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renderer.h
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renderer.h
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/*The MIT License (MIT)
*
*Copyright (c) 2014 Michael O'Farrell, Bram Wasti
*
*Permission is hereby granted, free of charge, to any person obtaining a copy
*of this software and associated documentation files (the "Software"), to deal
*in the Software without restriction, including without limitation the rights
*to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*copies of the Software, and to permit persons to whom the Software is
*furnished to do so, subject to the following conditions:
*
*The above copyright notice and this permission notice shall be included in
*all copies or substantial portions of the Software.
*
*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*THE SOFTWARE.
*
*/
#ifndef RENDERER_H
#define RENDERER_H
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/gl3ext.h>
#include <OpenGL/glext.h>
#include <OpenGL/gl3.h>
#include "context.h"
#else
#ifdef _WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#define GLM_FORCE_RADIANS
// glm::vec3, glm::vec4, glm::ivec4, glm::mat4
#include "glm/glm.hpp"
// glm::perspective
// glm::translate, glm::rotate, glm::scale
#include "glm/gtc/matrix_transform.hpp"
// glm::value_ptr
#include "glm/gtc/type_ptr.hpp"
#include "colorshader.h"
#include "lightedcolorshader.h"
#include "cube.h"
#include "triangle.h"
class Renderer {
public:
Context ctx;
GLuint fbo, render_buf, depth_buf;
GLuint tex_buf;
GLuint mvpLocation;
int width, height;
glm::mat4 view;
glm::mat4 proj;
LightedColorShader lightedColorShader;
ColorShader colorShader;
Cube cube;
Triangle triangle;
void *game;
Renderer(int width, int height, void *game);
void draw();
~Renderer();
};
#endif /* RENDERER_H */