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#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::render(const GameState * gameState) const
{
glEnable(GL_DEPTH_TEST);
gameState->world.apply<Renderable>(&Renderable::render, shader);
glDisable(GL_DEPTH_TEST);
// do ui bits
}
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