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111 lines
2.9 KiB
111 lines
2.9 KiB
#ifndef RENDERER_H |
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#define RENDERER_H |
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#include <cstdint> // std::uint32_t |
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#include <memory> // std::shared_ptr, std::unique_ptr |
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#include "glm/ext/matrix_float4x4.hpp" // glm::mat4 |
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#include "glm/ext/vector_float2.hpp" // glm::vec2 |
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#include "glm/ext/vector_float3.hpp" // glm::vec3 |
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#include "glm/ext/vector_float4.hpp" // glm::vec4 |
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namespace Inferno { |
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class Camera; |
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class Shader; |
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class Texture; |
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class Transform; |
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class VertexArray; |
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struct QuadVertex { |
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glm::vec3 position { 0.0f, 0.0f, 0.0f }; |
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glm::vec4 color { 1.0f, 1.0f, 1.0f, 1.0f }; |
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glm::vec2 textureCoordinates { 0.0f, 0.0f }; |
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float textureIndex = 0; // @Todo get int to pass to fragment correctly |
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}; |
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// ----------------------------------------- |
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class RenderCommand { |
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public: |
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static void clear(); |
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static void clearColor(const glm::vec4& color); |
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static void drawIndexed(const std::shared_ptr<VertexArray>& vertexArray, uint32_t indexCount = 0); |
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static int32_t textureUnitAmount(); |
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}; |
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// ----------------------------------------- |
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class Renderer { |
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public: |
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static const uint32_t vertexPerQuad = 4; |
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static const uint32_t indexPerQuad = 6; |
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static const uint32_t textureUnitPerBatch = 32; |
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protected: |
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virtual void initialize() = 0; |
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virtual void destroy() = 0; |
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uint32_t addTextureUnit(std::shared_ptr<Texture> texture); |
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void bind(); |
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void unbind(); |
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virtual void flush() = 0; |
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virtual void startBatch() = 0; |
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virtual void nextBatch() = 0; |
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uint32_t m_quadIndex = 0; |
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// Texture units |
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static uint32_t m_supportedTextureUnitPerBatch; |
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uint32_t m_textureUnitIndex = 1; |
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std::array<std::shared_ptr<Texture>, textureUnitPerBatch> m_textureUnits; |
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// GPU objects |
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std::shared_ptr<Shader> m_shader = nullptr; |
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std::shared_ptr<VertexArray> m_vertexArray = nullptr; |
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}; |
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// ----------------------------------------- |
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class Renderer2D final : public Renderer { |
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public: |
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static const uint32_t quadCount = 1000; |
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static const uint32_t vertexCount = quadCount * vertexPerQuad; |
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static const uint32_t indexCount = quadCount * indexPerQuad; |
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void initialize() override; |
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void destroy() override; |
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void beginScene(const std::shared_ptr<Camera>& camera); |
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void endScene(); |
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void drawQuad(std::shared_ptr<Transform> transform, glm::vec4 color); |
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void drawQuad(std::shared_ptr<Transform> transform, glm::mat4 color); |
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void drawQuad(std::shared_ptr<Transform> transform, glm::vec4 color, std::shared_ptr<Texture> texture); |
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void drawQuad(std::shared_ptr<Transform> transform, glm::mat4 color, std::shared_ptr<Texture> texture); |
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static inline Renderer2D& the() { return *s_instance; } |
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private: |
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void flush() override; |
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void startBatch() override; |
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void nextBatch() override; |
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std::shared_ptr<Camera> s_camera; |
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// CPU quad vertices |
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std::unique_ptr<QuadVertex[]> m_vertexBufferBase = nullptr; |
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QuadVertex* m_vertexBufferPtr = nullptr; |
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// Default quad vertex positions |
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glm::vec4 m_vertexPositions[vertexPerQuad]; |
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static Renderer2D* s_instance; |
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}; |
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} |
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#endif // RENDERER_H
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