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RenderEngine.cpp
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83 lines (58 loc) · 1.72 KB
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#include "RenderEngine.hpp"
#include "Shader/ShaderManager.hpp"
#include "Scene.hpp"
#include "GLUtil/GLUtilGeometry.hpp"
RenderEngine::RenderEngine() {
_shaderManager = std::make_shared<ShaderManager>();
}
void RenderEngine::prepare() {
_shaderManager->loadAllPrograms();
}
void RenderEngine::setScreenSize(int w, int h) {
_screenSize = ivec2(w, h);
if (_scene)
_scene->setScreenSize(_screenSize.x, _screenSize.y);
}
void RenderEngine::setTilt(float value) {
if (!_scene)
return;
std::lock_guard<std::mutex> lock(_sceneMutex);
{
_scene->setTilt(value);
}
}
void RenderEngine::setLightYDelta(float value) {
if (!_scene)
return;
std::lock_guard<std::mutex> lock(_sceneMutex);
{
_scene->lightYDelta(value);
}
}
void RenderEngine::render() {
initScene();
//test
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
// default buffer clear
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_scene->render();
}
void RenderEngine::initScene() {
if (_init)
return;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&_defaultFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFBO);
glViewport(0, 0, _screenSize.x, _screenSize.y);
glClearColor(1.0f, 1.0f, 1.0f, 1.f); // Black Background
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
_scene = std::make_shared<Scene>(this, _defaultFBO);
_scene->setScreenSize(_screenSize.x, _screenSize.y);
_init = true;
}