refactor
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@@ -27,24 +27,24 @@ class LevelFrontend;
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class Skybox;
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class WorldRenderer {
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Engine* engine;
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Level* level;
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Frustum* frustumCulling;
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LineBatch* lineBatch;
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ChunksRenderer* renderer;
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Skybox* skybox;
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Engine* engine;
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Level* level;
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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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std::unique_ptr<Skybox> skybox;
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std::unique_ptr<Batch3D> batch3d;
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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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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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public:
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WorldRenderer(Engine* engine, LevelFrontend* frontend);
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~WorldRenderer();
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WorldRenderer(Engine* engine, LevelFrontend* frontend);
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~WorldRenderer();
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void draw(const GfxContext& context, Camera* camera, bool hudVisible);
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void drawDebug(const GfxContext& context, Camera* camera);
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void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
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void draw(const GfxContext& context, Camera* camera, bool hudVisible);
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void drawDebug(const GfxContext& context, Camera* camera);
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void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
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static float fog;
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static float fog;
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};
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