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60 lines
2.3 KiB
60 lines
2.3 KiB
#ifndef RENDERER_H |
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#define RENDERER_H |
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#include "simulation.h" |
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#include "spacecraft.h" |
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#include "maneuver.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 selected_craft_index; // -1 = no selection |
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bool camera_target_enabled; // Whether camera follows selected body/craft |
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Vector3 camera_offset; // Offset from target when following body |
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int last_target_index; // Tracks body or craft index (negative = spacecraft) |
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Texture2D spacecraft_texture; // Shared texture for all spacecraft |
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Texture2D maneuver_textures[6]; // One per burn direction |
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bool texture_loaded; |
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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(RenderState* render_state); |
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// Texture generation |
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Texture2D generate_spacecraft_texture(); |
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Texture2D generate_maneuver_marker_texture(Color color); |
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// Texture management |
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void ensure_textures_loaded(RenderState* render_state); |
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// Angle calculation |
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float calculate_spacecraft_angle(Vec3 velocity, Camera3D camera); |
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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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float get_initial_camera_distance(CelestialBody* body, SimulationState* sim, RenderState* render_state); |
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// Rendering functions |
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void render_body(CelestialBody* body, RenderState* render_state); |
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void render_spacecraft_screen_space(Spacecraft* craft, RenderState* render_state); |
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void render_maneuver_marker_screen_space(Spacecraft* craft, Maneuver* maneuver, RenderState* render_state); |
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void render_orbit(Vec3 position, Vec3 velocity, Vec3 parent_position, double parent_mass, Color orbit_color, RenderState* render_state); |
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Color get_body_orbit_color(CelestialBody* body); |
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// NOTE: needs to be called between begin_frame() and end_frame() |
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void render_simulation(SimulationState* sim, RenderState* render_state); |
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void render_child_indicators(SimulationState* sim, RenderState* render_state); |
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void begin_frame(); |
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void end_frame(); |
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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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