A small OpenGL 3+ renderer and game engine
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#pragma once
#if defined (_WIN32)
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
#include <GL/glew.h>
#include <glm/glm.hpp>
#include "camera.h"
#include "entity.h"
#include "render_group.h"
#include "util.h"
struct SDL_Handles
{
SDL_Window *window;
SDL_GLContext glContext;
SDL_DisplayMode currentDisplayMode;
};
struct rg_point_light;
struct render_state
{
v2i viewport_dims;
bool is_debug_draw;
SDL_Handles handles;
camera cam;
util_RGBA clear_col;
//rg_shader_program default_shader;
entity_group* entity_groups;
uint entity_group_count;
rg_point_light* lights;
uint num_lights;
uint max_lights;
};
render_state* renInit();
void renShutdown(render_state* rs);
void renRenderFrame(render_state* rs, Entity* entities, uint32 entity_count);
//void renRenderDebug(render_state* rs, std::vector<Point> &vertices);