#pragma once #include "../Rendering/FBO.h" #include #include "Rendering/Shader.h" // class RenderWindow { public: void Show(); private: void InitGLResources(); void RenderSceneToFBO(); // Offscreen render target FBO m_FBO; // Keep track if we've initialized bool m_Initialized = false; // GL objects for the cube unsigned int m_VAO = 0; unsigned int m_VBO = 0; unsigned int m_EBO = 0; // Spin float m_RotationAngle = 0.f; int m_LastWidth = 0; int m_LastHeight = 0; // The loaded texture unsigned int m_TextureID = 0; // The loaded shader program (via AssetManager) Shader* m_ShaderPtr = nullptr; };