#pragma once
#include
#include |
#include
namespace td {
namespace render {
class Renderer {
protected:
Camera& m_Camera;
public:
Renderer(Camera& a_Camera) : m_Camera(a_Camera) {}
virtual ~Renderer() {}
virtual void Render() = 0;
void Render(const GL::VertexArray& a_Vao);
};
class RenderPipeline {
private:
std::vector> m_Renderers;
public:
RenderPipeline();
~RenderPipeline() = default;
void AddRenderer(std::unique_ptr&& a_Renderer) {
m_Renderers.push_back(std::move(a_Renderer));
}
void Clear() {
m_Renderers.clear();
}
void Render() {
for (auto& renderer : m_Renderers) {
renderer->Render();
}
}
};
} // namespace render
} // namespace td
|