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

@@ -1,35 +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() {