world previews demo
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@@ -31,7 +31,6 @@ class WorldRenderer {
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Engine* engine;
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Level* level;
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Player* player;
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std::unique_ptr<PostProcessing> postProcessing;
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std::unique_ptr<Frustum> frustumCulling;
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std::unique_ptr<LineBatch> lineBatch;
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std::unique_ptr<ChunksRenderer> renderer;
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@@ -40,16 +39,6 @@ class WorldRenderer {
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bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
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/// @brief Render level without diegetic interface
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/// @param context graphics context
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/// @param camera active camera
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/// @param settings engine settings
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void renderLevel(
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const GfxContext& context,
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Camera* camera,
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const EngineSettings& settings
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);
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/// @brief Render block selection lines
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/// @param camera active camera
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/// @param linesShader shader used
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@@ -70,9 +59,24 @@ public:
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WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
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~WorldRenderer();
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void draw(const GfxContext& context, Camera* camera, bool hudVisible);
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void draw(
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const GfxContext& context,
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Camera* camera,
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bool hudVisible,
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PostProcessing* postProcessing
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);
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void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
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/// @brief Render level without diegetic interface
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/// @param context graphics context
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/// @param camera active camera
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/// @param settings engine settings
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void renderLevel(
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const GfxContext& context,
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Camera* camera,
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const EngineSettings& settings
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);
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static float fog;
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};
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