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#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

// By default, RenderObject sets a default material but not data buffers.
class RenderObject {
public:
	glm::mat4 worldMatrix;

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();
};

class Renderer {
private:
	Camera* mFrame_Cam;
	glm::mat4 mFrame_Transform;
	float mFrame_Time;
	float mFrame_DeltaTime;
	bool mInsideFrame = false;

public:
	void BeginFrame(Camera& camera, float currentTime, float deltaTime);
	void Draw(const RenderObject* objects, size_t count);
	void EndFrame();
};