inventory render optimized
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@@ -6,25 +6,27 @@
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#include <memory>
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class Assets;
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class Viewport;
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class Shader;
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class ImageData;
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class Atlas;
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class Framebuffer;
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class Batch3D;
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class Block;
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class Content;
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class ContentGfxCache;
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class BlocksPreview {
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Shader* shader;
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Atlas* atlas;
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std::unique_ptr<Batch3D> batch;
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const ContentGfxCache* const cache;
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const Viewport* viewport;
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public:
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BlocksPreview(Assets* assets, const ContentGfxCache* cache);
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~BlocksPreview();
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static ImageData* draw(
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const ContentGfxCache* cache,
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Framebuffer* framebuffer,
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Batch3D* batch,
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const Block* block,
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int size);
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void begin(const Viewport* viewport);
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void draw(const Block* block, int x, int y, int size, glm::vec4 tint);
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static std::unique_ptr<Atlas> build(
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const ContentGfxCache* cache,
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Assets* assets,
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const Content* content);
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};
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#endif // FRONTEND_BLOCKS_PREVIEW_H_
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