learn-opengl/16-scene-refactor/src/scene.hpp
2026-08-26 19:56:01 -04:00

64 lines
1.6 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.hpp"
#include "model.hpp"
#include "shader.hpp"
#include "model.hpp"
#include "camera.hpp"
#include "components.hpp"
#include <vector>
struct Thing {
Model& model;
components::Position position;
Material& material;
};
struct Scene {
Shader shader;
Shader light_shader;
std::map<std::string, components::Material> materials;
Camera camera;
components::Lighting light;
std::map<std::string, Model> models;
std::vector<Thing> things;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
Scene(components::Scene& config):
shader{config.shader.vertex_path, config.shader.frag_path},
light_shader{config.light_shader.vertex_path, config.shader.frag_path},
materials{config.materials},
camera{
.position=config.camera.position,
.front=config.camera.front,
.up=config.camera.up,
.direction=config.camera.direction,
.movement_speed=config.camera.movement_speed,
},
light{config.light}
{
for(auto& [name, model] : config.models) {
models.try_emplace(name, model.directory, model.model_path);
}
for(auto& thing : config.things) {
things.emplace_back(
models.at(thing.model),
thing.position,
materials.at(thing.material));
}
}
void updateDelta();
void configure();
void draw_model(Model& scene_model, Material& material, glm::mat4& projection, glm::mat4& view, glm::vec3& position);
void render(GLFWwindow* window);
void cleanup();
};