void Clear() noexcept;
void ClearDepth() noexcept;
- void SetCursor(const glm::vec3 &);
- void SetCursor(const glm::vec3 &, Gravity);
- void MoveCursor(const glm::vec3 &);
+ glm::vec2 GetPosition(const glm::vec2 &off, Gravity grav) const noexcept;
+
+ void SetCursor(const glm::vec3 &) noexcept;
+ void SetCursor(const glm::vec3 &, Gravity) noexcept;
+ void MoveCursor(const glm::vec3 &) noexcept;
const glm::mat4 &Cursor() const noexcept { return cursor; }
+ void OffsetCamera(const glm::vec3 &o) noexcept { cam_offset = o; }
+ const glm::vec3 &CameraOffset() const noexcept { return cam_offset; }
+
BlockLighting &ChunkProgram() noexcept;
DirectionalLighting &EntityProgram() noexcept;
DirectionalLighting &HUDProgram() noexcept;
glm::mat4 cursor;
+ glm::vec3 cam_offset;
+
BlockLighting chunk_prog;
DirectionalLighting entity_prog;
PlainColor color_prog;