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();
}
};