HPC_Voxel_Engine 0.2.0
High-Performance C++ Voxel Engine
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WorldRenderer.h
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1#pragma once
2
3#include "../core/Matrix.h"
4#include "../world/ChunkManager.h"
5#include "Shader.h"
6
7namespace Renderer {
8
14public:
20 static void DrawAxes(const Core::Mat4 &objViewProjection, float fLength = 50.0f);
21
29 static void DrawChunks(ChunkManager &objChunkManager,
30 Renderer::Shader &shader,
31 const Core::Mat4 &objViewProjection,
32 bool bEnableFrustumCulling = false);
33};
34} // namespace Renderer
Orchestrates infinite world generation, active chunk tracking, and multi-threaded data loading.
Definition ChunkManager.h:33
Definition Shader.h:11
High-level renderer for the Voxel World and Global Axes.
Definition WorldRenderer.h:13
static void DrawChunks(ChunkManager &objChunkManager, Renderer::Shader &shader, const Core::Mat4 &objViewProjection, bool bEnableFrustumCulling=false)
Renders the voxel world chunks.
Definition WorldRenderer.cpp:32
static void DrawAxes(const Core::Mat4 &objViewProjection, float fLength=50.0f)
Draws the RGB coordinate axes at the origin.
Definition WorldRenderer.cpp:9
Definition Buffer.h:4
A 4x4 Matrix structure stored in Column-Major order (OpenGL Standard).
Definition Matrix.h:18