#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 60.0f #define NEAR_PLANE 0.1f #define FAR_PLANE 100.0f namespace Renderer { class Object { public: const char* name = "Object"; Object(); Object(glm::vec3 pos); Object(glm::vec3 pos, glm::vec3 angle); glm::mat4 getPositionTransform(); void setPosition(glm::vec3 pos); void translate(glm::vec3 dpos); glm::mat4 getRotationTransform(); void setRotation(glm::vec3 angle); void rotate(glm::vec3 dangle); void transform(glm::mat4 T); void updatePositionTransform(); void updateRotationTransform(); private: glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 angle = glm::vec3(0.0f, 0.0f, 0.0f); glm::mat4 positionTransform = glm::mat4(1.0f); glm::mat4 rotationTransform = glm::mat4(1.0f); glm::mat4 modelTransform = glm::mat4(1.0f); }; class Camera : public Object { public: const char* name = "Camera"; Camera(GLFWwindow* win); Camera(GLFWwindow* win, glm::vec3 pos); Camera(GLFWwindow* win, glm::vec3 pos, glm::vec3 angle); void setFOV(float deg); glm::mat4 projection = glm::mat4(1.0f); private: GLFWwindow* window; }; class RenderObject : public Object { public: const char* name = "RenderObject"; RenderObject(std::vector verts, std::vector indices); void render(GLFWwindow* win, Camera cam); void preRenderHook(); void transform(glm::mat4 T); void setPosition(glm::vec3 pos); void setRotation(glm::vec3 angle); private: Shaders::Shader shader; unsigned int EBO; unsigned int VBO; unsigned int VAO; std::vector vertsVec; std::vector indicesVec; }; class Scene { public: Camera camera; Scene(GLFWwindow* win); Scene(GLFWwindow* win, std::vector ROs); void setCamera(Camera cam); void spawnObject(RenderObject ro); void render(); private: std::vector renderObjects = std::vector(); GLFWwindow* window; }; class TexturedObject : public RenderObject { public: const char* name = "TexturedObject"; using RenderObject::RenderObject; void setTexture(const char* t_src); void preRenderHook(); private: Textures::Texture2D texture; void bind_texture(Textures::Texture2D texture); }; }