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#ifndef GRAPHICS_RENDER_BLOCKS_RENDERER_HPP_
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#define GRAPHICS_RENDER_BLOCKS_RENDERER_HPP_
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#include <stdlib.h>
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#include <vector>
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#include <glm/glm.hpp>
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#include "../../voxels/voxel.h"
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#include "../../typedefs.h"
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#include "../../settings.h"
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class Content;
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class Mesh;
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class Block;
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class Chunk;
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class Chunks;
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class VoxelsVolume;
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class ChunksStorage;
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class ContentGfxCache;
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struct UVRegion;
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class BlocksRenderer {
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static const glm::vec3 SUN_VECTOR;
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static const uint VERTEX_SIZE;
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const Content* const content;
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float* vertexBuffer;
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int* indexBuffer;
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size_t vertexOffset;
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size_t indexOffset, indexSize;
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size_t capacity;
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bool overflow = false;
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const Chunk* chunk = nullptr;
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VoxelsVolume* voxelsBuffer;
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const Block* const* blockDefsCache;
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const ContentGfxCache* const cache;
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const EngineSettings& settings;
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void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
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void index(int a, int b, int c, int d, int e, int f);
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void vertex(const glm::vec3& coord, float u, float v,
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const glm::vec4& brightness,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ);
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void face(const glm::vec3& coord, float w, float h, float d,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ,
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const UVRegion& region,
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const glm::vec4(&lights)[4],
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const glm::vec4& tint);
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void face(const glm::vec3& coord,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ,
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const UVRegion& region,
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bool lights);
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void tetragonicFace(const glm::vec3& coord,
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const glm::vec3& p1, const glm::vec3& p2,
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const glm::vec3& p3, const glm::vec3& p4,
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const glm::vec3& X,
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const glm::vec3& Y,
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const glm::vec3& Z,
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const UVRegion& texreg,
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bool lights);
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void blockCube(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states, bool lights);
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void blockAABB(const glm::ivec3& coord,
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const UVRegion(&faces)[6],
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const Block* block,
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ubyte rotation,
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bool lights);
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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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void blockCustomModel(const glm::ivec3& icoord,
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const Block* block, ubyte rotation,
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bool lights);
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bool isOpenForLight(int x, int y, int z) const;
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bool isOpen(int x, int y, int z, ubyte group) const;
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glm::vec4 pickLight(int x, int y, int z) const;
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glm::vec4 pickLight(const glm::ivec3& coord) const;
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glm::vec4 pickSoftLight(const glm::ivec3& coord, 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);
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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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virtual ~BlocksRenderer();
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void build(const Chunk* chunk, const ChunksStorage* chunks);
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Mesh* render(const Chunk* chunk, const ChunksStorage* chunks);
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Mesh* createMesh();
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VoxelsVolume* getVoxelsBuffer() const;
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};
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#endif // GRAPHICS_RENDER_BLOCKS_RENDERER_HPP_
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