1
0
Fork 0
Univerxel/src/render/Renderer.hpp

89 lines
2.0 KiB
C++

#pragma once
#include <GL/glew.h>
#include <imgui.h>
#include "pass/MainProgram.hpp"
#include "pass/SkyProgram.hpp"
#include "pass/Context.hpp"
class Camera;
/// Handle rendering passes and params
class Renderer {
public:
/// Rendering options
struct options {
/// Main pass
pass::MainProgram::options main;
/// Display skybox
bool skybox = false;
/// Display only wires
bool wireframe = false;
/// Texture pack name
std::string textures = "1024-realistic";
/// Textures quality
float mipMapLOD = -.5;
/// Depth color
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;
}
/// Get main pass with context
pass::Context getPass();
/// Apply postprocessing
void postProcess();
/// Apply camera matrices
void lookFrom(const Camera&);
void reloadShaders(const pass::MainProgram::options &);
void reloadTextures(const std::string &, float mipMapLOD = 0);
private:
GLuint VertexArrayID;
pass::MainProgram *MainPass;
pass::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();
};