| 6 | #include "Renderer.h" |
| 7 | |
| 8 | Renderer::Renderer(GLFWwindow *gl_window, std::shared_ptr<Logger> &onfs_logger, |
| 9 | const std::vector<NeedForSpeed> &installedNFS, const shared_ptr<ONFSTrack> ¤t_track, |
| 10 | shared_ptr<Car> ¤t_car) : carRenderer(current_car), trackRenderer(current_track), |
| 11 | skyRenderer(current_track), shadowMapRenderer(current_track), |
| 12 | logger(onfs_logger), installedNFSGames(installedNFS), |
| 13 | window(gl_window), track(current_track), car(current_car) { |
| 14 | |
| 15 | loadedAssets = {car->tag, car->name, track->tag, track->name}; |
| 16 | |
| 17 | mainCamera = Camera(glm::vec3(0, 0, 0), 55.0f, 4.86f, -0.21f, window); |
| 18 | mainCamera.generateSpline(track->track_blocks); |
| 19 | cameraLight = Light(mainCamera.position, glm::vec4(255.0f, 255.0f, 255.0f, 255.0f), 1, 0, 0, 0, 0.f); |
| 20 | |
| 21 | // Generate the collision meshes |
| 22 | physicsEngine.registerTrack(track); |
| 23 | physicsEngine.registerVehicle(car); |
| 24 | |
| 25 | InitialiseIMGUI(); |
| 26 | |
| 27 | LOG(DEBUG) << "Renderer Initialised"; |
| 28 | } |
| 29 | |
| 30 | void Renderer::ResetToVroad(uint32_t trackBlockIndex, std::shared_ptr<ONFSTrack> &track, std::shared_ptr<Car> &car) { |
| 31 | glm::vec3 vroadPoint; |
nothing calls this directly
no test coverage detected