Refactor: added Screen interface class, LevelScreen
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@@ -71,10 +71,10 @@ bool WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool
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void WorldRenderer::draw(Camera* camera, bool occlusion, float fogFactor, float fogCurve){
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Chunks* chunks = level->chunks;
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vec4 skyColor(0.7f, 0.81f, 1.0f, 1.0f);
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glClearColor(skyColor.r, skyColor.g, skyColor.b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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vec3 skyColor(0.7f, 0.81f, 1.0f);
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Window::setBgColor(skyColor);
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Window::clear();
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Window::viewport(0, 0, Window::width, Window::height);
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glEnable(GL_DEPTH_TEST);
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