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; }
BlockLighting &ChunkProgram() noexcept;
DirectionalLighting &EntityProgram() noexcept;
DirectionalLighting &HUDProgram() noexcept;
- PlainColor &WorldOutlineProgram() noexcept;
- PlainColor &HUDOutlineProgram() noexcept;
+ PlainColor &WorldColorProgram() noexcept;
+ PlainColor &HUDColorProgram() noexcept;
SkyBoxShader &SkyBoxProgram() noexcept;
BlendedSprite &SpriteProgram() noexcept;
BlockLighting chunk_prog;
DirectionalLighting entity_prog;
- PlainColor outline_prog;
+ PlainColor color_prog;
SkyBoxShader sky_prog;
BlendedSprite sprite_prog;
CHUNK,
ENTITY,
HUD,
- OUTLINE_WORLD,
- OUTLINE_HUD,
+ COLOR_WORLD,
+ COLOR_HUD,
SKY_BOX,
SPRITE,
} active_prog;