Optimization
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@@ -24,41 +24,41 @@ class BlocksRenderer {
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const Chunk* chunk = nullptr;
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VoxelsVolume* voxelsBuffer;
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void vertex(glm::vec3 coord, float u, float v, glm::vec4 light);
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void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
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void face(glm::vec3 coord, float w, float h,
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const glm::vec3 axisX,
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const glm::vec3 axisY,
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void face(const glm::vec3& coord, float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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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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const glm::vec4 (&lights)[4],
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const glm::vec4& tint);
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void face(glm::vec3 coord, float w, float h,
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const glm::vec3 axisX,
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const glm::vec3 axisY,
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void face(const glm::vec3& coord, float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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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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const glm::vec4 (&lights)[4],
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const glm::vec4& tint,
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bool rotated);
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void face(glm::vec3 coord, float w, float h,
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const glm::vec3 axisX,
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const glm::vec3 axisY,
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void face(const glm::vec3& coord, float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const UVRegion& region,
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const glm::vec4 lights[4]) {
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const glm::vec4 (&lights)[4]) {
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face(coord, w, h, axisX, axisY, region, lights, glm::vec4(1.0f));
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}
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void cube(glm::vec3 coord, glm::vec3 size, const UVRegion faces[6]);
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void blockCube(int x, int y, int z, glm::vec3 size, const UVRegion faces[6], ubyte group);
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void blockCubeShaded(int x, int y, int z, glm::vec3 size, const UVRegion faces[6], const Block* block, ubyte states);
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void blockXSprite(int x, int y, int z, glm::vec3 size, const UVRegion face1, const UVRegion face2, float spread);
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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 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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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 pickSoftLight(int x, int y, int z, glm::ivec3 right, glm::ivec3 up) 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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void render(const voxel* voxels, int atlas_size);
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public:
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BlocksRenderer(size_t capacity);
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