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Univerxel/src/render/Renderer.hpp

79 lines
1.7 KiB
C++

#pragma once
#include <GL/glew.h>
#include <imgui.h>
#include "pass/MainProgram.hpp"
#include "pass/SkyProgram.hpp"
#include "pass/PassContext.hpp"
class Camera;
/// Handle rendering passes and params
class Renderer {
public:
struct options {
MainProgram::options main;
bool skybox = false;
bool wireframe = false;
std::string textures = "1024-realistic";
float mipMapLOD = -.5;
ImVec4 clear_color;
};
Renderer(const options&);
Renderer(Renderer &&) = delete;
Renderer(const Renderer &) = delete;
Renderer &operator=(Renderer &&) = delete;
Renderer &operator=(const Renderer &) = delete;
~Renderer();
glm::vec3 LightInvDir = glm::vec3(0.5f, 2, 2);
glm::vec3 FogColor;
GLfloat FogDepth;
bool SkyEnable;
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;
}
PassContext getPass();
void postProcess();
void lookFrom(const Camera&);
void reloadShaders(const MainProgram::options&);
void reloadTextures(const std::string &, float mipMapLOD = 0);
private:
GLuint VertexArrayID;
MainProgram *MainPass;
SkyProgram *SkyPass;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
GLuint TextureAtlas;
GLuint NormalAtlas;
GLuint HOSAtlas;
GLuint Skybox;
void loadTextures(const std::string &, float mipMapLOD = 0);
void unloadTextures();
};