SQCSimulator2023/SQCSim2021/engine.h

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#ifndef ENGINE_H__
#define ENGINE_H__
#include "define.h"
#include "openglcontext.h"
#include "texture.h"
#include "transformation.h"
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#include "shader.h"
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#include "player.h"
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#include "chunk.h"
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#include "skybox.h"
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#include "audio.h"
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#include "textureatlas.h"
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#include "blockinfo.h"
#include "array2d.h"
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#include "world.h"
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class Engine : public OpenglContext {
public:
Engine();
virtual ~Engine();
virtual void Init();
virtual void DeInit();
virtual void LoadResource();
virtual void UnloadResource();
virtual void Render(float elapsedTime);
virtual void KeyPressEvent(unsigned char key);
virtual void KeyReleaseEvent(unsigned char key);
virtual void MouseMoveEvent(int x, int y);
virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y);
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
bool LoadTexture(Texture& texture, const std::string& filename, bool stopOnError = true);
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void DrawHud(float elapsedTime);
void PrintText(unsigned int x, unsigned int y, const std::string& t);
int GetFps(float elapsedTime) const;
bool m_wireframe = false;
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BlockInfo* m_blockinfo[BTYPE_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
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World m_world = World();
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Texture m_textureFloor;
Texture m_textureSkybox;
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Texture m_textureFont;
Texture m_textureCrosshair;
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Texture m_textureCube1;
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Skybox m_skybox;
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Shader m_shader01;
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Audio m_audio = Audio(AUDIO_PATH "music01.wav");
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Player m_player = Player(Vector3f(VIEW_DISTANCE * CHUNK_SIZE_X / 2, CHUNK_SIZE_Y / 2, VIEW_DISTANCE * CHUNK_SIZE_Z / 2));
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bool m_keyW = false;
bool m_keyA = false;
bool m_keyS = false;
bool m_keyD = false;
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bool m_keylshift = false;
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bool m_keySpace = false;
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};
#endif // ENGINE_H__