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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 <world/Section.hpp>
#include <world/World.hpp>
class RenderState {
GLuint ActiveVao;
GLuint ActiveShader;
public:
void SetActiveVao(GLuint Vao);
void SetActiveShader(GLuint Shader);
};
class RenderSection {
Vector sectionPosition;
World *world;
GLuint Vao,VboBlocks,VboModels;
static GLuint VboVertices,VboUvs;
static std::map<GLuint,int> refCounterVbo;
static std::map<GLuint,int> refCounterVao;
size_t numOfBlocks;
public:
RenderSection(World *world, Vector position);
RenderSection(const RenderSection &other);
~RenderSection();
void UpdateState();
void Render(RenderState &state);
Section* GetSection();
};
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