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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 <core/AssetManager.hpp>
#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, VboTextures, VboModels, VboColors;
std::vector<glm::mat4> models;
std::vector<glm::vec4> textures;
std::vector<glm::vec3> colors;
static GLuint VboVertices, VboUvs;
static std::map<GLuint, int> refCounterVbo;
static std::map<GLuint, int> refCounterVao;
size_t numOfFaces = 0;
bool isEnabled = true;
size_t hash = 0;
public:
RenderSection(World *world, Vector position);
RenderSection(const RenderSection &other);
~RenderSection();
void UpdateState(const std::map<BlockTextureId, glm::vec4> &textureAtlas);
void Render(RenderState &state);
void SetEnabled(bool isEnabled);
Section *GetSection();
bool IsNeedUpdate();
};
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