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RenderingManager.h
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#pragma once
#include "ShaderProgram.h"
#include "config.h"
#include "Light.hpp"
#include "Skybox.h"
#include "IOBuffer.h"
#include "Blob.h"
#include "Level.h"
#include "BlobDisplay.h"
#include "glm/glm.hpp"
#include <glm/gtx/transform.hpp>
#include <random>
class RenderingManager
{
public:
bool init();
void drawBlob(Blob *blob, glm::vec3 camPos, glm::mat4 viewMatrix,
glm::mat4 projMatrix);
void drawLevel(Level *level, glm::vec3 camPos, glm::mat4 viewMatrix,
glm::mat4 projMatrix);
void depthPass(Blob *blob, Level *level, glm::vec3 camPos);
void dynamicCubeMapPass(Blob *blob, Level *level);
void geometryPass(Level *level, glm::mat4 viewMatrix, glm::mat4 projMatrix);
void SSAOPass(glm::mat4 projMatrix, glm::vec3 camPos);
void blurPass();
void drawSkybox(glm::mat4 viewMatrix, glm::mat4 projMatrix);
void debugQuadDraw();
void drawParticles(Level *level, glm::mat4 viewMatrix,
glm::mat4 projMatrix);
protected:
ShaderProgram *blobShader;
ShaderProgram *platformShader;
ShaderProgram *skyboxShader;
ShaderProgram *depthShader;
ShaderProgram *geomPassShader;
ShaderProgram *SSAOShader;
ShaderProgram *blurShader;
ShaderProgram *quadShader;
ShaderProgram *particleShader;
IOBuffer cubeMapBuffer;
IOBuffer gBuffer;
IOBuffer aoBuffer;
std::vector<IOBuffer> pingpongBuffers;
IOBuffer depthBuffer;
IOBuffer CSMBuffer;
glm::mat4 lightSpaceMatrix;
Mesh* quad;
GLuint noiseTexture;
std::vector<glm::vec3> ssaoKernel;
DirectionalLight dirLight;
float width, height;
Skybox skybox;
bool initFrameBuffers();
bool initSkybox();
void drawCubeFace(glm::vec3 position, glm::vec3 direction, glm::vec3 up,
GLenum face, glm::mat4 projMatrix, Level *level);
GLuint wallTexture;
};