refactor
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@@ -27,7 +27,7 @@ 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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const Content& content;
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std::unique_ptr<float[]> vertexBuffer;
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std::unique_ptr<int[]> indexBuffer;
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size_t vertexOffset;
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@@ -40,8 +40,8 @@ class BlocksRenderer {
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std::unique_ptr<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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const ContentGfxCache& cache;
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const EngineSettings& settings;
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util::PseudoRandom randomizer;
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@@ -137,7 +137,12 @@ class BlocksRenderer {
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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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BlocksRenderer(
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size_t capacity,
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const Content& content,
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const ContentGfxCache& cache,
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const EngineSettings& settings
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);
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virtual ~BlocksRenderer();
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void build(const Chunk* chunk, const Chunks* chunks);
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