move getVoxels from ChunksStorage to Chunks
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@@ -5,7 +5,7 @@
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#include "maths/UVRegion.hpp"
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#include "constants.hpp"
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#include "content/Content.hpp"
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#include "voxels/ChunksStorage.hpp"
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#include "voxels/Chunks.hpp"
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#include "lighting/Lightmap.hpp"
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#include "frontend/ContentGfxCache.hpp"
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#include "settings.hpp"
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@@ -486,7 +486,7 @@ void BlocksRenderer::render(const voxel* voxels) {
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}
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}
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void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
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void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
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this->chunk = chunk;
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voxelsBuffer->setPosition(
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chunk->x * CHUNK_W - voxelBufferPadding, 0,
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@@ -515,7 +515,7 @@ MeshData BlocksRenderer::createMesh() {
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);
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}
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std::shared_ptr<Mesh> BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
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std::shared_ptr<Mesh> BlocksRenderer::render(const Chunk* chunk, const Chunks* chunks) {
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build(chunk, chunks);
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const vattr attrs[]{ {3}, {2}, {1}, {0} };
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@@ -19,7 +19,7 @@ class Block;
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class Chunk;
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class Chunks;
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class VoxelsVolume;
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class ChunksStorage;
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class Chunks;
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class ContentGfxCache;
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struct EngineSettings;
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struct UVRegion;
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@@ -140,8 +140,8 @@ 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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void build(const Chunk* chunk, const ChunksStorage* chunks);
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std::shared_ptr<Mesh> render(const Chunk* chunk, const ChunksStorage* chunks);
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void build(const Chunk* chunk, const Chunks* chunks);
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std::shared_ptr<Mesh> render(const Chunk* chunk, const Chunks* chunks);
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MeshData createMesh();
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VoxelsVolume* getVoxelsBuffer() const;
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@@ -26,7 +26,7 @@ public:
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{}
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RendererResult operator()(const std::shared_ptr<Chunk>& chunk) override {
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renderer.build(chunk.get(), level->chunksStorage.get());
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renderer.build(chunk.get(), level->chunks.get());
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if (renderer.isCancelled()) {
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return RendererResult {
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glm::ivec2(chunk->x, chunk->z), true, MeshData()};
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@@ -66,7 +66,7 @@ ChunksRenderer::~ChunksRenderer() {
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std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk, bool important) {
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chunk->flags.modified = false;
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if (important) {
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auto mesh = renderer->render(chunk.get(), level->chunksStorage.get());
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auto mesh = renderer->render(chunk.get(), level->chunks.get());
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meshes[glm::ivec2(chunk->x, chunk->z)] = mesh;
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return mesh;
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}
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