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Univerxel/src/client/render/gl/Renderer.hpp

99 lines
2.5 KiB
C++

#pragma once
#include "../Renderer.hpp"
#include <GL/gl3w.h>
#include <memory>
#include "pass/WorldProgram.hpp"
#include "pass/EntityProgram.hpp"
#include "pass/SkyProgram.hpp"
#include "pass/ColorProgram.hpp"
#include "buffer/Colored.hpp"
namespace render::gl {
/// OpenGL rendering
class Renderer final: public render::Renderer {
public:
virtual ~Renderer();
static bool Load(Window& window, const renderOptions& options);
glm::vec3 FogColor;
GLfloat FogDepth;
glm::mat4 getProjectionMatrix() const {
return ProjectionMatrix;
}
glm::mat4 getViewMatrix() const {
return ViewMatrix;
}
GLuint getTextureAtlas() const {
return TextureAtlas;
}
GLuint getNormalAtlas() const {
return NormalAtlas;
}
GLuint getHOSAtlas() const {
return HOSAtlas;
}
GLuint getSkyTexture() const {
return Skybox;
}
void beginFrame() override;
std::function<buffer::params(glm::mat4)> beginWorldPass() override;
std::function<buffer::params(const std::vector<glm::mat4>&)> beginEntityPass() override;
size_t drawIndicatorCube(glm::mat4 model) override;
void endPass() override;
void swapBuffer(Window&) override;
void setClearColor(glm::vec4) override;
void setCurvature(glm::vec4, float) override;
glm::vec4 getSphereProj() const {
return SphereProj;
}
float getCurvature() const {
return Curvature;
}
/// Apply camera matrices
void lookFrom(const Camera&) override;
void reloadShaders(const pass::VoxelProgram::options &) override;
void reloadTextures(const std::string &, float mipMapLOD, float anisotropy) override;
void loadUI(Window &) override;
static _FORCE_INLINE_ Renderer *Get() { return static_cast<Renderer*>(render::Renderer::Get()); }
private:
Renderer(const renderOptions &options);
GLuint VertexArrayID;
std::unique_ptr<pass::WorldProgram> WorldPass;
std::unique_ptr<pass::EntityProgram> EntityPass;
std::unique_ptr<pass::SkyProgram> SkyPass;
std::unique_ptr<pass::ColorProgram> IndicatorPass;
buffer::Colored IndicatorCubeBuffer;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
GLuint TextureAtlas;
GLuint NormalAtlas;
GLuint HOSAtlas;
GLuint Skybox;
/// Sphere bending
/// offset.xyz radius.w
glm::vec4 SphereProj;
/// Ratio between spherical and cartesian
float Curvature;
/// Draw skybox
bool SkyEnable;
void loadTextures(const std::string &, float mipMapLOD, float anisotropy);
void unloadTextures();
};
}