renderer template shader

This commit is contained in:
2025-07-17 21:57:06 +02:00
parent 74848fbd78
commit 9a3356eb16
5 changed files with 24 additions and 26 deletions

View File

@@ -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() {}
};
@@ -34,9 +34,9 @@ class RenderPipeline {
RenderPipeline();
~RenderPipeline() = default;
template<typename T, typename... Args>
template <typename T, typename... Args>
void AddRenderer(Args&&... args) {
m_Renderers.push_back(std::make_unique<T>(args ...));
m_Renderers.push_back(std::make_unique<T>(args...));
}
void Clear() {
@@ -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

View File

@@ -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;

View File

@@ -5,11 +5,6 @@
#include <td/render/OpenGL.h>
namespace td {
namespace render {
class Renderer;
} // namespace render
namespace shader {
class ShaderProgram {

View File

@@ -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);

View File

@@ -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)));
}