Architecture générale
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								SQCSim2021/renderer.h
									
									
									
									
									
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| #ifndef RENDERER_H__ | ||||
| #define RENDERER_H__ | ||||
| #include <future> | ||||
| #include <thread> | ||||
| #include "../SQCSim-common/world.h" | ||||
| #include "../SQCSim-common/transformation.h" | ||||
| #include "define.h" | ||||
| #include "mesh.h" | ||||
| #include "textureatlas.h" | ||||
| #include "shader.h" | ||||
| #include "remoteplayer.h" | ||||
|  | ||||
| class Renderer { | ||||
| private: | ||||
| 	Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y); | ||||
|  | ||||
| 	TextureAtlas* m_playertext = nullptr; | ||||
| 	Shader* m_playershader = nullptr; | ||||
|  | ||||
| public: | ||||
| 	Renderer(); | ||||
| 	~Renderer(); | ||||
|  | ||||
| 	void UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]); | ||||
|  | ||||
| 	void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const; | ||||
| 	void RenderPlayer(Player* player, Transformation tran) const; | ||||
| 	void RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const; | ||||
| }; | ||||
| #endif | ||||
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