refactor rendering
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@@ -1,20 +1,12 @@
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#pragma once
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#include <td/Maths.h>
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#include <td/misc/ObjectNotifier.h>
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#include <td/misc/Signal.h>
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namespace td {
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namespace render {
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class ICameraListener {
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public:
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virtual void OnPerspectiveChange() {}
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virtual void OnViewChange() {}
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};
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using CameraNotifier = utils::ObjectNotifier<ICameraListener>;
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class Camera : public CameraNotifier {
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class Camera {
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private:
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Mat4f m_ViewMatrix;
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Mat4f m_ProjectionMatrix;
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@@ -29,6 +21,9 @@ class Camera : public CameraNotifier {
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float m_Pitch = -PI / 2.0f + 0.0000001f;
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public:
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utils::Signal<> OnPerspectiveChange;
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utils::Signal<> OnViewChange;
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const Mat4f& GetViewMatrix() const {
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return m_ViewMatrix;
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}
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@@ -1,35 +1,42 @@
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#pragma once
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#include <memory>
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#include <td/render/Camera.h>
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#include <td/render/loader/GLLoader.h>
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#include <memory>
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#include <td/render/shader/CameraShaderProgram.h>
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namespace td {
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namespace render {
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class Renderer {
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protected:
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Camera& m_Camera;
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class BasicRenderer {
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public:
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Renderer(Camera& a_Camera) : m_Camera(a_Camera) {}
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virtual ~Renderer() {}
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virtual void Render() = 0;
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void Render(const GL::VertexArray& a_Vao);
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};
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class Renderer : public BasicRenderer {
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protected:
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std::unique_ptr<shader::CameraShaderProgram> m_Shader;
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Camera& m_Camera;
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public:
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Renderer(std::unique_ptr<shader::CameraShaderProgram>&& a_Shader, Camera& a_Camera);
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virtual ~Renderer() {}
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};
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class RenderPipeline {
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private:
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std::vector<std::unique_ptr<Renderer>> m_Renderers;
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std::vector<std::unique_ptr<BasicRenderer>> m_Renderers;
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public:
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RenderPipeline();
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~RenderPipeline() = default;
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void AddRenderer(std::unique_ptr<Renderer>&& a_Renderer) {
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m_Renderers.push_back(std::move(a_Renderer));
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template<typename T, typename... Args>
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void AddRenderer(Args&&... args) {
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m_Renderers.push_back(std::make_unique<T>(args ...));
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}
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void Clear() {
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@@ -2,16 +2,15 @@
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#include <td/game/World.h>
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#include <td/render/Renderer.h>
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#include <td/render/shader/WorldShader.h>
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#include <td/render/loader/GLLoader.h>
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#include <td/render/shader/WorldShader.h>
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namespace td {
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namespace render {
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class WorldRenderer : public Renderer, public ICameraListener {
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class WorldRenderer : public Renderer {
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private:
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const game::World& m_World;
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shader::WorldShader m_Shader;
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std::unique_ptr<GL::VertexArray> m_WorldVao;
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public:
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@@ -19,9 +18,6 @@ class WorldRenderer : public Renderer, public ICameraListener {
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virtual ~WorldRenderer();
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virtual void Render() override;
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virtual void OnPerspectiveChange() override;
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virtual void OnViewChange() override;
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};
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} // namespace render
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23
include/td/render/shader/CameraShaderProgram.h
Normal file
23
include/td/render/shader/CameraShaderProgram.h
Normal file
@@ -0,0 +1,23 @@
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#pragma once
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#include <td/render/shader/ShaderProgram.h>
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namespace td {
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namespace shader {
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class CameraShaderProgram : public ShaderProgram {
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private:
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unsigned int m_LocationProjection = 0, m_LocationView = 0;
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public:
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CameraShaderProgram() {}
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void SetProjectionMatrix(const Mat4f& proj) const;
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void SetViewMatrix(const Mat4f& view) const;
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virtual void GetAllUniformLocation();
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};
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} // namespace shader
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} // namespace td
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@@ -1,10 +1,15 @@
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#pragma once
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#include <string>
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#include <td/Maths.h>
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#include <td/render/OpenGL.h>
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#include <string>
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namespace td {
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namespace render {
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class Renderer;
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} // namespace render
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namespace shader {
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class ShaderProgram {
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@@ -15,10 +20,10 @@ class ShaderProgram {
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void Start() const;
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void Stop() const;
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protected:
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void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
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void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
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protected:
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virtual void GetAllUniformLocation() = 0;
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int GetUniformLocation(const std::string& uniformName) const;
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@@ -1,20 +1,13 @@
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#pragma once
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#include <td/render/shader/ShaderProgram.h>
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#include <td/render/shader/CameraShaderProgram.h>
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namespace td {
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namespace shader {
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class WorldShader : public ShaderProgram {
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private:
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unsigned int m_LocationProjection = 0, m_LocationView = 0;
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protected:
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void GetAllUniformLocation();
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class WorldShader : public CameraShaderProgram {
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public:
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WorldShader();
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void SetProjectionMatrix(const Mat4f& proj) const;
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void SetViewMatrix(const Mat4f& view) const;
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};
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} // namespace shader
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