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#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<Light> lights;
Old_Map* map;
Camera* camera;
sf::Uint8 *view_matrix;
};
#endif