#ifndef GAME_RENDERER_H #define GAME_RENDERER_H #include "SFML/Graphics.hpp" #include "CL_Wrapper.h" #include "Camera.h" #include "Old_map.h" #include "RayCaster.h" // Renderer needs to handle the distinction between a few difference circumstances. // A.) The machine supports OpenCL and cl_khr_gl_sharing // Everything is normal, rendering is handled on-gpu // B.) The machine support Opencl and NOT cl_khr_gl_sharing // For every frame we have to pull the screen buffer from the GPU's memory // C.) The machine does not support OpenCL // We must use the fallback software renderer // Renderer will hold its own CL_Renderer class which contains all of the data // and functionality that the CL_Wrapper class currently does, but with the // intent of leaving it specialized to only the raycaster. Any further OpenCL // work can use its own class // Perhaps in the future there will be a container "scene" which will // hold the current map, camera, and light objects. The renderer will // then be passed that scene which it will then use to render with class Renderer { public: Renderer(); // The renderer needs all of the things that are required // by CL in order to render the screen void register_camera(Camera* camera); void register_map(Old_Map* map); void register_lights(); void create_viewport(float v_fov, float h_fov, int height, int width); void register_light(Light l); void draw(); sf::RenderWindow* get_window(); private: CL_Wrapper *cl; RayCaster *rc; bool sharing_supported = false; bool cl_supported = false; sf::Uint8 *drawing_surface; sf::RenderWindow* window; std::vector lights; Old_Map* map; Camera* camera; sf::Uint8 *view_matrix; }; #endif