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

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#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 45.0f
#define NEAR_PLANE 0.1f
#define FAR_PLANE 100.0f
namespace Renderer {
class RenderObject {
public:
RenderObject();
void render(GLFWwindow* win, glm::mat4 cameraTransform, glm::mat4 projectionTransform);
private:
std::vector<float> verts;
std::vector<unsigned int> indices;
};
class Renderer3D {
public:
Renderer3D(GLFWwindow* win);
Renderer3D(GLFWwindow* win, std::vector<RenderObject> ROs);
void setCamera(glm::vec3 pos);
void setFOV(float deg);
void render();
private:
std::vector<RenderObject> renderObjects = std::vector<RenderObject>();
GLFWwindow* window;
glm::mat4 cameraTransform = glm::mat4(1.0f);
glm::mat4 projectionTransform = glm::mat4(1.0f);
};
class Obj2D {
public:
Shaders::Shader shader;
Textures::Texture2D texture;
Obj2D(unsigned int indices[], unsigned int icount, float verts[], unsigned int vcount);
void setTexture(const char* t_src);
void transform(glm::mat4 T);
void render(GLFWwindow* win);
private:
void bind_texture(Textures::Texture2D texture);
unsigned int EBO;
unsigned int VBO;
unsigned int VAO;
};
}