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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-12-13 23:47:30 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-12-13 23:47:30 +0000 |
commit | 1686a01b6ae7467e71eac247078248de4a3b3423 (patch) | |
tree | 53716ce767b1b775dc06f658a41a647bddbbeac1 /ui/gameMainWindow.cpp | |
parent | Move TickDuration to its own files (diff) | |
download | ilt-1686a01b6ae7467e71eac247078248de4a3b3423.tar.bz2 ilt-1686a01b6ae7467e71eac247078248de4a3b3423.tar.xz ilt-1686a01b6ae7467e71eac247078248de4a3b3423.zip |
Refactor to start splitting out UI components
Diffstat (limited to 'ui/gameMainWindow.cpp')
-rw-r--r-- | ui/gameMainWindow.cpp | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp new file mode 100644 index 0000000..4421098 --- /dev/null +++ b/ui/gameMainWindow.cpp @@ -0,0 +1,43 @@ +#include "gameMainWindow.h" +#include "collection.hpp" +#include "gfx/camera_controller.h" +#include "manualCameraController.h" +#include "ui/window.h" +#include <GL/glew.h> +#include <SDL2/SDL.h> +#include <game/gamestate.h> +#include <game/worldobject.h> // IWYU pragma: keep +#include <gfx/renderable.h> +#include <glm/glm.hpp> +#include <maths.h> +#include <memory> + +GameMainWindow::GameMainWindow(size_t w, size_t h) : + Window {static_cast<int>(w), static_cast<int>(h), "I Like Trains"}, uiShader {w, h}, camera {{-1250.0F, -1250.0F, + 35.0F}, + 70.0F, rdiv(w, h), + 0.1F, 10000.0F} +{ + inputStack.create<ManualCameraController>(glm::vec2 {-1150, -1150}); + + shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, 0, -1})); + shader.setUniform("lightColor", {.6, .6, .6}); + shader.setUniform("ambientColor", {0.5, 0.5, 0.5}); +} + +void +GameMainWindow::tick(TickDuration) +{ + inputStack.apply<CameraController>(&CameraController::updateCamera, &camera); + shader.setView(camera.GetViewProjection()); +} + +void +GameMainWindow::Refresh(const GameState * gameState) const +{ + SDL_GL_MakeCurrent(m_window, m_glContext); + glEnable(GL_DEPTH_TEST); + gameState->world.apply<Renderable>(&Renderable::render, shader); + glDisable(GL_DEPTH_TEST); + // do ui bits +} |