BLT-Graphics/include/parks/renderer/engine.h

79 lines
2.2 KiB
C++

//
// Created by brett on 6/5/23.
//
#ifndef PARKSNREC_ENGINE_H
#define PARKSNREC_ENGINE_H
#include <parks/renderer/resources.h>
#include "parks/window.h"
#include "blt/math/vectors.h"
#include "parks/config.h"
#include <parks/shader/basic_shader.vert>
#include <parks/shader/ui_shader.vert>
#include <parks/shader/basic_shader.frag>
#include <parks/shader/ui_shader.frag>
#include <parks/renderer/player.h>
namespace parks {
struct StaticEntity {
blt::vec3 pos;
uint32_t modelID;
blt::vec3 rot;
uint32_t textureID;
};
class Renderer {
private:
public:
};
static GLfloat vertices[] = {
// Positions // Colors // Texture Coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
static GLuint indices[] = { // Note that we start from 0!
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
static GLfloat basicQuad_v[] = {
// Positions // Texture Coords
1, 1, 0.0f, 1.0f, 1.0f, // Top Right
1, 0, 0.0f, 1.0f, 0.0f, // Bottom Right
0, 0, 0.0f, 0.0f, 0.0f, // Bottom Left
0, 1, 0.0f, 0.0f, 1.0f // Top Left
};
static GLuint basicQuad_i[] = { // Note that we start from 0!
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
class Engine {
private:
Shader testShader{BasicShaderVertex, BasicShaderFragment};
Shader uiShader{UIShaderVertex, UIShaderFragment};
VAOStorageObject vao;
VAOStorageObject basicQuadVAO;
GLTexture2D geneticImageTexture;
const Settings& settings;
Player player;
CameraController basicCameraController {player};
public:
explicit Engine(const Settings& settings);
void run();
~Engine();
};
}
#endif //PARKSNREC_ENGINE_H