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#pragma once
#include <GL/glew.h>
#include <glm/detail/type_mat.hpp>
#include <glm/vec2.hpp>
#include <glm/detail/type_mat4x4.hpp>
#include <glm/gtx/transform.hpp>
#include <easylogging++.h>
#include "AssetManager.hpp"
#include "Section.hpp"
#include "World.hpp"
#include "Vector.hpp"
#include "Renderer.hpp"
struct RendererSectionData {
std::vector<glm::mat4> models;
std::vector<glm::vec4> textures;
std::vector<glm::vec3> colors;
std::vector<glm::vec2> lights;
size_t hash;
Vector sectionPos;
RendererSectionData(World *world, Vector sectionPosition);
};
class RendererSection {
GLuint Vao, VboTextures, VboModels, VboColors, VboLights;
static GLuint VboVertices, VboUvs;
static std::map<GLuint, int> refCounterVbo;
static std::map<GLuint, int> refCounterVao;
size_t hash;
Vector sectionPos;
public:
RendererSection(RendererSectionData data);
RendererSection(const RendererSection &other);
~RendererSection();
void Render(RenderState &renderState);
Vector GetPosition();
size_t GetHash();
size_t numOfFaces = 0;
};
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