90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include <memory>
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#include "TextureManager.h"
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#include "Renderer.h"
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#include "ObjLoader.h"
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#include "Physics.h"
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namespace ZL
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{
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struct ActiveObject
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{
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std::shared_ptr<Texture> activeObjectTexturePtr;
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VertexDataStruct activeObjectMesh;
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VertexRenderStruct activeObjectMeshMutable;
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std::shared_ptr<Texture> activeObjectScreenTexturePtr;
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VertexDataStruct activeObjectScreenMesh;
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VertexRenderStruct activeObjectScreenMeshMutable;
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Vector3f objectPos;
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bool highlighted = false;
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};
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class Room
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{
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private:
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std::string name;
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std::vector<std::shared_ptr<Texture>> textures;
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VertexDataStruct roomMesh;
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VertexRenderStruct roomMeshMutable;
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std::vector<ActiveObject> objects;
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public:
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Room(const std::string& roomName) : name(roomName) {}
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// Создаем меш комнаты (куб)
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void createRoomMesh(float size = 500.0f)
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{
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roomMesh = CreateCube3D(size); // Создаем куб с размерами size
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roomMeshMutable.AssignFrom(roomMesh);
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roomMeshMutable.RefreshVBO();
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}
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void addTexture(std::shared_ptr<Texture> texture)
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{
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textures.push_back(texture);
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}
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void addObject(const ActiveObject& obj)
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{
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objects.push_back(obj);
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}
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std::vector<ActiveObject>& getObjects() {
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return objects; // Теперь можно изменять элементы вектора
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}
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void render(Renderer& renderer)
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{
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renderer.PushMatrix();
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renderer.LoadIdentity();
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// Рисуем комнату
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if (!textures.empty())
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{
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glBindTexture(GL_TEXTURE_2D, textures[0]->getTexID());
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}
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renderer.DrawVertexRenderStruct(roomMeshMutable);
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// Рисуем объекты в комнате
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for (const auto& obj : objects)
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{
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renderer.PushMatrix();
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renderer.TranslateMatrix(obj.objectPos);
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glBindTexture(GL_TEXTURE_2D, obj.activeObjectTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(obj.activeObjectMeshMutable);
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renderer.PopMatrix();
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}
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renderer.PopMatrix();
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}
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std::string getName() const { return name; }
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};
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}
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