blob: f40b894c6ccb49e893c9b3dc5c4c100f79704dff (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
|
#pragma once
#include "gfx/gl/camera.h"
#include "gfx/gl/program.h"
#include "gfx/gl/sceneShader.h"
#include "lib/glArrays.h"
#include <functional>
#include <glm/fwd.hpp>
class SceneRenderer {
public:
class SceneProvider {
public:
virtual ~SceneProvider() = default;
virtual void content(const SceneShader &) const = 0;
virtual void environment(const SceneShader &, const SceneRenderer &) const;
virtual void lights(const SceneShader &) const = 0;
};
explicit SceneRenderer(glm::ivec2 size, GLuint output);
void render(const SceneProvider &) const;
void setAmbientLight(const glm::vec3 & colour) const;
void setDirectionalLight(const glm::vec3 & colour, const glm::vec3 & direction) const;
Camera camera;
private:
glm::ivec2 size;
GLuint output;
glFrameBuffer gBuffer;
glTexture gPosition, gNormal, gAlbedoSpec, gIllumination;
glRenderBuffer depth;
class DeferredLightProgram : public Program {
public:
using Program::Program;
using Program::use;
};
class DirectionalLightProgram : public Program {
public:
DirectionalLightProgram();
using Program::use;
void setDirectionalLight(const glm::vec3 &, const glm::vec3 &) const;
private:
RequiredUniformLocation directionLoc, colourLoc;
};
DeferredLightProgram lighting;
DirectionalLightProgram dirLight;
glVertexArray displayVAO;
glBuffer displayVBO;
SceneShader shader;
};
|