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);