Rendercommand API

simple_math_single_header
Martin Felis 2019-03-20 08:15:54 +00:00
parent 69c56269de
commit c7cbe4ac21
2 changed files with 77 additions and 1 deletions

View File

@ -7,7 +7,41 @@
using namespace std;
const int cNumMaxRenderCommands = 1024;
RenderCommand sRenderCommands[PassCount][cNumMaxRenderCommands];
int sRenderCommandCount[PassCount];
void RenderCommandReset(RenderCommand *command) {
assert (command != nullptr);
command->mColor[0] = 0.f;
command->mColor[1] = 0.f;
command->mColor[2] = 0.f;
command->mColor[3] = 0.f;
for (int i = 0; i < 16; i++) {
command->mTransform[i] = 0.f;
}
for (int i = 0; i < 4; i++) {
command->mTransform[i * 4 + i] = 1.f;
}
command->mVAId = -1;
command->mVBId = -1;
command->mAlbedoTexture = -1;
command->mPrimitive = PrimitiveTriangles;
};
void RenderCommandsClear() {
for (int i = 0; i < PassCount; i++) {
for (int j = 0; j < sRenderCommandCount[i]; j++) {
RenderCommandReset(&sRenderCommands[i][j]);
}
sRenderCommandCount[i] = 0;
}
if (gRenderer == NULL) {
gLog ("Warning: Cannot clear render commands: no renderer found!");
return;
@ -15,6 +49,19 @@ void RenderCommandsClear() {
gRenderer->mRenderCommands.clear();
}
RenderCommand *GetRenderCommand(RenderPass pass) {
int& pass_count = sRenderCommandCount[pass];
if (pass_count == cNumMaxRenderCommands) {
gLog ("Error: Reached max number of render commands: %d for pass %d",
cNumMaxRenderCommands, pass);
return nullptr;
}
pass_count++;
return &sRenderCommands[pass][pass_count];
}
void RenderSubmit (
RenderObject object,
float* transform,

View File

@ -8,12 +8,41 @@ typedef enum {
DebugCube = 1,
DebugFrame = 2,
DebugSphere = 3,
DebugBone = 4
DebugBone = 4,
StaticMesh = 5,
Line = 6,
SkinnedMesh = 7
} RenderObject;
typedef enum {
PassDepth = 1,
PassShadowMap = 2,
PassSSAO = 3,
PassLighting = 4,
PassCount
} RenderPass;
typedef enum {
PrimitivePoints
PrimitiveLines,
PrimitiveTriangles,
} RenderPrimitive;
typedef struct {
float mColor[4];
float mTransform[16];
GLuint mVAId;
GLuint mVBId;
GLuint mAlbedoTexture;
RenderPrimitive mPrimitive;
} RenderCommand;
void RenderCommandsClear ();
RenderCommand *GetRenderCommand(RenderPass pass);
void RenderSubmit (
RenderPass pass,
RenderObject object,
float* transform,
float color[4]