#ifndef OPENGL_RENDER_H #define OPENGL_RENDER_H #include "render.h" struct mCamera; struct window; extern struct shader *spriteShader; extern struct shader *animSpriteShader; extern struct sprite *tsprite; extern int renderMode; extern float editorClose; extern float editorFar; extern float gridScale; extern float smallGridUnit; extern float bigGridUnit; extern float gridSmallThickness; extern float gridBigThickness; extern float gridBigColor[]; extern float gridSmallColor[]; extern float gridOpacity; extern float editorFOV; extern float shadowLookahead; extern float plane_size; extern float near_plane; extern float far_plane; extern char objectName[]; extern GLuint debugColorPickBO; extern struct gameobject *selectedobject; enum RenderMode { LIT, UNLIT, WIREFRAME, DIRSHADOWMAP, OBJECTPICKER }; void openglInit(); void openglRender(struct window *window); void openglInit3d(struct window *window); void openglRender3d(struct window *window, struct mCamera *camera); void BindUniformBlock(GLuint shaderID, const char *bufferName, GLuint bufferBind); #endif