PrimeWorldEditor/Core/CRenderer.h

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#ifndef CRENDERER_H
#define CRENDERER_H
#include <gl/glew.h>
#include "CCamera.h"
#include "CGraphics.h"
#include "CRenderBucket.h"
#include "ERenderOptions.h"
#include "ERenderCommand.h"
#include "SRenderablePtr.h"
#include <Common/CAABox.h>
#include <Common/CColor.h>
#include <Common/CMatrix4f.h>
#include <Common/types.h>
#include <OpenGL/CFramebuffer.h>
#include <Resource/CFont.h>
#include <Resource/CLight.h>
#include <Resource/CTexture.h>
#include <Scene/CSceneNode.h>
class CRenderer
{
public:
enum EBloomMode {
eNoBloom, eBloom, eBloomMaps, eFakeBloom
};
private:
ERenderOptions mOptions;
EBloomMode mBloomMode;
bool mDrawGrid;
CColor mClearColor;
u32 mContextIndex;
CRenderBucket mOpaqueBucket;
CRenderBucket mTransparentBucket;
bool mInitialized;
u32 mViewportWidth, mViewportHeight;
u32 mBloomWidth, mBloomHeight;
float mBloomHScale, mBloomVScale;
CFramebuffer mSceneFramebuffer;
CFramebuffer mBloomFramebuffers[3];
GLint mDefaultFramebuffer;
// Static Members
static u32 sNumRenderers;
public:
// Initialization
CRenderer();
~CRenderer();
void Init();
// Getters/Setters
bool IsUVAnimationOn();
void ToggleBackfaceCull(bool b);
void ToggleUVAnimation(bool b);
void ToggleGrid(bool b);
void ToggleOccluders(bool b);
void ToggleAlphaDisabled(bool b);
void SetBloom(EBloomMode BloomMode);
void SetFont(CFont *pFont);
void SetClearColor(CColor Clear);
void SetViewportSize(u32 Width, u32 Height);
// Render
void RenderBuckets(CCamera& Camera);
void RenderBloom();
void RenderSky(CModel *pSkyboxModel, CCamera& Camera);
void AddOpaqueMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command);
void AddTransparentMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command);
void BeginFrame();
void EndFrame();
void ClearDepthBuffer();
// Private
private:
void InitFramebuffer();
};
extern u32 gDrawCount;
#endif // RENDERMANAGER_H