72 lines
1.3 KiB
C++
72 lines
1.3 KiB
C++
#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 <td/render/shader/CameraShaderProgram.h>
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namespace td {
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namespace render {
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class BasicRenderer {
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public:
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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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template <typename TShader>
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class Renderer : public BasicRenderer {
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protected:
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std::unique_ptr<TShader> m_Shader;
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Camera& m_Camera;
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public:
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Renderer(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<BasicRenderer>> m_Renderers;
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public:
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RenderPipeline();
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~RenderPipeline() = default;
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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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m_Renderers.clear();
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}
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void Render() {
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for (auto& renderer : m_Renderers) {
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renderer->Render();
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}
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}
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};
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template <typename TShader>
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Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
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a_Camera.OnPerspectiveChange.Connect([this]() {
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m_Shader->Start();
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m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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});
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a_Camera.OnViewChange.Connect([this]() {
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m_Shader->Start();
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m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
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});
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}
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} // namespace render
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} // namespace td
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