refactor rendering

This commit is contained in:
2025-07-16 13:38:02 +02:00
parent 1bee6aed9c
commit 9667454811
14 changed files with 130 additions and 105 deletions

View File

@@ -1,20 +1,12 @@
#pragma once
#include <td/Maths.h>
#include <td/misc/ObjectNotifier.h>
#include <td/misc/Signal.h>
namespace td {
namespace render {
class ICameraListener {
public:
virtual void OnPerspectiveChange() {}
virtual void OnViewChange() {}
};
using CameraNotifier = utils::ObjectNotifier<ICameraListener>;
class Camera : public CameraNotifier {
class Camera {
private:
Mat4f m_ViewMatrix;
Mat4f m_ProjectionMatrix;
@@ -29,6 +21,9 @@ class Camera : public CameraNotifier {
float m_Pitch = -PI / 2.0f + 0.0000001f;
public:
utils::Signal<> OnPerspectiveChange;
utils::Signal<> OnViewChange;
const Mat4f& GetViewMatrix() const {
return m_ViewMatrix;
}

View File

@@ -1,35 +1,42 @@
#pragma once
#include <memory>
#include <td/render/Camera.h>
#include <td/render/loader/GLLoader.h>
#include <memory>
#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace render {
class Renderer {
protected:
Camera& m_Camera;
class BasicRenderer {
public:
Renderer(Camera& a_Camera) : m_Camera(a_Camera) {}
virtual ~Renderer() {}
virtual void Render() = 0;
void Render(const GL::VertexArray& a_Vao);
};
class Renderer : public BasicRenderer {
protected:
std::unique_ptr<shader::CameraShaderProgram> m_Shader;
Camera& m_Camera;
public:
Renderer(std::unique_ptr<shader::CameraShaderProgram>&& a_Shader, Camera& a_Camera);
virtual ~Renderer() {}
};
class RenderPipeline {
private:
std::vector<std::unique_ptr<Renderer>> m_Renderers;
std::vector<std::unique_ptr<BasicRenderer>> m_Renderers;
public:
RenderPipeline();
~RenderPipeline() = default;
void AddRenderer(std::unique_ptr<Renderer>&& a_Renderer) {
m_Renderers.push_back(std::move(a_Renderer));
template<typename T, typename... Args>
void AddRenderer(Args&&... args) {
m_Renderers.push_back(std::make_unique<T>(args ...));
}
void Clear() {

View File

@@ -2,16 +2,15 @@
#include <td/game/World.h>
#include <td/render/Renderer.h>
#include <td/render/shader/WorldShader.h>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/WorldShader.h>
namespace td {
namespace render {
class WorldRenderer : public Renderer, public ICameraListener {
class WorldRenderer : public Renderer {
private:
const game::World& m_World;
shader::WorldShader m_Shader;
std::unique_ptr<GL::VertexArray> m_WorldVao;
public:
@@ -19,9 +18,6 @@ class WorldRenderer : public Renderer, public ICameraListener {
virtual ~WorldRenderer();
virtual void Render() override;
virtual void OnPerspectiveChange() override;
virtual void OnViewChange() override;
};
} // namespace render

View File

@@ -0,0 +1,23 @@
#pragma once
#include <td/render/shader/ShaderProgram.h>
namespace td {
namespace shader {
class CameraShaderProgram : public ShaderProgram {
private:
unsigned int m_LocationProjection = 0, m_LocationView = 0;
public:
CameraShaderProgram() {}
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
virtual void GetAllUniformLocation();
};
} // namespace shader
} // namespace td

View File

@@ -1,10 +1,15 @@
#pragma once
#include <string>
#include <td/Maths.h>
#include <td/render/OpenGL.h>
#include <string>
namespace td {
namespace render {
class Renderer;
} // namespace render
namespace shader {
class ShaderProgram {
@@ -15,10 +20,10 @@ class ShaderProgram {
void Start() const;
void Stop() const;
protected:
void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
protected:
virtual void GetAllUniformLocation() = 0;
int GetUniformLocation(const std::string& uniformName) const;

View File

@@ -1,20 +1,13 @@
#pragma once
#include <td/render/shader/ShaderProgram.h>
#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace shader {
class WorldShader : public ShaderProgram {
private:
unsigned int m_LocationProjection = 0, m_LocationView = 0;
protected:
void GetAllUniformLocation();
class WorldShader : public CameraShaderProgram {
public:
WorldShader();
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
};
} // namespace shader