Files
Tower-Defense/include/render/WorldRenderer.h

68 lines
1.5 KiB
C++

#pragma once
#include "game/World.h"
#include "render/Renderer.h"
#include "render/VertexCache.h"
#include <glm/glm.hpp>
namespace td {
namespace client {
class ClientGame;
} // namespace client
namespace render {
class WorldRenderer {
private:
client::ClientGame* m_Client;
Renderer* m_Renderer;
game::World* m_World;
std::unique_ptr<GL::VertexArray> m_WorldVao, m_MobVao, m_SelectTileVao;
glm::vec2 m_CamPos;
glm::vec2 m_CursorPos;
glm::vec2 m_HoldCursorPos;
float m_Zoom;
float m_CamSensibility = 1;
bool m_PopupOpened = false;
VertexCache m_TowersCache;
public:
WorldRenderer(game::World* world, client::ClientGame* client);
~WorldRenderer();
void loadModels();
void addTower(game::TowerPtr tower);
void removeTower(game::TowerPtr tower);
void update();
void render();
void setCamPos(float camX, float camY);
void moveCam(float relativeX, float relativeY, float aspectRatio);
void changeZoom(float zoom);
private:
void click();
void renderWorld() const;
void renderTowers() const;
void renderMobs() const;
void renderTileSelect() const;
void renderPopups() const;
void renderTowerPlacePopup() const;
void renderTowerUpgradePopup() const;
void renderMobTooltip() const;
void detectClick();
glm::vec2 getCursorWorldPos() const;
glm::vec2 getClickWorldPos() const;
void updateCursorPos();
};
} // namespace render
} // namespace td