RenderWorld.h 2.1 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #pragma once
  24. #include "IdArray.h"
  25. #include "Mesh.h"
  26. #include "Sprite.h"
  27. #include "List.h"
  28. #include "Vector3.h"
  29. #include "Quaternion.h"
  30. #include "PoolAllocator.h"
  31. #include "Resource.h"
  32. #define MAX_MESHES 100
  33. #define MAX_SPRITES 256
  34. namespace crown
  35. {
  36. typedef Id MeshId;
  37. typedef Id SpriteId;
  38. class SceneGraph;
  39. struct Camera;
  40. class RenderWorld
  41. {
  42. public:
  43. RenderWorld();
  44. ~RenderWorld();
  45. MeshId create_mesh(ResourceId id, SceneGraph& sg, int32_t node);
  46. void destroy_mesh(MeshId id);
  47. Mesh* lookup_mesh(MeshId mesh);
  48. SpriteId create_sprite(ResourceId id, SceneGraph& sg, int32_t node);
  49. void destroy_sprite(SpriteId id);
  50. Sprite* lookup_sprite(SpriteId id);
  51. void update(const Matrix4x4& view, const Matrix4x4& projection, uint16_t x, uint16_t y, uint16_t width, uint16_t height);
  52. private:
  53. PoolAllocator m_mesh_pool;
  54. IdArray<MAX_MESHES, Mesh*> m_mesh;
  55. PoolAllocator m_sprite_pool;
  56. IdArray<MAX_SPRITES, Sprite*> m_sprite;
  57. };
  58. } // namespace crown