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#include "gameMainWindow.h"
#include "editNetwork.h"
#include "gameMainSelector.h"
#include "manualCameraController.h"
#include "modeHelper.h"
#include "toolbar.h"
#include "window.h"
#include <SDL2/SDL.h>
#include <collection.h>
#include <game/environment.h>
#include <game/gamestate.h>
#include <game/network/rail.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/camera_controller.h>
#include <gfx/renderable.h>
#include <glad/gl.h>
#include <glm/glm.hpp>
#include <memory>
class GameMainToolbar : Mode<decltype(GameMainSelector::target)>, public Toolbar {
public:
explicit GameMainToolbar(GameMainSelector * gms_) :
Mode<decltype(GameMainSelector::target)> {gms_->target},
Toolbar {
{"ui/icon/network.png", toggle<EditNetworkOf<RailLinks>>()},
}
{
}
};
GameMainWindow::GameMainWindow(size_t w, size_t h) : WindowContent {w, h}, SceneRenderer {{w, h}, 0}
{
uiComponents.create<ManualCameraController>(glm::vec2 {310'727'624, 494'018'810});
auto gms = uiComponents.create<GameMainSelector>(&camera, ScreenAbsCoord {w, h});
uiComponents.create<GameMainToolbar>(gms.get());
}
GameMainWindow::~GameMainWindow() { }
void
GameMainWindow::tick(TickDuration)
{
uiComponents.apply<CameraController>(&CameraController::updateCamera, &camera);
}
void
GameMainWindow::render() const
{
SceneRenderer::render(*this);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
uiComponents.apply(&UIComponent::render, uiShader, UIComponent::Position {});
}
void
GameMainWindow::content(const SceneShader & shader) const
{
for (const auto & [id, asset] : gameState->assets) {
if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
r->render(shader);
}
}
gameState->world.apply<Renderable>(&Renderable::render, shader);
uiComponents.apply<WorldOverlay>(&WorldOverlay::render, shader);
}
void
GameMainWindow::environment(const SceneShader &, const SceneRenderer & r) const
{
gameState->environment->render(r, *this);
}
void
GameMainWindow::lights(const SceneShader & shader) const
{
gameState->world.apply<Renderable>(&Renderable::lights, shader);
}
void
GameMainWindow::shadows(const ShadowMapper & shadowMapper) const
{
for (const auto & [id, asset] : gameState->assets) {
if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
r->shadows(shadowMapper);
}
}
gameState->world.apply<Renderable>(&Renderable::shadows, shadowMapper);
}
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