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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"
class RendererSection : Renderer {
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;
bool isEnabled = false;
size_t hash = 0;
public:
RendererSection(World *world, Vector position);
RendererSection(const RendererSection &other);
~RendererSection() override;
void Render(RenderState &renderState) override;
void PrepareResources() override;
void PrepareRender() override;
void SetEnabled(bool isEnabled);
Section *GetSection();
bool IsNeedResourcesPrepare() override;
size_t numOfFaces = 0;
};
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