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