#pragma once #include #include #include #include "shaders.hpp" #include "textures.hpp" #include "GLFW/glfw3.h" #define VERTEX_ATTRIB_PTR_SIZE 8 * sizeof(float) #define VERT_SHADER_SRC_FILE "shaders/vertex.glsl" #define FRAG_SHADER_SRC_FILE "shaders/fragment.glsl" #define DEFAULT_FOV 45.0f #define NEAR_PLANE 0.1f #define FAR_PLANE 100.0f namespace Renderer { class RenderObject { public: glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f); RenderObject(std::vector verts, std::vector indices); void render(GLFWwindow* win, glm::mat4 cameraTransform, glm::mat4 projectionTransform); void setRotation(float angle, glm::vec3 axis); void transform(glm::mat4 T); void preRenderHook(); private: Shaders::Shader shader; unsigned int EBO; unsigned int VBO; unsigned int VAO; std::vector vertsVec; std::vector indicesVec; }; class Scene { public: Scene(GLFWwindow* win); Scene(GLFWwindow* win, std::vector ROs); void setCamera(glm::vec3 pos); void setFOV(float deg); void spawnObject(RenderObject ro); void render(); private: std::vector renderObjects = std::vector(); GLFWwindow* window; glm::mat4 cameraTransform = glm::mat4(1.0f); glm::mat4 projectionTransform = glm::mat4(1.0f); }; class TexturedObject : public RenderObject { public: using RenderObject::RenderObject; void setTexture(const char* t_src); void preRenderHook(); private: Textures::Texture2D texture; void bind_texture(Textures::Texture2D texture); }; }