
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out_color = vec4(intermediate_color, a);
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}
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)";
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@@ -105,6 +111,7 @@ void EntityShader::GetAllUniformLocation() {
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m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
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m_LocationTranslation = static_cast<unsigned int>(GetUniformLocation("translation"));
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m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
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m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
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}
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void EntityShader::SetCamPos(const Vec2f& camPos) {
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@@ -122,7 +129,9 @@ void EntityShader::SetModelPos(const Vec2f& modelPos) {
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void EntityShader::SetIsometricView(float isometric) {
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LoadFloat(m_LocationViewtype, isometric);
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}
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void EntityShader::SetColorEffect(const Vec3f& color) {
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LoadVector(m_LocationColorEffect, color);
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}
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} // namespace shader
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} // namespace td
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