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Renderer.h 3.6 KB

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  1. // ----------------------------------------------------------------
  2. // From Game Programming in C++ by Sanjay Madhav
  3. // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
  4. //
  5. // Released under the BSD License
  6. // See LICENSE.txt for full details.
  7. // ----------------------------------------------------------------
  8. #pragma once
  9. #include <string>
  10. #include <vector>
  11. #include <unordered_map>
  12. #include <SDL/SDL.h>
  13. #include "Math.h"
  14. struct DirectionalLight
  15. {
  16. // Direction of light
  17. Vector3 mDirection;
  18. // Diffuse color
  19. Vector3 mDiffuseColor;
  20. // Specular color
  21. Vector3 mSpecColor;
  22. };
  23. class Renderer
  24. {
  25. public:
  26. Renderer(class Game* game);
  27. ~Renderer();
  28. bool Initialize(float screenWidth, float screenHeight);
  29. void Shutdown();
  30. void UnloadData();
  31. void Draw();
  32. void AddSprite(class SpriteComponent* sprite);
  33. void RemoveSprite(class SpriteComponent* sprite);
  34. void AddMeshComp(class MeshComponent* mesh);
  35. void RemoveMeshComp(class MeshComponent* mesh);
  36. void AddPointLight(class PointLightComponent* light);
  37. void RemovePointLight(class PointLightComponent* light);
  38. class Texture* GetTexture(const std::string& fileName);
  39. class Mesh* GetMesh(const std::string& fileName);
  40. void SetViewMatrix(const Matrix4& view) { mView = view; }
  41. void SetAmbientLight(const Vector3& ambient) { mAmbientLight = ambient; }
  42. DirectionalLight& GetDirectionalLight() { return mDirLight; }
  43. // Given a screen space point, unprojects it into world space,
  44. // based on the current 3D view/projection matrices
  45. // Expected ranges:
  46. // x = [-screenWidth/2, +screenWidth/2]
  47. // y = [-screenHeight/2, +screenHeight/2]
  48. // z = [0, 1) -- 0 is closer to camera, 1 is further
  49. Vector3 Unproject(const Vector3& screenPoint) const;
  50. // Gets start point and direction of screen vector
  51. void GetScreenDirection(Vector3& outStart, Vector3& outDir) const;
  52. float GetScreenWidth() const { return mScreenWidth; }
  53. float GetScreenHeight() const { return mScreenHeight; }
  54. void SetMirrorView(const Matrix4& view) { mMirrorView = view; }
  55. class Texture* GetMirrorTexture() { return mMirrorTexture; }
  56. class GBuffer* GetGBuffer() { return mGBuffer; }
  57. private:
  58. // Chapter 14 additions
  59. void Draw3DScene(unsigned int framebuffer, const Matrix4& view, const Matrix4& proj,
  60. float viewPortScale = 1.0f, bool lit = true);
  61. bool CreateMirrorTarget();
  62. void DrawFromGBuffer();
  63. //void DrawFromGBuffer();
  64. // End chapter 14 additions
  65. bool LoadShaders();
  66. void CreateSpriteVerts();
  67. void SetLightUniforms(class Shader* shader, const Matrix4& view);
  68. // Map of textures loaded
  69. std::unordered_map<std::string, class Texture*> mTextures;
  70. // Map of meshes loaded
  71. std::unordered_map<std::string, class Mesh*> mMeshes;
  72. // All the sprite components drawn
  73. std::vector<class SpriteComponent*> mSprites;
  74. // All (non-skeletal) mesh components drawn
  75. std::vector<class MeshComponent*> mMeshComps;
  76. std::vector<class SkeletalMeshComponent*> mSkeletalMeshes;
  77. // Game
  78. class Game* mGame;
  79. // Sprite shader
  80. class Shader* mSpriteShader;
  81. // Sprite vertex array
  82. class VertexArray* mSpriteVerts;
  83. // Mesh shader
  84. class Shader* mMeshShader;
  85. // Skinned shader
  86. class Shader* mSkinnedShader;
  87. // View/projection for 3D shaders
  88. Matrix4 mView;
  89. Matrix4 mProjection;
  90. // Lighting data
  91. Vector3 mAmbientLight;
  92. DirectionalLight mDirLight;
  93. // Window
  94. SDL_Window* mWindow;
  95. // OpenGL context
  96. SDL_GLContext mContext;
  97. // Width/height
  98. float mScreenWidth;
  99. float mScreenHeight;
  100. unsigned int mMirrorBuffer;
  101. class Texture* mMirrorTexture;
  102. Matrix4 mMirrorView;
  103. class GBuffer* mGBuffer;
  104. // GBuffer shader
  105. class Shader* mGGlobalShader;
  106. class Shader* mGPointLightShader;
  107. std::vector<class PointLightComponent*> mPointLights;
  108. class Mesh* mPointLightMesh;
  109. };