#include "environment.h" #include "../../render/gl/camera.h" #include "../../render/scene_renderer.h" #include "../game_config.h" #include "map/map_definition.h" #include namespace Game::Map { void Environment::apply(const MapDefinition &def, Render::GL::Renderer &renderer, Render::GL::Camera &camera) { camera.set_rts_view(def.camera.center, def.camera.distance, def.camera.tiltDeg, def.camera.yaw_deg); camera.set_perspective(def.camera.fovY, 16.0F / 9.0F, def.camera.near_plane, def.camera.far_plane); Render::GL::Renderer::GridParams gp; gp.cell_size = def.grid.tile_size; gp.extent = std::max(def.grid.width, def.grid.height) * def.grid.tile_size * 0.5F; renderer.set_grid_params(gp); } void Environment::applyDefault(Render::GL::Renderer &renderer, Render::GL::Camera &camera) { const auto &camera_config = Game::GameConfig::instance().camera(); camera.set_rts_view(QVector3D(0, 0, 0), 15.0F, camera_config.default_pitch, camera_config.default_yaw); camera.set_perspective(45.0F, 16.0F / 9.0F, 1.0F, 200.0F); Render::GL::Renderer::GridParams gp; gp.cell_size = 1.0F; gp.extent = 50.0F; renderer.set_grid_params(gp); } } // namespace Game::Map