44baa47bba
# Conflicts: # include/Engine/Common.h # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.frag.glsl # resources/Shaders/ForwardPlus.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
70 lines
1.5 KiB
C++
70 lines
1.5 KiB
C++
#ifndef RenderQueue_h__
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#define RenderQueue_h__
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#include <cstdint>
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#include <forward_list>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/Entity.h"
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#include "Camera.h"
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#include "RenderJob.h"
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#include "ModelJob.h"
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#include "TextJob.h"
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#include "PointLightJob.h"
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#include "DirectionalLightJob.h"
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#include "ExplosionEffectJob.h"
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struct RenderScene
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{
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::Camera* Camera = nullptr;
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std::list<std::shared_ptr<RenderJob>> ForwardJobs;
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std::list<std::shared_ptr<RenderJob>> PointLightJobs;
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std::list<std::shared_ptr<RenderJob>> TextJobs;
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std::list<std::shared_ptr<RenderJob>> DirectionalLightJobs;
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Rectangle Viewport;
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bool ClearDepth = false;
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void Clear()
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{
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ForwardJobs.clear();
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PointLightJobs.clear();
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TextJobs.clear();
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DirectionalLightJobs.clear();
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}
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};
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struct RenderFrame
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{
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public:
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void Add(RenderScene &scene)
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{
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RenderScenes.push_back(std::shared_ptr<RenderScene>(new RenderScene(scene)));
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m_Size++;
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}
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void Clear()
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{
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RenderScenes.clear();
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m_Size = 0;
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}
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int Size() const { return m_Size; }
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std::list<std::shared_ptr<RenderScene>>::const_iterator begin()
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{
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return RenderScenes.begin();
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}
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std::list<std::shared_ptr<RenderScene>>::const_iterator end()
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{
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return RenderScenes.end();
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}
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std::list<std::shared_ptr<RenderScene>> RenderScenes;
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private:
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int m_Size = 0;
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};
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#endif |