Added RenderScene and RenderSet class skeletons. Also updated VS project.
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4d05013cdc
commit
47ca485855
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LOGIC
2
LOGIC
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@ -2,7 +2,7 @@ This file describes the program logic and organization. It holds a focus on data
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,,,,,,,,,,,,,,,,,,,,,,,,
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,,,,,,,,,,,,,,,,,,,,,,,,
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Program Organization
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Program Organization
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§§§§§§§§§§§§§§§§§§§§§§§§
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````````````````````````
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To begin with, RtB is governed by a state machine, individual states, and sub-states (modal dialogs/windows). The state machine, as run by the main loop, is as follows:
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To begin with, RtB is governed by a state machine, individual states, and sub-states (modal dialogs/windows). The state machine, as run by the main loop, is as follows:
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1. Check states for destroy/clean-up flags
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1. Check states for destroy/clean-up flags
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@ -76,6 +76,10 @@ xcopy /d /y "..\..\..\..\Dev\SDL2-2.0.3\lib\x86\SDL2.dll" "$(OutDir)"</Command>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\main.cpp" />
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<ClCompile Include="..\..\src\main.cpp" />
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<ClCompile Include="..\..\src\RenderCamera.cpp" />
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<ClCompile Include="..\..\src\RenderScene.cpp" />
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<ClCompile Include="..\..\src\RenderSet.cpp" />
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<ClCompile Include="..\..\src\RenderView.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="..\..\..\..\Dev\glew-1.11.0\bin\Release\Win32\glew32.dll">
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<None Include="..\..\..\..\Dev\glew-1.11.0\bin\Release\Win32\glew32.dll">
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@ -87,6 +91,13 @@ xcopy /d /y "..\..\..\..\Dev\SDL2-2.0.3\lib\x86\SDL2.dll" "$(OutDir)"</Command>
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<DeploymentContent>true</DeploymentContent>
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<DeploymentContent>true</DeploymentContent>
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</None>
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</None>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\src\GL.hpp" />
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<ClInclude Include="..\..\src\RenderCamera.hpp" />
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<ClInclude Include="..\..\src\RenderScene.hpp" />
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<ClInclude Include="..\..\src\RenderSet.hpp" />
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<ClInclude Include="..\..\src\RenderView.hpp" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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@ -16,11 +16,26 @@
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<Filter Include="Build Copy">
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<Filter Include="Build Copy">
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<UniqueIdentifier>{cf99fdc6-e0b4-4ff6-a517-63c2e5392c31}</UniqueIdentifier>
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<UniqueIdentifier>{cf99fdc6-e0b4-4ff6-a517-63c2e5392c31}</UniqueIdentifier>
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</Filter>
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</Filter>
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<Filter Include="Classes">
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<UniqueIdentifier>{e0e1a725-2ac7-4b9b-bc04-51850b74c96c}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\main.cpp">
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<ClCompile Include="..\..\src\main.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\..\src\RenderCamera.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\RenderView.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\RenderScene.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\RenderSet.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="..\..\..\..\Dev\SDL2-2.0.3\lib\x86\SDL2.dll">
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<None Include="..\..\..\..\Dev\SDL2-2.0.3\lib\x86\SDL2.dll">
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@ -30,4 +45,21 @@
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<Filter>Build Copy</Filter>
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<Filter>Build Copy</Filter>
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</None>
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</None>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\src\RenderCamera.hpp">
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<Filter>Classes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\RenderView.hpp">
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<Filter>Classes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\GL.hpp">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\RenderScene.hpp">
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<Filter>Classes</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\RenderSet.hpp">
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<Filter>Classes</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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</Project>
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@ -9,4 +9,4 @@ This file provides common includes to access OpenGL types and functions
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#include "SDL_opengles.h"
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#include "SDL_opengles.h"
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#else
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#else
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#include "SDL_opengl.h"
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#include "SDL_opengl.h"
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#endif
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#endif
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@ -0,0 +1,11 @@
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/* ================================================================
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RenderScene
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----------------
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This header file defines the RenderScene class.
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================================================================ */
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#include "RenderScene.hpp"
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/* ======== Constructors and Destructors ======== */
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RenderScene::RenderScene() {
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}
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RenderScene::~RenderScene() {
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}
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@ -0,0 +1,23 @@
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/* ================================================================
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RenderScene
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----------------
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This header file describes the RenderScene class.
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A RenderScene is the class that contains the rendering objects for a
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3D scene. Additionally, it contains a vector of RenderCamera classes,
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each of which correspond to a different scene perspective.
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================================================================ */
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#ifndef RENDERSCENE_HPP
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#define RENDERSCENE_HPP
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#include "GL.hpp"
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#include "RenderCamera.hpp"
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#include <vector>
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class RenderScene {
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public:
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RenderScene();
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~RenderScene();
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private:
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std::vector<RenderCamera> cameras; // Our scene's cameras
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//std::vector<RenderSet> render_sets; // Our scene's render sets
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};
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#endif
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@ -0,0 +1,11 @@
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/* ================================================================
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RenderSet
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----------------
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This header file defines the RenderSet class.
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================================================================ */
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#include "RenderSet.hpp"
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/* ======== Constructors and Destructors ======== */
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RenderSet::RenderSet() {
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}
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RenderSet::~RenderSet() {
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}
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@ -0,0 +1,24 @@
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/* ================================================================
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RenderSet
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----------------
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This header file describes the RenderSet class.
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A RenderSet is a container class for similar RenderObject instances.
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It provides all contained RenderObjects with a shared shader program for
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their rendering. RenderSets are contained in a RenderScene and define different
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rendering layers of the program.
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================================================================ */
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#ifndef RENDERSET_HPP
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#define RENDERSET_HPP
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#include "GL.hpp"
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#include <vector>
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class RenderSet {
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public:
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RenderSet();
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~RenderSet();
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private:
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int mode; // bitflag, 0 = normal, 1 = hide
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//std::vector<RenderObject> objects; // Our vector of objects to render
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GLuint program; // Our rendering program
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};
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#endif
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