ContentGfxCache
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@@ -0,0 +1,26 @@
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#include "ContentGfxCache.h"
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#include <string>
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#include "../assets/Assets.h"
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#include "../content/Content.h"
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#include "../graphics/Atlas.h"
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#include "../voxels/Block.h"
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using std::string;
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ContentGfxCache::ContentGfxCache(const Content* content, Assets* assets) {
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const ContentIndices* contentIds = content->indices;
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sideregions = new UVRegion[contentIds->countBlockDefs() * 6];
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Atlas* atlas = assets->getAtlas("blocks");
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for (uint i = 0; i < contentIds->countBlockDefs(); i++) {
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Block* def = contentIds->getBlockDef(i);
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for (uint side = 0; side < 6; side++) {
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string tex = def->textureFaces[side];
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if (atlas->has(tex)) {
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sideregions[i * 6 + side] = atlas->get(tex);
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}
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}
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}
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}
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@@ -0,0 +1,21 @@
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#ifndef FRONTEND_BLOCKS_GFX_CACHE_H_
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#define FRONTEND_BLOCKS_GFX_CACHE_H_
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#include "../graphics/UVRegion.h"
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#include "../typedefs.h"
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class Content;
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class Assets;
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class ContentGfxCache {
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// array of block sides uv regions (6 per block)
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UVRegion* sideregions;
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public:
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ContentGfxCache(const Content* content, Assets* assets);
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inline const UVRegion& getRegion(blockid_t id, int side) const {
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return sideregions[id * 6 + side];
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}
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};
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#endif // FRONTEND_BLOCKS_GFX_CACHE_H_
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@@ -32,6 +32,7 @@
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#include "gui/panels.h"
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#include "gui/UINode.h"
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#include "gui/GUI.h"
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#include "ContentGfxCache.h"
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#include "screens.h"
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#include "../engine.h"
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#include "../core_defs.h"
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@@ -49,10 +50,11 @@ inline Label* create_label(gui::wstringsupplier supplier) {
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return label;
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}
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HudRenderer::HudRenderer(Engine* engine, Level* level)
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HudRenderer::HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache)
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: level(level),
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assets(engine->getAssets()),
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gui(engine->getGUI()) {
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gui(engine->getGUI()),
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cache(cache) {
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auto menu = gui->getMenu();
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batch = new Batch2D(1024);
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uicamera = new Camera(vec3(), 1);
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@@ -192,10 +194,9 @@ void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
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}
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if (cblock->model == BlockModel::block){
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batch->blockSprite(x, y, icon_size, icon_size, (const UVRegion*)cblock->uvdata, tint);
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batch->blockSprite(x, y, icon_size, icon_size, &cache->getRegion(cblock->id, 0), tint);
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} else if (cblock->model == BlockModel::xsprite){
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const UVRegion& region = (reinterpret_cast<UVRegion*>(cblock->uvdata))[3];
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batch->sprite(x, y, icon_size, icon_size, region, tint);
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batch->sprite(x, y, icon_size, icon_size, cache->getRegion(cblock->id, 3), tint);
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}
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}
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}
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@@ -267,10 +268,9 @@ void HudRenderer::draw(const GfxContext& ctx){
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Block* cblock = contentIds->getBlockDef(player->choosenBlock);
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assert(cblock != nullptr);
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if (cblock->model == BlockModel::block){
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batch->blockSprite(width-56, uicamera->fov - 56, 48, 48, (const UVRegion*)cblock->uvdata, vec4(1.0f));
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batch->blockSprite(width-56, uicamera->fov - 56, 48, 48, &cache->getRegion(cblock->id, 0), vec4(1.0f));
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} else if (cblock->model == BlockModel::xsprite){
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const UVRegion& region = (reinterpret_cast<UVRegion*>(cblock->uvdata))[3];
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batch->sprite(width-56, uicamera->fov - 56, 48, 48, region, vec4(1.0f));
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batch->sprite(width-56, uicamera->fov - 56, 48, 48, cache->getRegion(cblock->id, 3), vec4(1.0f));
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}
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}
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+3
-1
@@ -13,6 +13,7 @@ class Assets;
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class Player;
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class Level;
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class Engine;
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class ContentGfxCache;
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namespace gui {
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class GUI;
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@@ -35,8 +36,9 @@ class HudRenderer {
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std::shared_ptr<gui::UINode> debugPanel;
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gui::GUI* gui;
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const ContentGfxCache* const cache;
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public:
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HudRenderer(Engine* engine, Level* level);
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HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
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~HudRenderer();
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void update();
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@@ -23,6 +23,7 @@
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#include "../voxels/Chunk.h"
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#include "world_render.h"
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#include "hud.h"
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#include "ContentGfxCache.h"
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#include "gui/GUI.h"
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#include "gui/panels.h"
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#include "../engine.h"
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@@ -89,13 +90,15 @@ void MenuScreen::draw(float delta) {
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LevelScreen::LevelScreen(Engine* engine, Level* level)
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: Screen(engine),
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level(level) {
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worldRenderer = new WorldRenderer(engine, level);
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hud = new HudRenderer(engine, level);
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cache = new ContentGfxCache(level->content, engine->getAssets());
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worldRenderer = new WorldRenderer(engine, level, cache);
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hud = new HudRenderer(engine, level, cache);
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}
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LevelScreen::~LevelScreen() {
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delete hud;
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delete worldRenderer;
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delete cache;
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std::cout << "-- writing world" << std::endl;
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World* world = level->world;
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@@ -11,6 +11,7 @@ class HudRenderer;
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class Engine;
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class Camera;
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class Batch2D;
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class ContentGfxCache;
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/* Screen is a mainloop state */
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class Screen {
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@@ -38,6 +39,7 @@ class LevelScreen : public Screen {
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Level* level;
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WorldRenderer* worldRenderer;
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HudRenderer* hud;
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ContentGfxCache* cache;
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bool occlusion = true;
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void updateHotkeys();
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public:
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@@ -26,39 +26,20 @@
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#include "../maths/FrustumCulling.h"
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#include "../settings.h"
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#include "../engine.h"
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#include "ContentGfxCache.h"
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using glm::vec3;
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using std::string;
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using std::shared_ptr;
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WorldRenderer::WorldRenderer(Engine* engine, Level* level)
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WorldRenderer::WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache)
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: engine(engine), level(level) {
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lineBatch = new LineBatch(4096);
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renderer = new ChunksRenderer(level);
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renderer = new ChunksRenderer(level, cache);
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frustumCulling = new Frustum();
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level->events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) {
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renderer->unload(chunk);
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});
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// TODO: move to some proper place
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// otrefactoryu dnem
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Assets* assets = engine->getAssets();
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Atlas* atlas = assets->getAtlas("blocks");
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const Content* content = level->content;
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const ContentIndices* contentIds = content->indices;
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for (uint i = 0; i < contentIds->countBlockDefs(); i++) {
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Block* def = contentIds->getBlockDef(i);
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for (uint side = 0; side < 6; side++) {
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string tex = def->textureFaces[side];
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if (atlas->has(tex)) {
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UVRegion region = atlas->get(tex);
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float* data = reinterpret_cast<float*>(®ion);
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for (uint j = 0; j < 4; j++) {
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def->uvdata[side * 4 + j] = data[j];
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}
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}
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}
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}
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}
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WorldRenderer::~WorldRenderer() {
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@@ -21,6 +21,7 @@ class Texture;
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class Frustum;
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class Engine;
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class Chunks;
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class ContentGfxCache;
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class WorldRenderer {
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Engine* engine;
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@@ -32,7 +33,7 @@ class WorldRenderer {
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader, bool occlusion);
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public:
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WorldRenderer(Engine* engine, Level* level);
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WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
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~WorldRenderer();
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void draw(const GfxContext& context, Camera* camera, bool occlusion);
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