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#pragma once
#include "Camera.hpp"
#include "Material.hpp"
#include "RcPtr.hpp"
#include "VertexIndex.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);
};
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