68 lines
2.0 KiB
C++
68 lines
2.0 KiB
C++
#ifndef ENGINE_H
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#define ENGINE_H
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#include <iostream>
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#include <vector>
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#include <filesystem> // C++17 filesystem
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#include <string>
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#include <fstream>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include "imgui_impl_glfw.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "Components/Component.h"
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#include "Components/Camera.h"
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// Forward declaration of Entity.
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class Entity;
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class Engine {
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public:
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// Main window.
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static GLFWwindow* window;
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// Initializes GLFW, GLEW, and sets up the main window and offscreen framebuffer.
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static bool Init();
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// Returns the main GLFW window.
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static GLFWwindow* GetWindow();
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static GLuint GetShader();
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// Clean up resources and shutdown GLFW.
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static void Shutdown();
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// Offscreen render function that uses the provided camera parameters and renders the scene
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// (with entities) offscreen. Returns its color attachment as an ImTextureID.
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static ImTextureID RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos, const std::vector<Entity*>& entities);
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// Resizes the offscreen framebuffer to the given dimensions.
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static void ResizeFramebuffer(int width, int height);
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// Retrieves the final rendered texture.
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static ImTextureID GetFinalRenderingTexture();
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private:
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// Offscreen framebuffer and its attachments.
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static GLuint framebuffer;
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static GLuint colorTexture;
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static GLuint depthRenderbuffer;
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// Shader program used for rendering the scene.
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static GLuint shaderProgram;
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// Rotation angle (if needed for animated models).
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static float rotationAngle;
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// Current offscreen framebuffer dimensions.
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static int fbWidth;
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static int fbHeight;
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// Helper function to compile and link shaders.
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static GLuint CompileShader(const char* vertexSrc, const char* fragmentSrc);
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// Sets up common scene resources (e.g. loading the scene shader).
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static bool SetupScene();
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};
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#endif // ENGINE_H
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