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Window.h
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#ifndef _WINDOW_H_
#define _WINDOW_H_
#include "Player.h"
#include "Vegetable.h"
#include "Plot.h"
#include "main.h"
#include "shader.h"
#include "GameManager.h"
#include "FBO.h"
#include "NPC.h"
#include <map>
class Window
{
public:
// Window Properties
static int width;
static int height;
static const char* windowTitle;
// Game Manager
static GameManager* game; //TODO move all of this somewhere else
// Window Input
//static glm::vec2 move_input; //TODO move this somewhere else
// Objects to Render
static Player* player;
static std::map<ModelEnum, GLuint> modelShader;
// Camera Matrices
static glm::mat4 projection;
static glm::mat4 view;
static glm::vec3 eyePos, lookAtPoint, upVector;
static FBO * postprocessing;
static FBO * bloom;
// Shader Program ID
static GLuint worldShaderProgram;
static GLuint waterShaderProgram;
static GLuint leafShaderProgram;
static GLuint modelShaderProgram;
static GLuint shadowShaderProgram;
static GLuint animationShaderProgram;
static GLuint blurShaderProgram;
static GLuint finalShaderProgram;
static GLuint debugShaderProgram;
static GLuint domeShaderProgram;
static GLuint particleShaderProgram;
// Constructors and Destructors
static bool initializeProgram();
static bool initializeObjects();
static void cleanUp();
// Window functions
static GLFWwindow* createWindow(int width, int height);
static void resizeCallback(GLFWwindow* window, int width, int height);
// Draw and Update functions
static void logicCallback();
static void displayCallback(GLFWwindow*);
static void renderDepthMap();
// Callbacks
/*
* Where we take user input from the keyboard
*/
static void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
/*
* Where we take user input from the mouse
*/
static void cursorCallback(GLFWwindow* window, double xpos, double ypos);
static glm::vec3 GetEyePos();
};
#endif