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/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_RENDERER_HPP
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#define ANTKEEPER_RENDERER_HPP
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#include "render-operation.hpp"
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#include "gl/vertex-array.hpp"
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struct render_context;
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namespace scene
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{
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class collection;
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class object_base;
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class model_instance;
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class billboard;
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class lod_group;
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}
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/*
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# Pipeline
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1. A scene containing meshes, lights, and cameras is passed to renderer::render().
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2. Each camera is processed in order of priority.
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3. Scene objects are tested for visibility against camera's view frustum.
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4. List of visible scene objects are passed to the camera's compositor.
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5. Compositor passes the visible scene objects to each render pass
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6. Render pass sorts scene objects according to its own rules, then rasterizes to its render target.
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*/
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/**
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*
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*/
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class renderer
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{
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public:
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renderer();
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/**
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* Renders a collection of scene objects.
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*
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* @param alpha Subframe interpolation factor.
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* @parma collection Collection of scene objects to render.
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*/
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void render(float alpha, const scene::collection& collection) const;
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/**
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* Sets the VAO to be used when generating render operations for billboards.
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*/
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void set_billboard_vao(gl::vertex_array* vao);
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private:
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void process_object(render_context& context, const scene::object_base* object) const;
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void process_model_instance(render_context& context, const scene::model_instance* model_instance) const;
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void process_billboard(render_context& context, const scene::billboard* billboard) const;
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void process_lod_group(render_context& context, const scene::lod_group* lod_group) const;
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mutable render_operation billboard_op;
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};
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#endif // ANTKEEPER_RENDERER_HPP
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