Files
Tower-Defense2/include/td/render/Renderer.h
2025-07-17 21:57:06 +02:00

72 lines
1.3 KiB
C++

#pragma once
#include <memory>
#include <td/render/Camera.h>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace render {
class BasicRenderer {
public:
virtual void Render() = 0;
void Render(const GL::VertexArray& a_Vao);
};
template <typename TShader>
class Renderer : public BasicRenderer {
protected:
std::unique_ptr<TShader> m_Shader;
Camera& m_Camera;
public:
Renderer(Camera& a_Camera);
virtual ~Renderer() {}
};
class RenderPipeline {
private:
std::vector<std::unique_ptr<BasicRenderer>> m_Renderers;
public:
RenderPipeline();
~RenderPipeline() = default;
template <typename T, typename... Args>
void AddRenderer(Args&&... args) {
m_Renderers.push_back(std::make_unique<T>(args...));
}
void Clear() {
m_Renderers.clear();
}
void Render() {
for (auto& renderer : m_Renderers) {
renderer->Render();
}
}
};
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