Files
squidout/include/Core/BGFXRenderer.h
T

74 lines
2.1 KiB
C++
Executable File

#ifndef BGFXRenderer_h__
#define BGFXRenderer_h__
#include <bgfx.h>
#include <bgfxplatform.h>
#include "Util/Rectangle.h"
#include "Core/Camera.h"
#include "Core/RenderQueue.h"
#include "Core/ShaderProgram.h"
namespace dd
{
class BGFXRenderer
{
public:
GLFWwindow* Window() const { return m_Window; }
Rectangle Resolution() const { return m_Resolution; }
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
bool Fullscreen() { return m_Fullscreen; }
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
const dd::Camera* Camera() const { return m_Camera; }
void SetCamera(const dd::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera.get();
} else {
m_Camera = camera;
}
}
void Initialize();
void Draw(RenderQueueCollection& rq);
private:
Rectangle m_Resolution = Rectangle(1280, 720);
bool m_Fullscreen = false;
bool m_VSYNC = false;
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
const dd::Camera* m_Camera = nullptr;
GLFWwindow* m_Window = nullptr;
void DrawForward(RenderQueue &objects);
void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
void DrawScene(RenderQueue &objects, ShaderProgram &program);
void DrawLightScene(RenderQueue &objects, ShaderProgram &program);
void LoadShaders();
void CreateBuffers();
void debugKeys();
ShaderProgram* m_spDeferred1;
ShaderProgram* m_spDeferred2;
ShaderProgram* m_spDeferred3;
ShaderProgram* m_spForward;
ShaderProgram* m_spScreen;
bgfx::UniformHandle s_diffTexture;
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bgfx::ProgramHandle m_spForward;
//TODO: Shaders, CreateBuffers, Draw forward, drawdeferred, drawscene, drawlights.
};
}
#endif