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glRenderer.h
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/*
* OpenGL ray picking
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#pragma once
#include <vector>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#define PICKING_TYPE_PROJECT 0
#define PICKING_TYPE_UNPROJECT 1
class glRenderer
{
private:
std::vector<glm::vec3> triangleData;
GLuint shader;
GLuint VBO[2];
GLuint IBO;
GLuint UBO;
uint32_t indexCount;
float zoom = -2.0f;
uint32_t pickingType = PICKING_TYPE_UNPROJECT;
glm::vec3 rotation = glm::vec3(0.0f);
GLuint loadShader(const char* vertexShaderFile, const char* fragmentShaderFile);
void printProgramLog(GLuint shader);
void printShaderLog(GLuint program);
uint32_t instanceCount;
public:
bool paused = false;
GLFWwindow* window;
glRenderer();
~glRenderer();
void generateShaders();
void updateUBO();
void generateBuffers();
void renderScene(double deltaT);
void keyCallback(int key, int scancode, int action, int mods);
void mouseButtonCallback(int button, int action);
};