1 | #ifndef _OPENGL_GAME_H
|
---|
2 | #define _OPENGL_GAME_H
|
---|
3 |
|
---|
4 | #include <glm/glm.hpp>
|
---|
5 |
|
---|
6 | #include "IMGUI/imgui.h"
|
---|
7 | #include "imgui_impl_glfw_gl3.h"
|
---|
8 |
|
---|
9 | #include "game-gui-glfw.hpp"
|
---|
10 | #include "graphics-pipeline_opengl.hpp"
|
---|
11 |
|
---|
12 | // TODO: Figure out if these structs should be defined in the OpenGLGame class
|
---|
13 |
|
---|
14 | enum ObjectType {
|
---|
15 | TYPE_SHIP,
|
---|
16 | TYPE_ASTEROID,
|
---|
17 | TYPE_LASER,
|
---|
18 | TYPE_EXPLOSION,
|
---|
19 | };
|
---|
20 |
|
---|
21 | struct SceneObject {
|
---|
22 | unsigned int id;
|
---|
23 | ObjectType type;
|
---|
24 | bool deleted;
|
---|
25 |
|
---|
26 | // Currently, model_transform should only have translate, and rotation and scale need to be done in model_base since
|
---|
27 | // they need to be done when the object is at the origin. I should change this to have separate scale, rotate, and translate
|
---|
28 | // matrices for each object that can be updated independently and then applied to the object in that order.
|
---|
29 | // TODO: Actually, to make this as generic as possible, each object should have a matrix stack to support,
|
---|
30 | // for instance, applying a rotate, then a translate, then another rotate. Think about and implement the best approach.
|
---|
31 | glm::mat4 model_mat, model_base, model_transform;
|
---|
32 | glm::mat4 translate_mat; // beginning of doing what's mentioned above
|
---|
33 | unsigned int num_points;
|
---|
34 | GLuint vertex_vbo_offset;
|
---|
35 | GLuint ubo_offset;
|
---|
36 | vector<GLfloat> points;
|
---|
37 | vector<GLfloat> colors;
|
---|
38 | vector<GLfloat> texcoords;
|
---|
39 | vector<GLfloat> normals;
|
---|
40 | glm::vec3 bounding_center;
|
---|
41 | GLfloat bounding_radius;
|
---|
42 | };
|
---|
43 |
|
---|
44 | struct ParticleEffect : SceneObject {
|
---|
45 | vector<GLfloat> particleVelocities;
|
---|
46 | vector<GLfloat> particleTimes;
|
---|
47 | GLfloat startTime;
|
---|
48 | GLfloat duration;
|
---|
49 | };
|
---|
50 |
|
---|
51 | class OpenGLGame {
|
---|
52 | public:
|
---|
53 | OpenGLGame();
|
---|
54 | ~OpenGLGame();
|
---|
55 |
|
---|
56 | void run(int width, int height, unsigned char guiFlags);
|
---|
57 |
|
---|
58 | private:
|
---|
59 | GameGui* gui;
|
---|
60 | Viewport viewport;
|
---|
61 |
|
---|
62 | vector<GraphicsPipeline_OpenGL> graphicsPipelines;
|
---|
63 |
|
---|
64 | GLFWwindow* window;
|
---|
65 |
|
---|
66 | bool initWindow(int width, int height, unsigned char guiFlags);
|
---|
67 | void initOpenGL();
|
---|
68 | void mainLoop();
|
---|
69 | void renderScene();
|
---|
70 | void renderUI();
|
---|
71 | void cleanup();
|
---|
72 | };
|
---|
73 |
|
---|
74 | void APIENTRY opengl_debug_callback(
|
---|
75 | GLenum source,
|
---|
76 | GLenum type,
|
---|
77 | GLuint id,
|
---|
78 | GLenum severity,
|
---|
79 | GLsizei length,
|
---|
80 | const GLchar* message,
|
---|
81 | const void* userParam
|
---|
82 | );
|
---|
83 |
|
---|
84 | #endif // _OPENGL_GAME_H
|
---|