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cpp-masssprings/include/renderer.hpp

130 lines
3.4 KiB
C++

#ifndef __RENDERER_HPP_
#define __RENDERER_HPP_
#include <immintrin.h>
#include <raylib.h>
#include <raymath.h>
#include <unordered_set>
#include "config.hpp"
#include "klotski.hpp"
#include "mass_springs.hpp"
class OrbitCamera3D {
friend class Renderer;
private:
Camera camera;
Vector3 target;
float distance;
float angle_x;
float angle_y;
Vector2 last_mouse;
bool dragging;
bool panning;
bool target_lock;
public:
OrbitCamera3D(Vector3 target, float distance)
: camera({0}), target(target), distance(distance), angle_x(0.0),
angle_y(0.0), last_mouse(Vector2Zero()), dragging(false),
panning(false), target_lock(true) {
camera.position = Vector3(0, 0, -1.0 * distance);
camera.target = target;
camera.up = Vector3(0, 1.0, 0);
camera.fovy = CAMERA_FOV;
camera.projection = CAMERA_PERSPECTIVE;
}
~OrbitCamera3D() {}
public:
auto Update(const Mass &current_mass) -> void;
};
class Renderer {
private:
OrbitCamera3D camera;
RenderTexture render_target;
RenderTexture klotski_target;
RenderTexture menu_target;
Material vertex_mat;
// Instancing
int transforms_size;
Matrix *transforms;
Mesh cube_instance;
Shader instancing_shader;
public:
bool mark_solutions;
bool connect_solutions;
public:
Renderer()
: camera(OrbitCamera3D(Vector3(0, 0, 0), CAMERA_DISTANCE)),
mark_solutions(false), connect_solutions(false), transforms_size(0),
transforms(nullptr) {
render_target = LoadRenderTexture(GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT);
klotski_target = LoadRenderTexture(GetScreenWidth() / 2.0,
GetScreenHeight() - MENU_HEIGHT);
menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
vertex_mat = LoadMaterialDefault();
vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
}
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);
UnloadMaterial(vertex_mat);
// Instancing
if (transforms != nullptr) {
MemFree(transforms);
UnloadMesh(cube_instance);
// I think the shader already gets unloaded with the material?
// UnloadShader(instancing_shader);
}
}
private:
auto AllocateGraphInstancing(const MassSpringSystem &mass_springs) -> void;
auto
ReallocateGraphInstancingIfNecessary(const MassSpringSystem &mass_springs)
-> void;
public:
auto UpdateCamera(const MassSpringSystem &mass_springs,
const State &current_state) -> void;
auto UpdateTextureSizes() -> void;
auto DrawMassSprings(const MassSpringSystem &mass_springs,
const State &current_state,
const std::unordered_set<State> &winning_states) -> void;
auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
int sel_y, int block_add_x, int block_add_y,
const WinCondition win_condition) -> void;
auto DrawMenu(const MassSpringSystem &mass_springs, int current_preset,
const State &current_state,
const std::unordered_set<State> &winning_states) -> void;
auto DrawTextures() -> void;
};
#endif