Refactoring the render engine to feel a little better organized. One major issue remains with the model not rendering at the time. Possibly this is solved after fixing the outline render pass
29 lines
605 B
C++
29 lines
605 B
C++
#pragma once
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#include <glm/glm.hpp>
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#include "RenderPass.h"
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#include "FrameBuffer.h"
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#include "RenderBuffer.h"
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#include "../model.h"
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#include "../Primitives/texture.h"
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#include "../Primitives/camera.h"
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class OutlinePass : RenderPass {
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public:
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void Render() override;
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OutlinePass (Model& sceneObject, glm::mat4& model , glm::mat4& projection, Camera& camera) ;
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~OutlinePass();
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private:
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FrameBuffer m_outlineFrameBuffer;
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RenderBuffer m_outlineRenderBuffer;
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Texture* m_depthTexture;
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glm::mat4 model;
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glm::mat4 projection;
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Model& m_model;
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Camera& camera;
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}; |