67 lines
1.8 KiB
C++
67 lines
1.8 KiB
C++
#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include "../models/model.h"
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#include "renderer.h"
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#include "../toolbox/toolbox.h"
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namespace render_engine
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{
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namespace renderer
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{
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static const float FOV = 70.0f;
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static const float NEAR_PLANE = 0.01f;
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static const float FAR_PLANE = 1000.0f;
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/*
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This function will load the projectionMatrix into the shader
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*/
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void Init(shaders::StaticShader& shader)
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{
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const glm::mat4 projectionMatrix =
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glm::perspective(glm::radians(FOV), (float)(WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
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shader.Start();
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shader.LoadProjectionMatrix(projectionMatrix);
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shader.Stop();
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}
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/*
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This function will clear the screen.
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*/
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void Prepare()
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{
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.3f, 0.4f, 0.6f, 1.0f);
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}
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/*
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This function will Render a Model on the screen.
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*/
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void Render(entities::Entity& entity, shaders::StaticShader& shader)
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{
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const models::TexturedModel model = entity.GetModel();
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const models::RawModel rawModel = model.raw_model;
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// Enable the model
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glBindVertexArray(rawModel.vao_id);
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// Enable the inputs for the vertexShader
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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// Load the transformation of the model into the shader
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const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
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shader.LoadModelMatrix(modelMatrix);
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// Draw the model
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
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glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glBindVertexArray(0);
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}
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}
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} |