protot/src/modules/RenderModule.h

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#pragma once
#include <cstdint>
#include <map>
#include <vector>
#include "math_types.h"
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#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include "Globals.h"
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#include "RenderUtils.h"
struct Camera {
Vector3f eye;
Vector3f poi;
Vector3f up;
float near;
float far;
float fov;
bool orthographic;
float width;
float height;
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Matrix44f mtxProj;
Matrix44f mtxView;
Camera() :
eye {5.f, 4.f, 5.f},
poi {0.f, 2.f, 0.f},
up {0.f, 1.f, 0.f},
near (0.1f),
far (150.f),
fov (60.f),
orthographic (false),
width (-1.f),
height (-1.f),
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mtxProj (
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f),
mtxView (
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f)
{}
void updateMatrices();
};
struct Light {
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Vector3f pos;
Vector3f dir;
float mtxView[16];
float mtxProj[16];
float mtxLight[16];
float mtxShadow[16];
float shadowMapBias;
uint16_t shadowMapSize;
bool enabled;
float near;
float far;
float area;
Light() :
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pos (Vector3f(0.f, 10.f, 10.f)),
dir (Vector3f(-1.f, -1.f, -1.f)),
mtxView {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f
},
mtxProj {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f
},
mtxShadow {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f
},
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shadowMapBias (0.004f),
shadowMapSize (2048),
near (0.1f),
far (100.f),
area (10.f),
enabled (false)
{
}
};
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struct Mesh {
GLuint mVertexArrayId = -1;
GLuint mVertexBuffer = -1;
};
struct Renderer {
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bool initialized = false;
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uint32_t view_width = 1;
uint32_t view_height = 1;
std::vector<Camera> cameras;
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Mesh mMesh;
RenderProgram mProgram;
RenderTarget mRenderTarget;
Renderer() :
initialized(false),
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view_width (0),
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view_height (0)
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{ }
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void Initialize(int width, int height);
void Shutdown();
void RenderGl();
void RenderGui();
void Resize (int width, int height);
};