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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsRendererParams.h"
- #include "BsGameObject.h"
- #include "BsEvent.h"
- namespace BansheeEngine
- {
- /**
- * @brief Primarily rendering class that allows you to specify how to render objects that exist
- * in the scene graph. You need to provide your own implementation of your class.
- *
- * @note Normally you would iterate over all cameras, find visible objects for each camera and render
- * those objects in some way.
- */
- class BS_CORE_EXPORT Renderer
- {
- public:
- /**
- * @brief Name of the renderer. Used by materials to find
- * an appropriate technique for this renderer.
- */
- virtual const String& getName() const = 0;
- /**
- * @brief Called in order to render all currently active cameras.
- */
- virtual void renderAll() = 0;
- /**
- * @brief Allows you to register a callback for the specified viewport. The callback
- * will be called before rendering and you will be able to populate the
- * render queue with render commands that will be executed when rendering.
- */
- void addRenderCallback(const Viewport* viewport, std::function<void(const Viewport*, DrawList&)> callback);
- protected:
- UnorderedMap<const Viewport*, Vector<std::function<void(const Viewport*, DrawList&)>>> mRenderCallbacks;
- UnorderedSet<RendererMaterialParams> mRenderableMaterialParams;
- };
- }
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