aabb block shape WIP + common refactor
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@@ -63,6 +63,7 @@ class BlocksRenderer {
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void cube(const glm::vec3& coord, const glm::vec3& size, const UVRegion(&faces)[6]);
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void blockCube(int x, int y, int z, const glm::vec3& size, const UVRegion(&faces)[6], ubyte group);
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void blockCubeShaded(int x, int y, int z, const glm::vec3& size, const UVRegion(&faces)[6], const Block* block, ubyte states);
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void blockCubeShaded(const glm::vec3& pos, const glm::vec3& size, const UVRegion(&faces)[6], const Block* block, ubyte states);
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void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
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bool isOpenForLight(int x, int y, int z) const;
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@@ -70,6 +71,7 @@ class BlocksRenderer {
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glm::vec4 pickLight(int x, int y, int z) const;
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glm::vec4 pickSoftLight(int x, int y, int z, const glm::ivec3& right, const glm::ivec3& up) const;
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glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
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void render(const voxel* voxels, int atlas_size);
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public:
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BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings);
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