renderer template shader
This commit is contained in:
@@ -15,14 +15,14 @@ class BasicRenderer {
|
||||
void Render(const GL::VertexArray& a_Vao);
|
||||
};
|
||||
|
||||
template <typename TShader>
|
||||
class Renderer : public BasicRenderer {
|
||||
protected:
|
||||
std::unique_ptr<shader::CameraShaderProgram> m_Shader;
|
||||
std::unique_ptr<TShader> m_Shader;
|
||||
Camera& m_Camera;
|
||||
|
||||
public:
|
||||
Renderer(std::unique_ptr<shader::CameraShaderProgram>&& a_Shader, Camera& a_Camera);
|
||||
|
||||
Renderer(Camera& a_Camera);
|
||||
virtual ~Renderer() {}
|
||||
};
|
||||
|
||||
@@ -50,5 +50,22 @@ class RenderPipeline {
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
template <typename TShader>
|
||||
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
|
||||
a_Camera.OnPerspectiveChange.Connect([this]() {
|
||||
m_Shader->Start();
|
||||
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
|
||||
});
|
||||
|
||||
a_Camera.OnViewChange.Connect([this]() {
|
||||
m_Shader->Start();
|
||||
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
|
||||
});
|
||||
}
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
class WorldRenderer : public Renderer {
|
||||
class WorldRenderer : public Renderer<shader::WorldShader> {
|
||||
private:
|
||||
const game::World& m_World;
|
||||
std::unique_ptr<GL::VertexArray> m_WorldVao;
|
||||
|
||||
@@ -5,11 +5,6 @@
|
||||
#include <td/render/OpenGL.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
namespace render {
|
||||
class Renderer;
|
||||
} // namespace render
|
||||
|
||||
namespace shader {
|
||||
|
||||
class ShaderProgram {
|
||||
|
||||
@@ -12,20 +12,6 @@ void BasicRenderer::Render(const GL::VertexArray& a_Vao) {
|
||||
a_Vao.Unbind();
|
||||
}
|
||||
|
||||
Renderer::Renderer(std::unique_ptr<shader::CameraShaderProgram>&& a_Shader, Camera& a_Camera) :
|
||||
m_Shader(std::move(a_Shader)), m_Camera(a_Camera) {
|
||||
a_Camera.OnPerspectiveChange.Connect([this]() {
|
||||
m_Shader->Start();
|
||||
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
|
||||
});
|
||||
|
||||
a_Camera.OnViewChange.Connect([this]() {
|
||||
m_Shader->Start();
|
||||
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
RenderPipeline::RenderPipeline() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(std::make_unique<shader::WorldShader>(), a_Camera), m_World(a_World) {
|
||||
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||
m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(&a_World)));
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user