RendererSystem.cpp 4.5 KB

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  1. #include "ErrorHandlerLocator.h"
  2. #include "RendererScene.h"
  3. #include "RendererSystem.h"
  4. RendererSystem::RendererSystem()
  5. {
  6. m_rendererScene = nullptr;
  7. m_systemName = GetString(Systems::Graphics);
  8. }
  9. RendererSystem::~RendererSystem()
  10. {
  11. }
  12. ErrorCode RendererSystem::init()
  13. {
  14. ErrorCode returnCode = ErrorCode::Success;
  15. // Initialize the renderer
  16. returnCode = m_renderer.init();
  17. // Check if the renderer initialization was successful
  18. if(returnCode == ErrorCode::Success)
  19. {
  20. ErrHandlerLoc::get().log(ErrorCode::Initialize_success, ErrorSource::Source_RendererSystem);
  21. }
  22. return returnCode;
  23. }
  24. ErrorCode RendererSystem::setup(const PropertySet &p_properties)
  25. {
  26. RenderingPasses renderingPasses;
  27. // Load the rendering passes
  28. auto &renderPassesProperty = p_properties.getPropertySetByID(Properties::RenderPasses);
  29. if(renderPassesProperty)
  30. {
  31. // Iterate over the property array
  32. for(decltype(renderPassesProperty.getNumPropertySets()) objIndex = 0, objSize = renderPassesProperty.getNumPropertySets(); objIndex < objSize; objIndex++)
  33. {
  34. auto &typeProperty = renderPassesProperty.getPropertySetUnsafe(objIndex).getPropertyByID(Properties::Type);
  35. if(typeProperty)
  36. {
  37. switch(typeProperty.getID())
  38. {
  39. case Properties::AtmScatteringRenderPass:
  40. renderingPasses.push_back(RenderPassType::RenderPassType_AtmScattering);
  41. break;
  42. case Properties::BloomRenderPass:
  43. renderingPasses.push_back(RenderPassType::RenderPassType_Bloom);
  44. break;
  45. case Properties::GeometryRenderPass:
  46. renderingPasses.push_back(RenderPassType::RenderPassType_Geometry);
  47. break;
  48. case Properties::GUIRenderPass:
  49. renderingPasses.push_back(RenderPassType::RenderPassType_GUI);
  50. break;
  51. case Properties::LightingRenderPass:
  52. renderingPasses.push_back(RenderPassType::RenderPassType_Lighting);
  53. break;
  54. case Properties::LuminanceRenderPass:
  55. renderingPasses.push_back(RenderPassType::RenderPassType_Luminance);
  56. break;
  57. case Properties::FinalRenderPass:
  58. renderingPasses.push_back(RenderPassType::RenderPassType_Final);
  59. break;
  60. }
  61. }
  62. }
  63. }
  64. // Pass the loaded rendering passes to the renderer
  65. m_renderer.setRenderingPasses(renderingPasses);
  66. return ErrorCode::Success;
  67. }
  68. void RendererSystem::exportSetup(PropertySet &p_propertySet)
  69. {
  70. // Create the render passes Property Set entry
  71. auto &RenderPassesPropertySet = p_propertySet.addPropertySet(Properties::RenderPasses);
  72. // Get the rendering passes from the renderer
  73. auto renderingPasses = m_renderer.getRenderingPasses();
  74. // Go over each rendering pass
  75. for(auto renderPassType : renderingPasses)
  76. {
  77. // Convert RenderPassType to PropertyID
  78. Properties::PropertyID renderPassTypeProperty = Properties::Null;
  79. switch(renderPassType)
  80. {
  81. case RenderPassType::RenderPassType_AtmScattering:
  82. renderPassTypeProperty = Properties::AtmScatteringRenderPass;
  83. break;
  84. case RenderPassType::RenderPassType_Bloom:
  85. renderPassTypeProperty = Properties::BloomRenderPass;
  86. break;
  87. case RenderPassType::RenderPassType_Geometry:
  88. renderPassTypeProperty = Properties::GeometryRenderPass;
  89. break;
  90. case RenderPassType::RenderPassType_GUI:
  91. renderPassTypeProperty = Properties::GUIRenderPass;
  92. break;
  93. case RenderPassType::RenderPassType_Lighting:
  94. renderPassTypeProperty = Properties::LightingRenderPass;
  95. break;
  96. case RenderPassType::RenderPassType_Luminance:
  97. renderPassTypeProperty = Properties::LuminanceRenderPass;
  98. break;
  99. case RenderPassType::RenderPassType_Final:
  100. renderPassTypeProperty = Properties::FinalRenderPass;
  101. break;
  102. }
  103. // Add the rendering pass array entry and rendering pass type
  104. RenderPassesPropertySet.addPropertySet(Properties::ArrayEntry).addProperty(Properties::Type, renderPassTypeProperty);
  105. }
  106. }
  107. ErrorCode RendererSystem::preload()
  108. {
  109. if(m_rendererScene != nullptr)
  110. return m_rendererScene->preload();
  111. else
  112. return ErrorCode::Failure;
  113. }
  114. void RendererSystem::loadInBackground()
  115. {
  116. if(m_rendererScene != nullptr)
  117. return m_rendererScene->loadInBackground();
  118. }
  119. SystemScene *RendererSystem::createScene(SceneLoader *p_sceneLoader)
  120. {
  121. if(m_rendererScene == nullptr)
  122. {
  123. // Create new scene
  124. m_rendererScene = new RendererScene(this, p_sceneLoader);
  125. ErrorCode sceneError = m_rendererScene->init();
  126. // Check if it initialized correctly (cannot continue without the scene)
  127. if(sceneError != ErrorCode::Success)
  128. {
  129. ErrHandlerLoc::get().log(sceneError);
  130. }
  131. else
  132. {
  133. // Check for errors
  134. GLenum glError = glGetError();
  135. }
  136. }
  137. return m_rendererScene;
  138. }
  139. SystemScene *RendererSystem::getScene()
  140. {
  141. return m_rendererScene;
  142. }