Saxum/level.hh

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#ifndef LEVEL_HH_INCLUDED
#define LEVEL_HH_INCLUDED
#include <string>
#include "object.hh"
#include "light.hh"
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#include "entity.hh"
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#include "terrain.hh"
#include "material.hh"
#include "camera.hh"
#include "physics.hh"
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class Level {
public:
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Level(std::string filePath);
Level();
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~Level();
void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
void update(float runTime, glm::vec2 mouseDelta,bool wPressed, bool aPressed,bool sPressed, bool dPressed);
void render();
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glm::vec3 getAmbientLight();
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Light* getDirectionalLight();
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std::vector<Light> getLights();
Object* getCameraCenter();
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Camera* getCamera();
glm::vec3 getCameraPosition();
glm::vec4 getFogColor();
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void setSkydomeSize(float size);
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private:
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std::string filePath;
std::vector<Object*> objects;
std::vector<Light> lights;
glm::vec3 ambientLight;
glm::vec4 fogColor;
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Light directionalLight;
Object* cameraCenter;
Object* skydome;
Physics physics;
Camera camera;
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Terrain terrain;
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float skydomeSize;
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};
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#endif