1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
|
#include "gameMainWindow.h"
#include "gfx/camera_controller.h"
#include "manualCameraController.h"
#include "maths.h"
#include "toolbar.h"
#include "window.h"
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <collection.hpp>
#include <game/gamestate.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
class GameMainToolbar : public Toolbar {
public:
GameMainToolbar() :
Toolbar {
{"ui/icon/network.png",
[](const SDL_Event &) {
// fprintf(stderr, "network click\n");
}},
}
{
}
};
GameMainWindow::GameMainWindow(size_t w, size_t h) :
Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, 70.0F, rdiv(w, h), 0.1F, 10000.0F}
{
uiComponents.create<GameMainToolbar>();
uiComponents.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)
{
uiComponents.apply<CameraController>(&CameraController::updateCamera, &camera);
shader.setView(camera.GetViewProjection());
}
void
GameMainWindow::render(const GameState * gameState) const
{
glEnable(GL_DEPTH_TEST);
gameState->world.apply<Renderable>(&Renderable::render, shader);
Window::render(gameState);
}
|