From b27c66cb2aaa897e4c18b3be3a0b121b6695e7e1 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 13 Nov 2022 15:44:09 +0000 Subject: Refactor shading output components SceneShader and Camera are part of SceneRenderer --- ui/gameMainWindow.cpp | 7 ++----- ui/gameMainWindow.h | 6 ------ ui/sceneRenderer.cpp | 10 +++++++--- ui/sceneRenderer.h | 7 ++++++- 4 files changed, 15 insertions(+), 15 deletions(-) (limited to 'ui') diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index dfb51e9..e49f4a9 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -3,7 +3,6 @@ #include "gameMainSelector.h" #include "gfx/camera_controller.h" #include "manualCameraController.h" -#include "maths.h" #include "modeHelper.hpp" #include "toolbar.h" #include "window.h" @@ -30,8 +29,7 @@ public: }; GameMainWindow::GameMainWindow(size_t w, size_t h) : - Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {size, 0}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), - 0.1F, 10000.0F} + Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {size, 0} { uiComponents.create(glm::vec2 {-1150, -1150}); auto gms = uiComponents.create(&camera, glm::vec2 {w, h}); @@ -42,13 +40,12 @@ void GameMainWindow::tick(TickDuration) { uiComponents.apply(&CameraController::updateCamera, &camera); - shader.setView(camera.GetViewProjection()); } void GameMainWindow::render() const { - SceneRenderer::render([this] { + SceneRenderer::render([this](const auto & shader) { gameState->world.apply(&Renderable::render, shader); uiComponents.apply(&WorldOverlay::render, shader); }); diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h index c01888f..1e6af20 100644 --- a/ui/gameMainWindow.h +++ b/ui/gameMainWindow.h @@ -1,8 +1,6 @@ #pragma once #include "chronology.hpp" -#include "gfx/gl/camera.h" -#include "gfx/gl/sceneShader.h" #include "sceneRenderer.h" #include "window.h" #include @@ -14,8 +12,4 @@ public: void tick(TickDuration) override; void render() const override; - -private: - SceneShader shader; - Camera camera; }; diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp index 9432710..852f64c 100644 --- a/ui/sceneRenderer.cpp +++ b/ui/sceneRenderer.cpp @@ -1,4 +1,5 @@ #include "sceneRenderer.h" +#include "maths.h" #include #include #include @@ -10,7 +11,9 @@ static constexpr std::array displayVAOdata {{ {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, -1.0f, 1.0f, 0.0f}, }}; -SceneRenderer::SceneRenderer(glm::ivec2 size, GLuint o) : output {o}, lighting {lightingShader_vs, lightingShader_fs} +SceneRenderer::SceneRenderer(glm::ivec2 size, GLuint o) : + camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(size.x, size.y), 0.1F, 10000.0F}, output {o}, + lighting {lightingShader_vs, lightingShader_fs} { glBindVertexArray(displayVAO); glBindBuffer(GL_ARRAY_BUFFER, displayVBO); @@ -47,8 +50,9 @@ SceneRenderer::SceneRenderer(glm::ivec2 size, GLuint o) : output {o}, lighting { } void -SceneRenderer::render(std::function content) const +SceneRenderer::render(std::function content) const { + shader.setView(camera.GetViewProjection()); // Geometry pass glEnable(GL_BLEND); glEnable(GL_CULL_FACE); @@ -57,7 +61,7 @@ SceneRenderer::render(std::function content) const glEnable(GL_DEPTH_TEST); glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - content(); + content(shader); glBindFramebuffer(GL_FRAMEBUFFER, output); // Lighting pass diff --git a/ui/sceneRenderer.h b/ui/sceneRenderer.h index 9352fc9..50feaa2 100644 --- a/ui/sceneRenderer.h +++ b/ui/sceneRenderer.h @@ -1,6 +1,8 @@ #pragma once +#include "gfx/gl/camera.h" #include "gfx/gl/program.h" +#include "gfx/gl/sceneShader.h" #include "lib/glArrays.h" #include #include @@ -9,7 +11,9 @@ class SceneRenderer { public: explicit SceneRenderer(glm::ivec2 size, GLuint output); - void render(std::function content) const; + void render(std::function content) const; + + Camera camera; private: GLuint output; @@ -24,4 +28,5 @@ private: DeferredLightProgram lighting; glVertexArray displayVAO; glBuffer displayVBO; + SceneShader shader; }; -- cgit v1.2.3