GRK_Project/cw 9/Engine.h

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2023-02-09 14:18:46 +01:00
#pragma once
#include "glm.hpp"
#include "glew.h"
#include <map>
#include <string>
#include "src/Shader_Loader.h"
#include "src/Texture.h"
#include "src/Render_Utils.h"
#include <random>
namespace Core {
class Engine {
public:
static const float skyboxVerticeParameter;
GLuint textureShader, skyboxShader, bubbleShader, particleShader;
GLuint submarineTexture, bubbleTexture, terrainTexture, skyboxTexture,
fishTexture, fangtoothTexture, sharkTexture, secondFishTexture,
plant1Texture, plant2Texture, plant3Texture, coral1Texture,
rocktower1Texture, archTexture;
GLuint skyboxVAO;
Core::RenderContext submarineContext, bubbleContext, terrainContext, fishContext,
fangtoothContext, sharkContext, secondFishContext,
plant1Context, plant2Context, plant3Context, coral1Context, rocktower1Context, archContext;
std::vector<glm::vec3> bubbleArray[300];
std::vector<float> objectSize;
std::vector<float> objectRotation;
glm::vec3 objectArray[200];
std::vector<glm::vec3> fishKeyPointsFirst, fishKeyPointsSecond, fishKeyPointsThird, sharkKeyPoints;
void initShaderPrograms();
void shutdownShaderPrograms();
void initRenderContexts();
void initTextures();
void initSkybox();
void initBubbles();
void generateObjectArray();
void generateObjectSize();
void generateObjectRotation();
void initRandomGenerator(std::default_random_engine gen, std::uniform_int_distribution<> distr);
void initKeyPoints();
private:
GLuint skyboxVBO;
Shader_Loader shaderLoader;
static const float cubeVertices[216], skyboxVertices[108];
std::uniform_int_distribution<> distr;
std::default_random_engine gen;
void initCube();
void generateBubbleArray();
std::vector<glm::vec3> genBubbleKeyPoints();
std::vector<glm::vec3> parse(std::string filename);
};
}