#pragma once #include #include #include "camera.h" #include "lights.h" #include "mesh.h" #include "shader_program.h" struct render_objects; render_objects* roInitModel(mesh_group meshes); render_objects* roInitSimpleMesh(simple_mesh& mesh_in, GLenum draw_mode); void roFree(render_objects* r_objs); // TODO: we probably want to re-introduce a world_transform matrix here again // so we can do: projection * view * world_transform * model_transform // that way model animations and world orientation/position can be separated void roDraw(render_objects* r_ojbs, glm::mat4 world_transform, camera& cam, shader_wrapper sw, light_group* lights);