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