51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
//
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// Created by Quinta on 7/12/2024.
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//
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#ifndef GRAVITY_RENDERER_H
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#define GRAVITY_RENDERER_H
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#pragma once
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include "Simulator.h"
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class Renderer {
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public:
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Renderer(int width, int height);
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~Renderer();
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void render(const Simulator& simulator);
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bool shouldClose();
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void swapBuffers();
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void processInput();
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void cursorPosCallback(double xpos, double ypos);
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private:
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GLFWwindow* window;
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void drawSphere(const glm::vec3& position, float radius);
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void createSphereMesh(float radius, int sectors, int stacks);
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void drawDebugTriangle(); // Add this line
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GLuint sphereVAO, sphereVBO, sphereEBO;
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int sphereVertexCount, sphereIndexCount;
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void drawGrid(const Simulator& simulator);
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float calculateGravityFieldStrength(const glm::vec3& point, const std::vector<CelestialBody>& bodies);
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void drawGravityField(const Simulator& simulator);
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void drawTrajectories(const std::vector<CelestialBody>& bodies);
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glm::vec3 cameraPos;
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glm::vec3 cameraFront;
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glm::vec3 cameraUp;
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float cameraSpeed;
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float mouseSensitivity;
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float yaw;
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float pitch;
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bool firstMouse;
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double lastX, lastY;
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void updateCameraVectors();
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};
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#endif //GRAVITY_RENDERER_H
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