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-rw-r--r--src/brussel.engine/Renderer.hpp92
1 files changed, 92 insertions, 0 deletions
diff --git a/src/brussel.engine/Renderer.hpp b/src/brussel.engine/Renderer.hpp
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+#pragma once
+
+#include "Camera.hpp"
+#include "Material.hpp"
+#include "VertexIndex.hpp"
+
+#include <RcPtr.hpp>
+
+#include <glad/glad.h>
+#include <rapidjson/fwd.h>
+#include <cstddef>
+#include <glm/glm.hpp>
+
+// TODO add optional support for OpenGL separate attrib binding & only depend on vertex format
+
+class GameObject;
+
+class RenderObject {
+public:
+ RcPtr<Texture> autofill_TextureAtlas;
+
+private:
+ RcPtr<Material> mMaterial;
+ RcPtr<GpuIndexBuffer> mIndexBuf;
+ RcPtr<VertexFormat> mVertexFormat;
+ BufferBindings mVertexBufBinding;
+ GLuint mVao;
+
+public:
+ RenderObject();
+ ~RenderObject();
+
+ GLuint GetGLVao() const;
+ void RebuildIfNecessary();
+
+ Material* GetMaterial() const { return mMaterial.Get(); }
+ void SetMaterial(Material* material);
+
+ GpuIndexBuffer* GetIndexBuffer() const { return mIndexBuf.Get(); }
+ const VertexFormat* GetVertexFormat() const { return mVertexFormat.Get(); }
+ const BufferBindings& GetVertexBufferBindings() const { return mVertexBufBinding; }
+ void UpdateIndexBuffer(GpuIndexBuffer* indexBuffer);
+ void UpdateVertexFormat(VertexFormat* vertexFormat);
+ // Assumes the fetched BufferBinding object is modified
+ void UpdateVertexBufferBindings(BufferBindings** bindingsOut);
+ void SetFormat(VertexFormat* vertexFormat, Tags::IndexType indexFormat);
+
+private:
+ void DeleteGLObjects();
+};
+
+struct RendererFrameInfo {
+ Camera* camera;
+ glm::mat4 matrixView;
+ glm::mat4 matrixProj;
+ float time;
+ float deltaTime;
+};
+
+class Renderer {
+public:
+ // NOTE: see Renderer constructor for default values
+ enum RenderOption {
+ /// Render everything directly using objects' provided material and vertex/index data.
+ RO_Shading,
+ /// Render everything as wireframes using provided position data.
+ RO_Wireframe,
+ RO_COUNT,
+ };
+
+public:
+ RcPtr<Material> binding_WireframeMaterial;
+
+private:
+ RendererFrameInfo mFrame;
+ bool mInsideFrame = false;
+ bool mRenderOptions[RO_COUNT] = {};
+
+public:
+ Renderer();
+
+ void LoadBindings(const rapidjson::Value& bindings);
+ void SaveBindings(rapidjson::Value& into, rapidjson::Document& root) const;
+
+ void BeginFrame(Camera& camera, float currentTime, float deltaTime);
+ const RendererFrameInfo& GetLastFrameInfo() const { return mFrame; }
+ void Draw(const RenderObject* objects, const GameObject* gameObject, size_t count);
+ void EndFrame();
+
+ bool GetRenderOption(RenderOption option) const;
+ void SetRenderOption(RenderOption option, bool flag);
+};