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axyz/include/Engine/Rendering/RenderQueue.h
T

130 lines
2.4 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"
#include "Camera.h"
#include "RenderJob.h"
#include "ModelJob.h"
/*
struct TransparentModelJob : 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 Matrix;
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;
}
};
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;
}
};
*/
struct RenderScene
{
::Camera* Camera;
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
std::list<std::shared_ptr<RenderJob>> LightJobs;
Rectangle ViewPort;
void Clear()
{
ForwardJobs.clear();
LightJobs.clear();
}
};
struct RenderFrame
{
public:
void Add(RenderScene &scene)
{
RenderScenes.push_back(std::shared_ptr<RenderScene>(new RenderScene(scene)));
m_Size++;
}
void Clear()
{
RenderScenes.clear();
m_Size = 0;
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderScene>>::const_iterator begin()
{
return RenderScenes.begin();
}
std::list<std::shared_ptr<RenderScene>>::const_iterator end()
{
return RenderScenes.end();
}
std::list<std::shared_ptr<RenderScene>> RenderScenes;
private:
int m_Size = 0;
};
#endif