optimize a bit
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5240fe6226
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@ -12,8 +12,6 @@
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#include <glm/glm.hpp>
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#include "util/timeutil.hpp"
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const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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BlocksRenderer::BlocksRenderer(
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@ -607,7 +605,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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return sortingMesh;
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}
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void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {;
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void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
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this->chunk = chunk;
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voxelsBuffer->setPosition(
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chunk->x * CHUNK_W - voxelBufferPadding, 0,
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@ -14,12 +14,9 @@
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#include "util/listutil.hpp"
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#include "settings.hpp"
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include "util/timeutil.hpp"
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static debug::Logger logger("chunks-render");
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size_t ChunksRenderer::visibleChunks = 0;
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@ -79,9 +76,6 @@ ChunksRenderer::ChunksRenderer(
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*level->content, cache, settings
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);
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logger.info() << "created " << threadPool.getWorkersCount() << " workers";
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float buf[1]{};
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sortedMesh = std::make_unique<Mesh>(buf, 0, CHUNK_VATTRS);
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}
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ChunksRenderer::~ChunksRenderer() {
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@ -137,12 +131,12 @@ void ChunksRenderer::update() {
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threadPool.update();
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}
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bool ChunksRenderer::drawChunk(
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const Mesh* ChunksRenderer::retrieveChunk(
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size_t index, const Camera& camera, Shader& shader, bool culling
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) {
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auto chunk = level.chunks->getChunks()[index];
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if (chunk == nullptr || !chunk->flags.lighted) {
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return false;
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return nullptr;
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}
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float distance = glm::distance(
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camera.position,
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@ -154,7 +148,7 @@ bool ChunksRenderer::drawChunk(
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);
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auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
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if (mesh == nullptr) {
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return false;
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return nullptr;
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}
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if (culling) {
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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@ -164,13 +158,9 @@ bool ChunksRenderer::drawChunk(
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chunk->z * CHUNK_D + CHUNK_D
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);
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if (!frustum.isBoxVisible(min, max)) return false;
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if (!frustum.isBoxVisible(min, max)) return nullptr;
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}
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glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader.uniformMatrix("u_model", model);
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mesh->draw();
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return true;
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return mesh;
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}
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void ChunksRenderer::drawChunks(
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@ -207,19 +197,38 @@ void ChunksRenderer::drawChunks(
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visibleChunks = 0;
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shader.uniform1i("u_alphaClip", true);
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//if (GLEW_ARB_multi_draw_indirect && false) {
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// TODO: implement Multi Draw Indirect chunks draw
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//} else {
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for (size_t i = 0; i < indices.size(); i++) {
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visibleChunks += drawChunk(indices[i].index, camera, shader, culling);
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// TODO: minimize draw calls number
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for (size_t i = 0; i < indices.size(); i++) {
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auto chunk = chunks.getChunks()[indices[i].index];
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auto mesh = retrieveChunk(indices[i].index, camera, shader, culling);
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if (mesh) {
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glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader.uniformMatrix("u_model", model);
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mesh->draw();
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visibleChunks++;
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}
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//}
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}
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}
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static inline void write_sorting_mesh_entries(
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float* buffer, const std::vector<SortingMeshEntry>& chunkEntries
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) {
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for (const auto& entry : chunkEntries) {
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const auto& vertexData = entry.vertexData;
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std::memcpy(
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buffer,
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vertexData.data(),
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vertexData.size() * sizeof(float)
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);
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buffer += vertexData.size();
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}
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}
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void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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timeutil::ScopeLogTimer log(444);
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const int sortInterval = 6;
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const int sortInterval = 8;
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static int frameid = 0;
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frameid++;
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@ -238,26 +247,22 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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continue;
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}
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const auto& found = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found == meshes.end()) {
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if (found == meshes.end() || found->second.sortingMeshData.entries.empty()) {
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continue;
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}
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glm::vec3 min(
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chunk->x * CHUNK_W - CHUNK_W, 0, chunk->z * CHUNK_D - CHUNK_D
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);
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W*2,
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CHUNK_H,
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chunk->z * CHUNK_D + CHUNK_D*2
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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if (!frustum.isBoxVisible(min, max)) continue;
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auto& chunkEntries = found->second.sortingMeshData.entries;
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if (chunkEntries.empty()) {
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continue;
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} else if (chunkEntries.size() == 1) {
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if (chunkEntries.size() == 1) {
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auto& entry = chunkEntries.at(0);
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if (found->second.sortedMesh == nullptr) {
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found->second.sortedMesh = std::make_unique<Mesh>(
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@ -270,8 +275,9 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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continue;
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}
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for (auto& entry : chunkEntries) {
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entry.distance =
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static_cast<long long>(glm::distance2(entry.position, cameraPos));
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entry.distance = static_cast<long long>(
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glm::distance2(entry.position, cameraPos)
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);
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}
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if (found->second.sortedMesh == nullptr ||
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(frameid + chunk->x) % sortInterval == 0) {
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@ -280,19 +286,12 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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for (const auto& entry : chunkEntries) {
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size += entry.vertexData.size();
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}
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static util::Buffer<float> buffer;
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if (buffer.size() < size) {
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buffer = util::Buffer<float>(size);
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}
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size_t offset = 0;
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for (const auto& entry : chunkEntries) {
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std::memcpy(
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(buffer.data() + offset),
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entry.vertexData.data(),
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entry.vertexData.size() * sizeof(float)
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);
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offset += entry.vertexData.size();
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}
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write_sorting_mesh_entries(buffer.data(), chunkEntries);
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found->second.sortedMesh = std::make_unique<Mesh>(
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buffer.data(), size / CHUNK_VERTEX_SIZE, CHUNK_VATTRS
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);
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@ -50,11 +50,9 @@ class ChunksRenderer {
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std::unordered_map<glm::ivec2, bool> inwork;
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std::vector<ChunksSortEntry> indices;
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util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
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bool drawChunk(
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const Mesh* retrieveChunk(
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size_t index, const Camera& camera, Shader& shader, bool culling
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);
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std::unique_ptr<Mesh> sortedMesh;
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public:
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ChunksRenderer(
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const Level* level,
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