One hell of a GUI interface (minus graphical)

"how does this even work lol"
This commit is contained in:
2014-05-26 02:37:45 +02:00
parent 07c74ff9f5
commit 22442708cc
34 changed files with 466 additions and 353 deletions
+20 -2
View File
@@ -13,6 +13,8 @@
#include "Components/PointLight.h"
#include "Skybox.h"
#include "ResourceManager.h"
#include "Util/Rectangle.h"
#include "RenderQueue.h"
class Renderer
{
@@ -40,6 +42,21 @@ public:
void UpdateViewport(int viewportIdentifier, int cameraIdentifier);
void UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip);
#pragma region NEWSTUFF
void SetViewport(const Rectangle &viewport)
{
m_Viewport = viewport;
}
void SetCamera(std::shared_ptr<Camera> camera)
{
m_Camera = camera;
}
void Draw(RenderQueue &rq);
#pragma endregion
void AddModelToDraw(Model* model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster);
void AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
void AddTextToDraw();
@@ -84,6 +101,9 @@ private:
std::unordered_map<int, Viewport> m_Viewports;
std::unordered_map<int, std::shared_ptr<Camera>> m_Cameras;
Rectangle m_Viewport;
std::shared_ptr<Camera> m_Camera;
struct Light
{
glm::vec3 Position;
@@ -135,8 +155,6 @@ private:
bool m_QuadView;
std::shared_ptr<Camera> m_Camera;
ShaderProgram m_ShaderProgram;
ShaderProgram m_FirstPassProgram;
ShaderProgram m_SecondPassProgram;