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
33 lines
797 B
C++
33 lines
797 B
C++
#pragma once
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#include "RenderPass.h"
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#include "../Primitives/Skybox.h"
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#include "../Primitives/shader.h"
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#include "../Primitives/camera.h"
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#include "../model.h"
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class ScenePass : public RenderPass {
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public:
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void Render() override;
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ScenePass(Skybox& skybox, Model& scene, Camera& camera, glm::mat4 projection , glm::mat4 model)
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: RenderPass("RenderPass - Scene", "../Shaders/shader.vs", "../Shaders/shader.fs" ),
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m_scene(scene), camera(camera), projection(projection), model(model), m_skybox(skybox)
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{
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}
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~ScenePass() = default;
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void SetSkybox(Skybox& skybox);
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private:
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Skybox& m_skybox;
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Model& m_scene;
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Camera& camera;
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glm::mat4 projection;
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glm::mat4 model;
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}; |