Added a RenderQueueFactory that produces a RenderQueueCollection for the Renderer to use.

Still needs more work
This commit is contained in:
viktorljung
2015-12-07 16:24:34 +01:00
parent 96a10ada38
commit 1df63aecd5
8 changed files with 198 additions and 102 deletions
+4 -18
View File
@@ -82,6 +82,7 @@ struct PointLightJob : RenderJob
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
float Radius = 1.f;
float Intensity = 0.8f;
void CalculateHash() override
{
@@ -101,18 +102,6 @@ struct FrameJob : SpriteJob
}
};
struct WaterParticleJob : RenderJob
{
glm::vec3 Position;
glm::vec4 Color;
glm::mat4 ModelMatrix;
void CalculateHash() override
{
Hash = 0;
}
};
class RenderQueue
{
public:
@@ -154,25 +143,22 @@ private:
struct RenderQueueCollection
{
RenderQueue Deferred;
RenderQueue Forward;
RenderQueue Lights;
RenderQueue GUI;
RenderQueue Sprites;
void Clear()
{
Deferred.Clear();
Forward.Clear();
Lights.Clear();
GUI.Clear();
Sprites.Clear();
}
void Sort()
{
Deferred.Sort();
Forward.Sort();
Lights.Sort();
GUI.Sort();
Sprites.Sort();
}
};
@@ -0,0 +1,29 @@
#ifndef RenderQueueFactory_h__
#define RenderQueueFactory_h__
#include "../Core/World.h"
#include "RenderQueue.h"
#include "../Core/ResourceManager.h"
#include "Model.h"
#include "../GLM.h"
class RenderQueueFactory
{
public:
RenderQueueFactory();
void Update(World* world);
RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
private:
RenderQueueCollection m_RenderQueues;
void FillModels(World* world, RenderQueue* renderQueue);
void FillSprites(World* world, RenderQueue* renderQueue);
void FillLights(World* world, RenderQueue* renderQueue);
glm::mat4 ModelMatrix(World* world, EntityID entity);
glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent);
};
#endif
+2 -11
View File
@@ -19,7 +19,6 @@ public:
private:
//----------------------Variables----------------------//
RenderQueueCollection m_TempRQ;
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
float m_CameraMoveSpeed;
@@ -31,11 +30,6 @@ private:
Model* m_UnitQuad;
Model* m_UnitSphere;
//Temporary
Model* m;
Model* m2;
Model* m3;
Model* MapModel;
std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels;
@@ -45,12 +39,9 @@ private:
void InitializeShaders();
void InitializeTextures();
void InitializeFrameBuffers();
//TODO: Renderer: Remove ModelsToDraw from Renderer.
void ModelsToDraw();
//TODO: Renderer: Get EnqueueModel and InputUpdate out of renderer
void EnqueueModel(Model* model);
//TODO: Renderer: Get InputUpdate out of renderer
void InputUpdate(double dt);
void PickingPass();
void PickingPass(RenderQueueCollection& rq);
void DrawScreenQuad(GLuint textureToDraw);
void DrawScene(RenderQueueCollection& rq);
+2
View File
@@ -8,6 +8,7 @@
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
class Game
{
@@ -26,6 +27,7 @@ private:
InputManager* m_InputManager;
GUI::Frame* m_FrameStack;
World* m_World;
RenderQueueFactory* m_RenderQueueFactory;
};
#endif
+73 -14
View File
@@ -73,6 +73,13 @@ private:
std::make_tuple(sizeof(glm::quat), "Orientation", glm::quat()),
std::make_tuple(sizeof(glm::vec3), "Scale", glm::vec3(1.f, 1.f, 1.f))
}
},
{
"Model",
{
std::make_tuple(sizeof(std::string), "ModelFile", std::string("Unnamed")),
std::make_tuple(sizeof(glm::vec4), "Color", glm::vec4(1.f, 1.f, 1.f, 1.f)),
}
}
};
@@ -106,19 +113,71 @@ private:
void createTestEntities()
{
EntityID e = CreateEntity();
AttachComponent(e, "Test");
AttachComponent(e, "Debug");
AttachComponent(e, "Transform");
ComponentWrapper testComponent = GetComponent(e, "Test");
int testValue = testComponent["TestInteger"];
float testFloat = testComponent["TestFloat"];
ComponentWrapper debugComponent = GetComponent(e, "Debug");
std::string name = debugComponent["Name"];
glm::vec3 pickingColor = debugComponent["PickingColor"];
ComponentWrapper testTransform = GetComponent(e, "Transform");
glm::vec3 pos = testTransform["Position"];
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
{
EntityID e = CreateEntity();
AttachComponent(e, "Test");
AttachComponent(e, "Debug");
AttachComponent(e, "Transform");
ComponentWrapper testComponent = GetComponent(e, "Test");
int testValue = testComponent["TestInteger"];
float testFloat = testComponent["TestFloat"];
ComponentWrapper debugComponent = GetComponent(e, "Debug");
std::string name = debugComponent["Name"];
glm::vec3 pickingColor = debugComponent["PickingColor"];
ComponentWrapper testTransform = GetComponent(e, "Transform");
glm::vec3 pos = testTransform["Position"];
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
}
{
EntityID entityTranslationWidget = CreateEntity();
AttachComponent(entityTranslationWidget, "Transform");
AttachComponent(entityTranslationWidget, "Model");
ComponentWrapper testTransform = GetComponent(entityTranslationWidget, "Transform");
glm::vec3 pos = testTransform["Position"];
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityTranslationWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/TranslationWidget.obj";
testModel["ModelFile"] = file;
glm::vec4 col = testModel["Color"];
}
{
EntityID entityScaleWidget = CreateEntity();
AttachComponent(entityScaleWidget, "Transform");
AttachComponent(entityScaleWidget, "Model");
ComponentWrapper testTransform = GetComponent(entityScaleWidget, "Transform");
glm::vec3 pos = testTransform["Position"];
pos = glm::vec3(-1.5f, 0.f, 0.f);
testTransform["Position"] = pos;
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityScaleWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/ScaleWidget.obj";
testModel["ModelFile"] = file;
glm::vec4 col = testModel["Color"];
}
{
EntityID entityRotationWidget = CreateEntity();
AttachComponent(entityRotationWidget, "Transform");
AttachComponent(entityRotationWidget, "Model");
ComponentWrapper testTransform = GetComponent(entityRotationWidget, "Transform");
glm::vec3 pos = testTransform["Position"];
pos = glm::vec3(1.5f, 0.f, 0.f);
testTransform["Position"] = pos;
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityRotationWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/RotationWidget.obj";
testModel["ModelFile"] = file;
glm::vec4 col = testModel["Color"];
}
}
};