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#pragma once
#include "xe_render_system.hpp"
#include <string>
namespace app {
struct UniformBuffer {
alignas(16) glm::mat4 projectionView{1.f};
alignas(4) glm::vec3 lightDirection = glm::normalize(glm::vec3{-1.f, 3.f, 1.f});
};
struct PushConstant {
alignas(16) glm::mat4 modelMatrix{1.f};
alignas(16) glm::mat4 normalMatrix{1.f};
};
class ChunkRenderer {
public:
ChunkRenderer(std::vector<xe::Image*> &images);
~ChunkRenderer() {};
ChunkRenderer(const ChunkRenderer&) = delete;
ChunkRenderer operator=(const ChunkRenderer&) = delete;
void render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera);
private:
std::unique_ptr<xe::RenderSystem> xeRenderSystem;
};
}
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