#ifndef RENDERER_H #define RENDERER_H #include #include #include "chunk.hpp" #include "chunkmesher.hpp" #include "chunkmeshdata.hpp" #include "shader.hpp" namespace renderer{ typedef struct RenderInfo { chunk_index_t index; int num_vertices; glm::vec3 position; bool buffers_allocated=false; GLuint VAO, VBO, extentsBuffer, texinfoBuffer; void allocateBuffers(){ // Allocate buffers glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &extentsBuffer); glGenBuffers(1, &texinfoBuffer); buffers_allocated=true; } void deallocateBuffers(){ // Allocate buffers glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &extentsBuffer); glDeleteBuffers(1, &texinfoBuffer); glDeleteVertexArrays(1, &VAO); buffers_allocated=false; } } RenderInfo; void init(GLFWwindow* window); void send_chunk_to_gpu(ChunkMeshData* mesh_data, RenderInfo* render_info); void render(); void resize_framebuffer(int width, int height); void framebuffer_size_callback(GLFWwindow *window, int width, int height); void destroy(); void saveScreenshot(bool forceFullHD=false); Shader* getRenderShader(); ChunkMeshDataQueue& getMeshDataQueue(); }; #endif