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game_new.cpp
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131 lines (102 loc) · 4.47 KB
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#include "game.hpp"
Game::Game(Engine& engine)
: managers{
engine.getRenderer(),
engine.getMeshManager(),
engine.getShaderManager(),
engine.getCameraManager(),
engine.getTextureManager(),
engine.getTextManager(),
engine.getUIManager()
} {
}
void Game::init() {
setupShaders();
setupCameras();
setupWorld();
setupUI();
}
void Game::setupShaders() {
managers.shaderManager.compileAllShaders();
shaders.worldShader = managers.shaderManager.getProgram("world", "v_vert.glsl", "f_frag.glsl");
shaders.uiShader = managers.shaderManager.getProgram("ui", "v_UIvert.glsl", "f_UIfrag.glsl");
shaders.uiTextShader = managers.shaderManager.getProgram("uiText", "v_UItext.glsl", "f_UItext.glsl");
}
void Game::setupCameras() {
auto& window = ENGINE->window;
state.playerCamera = managers.cameraManager.createCamera(window.mWidth, window.mHeight, "playerCamera");
state.uiCamera = managers.cameraManager.createCamera(window.mWidth, window.mHeight, "uiCam");
}
void Game::setupWorld() {
std::string path = "C:/dev/projects/C++/OpenGL/manIdk/.assets/objects/SpaceShip1.obj";
managers.meshManager.loadModel(path);
state.worldMesh = managers.meshManager.getModel("Spaceship");
state.worldMesh.program = shaders.worldShader;
state.interior = managers.meshManager.getModel("Interior");
state.interior.program = shaders.worldShader;
textures.spaceship = managers.textureManager.loadTexture("C:/dev/projects/C++/OpenGL/manIdk/.assets/textures/8x8Palette.png");
// ^^^^^^^^^^^^^^^ ASSIMP LOADER ^^^^^^^^^^^^^^^
state.worldMesh.transforms = glm::scale(glm::mat4(1.0f), glm::vec3(1.0f));
// misc.player.setTerrain(vertices, indices);
}
void Game::setupUI() {
managers.textManager.loadFont("C:/dev/projects/C++/OpenGL/manIdk/.assets/fonts/Roboto-VariableFont_wdth,wght.ttf", shaders.uiTextShader, 48);
ui.hungerBar = managers.uiManager.create<UIRect>(
glm::vec2(0, 0), glm::vec2(300, 50),
glm::vec4(1, 1, 0, 1), shaders.uiShader
);
ui.uiTexture = managers.textureManager.loadTexture("C:/dev/projects/C++/OpenGL/manIdk/.assets/objects/red.png");
}
void Game::update(float dt) {
updateWorld(dt);
updateCamera();
updateUI(dt);
}
void Game::updateWorld(float dt) {
// misc.spaceship.update();
}
void Game::updateCamera() {
// state.playerCamera->setPosition(glm::vec3(misc.spaceship.position));
state.playerCamera->update();
state.mainVP = state.playerCamera->getVP();
}
void Game::updateUI(float dt) {
// Animate UI
glm::vec2 size = ui.hungerBar->size;
size.x -= 25.0f * dt;
ui.hungerBar->setSize(size);
}
void Game::render() {
managers.renderer.beginFrame();
renderWorld();
renderUI();
managers.renderer.endFrame();
}
void Game::renderWorld() {
// Set world shader uniforms
managers.shaderManager.setUniformMat4(shaders.worldShader, "u_ModelMatrix", state.worldMesh.transforms);
managers.shaderManager.setUniformMat4(shaders.worldShader, "u_VP", state.mainVP);
managers.shaderManager.setUniformTex2D(shaders.worldShader, "u_texture", textures.spaceship->id);
managers.renderer.drawMesh(state.worldMesh);
managers.renderer.drawMesh(state.interior);
}
void Game::renderUI() {
glDisable(GL_DEPTH_TEST);
state.uiCamera->updateProjectionOrtho();
auto vp = state.uiCamera->getVP();
managers.shaderManager.setUniformMat4(shaders.uiTextShader, "u_VP", vp);
managers.shaderManager.setUniformMat4(shaders.uiShader, "u_VP", vp);
managers.shaderManager.setUniformTex2D(shaders.uiShader, "u_diffuse", ui.uiTexture->id);
managers.renderer.drawUI(managers.uiManager);
managers.textManager.renderText("Test test yo :)", glm::vec2(0.0f), 1.0f, glm::vec3(0, 1, 0));
managers.textManager.renderText("I have SPACESHIP!!!!!", glm::vec2(100.0f, 100.0f), 1.0f, glm::vec3(1, 1, 1));
managers.textManager.renderText("!!!!11!!", glm::vec2(350.0f, 150.0f), 1.0f, glm::vec3(1, 1, 1));
managers.textManager.renderText("!!!!11!!", glm::vec2(1000.0f, 200.0f), 1.0f, glm::vec3(1, 1, 1));
managers.textManager.renderText("!!!!11!!", glm::vec2(600.0f, 800.0f), 1.0f, glm::vec3(1, 1, 1));
managers.textManager.renderText("!!!!11!!", glm::vec2(150.0f, 500.0f), 1.0f, glm::vec3(1, 1, 1));
managers.textManager.renderText("!!!!11!!", glm::vec2(800.0f, 300.0f), 1.0f, glm::vec3(1, 1, 1));
glEnable(GL_DEPTH_TEST);
}
void Game::shutdown() {
// Cleanup if needed
}