ThreeLab/Engine/Engine.h
2025-04-02 10:41:31 -05:00

68 lines
2.0 KiB
C++

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