Implement actual game engine and rendering opengl and vulkan

This commit is contained in:
feedc0de committed 2026-11-14 15:41:14 +01:00
1 parent 543196d99e
commit defb83c9c3
18 files changed
+1243 -981

No files matched your search

+14 -19
View File
@@ -1,11 +1,14 @@
#pragma once
#include <QWindow>
#include <vector>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QWindow>
class QOpenGLContext;
class QOpenGLPaintDevice;
class QOpenGLShaderProgram;
struct GameScene;
struct ProjectContainer;
class GlGameWindow : public QWindow, protected QOpenGLFunctions
@@ -13,33 +16,25 @@ class GlGameWindow : public QWindow, protected QOpenGLFunctions
Q_OBJECT
public:
explicit GlGameWindow(const ProjectContainer &project, const float &m_rotation, QWindow *parent = nullptr);
~GlGameWindow();
explicit GlGameWindow(const ProjectContainer &project, const GameScene &scene, QWindow *parent = nullptr);
~GlGameWindow() override;
void initialize();
void render();
public slots:
void renderLater();
void renderNow();
protected:
bool event(QEvent *event) override;
void keyPressEvent(QKeyEvent *event) override;
void keyReleaseEvent(QKeyEvent *event) override;
void exposeEvent(QExposeEvent *event) override;
private:
bool initialize();
void releaseResources();
const ProjectContainer &m_project;
const GameScene &m_scene;
QOpenGLContext *m_context{};
QOpenGLPaintDevice *m_device{};
GLint m_posAttr = 0;
GLint m_colAttr = 0;
GLint m_matrixUniform = 0;
QOpenGLShaderProgram *m_program{};
const float &m_rotation;
QOpenGLVertexArrayObject m_vao;
GLuint m_vertexBuffer{};
std::vector<GLuint> m_textures;
};