BlocksRenderer minor refactor
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@@ -83,8 +83,7 @@ class BlocksRenderer {
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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(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 blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group);
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/* Fastest solid shaded blocks render method */
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void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);
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/* AABB blocks render method (WIP)*/
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@@ -98,12 +97,12 @@ class BlocksRenderer {
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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, int atlas_size);
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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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Mesh* render(const Chunk* chunk, int atlas_size, const ChunksStorage* chunks);
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Mesh* render(const Chunk* chunk, const ChunksStorage* chunks);
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VoxelsVolume* getVoxelsBuffer() const;
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};
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