Documenting done.

This commit is contained in:
2022-10-20 07:49:42 -07:00
parent 0033785251
commit 221e5ee1f1
19 changed files with 243 additions and 123 deletions

View File

@ -21,6 +21,62 @@ void RenderPipeline::render() {
this->renderScene(*this->renderManager.game.scene);
}
void RenderPipeline::renderScene(Scene &scene) {
RenderTarget &backBuffer = this->renderManager.getBackBuffer();
auto cameras = scene.findComponents<Camera>();
std::shared_ptr<Camera> backBufferCamera = nullptr;
// First, render all non-backbuffer cameras.
auto it = cameras.begin();
while(it != cameras.end()) {
RenderTarget &cameraTarget = (*it)->getRenderTarget();
// Leave the backbuffer camera(s) to last, so we skip them.
if(&cameraTarget == &backBuffer) {
backBufferCamera = *it;
} else {
this->renderSceneCamera(scene, **it);
}
++it;
}
// Now render the backbuffer camera.
if(backBufferCamera == nullptr) return;
this->renderSceneCamera(scene, *backBufferCamera);
}
void RenderPipeline::renderSceneCamera(Scene &scene, Camera &camera) {
RenderTarget &renderTarget = camera.getRenderTarget();
renderTarget.bind();
renderTarget.clear(
RENDER_TARGET_CLEAR_FLAG_DEPTH |
RENDER_TARGET_CLEAR_FLAG_COLOR
);
auto meshes = scene.findComponents<MeshRenderer>();
auto it = meshes.begin();
while(it != meshes.end()) {
auto mesh = *it;
auto item = mesh->item;
auto material = item.getComponent<Material>();
// TODO: fallback material?
if(material == nullptr) {
continue;
}
auto shader = material->getShader();
shader->bind();
shader->setGlobalParameters(camera.projection, camera.item.transform);
shader->setMeshParameters(item.transform);
material->setShaderParameters();
mesh->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
++it;
}
}
RenderPipeline::~RenderPipeline() {
}

View File

@ -14,11 +14,44 @@ namespace Dawn {
public:
RenderManager &renderManager;
/**
* Constructs a new RenderPipeline. Render Pipelines are my attempt to
* create both a flexible, but standard way to allow the individual games
* to decide how they want to render the common scene-item models.
*
* @param renderManager Parent render manager this pipeline belongs to.
*/
RenderPipeline(RenderManager &renderManager);
/**
* Initialize the render pipeline.
*/
virtual void init();
void render();
virtual void renderScene(Scene &scene) = 0;
/**
* Renders the games' currently active scene, and all of its' cameras.
*/
virtual void render();
/**
* Render a specific scene, usually just called for the currently active
* scene, but in future this could include sub-scenes.
*
* @param scene Scene to render.
*/
virtual void renderScene(Scene &scene);
/**
* Render a specific camera on a specific scene.
*
* @param scene Scene to render.
* @param camera Camera within the scene to render.
*/
virtual void renderSceneCamera(Scene &scene, Camera &camera) = 0;
/**
* Cleanup a render pipeline that has been initialized.
*/
virtual ~RenderPipeline();
};
}

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@ -13,10 +13,43 @@
namespace Dawn {
class RenderTarget {
public:
/**
* Return the width of the render target.
*
* @return The width of the render target.
*/
virtual float_t getWidth() = 0;
/**
* Return the height of the render target.
*
* @return The height of the render target.
*/
virtual float_t getHeight() = 0;
/**
* Sets the clear color of the render target when the clear method for
* the color buffer is requested.
*
* @param color Color to use for the clear operation.
*/
virtual void setClearColor(struct Color color) = 0;
/**
* Request the existing data in the render target to be cleared out. We
* typically assume the render target can support multiple buffer types,
* so you can opt to only clear certain buffer types.
*
* @param clearFlags Flags to request what is going to be cleared.
*/
virtual void clear(flag8_t clearFlags) = 0;
/**
* Bind the render target for rendering to. The proceeding render requests
* will want to render to this render target directly. In future I may
* see if we can have multiple render targets bound at once to make this
* operation perform faster.
*/
virtual void bind() = 0;
};
}

View File

@ -58,7 +58,5 @@ namespace Dawn {
* Perform a synchronous frame update on the render manager.
*/
virtual void update() = 0;
};
}

View File

@ -24,16 +24,33 @@ namespace Dawn {
*/
virtual void bind() = 0;
// virtual void setCamera(glm::mat4 projection, glm::mat4 view) = 0;
// virtual void setLocalPosition(glm::mat4 position) = 0;
/**
* Requested by the Material to set the default parameters of the shader.
* Each parameter really should have a default value set so that there is
* no nullptr's or other issues.
*
* @param material Material to set the default parameters on to.
*/
virtual void setDefaultParameters(Material &material) = 0;
/**
* Requested by the render pipeline (typically) to set global level (once
* per frame) parameters.
*
* @param projection Projection matrix of the current viewport.
* @param view View matrix of the current viewport.
*/
virtual void setGlobalParameters(
glm::mat4 projection,
glm::mat4 view
) = 0;
/**
* Requested by the render pipeline (typically) to set mesh-level params.
* This may be performed multiple times per frame.
*
* @param position Matrix of the position of the mesh.
*/
virtual void setMeshParameters(glm::mat4 position) = 0;
/**