#pragma once #include "opengl.hpp" #include "renderer.hpp" #include "renderer_polygon_2d/renderer_polygon_2d.hpp" #include "renderer_polygon_3d/renderer_polygon_3d.hpp" #include "renderer_ray_tracer/renderer_ray_tracer.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" class GameWindow : public endofthejedi::GLWindow { private: Game* m_game; //endofthejedi::RendererPolygon2d m_renderer; endofthejedi::RendererPolygon3d m_renderer; //endofthejedi::RendererRayTracer m_renderer; protected: void init() override { glClearColor(0.5f, 0.6f, 0.7f, 1.0f); resize(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); glEnable( GL_BLEND ); glEnable(GL_ALPHA_TEST); m_renderer.setup(); } void render(double time) override { if (!m_game->cycle(static_cast(time / 1000000000.0))) { std::cout << "stopping the game..." << std::endl; stop(); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_renderer.render(m_game->state()); } void resize() override { std::cout<<"resize()" << std::endl; glViewport(0, 0, getwidth(), getheight()); // resize the game m_game->resize(getwidth(), getheight()); // TODO: mark it and let the reinit() happen in the next so it happnens just once. while doing the resize m_game->state()->init(); // resize the renderer m_renderer.setWindowSize(getwidth(), getheight()); } public: GameWindow(unsigned int width, unsigned int height, Game *ptr) : endofthejedi::GLWindow(width, height) { m_game = ptr; } };