Added a RenderQueueFactory that produces a RenderQueueCollection for the Renderer to use.
Still needs more work
This commit is contained in:
@@ -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
|
||||
@@ -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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user