Files
axyz/include/Engine/Rendering/RenderQueue.h
T
2016-01-18 13:51:32 +01:00

174 lines
3.1 KiB
C++

#ifndef RenderQueue_h__
#define RenderQueue_h__
#include <cstdint>
#include <forward_list>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/Entity.h"
class Model;
class Skeleton;
class Texture;
class RenderQueue;
//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables.
struct RenderJob
{
friend class RenderQueue;
float Depth;
protected:
uint64_t Hash;
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
};
struct ModelJob : RenderJob
{
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
EntityID Entity;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess = 0.f;
glm::vec4 Color;
const Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
// Animation
Skeleton* Skeleton = nullptr;
bool NoRootMotion = true;
std::string AnimationName;
double AnimationTime = 0;
void CalculateHash() override
{
Hash = TextureID;
}
};
// Cool Death Animation
struct ExplosionEffectJob : ModelJob
{
glm::vec3 ExplosionOrigin;
double TimeSinceDeath = 0.f; //Seconds
double ExplosionDuration = 2.f;
//bool Gravity = true;
//double GravityForce = 1.f; // Speed
//double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
glm::vec4 EndColor;
bool Randomness = false;
std::array<float, 20> RandomNumbers;
float RandomnessScalar = 1.f;
glm::vec2 Velocity;
bool ColorByDistance = false;
//bool ReverseAnimation = false;
//bool Wireframe = false;
bool ExponentialAccelaration = false;
};
struct SpriteJob : RenderJob
{
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture = nullptr;
const Texture* NormalTexture = nullptr;
const Texture* SpecularTexture = nullptr;
glm::vec4 Color;
void CalculateHash() override
{
Hash = TextureID;
}
};
struct PointLightJob : RenderJob
{
glm::vec3 Position;
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
{
Hash = 0;
}
};
class RenderQueue
{
public:
template <typename T>
void Add(T &job)
{
job.CalculateHash();
Jobs.push_back(std::shared_ptr<T>(new T(job)));
m_Size++;
}
void Sort()
{
Jobs.sort();
}
void Clear()
{
Jobs.clear();
m_Size = 0;
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
{
return Jobs.begin();
}
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
{
return Jobs.end();
}
std::list<std::shared_ptr<RenderJob>> Jobs;
private:
int m_Size = 0;
};
struct RenderQueueCollection
{
RenderQueue Forward;
RenderQueue Lights;
void Clear()
{
Forward.Clear();
Lights.Clear();
}
void Sort()
{
Forward.Sort();
Lights.Sort();
}
};
#endif