Lightweight OpenGL 3D Renderer
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Euclid/headers/renderer.hpp

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2.4 KiB

#pragma once
#include <glm/fwd.hpp>
#include <glm/glm.hpp>
#include <vector>
#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
#define CAM_SPEED 0.05f
namespace Renderer {
class Object {
public:
Object();
Object(glm::vec3 pos);
Object(glm::vec3 pos, glm::vec3 angle);
void transform(glm::mat4 T);
void scale(glm::vec3 vscale);
void setPosition(glm::vec3 pos);
void translate(glm::vec3 dpos);
void setRotation(glm::vec3 angle);
void rotate(glm::vec3 dangle);
protected:
void updatePositionTransform();
void updateRotationTransform();
glm::mat4 positionTransform = glm::mat4(1.0f);
glm::mat4 rotationTransform = glm::mat4(1.0f);
glm::mat4 modelTransform = glm::mat4(1.0f);
glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 angle = glm::vec3(0.0f, 0.0f, 0.0f);
};
class Camera : public Object {
public:
Camera(GLFWwindow* win);
Camera(GLFWwindow* win, glm::vec3 pos);
Camera(GLFWwindow* win, glm::vec3 pos, glm::vec3 angle);
void setFOV(float deg);
void pointAt(glm::vec3 target);
glm::mat4 projection = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
private:
GLFWwindow* window;
// glm::vec3 front = glm::vec3(0.0f, 0.0f, -1.0f);
};
class RenderObject : public Object {
public:
RenderObject(std::vector<float> verts, std::vector<unsigned int> indices);
void render(GLFWwindow* win, Camera cam);
void preRenderHook();
private:
Shaders::Shader shader;
unsigned int EBO;
unsigned int VBO;
unsigned int VAO;
std::vector<float> vertsVec;
std::vector<unsigned int> indicesVec;
};
class Scene {
public:
Camera camera;
Scene(GLFWwindow* win);
Scene(GLFWwindow* win, std::vector<RenderObject*> ROs);
void setCamera(Camera cam);
void spawnObject(RenderObject *ro);
void render();
private:
std::vector<RenderObject*> renderObjects = std::vector<RenderObject*>();
GLFWwindow* window;
};
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);
};
}