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authorrtk0c <[email protected]>2022-05-30 17:03:20 -0700
committerrtk0c <[email protected]>2022-05-30 17:03:20 -0700
commite66286ebe30afc9acc4531fc2bea29b7fb924f93 (patch)
treefa6b76554c3eb88bc8f088fbab68e20c40118ca7 /source/30-game/Renderer.hpp
parent366ef5a5450c6e0e680c924c3454943a9ae9814d (diff)
Changeset: 56 Buildsystem cleanup: change to layered structure for different targets
Diffstat (limited to 'source/30-game/Renderer.hpp')
-rw-r--r--source/30-game/Renderer.hpp68
1 files changed, 68 insertions, 0 deletions
diff --git a/source/30-game/Renderer.hpp b/source/30-game/Renderer.hpp
new file mode 100644
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--- /dev/null
+++ b/source/30-game/Renderer.hpp
@@ -0,0 +1,68 @@
+#pragma once
+
+#include "Camera.hpp"
+#include "Material.hpp"
+#include "RcPtr.hpp"
+#include "VertexIndex.hpp"
+
+#include <glad/glad.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 {
+private:
+ RendererFrameInfo mFrame;
+ bool mInsideFrame = false;
+
+public:
+ 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();
+};