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cpp-masssprings/include/renderer.hpp

81 lines
2.1 KiB
C++

#ifndef __RENDERER_HPP_
#define __RENDERER_HPP_
#include "camera.hpp"
#include "config.hpp"
#include "gui.hpp"
#include "input.hpp"
#include "state.hpp"
#include <raylib.h>
#include <raymath.h>
class Renderer {
private:
const StateManager &state;
const InputHandler &input;
Gui &gui;
const OrbitCamera3D &camera;
RenderTexture render_target;
RenderTexture klotski_target;
RenderTexture menu_target;
// Instancing
Material vertex_mat;
std::size_t transforms_size = 0;
Matrix *transforms = nullptr;
Mesh cube_instance;
Shader instancing_shader;
public:
Renderer(const OrbitCamera3D &_camera, const StateManager &_state,
const InputHandler &_input, Gui &_gui)
: state(_state), input(_input), gui(_gui), camera(_camera) {
render_target = LoadRenderTexture(GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT);
klotski_target = LoadRenderTexture(GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT);
menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
}
Renderer(const Renderer &copy) = delete;
Renderer &operator=(const Renderer &copy) = delete;
Renderer(Renderer &&move) = delete;
Renderer &operator=(Renderer &&move) = delete;
~Renderer() {
UnloadRenderTexture(render_target);
UnloadRenderTexture(klotski_target);
UnloadRenderTexture(menu_target);
// Instancing
if (transforms != nullptr) {
UnloadMaterial(vertex_mat);
MemFree(transforms);
UnloadMesh(cube_instance);
// I think the shader already gets unloaded with the material?
// UnloadShader(instancing_shader);
}
}
private:
auto AllocateGraphInstancing(std::size_t size) -> void;
auto ReallocateGraphInstancingIfNecessary(std::size_t size) -> void;
public:
auto UpdateTextureSizes() -> void;
auto DrawMassSprings(const std::vector<Vector3> &masses) -> void;
auto DrawKlotski() -> void;
auto DrawMenu(const std::vector<Vector3> &masses) -> void;
auto DrawTextures(int fps, int ups) -> void;
};
#endif