Parks-n-Rec/include/parks/renderer/engine.h

57 lines
1.4 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/basic_shader.frag>
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
};
class Engine {
private:
Shader testShader{BasicShaderVertex, BasicShaderFragment};
VAOStorageObject vao;
const Settings& settings;
public:
explicit Engine(const Settings& settings);
void run();
~Engine();
};
}
#endif //PARKSNREC_ENGINE_H