KlassischeKeplerKriege/game/renderer_polygon_3d/renderer_polygon_3d.hpp

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#include "renderer.hpp"
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#include <list>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtc/random.hpp>
#include <glm/vec3.hpp>
#include <glm/gtc/matrix_transform.hpp>
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#include "glclasses.hpp"
#include "game.hpp"
#include "state/trace.hpp"
#include "state/object.hpp"
#include "state/missile.hpp"
#include "state/player.hpp"
#include "state/planet.hpp"
#include "state/ship.hpp"
#include "state/explosion.hpp"
#include "particle_batch.hpp"
#include "polygon_model.hpp"
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#include "image_texture.hpp"
#include "camera.hpp"
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namespace endofthejedi {
class RendererPolygon3d : public Renderer {
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public:
void setup();
void render(const game::State *state) override;
void setWindowSize(int px, int py);
//void setCameraMatrix(const glm::mat4 &cam);
// TODO: fov as argument?
Camera &camera();
private:
void renderPlanets();
void renderMissiles();
void renderShips();
void renderParticles();
void addModel(const std::string &filename, PolygonModel **dest);
void addExplosionEffect(
size_t id, const glm::vec2 &pos, const glm::vec2 &missileVelocity,
bool hitPlanet,
size_t n, float duration);
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void advanceGraphicObjects(float dt);
// shortcuts which use the lower versions
glm::mat4 computeModelMatrix(const game::Planet *planet);
glm::mat4 computeModelMatrix(const game::Missile *missile);
glm::mat4 computeModelMatrix(const game::Ship *ship);
// do the actual computation with these values
glm::mat4 computeModelMatrix(const glm::vec2 &pos, float scale, float angle=0.0);
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void renderTraces();
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void configureLightningInShader(Shader *shader) const;
void renderBackgroundImage();
void loadBackgroundTexture();
private:
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// all models are also here (for easy reloading etc.)
std::vector<PolygonModel*> m_models;
// and with a specific variable name here
PolygonModel *m_missileModel;
PolygonModel *m_planetModel;
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PolygonModel *m_shipModel;
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// for rendering everything
Shader m_shader_background;
Shader m_shader_game_objects;
Shader m_shader_particles;
// for accessing
const game::State *m_state;
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std::list<ParticleBatch*> m_particles;
// time value for last rendering cycle (-1 after setup/startup)
float m_lastTime;
float m_aspectRatio;
// TODO: put representation specialized for rendering in here
std::list<const game::Missile*> m_missiles;
std::list<const game::Ship*> m_ships;
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std::string m_backgroundTexturePath;
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ImageTexture *m_texture;
Camera m_camera;
};
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}