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41 lines
1.4 KiB
41 lines
1.4 KiB
#ifndef RENDERER_H |
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#define RENDERER_H |
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#include "simulation.h" |
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#include "raylib.h" |
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// Rendering state |
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struct RenderState { |
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Camera3D camera; |
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double distance_scale; // Scale factor for distances |
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double size_scale; // Scale factor for body sizes |
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int selected_body_index; // -1 = no selection |
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int body_list_scroll; // Scroll position for body list |
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int body_list_active; // Active item index in body list |
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bool camera_follow_body; // Whether camera follows selected body |
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Vector3 camera_offset; // Offset from target when following body |
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bool was_following_body; // Previous frame follow state |
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}; |
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// Renderer initialization and cleanup |
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void init_renderer(int width, int height, const char* title); |
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void close_renderer(); |
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// Camera setup and control |
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void setup_camera(RenderState* render_state); |
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void update_camera(RenderState* render_state, SimulationState* sim); |
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// Rendering functions |
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void render_body(CelestialBody* body, RenderState* render_state); |
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void render_simulation(SimulationState* sim, RenderState* render_state); |
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void render_info(SimulationState* sim, const char* config_name); |
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// UI rendering functions |
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void render_body_list_ui(SimulationState* sim, RenderState* render_state); |
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void render_body_info_ui(SimulationState* sim, RenderState* render_state); |
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// Scaling functions |
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Vector3 scale_position(Vec3 pos, double scale); |
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float scale_radius(double radius, double scale); |
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#endif
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