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mirror of https://github.com/rwengine/openrw.git synced 2024-11-22 02:12:45 +01:00

Convert Renderer to unique_ptr

This commit is contained in:
Filip Gawin 2018-12-01 18:57:06 +01:00
parent c49b4bbd50
commit 9e4e97a58e
29 changed files with 154 additions and 152 deletions

View File

@ -57,12 +57,12 @@ void DebugDraw::drawContactPoint(const btVector3 &pointOnB,
RW_UNUSED(color);
}
void DebugDraw::flush(GameRenderer *renderer) {
void DebugDraw::flush(GameRenderer &renderer) {
if (lines.empty()) {
return;
}
renderer->getRenderer()->useProgram(shaderProgram);
renderer.getRenderer().useProgram(shaderProgram);
lineBuff->uploadVertices(lines);
dbuff->addGeometry(lineBuff.get());
@ -75,9 +75,9 @@ void DebugDraw::flush(GameRenderer *renderer) {
dp.count = lines.size();
dp.diffuse = 1.f;
renderer->getRenderer()->drawArrays(glm::mat4(1.f), dbuff.get(), dp);
renderer.getRenderer().drawArrays(glm::mat4(1.f), dbuff.get(), dp);
renderer->getRenderer()->invalidate();
renderer.getRenderer().invalidate();
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);

View File

@ -38,7 +38,7 @@ public:
void setDebugMode(int debugMode) override;
int getDebugMode() const override;
void flush(GameRenderer *renderer);
void flush(GameRenderer &renderer);
void setShaderProgram(Renderer::ShaderProgram *shaderProgram) {
this->shaderProgram = shaderProgram;

View File

@ -43,9 +43,9 @@ struct ParticleVert {
GameRenderer::GameRenderer(Logger* log, GameData* _data)
: data(_data)
, logger(log)
, map(renderer, _data)
, water(this)
, text(this) {
, map(*renderer, _data)
, water(*this)
, text(*this) {
logger->info("Renderer", renderer->getIDString());
worldProg =
@ -171,7 +171,7 @@ GameRenderer::~GameRenderer() {
void GameRenderer::setupRender() {
// Set the viewport
const glm::ivec2& vp = getRenderer()->getViewport();
const glm::ivec2& vp = getRenderer().getViewport();
glViewport(0, 0, vp.x, vp.y);
glBindFramebuffer(GL_FRAMEBUFFER, framebufferName);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
@ -239,7 +239,7 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
renderer->pushDebugGroup("Water");
water.render(this, world);
water.render(*this, world);
profWater = renderer->popDebugGroup();

View File

@ -37,7 +37,7 @@ class GameRenderer {
Logger* logger;
/** The low-level drawing interface to use */
std::shared_ptr<Renderer> renderer = std::make_shared<OpenGLRenderer>();
std::unique_ptr<Renderer> renderer = std::make_unique<OpenGLRenderer>();
// Temporary variables used during rendering
float _renderAlpha{0.f};
@ -80,8 +80,8 @@ public:
DrawBuffer skyDbuff;
GeometryBuffer skyGbuff;
GameData* getData() const {
return data;
const GameData& getData() const {
return *data;
}
size_t getCulledCount() {
@ -119,8 +119,8 @@ public:
void setupRender();
void renderPostProcess();
std::shared_ptr<Renderer> getRenderer() {
return renderer;
Renderer& getRenderer() {
return *renderer;
}
void setViewport(int w, int h);

View File

@ -46,7 +46,7 @@ void main()
outColour = vec4(colour.rgb + c.rgb, colour.a * c.a);
})";
MapRenderer::MapRenderer(std::shared_ptr<Renderer> renderer, GameData* _data)
MapRenderer::MapRenderer(Renderer &renderer, GameData* _data)
: data(_data), renderer(renderer) {
rectGeom.uploadVertices<VertexP2>(
{{-.5f, -.5f}, {.5f, -.5f}, {.5f, .5f}, {-.5f, .5f}});
@ -64,16 +64,16 @@ MapRenderer::MapRenderer(std::shared_ptr<Renderer> renderer, GameData* _data)
circle.addGeometry(&circleGeom);
circle.setFaceType(GL_TRIANGLE_FAN);
rectProg = renderer->createShader(MapVertexShader, MapFragmentShader);
rectProg = renderer.createShader(MapVertexShader, MapFragmentShader);
renderer->setUniform(rectProg.get(), "colour", glm::vec4(1.f));
renderer.setUniform(rectProg.get(), "colour", glm::vec4(1.f));
}
#define GAME_MAP_SIZE 4000
void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
renderer->pushDebugGroup("Map");
renderer->useProgram(rectProg.get());
renderer.pushDebugGroup("Map");
renderer.useProgram(rectProg.get());
Renderer::DrawParameters dp { };
dp.start = 0;
@ -87,24 +87,24 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
// Determine the scale to show the right number of world units on the screen
float worldScale = mi.screenSize / mi.worldSize;
auto proj = renderer->get2DProjection();
auto proj = renderer.get2DProjection();
glm::mat4 view{1.0f}, model{1.0f};
renderer->setUniform(rectProg.get(), "proj", proj);
renderer->setUniform(rectProg.get(), "model", glm::mat4(1.0f));
renderer->setUniform(rectProg.get(), "colour", glm::vec4(0.f, 0.f, 0.f, 1.f));
renderer.setUniform(rectProg.get(), "proj", proj);
renderer.setUniform(rectProg.get(), "model", glm::mat4(1.0f));
renderer.setUniform(rectProg.get(), "colour", glm::vec4(0.f, 0.f, 0.f, 1.f));
view = glm::translate(view, glm::vec3(mi.screenPosition, 0.f));
if (mi.clipToSize) {
glm::mat4 circleView = glm::scale(view, glm::vec3(mi.screenSize));
renderer->setUniform(rectProg.get(), "view", circleView);
renderer.setUniform(rectProg.get(), "view", circleView);
dp.count = 182;
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
glColorMask(0x00, 0x00, 0x00, 0x00);
renderer->drawArrays(glm::mat4(1.0f), &circle, dp);
renderer.drawArrays(glm::mat4(1.0f), &circle, dp);
glColorMask(0xFF, 0xFF, 0xFF, 0xFF);
glStencilFunc(GL_EQUAL, 1, 0xFF);
}
@ -113,7 +113,7 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
view = glm::rotate(view, mi.rotation, glm::vec3(0.f, 0.f, 1.f));
view = glm::translate(
view, glm::vec3(glm::vec2(-1.f, 1.f) * mi.worldCenter, 0.f));
renderer->setUniform(rectProg.get(), "view", view);
renderer.setUniform(rectProg.get(), "view", view);
// radar00 = -x, +y
// incrementing in X, then Y
@ -138,13 +138,13 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
tilemodel = glm::translate(tilemodel, glm::vec3(tc, 0.f));
tilemodel = glm::scale(tilemodel, glm::vec3(tileSize, 1.f));
renderer->setUniform(rectProg.get(), "model", tilemodel);
renderer.setUniform(rectProg.get(), "model", tilemodel);
renderer->drawArrays(glm::mat4(1.0f), &rect, dp);
renderer.drawArrays(glm::mat4(1.0f), &rect, dp);
}
// From here on out we will work in screenspace
renderer->setUniform(rectProg.get(), "view", glm::mat4(1.0f));
renderer.setUniform(rectProg.get(), "view", glm::mat4(1.0f));
if (mi.clipToSize) {
glDisable(GL_STENCIL_TEST);
@ -157,8 +157,8 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
glm::mat4 model{1.0f};
model = glm::translate(model, glm::vec3(mi.screenPosition, 0.0f));
model = glm::scale(model, glm::vec3(mi.screenSize * 1.07f));
renderer->setUniform(rectProg.get(), "model", model);
renderer->drawArrays(glm::mat4(1.0f), &rect, dp);
renderer.setUniform(rectProg.get(), "model", model);
renderer.drawArrays(glm::mat4(1.0f), &rect, dp);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE,
GL_ZERO);
}
@ -237,8 +237,8 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi) {
}
/// @TODO migrate to using the renderer
renderer->invalidate();
renderer->popDebugGroup();
renderer.invalidate();
renderer.popDebugGroup();
}
void MapRenderer::prepareBlip(const glm::vec2& coord, const glm::mat4& view,
@ -260,14 +260,14 @@ void MapRenderer::prepareBlip(const glm::vec2& coord, const glm::mat4& view,
model = glm::translate(model, viewPos);
model = glm::scale(model, glm::vec3(size));
model = glm::rotate(model, heading, glm::vec3(0.f, 0.f, 1.f));
renderer->setUniform(rectProg.get(), "model", model);
renderer.setUniform(rectProg.get(), "model", model);
GLuint tex = 0;
if (!texture.empty()) {
auto sprite = data->findSlotTexture("hud", texture);
tex = sprite->getName();
}
renderer->setUniform(rectProg.get(), "colour", colour);
renderer.setUniform(rectProg.get(), "colour", colour);
glBindTexture(GL_TEXTURE_2D, tex);
@ -286,7 +286,7 @@ void MapRenderer::drawBlip(const glm::vec2& coord, const glm::mat4& view,
const MapInfo& mi, glm::vec4 colour, float size) {
drawBlip(coord, view, mi, "", colour, size);
// Draw outline
renderer->setUniform(rectProg.get(), "colour", glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
renderer.setUniform(rectProg.get(), "colour", glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
glDrawArrays(GL_LINE_LOOP, 0, 4);
}

View File

@ -36,14 +36,14 @@ public:
bool clipToSize = true;
};
MapRenderer(std::shared_ptr<Renderer> renderer, GameData* data);
MapRenderer(Renderer& renderer, GameData* data);
void draw(GameWorld* world, const MapInfo& mi);
void scaleHUD(const float scale);
private:
GameData* data;
std::shared_ptr<Renderer> renderer;
Renderer& renderer;
GeometryBuffer rectGeom;
DrawBuffer rect;

View File

@ -308,8 +308,8 @@ public:
float f) override;
void useProgram(ShaderProgram* p) override;
void clear(const glm::vec4& colour, bool clearColour,
bool clearDepth) override;
void clear(const glm::vec4& colour, bool clearColour = true,
bool clearDepth = true) override;
void setSceneParameters(const SceneUniformData& data) override;

View File

@ -142,13 +142,13 @@ struct TextVertex {
}
};
TextRenderer::TextRenderer(GameRenderer* renderer) : renderer(renderer) {
textShader = renderer->getRenderer()->createShader(TextVertexShader,
TextRenderer::TextRenderer(GameRenderer &renderer) : renderer(renderer) {
textShader = renderer.getRenderer().createShader(TextVertexShader,
TextFragmentShader);
}
void TextRenderer::setFontTexture(font_t font, const std::string& textureName) {
auto ftexture = renderer->getData()->findSlotTexture("fonts", textureName);
auto ftexture = renderer.getData().findSlotTexture("fonts", textureName);
const glm::u32vec2 textureSize = ftexture->getSize();
glm::u8vec2 glyphOffset{textureSize.x / 16, textureSize.x / 16};
if (font != FONT_PAGER) {
@ -187,8 +187,8 @@ void TextRenderer::renderText(const TextRenderer::TextInfo& ti,
if (ti.text.empty() || ti.text[0] == '*')
return;
renderer->getRenderer()->pushDebugGroup("Text");
renderer->getRenderer()->useProgram(textShader.get());
renderer.getRenderer().pushDebugGroup("Text");
renderer.getRenderer().useProgram(textShader.get());
glm::vec2 coord(0.f, 0.f);
glm::vec2 alignment = ti.screenPosition;
@ -331,15 +331,15 @@ void TextRenderer::renderText(const TextRenderer::TextInfo& ti,
// If we need to, draw the background.
if (colourBG.a > 0.f) {
renderer->drawColour(
renderer.drawColour(
colourBG, glm::vec4(ti.screenPosition - (ss / 3.f),
glm::vec2(maxWidth, maxHeight) + (ss / 2.f)));
}
renderer->getRenderer()->setUniform(
textShader.get(), "proj", renderer->getRenderer()->get2DProjection());
renderer->getRenderer()->setUniformTexture(textShader.get(), "fontTexture", 0);
renderer->getRenderer()->setUniform(textShader.get(), "alignment", alignment);
renderer.getRenderer().setUniform(
textShader.get(), "proj", renderer.getRenderer().get2DProjection());
renderer.getRenderer().setUniformTexture(textShader.get(), "fontTexture", 0);
renderer.getRenderer().setUniform(textShader.get(), "alignment", alignment);
gb.uploadVertices(geo);
db.addGeometry(&gb);
@ -349,11 +349,11 @@ void TextRenderer::renderText(const TextRenderer::TextInfo& ti,
dp.start = 0;
dp.blendMode = BlendMode::BLEND_ALPHA;
dp.count = gb.getCount();
auto ftexture = renderer->getData()->findSlotTexture("fonts", fontMetaData.textureName);
auto ftexture = renderer.getData().findSlotTexture("fonts", fontMetaData.textureName);
dp.textures = {{ftexture->getName()}};
dp.depthMode = DepthMode::OFF;
renderer->getRenderer()->drawArrays(glm::mat4(1.0f), &db, dp);
renderer.getRenderer().drawArrays(glm::mat4(1.0f), &db, dp);
renderer->getRenderer()->popDebugGroup();
renderer.getRenderer().popDebugGroup();
}

View File

@ -56,7 +56,7 @@ public:
float widthFrac;
};
TextRenderer(GameRenderer* renderer);
TextRenderer(GameRenderer& renderer);
~TextRenderer() = default;
void setFontTexture(font_t font, const std::string& textureName);
@ -89,7 +89,7 @@ private:
std::array<FontMetaData, FONTS_COUNT> fonts;
GameRenderer* renderer;
GameRenderer& renderer;
std::unique_ptr<Renderer::ShaderProgram> textShader;
GeometryBuffer gb;

View File

@ -13,20 +13,20 @@
#include "render/GameShaders.hpp"
#include "render/OpenGLRenderer.hpp"
WaterRenderer::WaterRenderer(GameRenderer* renderer) {
WaterRenderer::WaterRenderer(GameRenderer &renderer) {
maskDraw.setFaceType(GL_TRIANGLES);
gridDraw.setFaceType(GL_TRIANGLES);
waterProg = renderer->getRenderer()->createShader(
waterProg = renderer.getRenderer().createShader(
GameShaders::WaterHQ::VertexShader,
GameShaders::WaterHQ::FragmentShader);
maskProg = renderer->getRenderer()->createShader(
maskProg = renderer.getRenderer().createShader(
GameShaders::Mask3D::VertexShader, GameShaders::Mask3D::FragmentShader);
renderer->getRenderer()->setProgramBlockBinding(waterProg.get(), "SceneData", 1);
renderer->getRenderer()->setProgramBlockBinding(maskProg.get(), "SceneData", 1);
renderer.getRenderer().setProgramBlockBinding(waterProg.get(), "SceneData", 1);
renderer.getRenderer().setProgramBlockBinding(maskProg.get(), "SceneData", 1);
renderer->getRenderer()->setUniformTexture(waterProg.get(), "data", 1);
renderer.getRenderer().setUniformTexture(waterProg.get(), "data", 1);
// Generate grid mesh
int gridres = 60;
@ -99,8 +99,8 @@ void WaterRenderer::setDataTexture(GLuint fbBinding, GLuint dataTex) {
dataTexture = dataTex;
}
void WaterRenderer::render(GameRenderer* renderer, GameWorld* world) {
auto r = renderer->getRenderer();
void WaterRenderer::render(GameRenderer &renderer, GameWorld* world) {
auto& r = renderer.getRenderer();
auto waterTex = world->data->findSlotTexture("particle", "water_old");
RW_CHECK(waterTex != nullptr, "Water texture is null");
@ -126,30 +126,30 @@ void WaterRenderer::render(GameRenderer* renderer, GameWorld* world) {
glDrawBuffers(1, buffers);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
r->useProgram(maskProg.get());
r.useProgram(maskProg.get());
r->drawArrays(m, &maskDraw, wdp);
r.drawArrays(m, &maskDraw, wdp);
glStencilFunc(GL_EQUAL, 1, 0xFF);
glStencilMask(0x00);
glEnable(GL_DEPTH_TEST);
r->useProgram(waterProg.get());
r.useProgram(waterProg.get());
buffers[0] = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, buffers);
r->setUniform(waterProg.get(), "time", world->getGameTime());
r->setUniform(waterProg.get(), "waveParams",
r.setUniform(waterProg.get(), "time", world->getGameTime());
r.setUniform(waterProg.get(), "waveParams",
glm::vec2(WATER_SCALE, WATER_HEIGHT));
auto ivp =
glm::inverse(r->getSceneData().projection * r->getSceneData().view);
r->setUniform(waterProg.get(), "inverseVP", ivp);
glm::inverse(r.getSceneData().projection * r.getSceneData().view);
r.setUniform(waterProg.get(), "inverseVP", ivp);
wdp.count = gridGeom.getCount();
wdp.textures = {{waterTex->getName(), dataTexture}};
r->drawArrays(m, &gridDraw, wdp);
r.drawArrays(m, &gridDraw, wdp);
glDisable(GL_STENCIL_TEST);
}

View File

@ -19,7 +19,7 @@ class GameWorld;
*/
class WaterRenderer {
public:
WaterRenderer(GameRenderer* renderer);
WaterRenderer(GameRenderer& renderer);
~WaterRenderer() = default;
/**
@ -38,7 +38,7 @@ public:
/**
* Render the water using the currently active render state
*/
void render(GameRenderer* renderer, GameWorld* world);
void render(GameRenderer& renderer, GameWorld* world);
private:
std::unique_ptr<Renderer::ShaderProgram> waterProg = nullptr;

View File

@ -10,10 +10,10 @@
#include <iomanip>
#include <sstream>
void HUDDrawer::drawScriptTimer(GameWorld* world, GameRenderer* render) {
void HUDDrawer::drawScriptTimer(GameWorld* world, GameRenderer& render) {
if (world->state->scriptTimerVariable) {
float scriptTimerTextX = static_cast<float>(
render->getRenderer()->getViewport().x - hudParameters.uiOuterMargin);
render.getRenderer().getViewport().x - hudParameters.uiOuterMargin);
float scriptTimerTextY = hudParameters.uiScriptTimerHeight;
TextRenderer::TextInfo ti;
@ -33,16 +33,16 @@ void HUDDrawer::drawScriptTimer(GameWorld* world, GameRenderer* render) {
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition =
glm::vec2(scriptTimerTextX + 1.f, scriptTimerTextY + 1.f);
render->text.renderText(ti);
render.text.renderText(ti);
ti.baseColour = hudParameters.uiScriptTimerColour;
ti.screenPosition = glm::vec2(scriptTimerTextX, scriptTimerTextY);
render->text.renderText(ti);
render.text.renderText(ti);
}
}
void HUDDrawer::drawMap(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render) {
GameWorld* world, GameRenderer& render) {
MapRenderer::MapInfo map;
if (world->state->hudFlash != HudFlash::FlashRadar ||
@ -56,7 +56,7 @@ void HUDDrawer::drawMap(ViewCamera& currentView, PlayerController* player,
map.worldCenter = glm::vec2(player->getCharacter()->getPosition());
}
const glm::ivec2& vp = render->getRenderer()->getViewport();
const glm::ivec2& vp = render.getRenderer().getViewport();
glm::vec2 mapTop =
glm::vec2(hudParameters.uiOuterMargin, vp.y - (hudParameters.uiOuterMargin + hudParameters.uiMapSize));
@ -66,19 +66,19 @@ void HUDDrawer::drawMap(ViewCamera& currentView, PlayerController* player,
map.screenPosition = (mapTop + mapBottom) / 2.f;
map.screenSize = hudParameters.uiMapSize * 0.95f;
render->map.draw(world, map);
render.map.draw(world, map);
}
}
void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
GameRenderer* render) {
float infoTextX = static_cast<float>(render->getRenderer()->getViewport().x -
GameRenderer& render) {
float infoTextX = static_cast<float>(render.getRenderer().getViewport().x -
(hudParameters.uiOuterMargin + hudParameters.uiWeaponSize + hudParameters.uiInfoMargin));
float infoTextY = 0.f + hudParameters.uiOuterMargin;
float iconX = static_cast<float>(render->getRenderer()->getViewport().x -
float iconX = static_cast<float>(render.getRenderer().getViewport().x -
(hudParameters.uiOuterMargin + hudParameters.uiWeaponSize));
float iconY = hudParameters.uiOuterMargin;
float wantedX = static_cast<float>(render->getRenderer()->getViewport().x - hudParameters.uiOuterMargin);
float wantedX = static_cast<float>(render.getRenderer().getViewport().x - hudParameters.uiOuterMargin);
float wantedY = hudParameters.uiWantedLevelHeight;
TextRenderer::TextInfo ti;
@ -96,12 +96,12 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
render.text.renderText(ti);
ti.baseColour = hudParameters.uiTimeColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
render.text.renderText(ti);
infoTextY += hudParameters.uiTextHeight;
@ -115,12 +115,12 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
render.text.renderText(ti);
ti.baseColour = hudParameters.uiMoneyColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
render.text.renderText(ti);
infoTextY += hudParameters.uiTextHeight;
@ -137,11 +137,11 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
render.text.renderText(ti);
ti.baseColour = hudParameters.uiHealthColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
render.text.renderText(ti);
}
if (player->getCharacter()->getCurrentState().armour > 0) {
@ -154,11 +154,11 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition =
glm::vec2(infoTextX + 1.f - hudParameters.uiArmourOffset, infoTextY + 1.f);
render->text.renderText(ti);
render.text.renderText(ti);
ti.baseColour = hudParameters.uiArmourColour;
ti.screenPosition = glm::vec2(infoTextX - hudParameters.uiArmourOffset, infoTextY);
render->text.renderText(ti);
render.text.renderText(ti);
}
GameString s;
@ -168,7 +168,7 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.text = s;
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition = glm::vec2(wantedX + 1.f, wantedY + 1.f);
render->text.renderText(ti);
render.text.renderText(ti);
#if 0 // Useful for debugging
ti.text = "ABCDEFGHIJKLMANOQRTSWXYZ\nM0123456789";
@ -176,10 +176,10 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.align = TextRenderer::TextInfo::Left;
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(101.f, 202.f);
render->text.renderText(ti);
render.text.renderText(ti);
ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
ti.screenPosition = glm::vec2(100.f, 200.f);
render->text.renderText(ti);
render.text.renderText(ti);
#endif
auto item = player->getCharacter()->getActiveItem();
@ -200,13 +200,13 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
}
TextureData::Handle itemTexture =
render->getData()->findSlotTexture("hud", itemTextureName);
render.getData().findSlotTexture("hud", itemTextureName);
RW_CHECK(itemTexture != nullptr, "Item has 0 texture");
if (itemTexture != nullptr) {
RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
render->drawTexture(
itemTexture.get(),
glm::vec4(iconX, iconY, hudParameters.uiWeaponSize, hudParameters.uiWeaponSize));
render.drawTexture(itemTexture.get(),
glm::vec4(iconX, iconY, hudParameters.uiWeaponSize,
hudParameters.uiWeaponSize));
}
if (weapon.fireType != WeaponData::MELEE) {
@ -242,12 +242,12 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.align = TextRenderer::TextInfo::TextAlignment::Center;
ti.screenPosition = glm::vec2(iconX + hudParameters.uiWeaponSize / 2.f,
iconY + hudParameters.uiWeaponSize - hudParameters.uiAmmoHeight);
render->text.renderText(ti);
render.text.renderText(ti);
}
}
void HUDDrawer::drawHUD(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render) {
GameWorld* world, GameRenderer& render) {
if (player && player->getCharacter()) {
drawMap(currentView, player, world, render);
drawPlayerInfo(player, world, render);
@ -255,8 +255,8 @@ void HUDDrawer::drawHUD(ViewCamera& currentView, PlayerController* player,
}
}
void HUDDrawer::drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
const auto vp = glm::vec2(renderer->getRenderer()->getViewport());
void HUDDrawer::drawOnScreenText(GameWorld* world, GameRenderer& renderer) {
const auto vp = glm::vec2(renderer.getRenderer().getViewport());
TextRenderer::TextInfo ti;
ti.font = FONT_ARIAL;
@ -293,7 +293,7 @@ void HUDDrawer::drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
ti.screenPosition += shadowPosition;
ti.backgroundColour = {0, 0, 0, 0};
renderer->text.renderText(ti, true);
renderer.text.renderText(ti, true);
ti.screenPosition -= shadowPosition;
} else if (t.colourBG.a > 0) {
@ -301,7 +301,7 @@ void HUDDrawer::drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
}
ti.baseColour = t.colourFG;
renderer->text.renderText(ti);
renderer.text.renderText(ti);
}
}
}

View File

@ -41,17 +41,17 @@ public:
void applyHUDScale(float scale);
HUDParameters getHUDParameters();
void drawHUD(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render);
void drawOnScreenText(GameWorld* world, GameRenderer* renderer);
GameWorld* world, GameRenderer& render);
void drawOnScreenText(GameWorld* world, GameRenderer& renderer);
private:
HUDParameters hudParameters;
void drawScriptTimer(GameWorld* world, GameRenderer* render);
void drawScriptTimer(GameWorld* world, GameRenderer& render);
void drawMap(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render);
GameWorld* world, GameRenderer& render);
void drawPlayerInfo(PlayerController* player, GameWorld* world,
GameRenderer* render);
GameRenderer& render);
};
#endif

View File

@ -49,7 +49,7 @@ public:
: text(n), callback(cb) {
}
void draw(font_t font, float size, bool active, GameRenderer* r,
void draw(font_t font, float size, bool active, GameRenderer& r,
glm::vec2& basis) {
TextRenderer::TextInfo ti;
ti.font = font;
@ -61,7 +61,7 @@ public:
} else {
ti.baseColour = glm::u8vec3(255, 255, 0);
}
r->text.renderText(ti);
r.text.renderText(ti);
basis.y += size;
}
@ -97,7 +97,7 @@ public:
*/
int activeEntry;
void draw(GameRenderer* r) {
void draw(GameRenderer& r) {
glm::vec2 basis(offset);
for (size_t i = 0; i < entries.size(); ++i) {
bool active = false;

View File

@ -585,9 +585,9 @@ void RWGame::tickObjects(float dt) const {
void RWGame::render(float alpha, float time) {
RW_PROFILE_SCOPEC(__func__, MP_CORNFLOWERBLUE);
lastDraws = getRenderer().getRenderer()->getDrawCount();
lastDraws = getRenderer().getRenderer().getDrawCount();
getRenderer().getRenderer()->swap();
getRenderer().getRenderer().swap();
// Update the camera
if (!StateManager::get().states.empty()) {
@ -611,19 +611,19 @@ void RWGame::render(float alpha, float time) {
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
renderer.getRenderer()->pushDebugGroup("World");
renderer.getRenderer().pushDebugGroup("World");
renderer.renderWorld(world.get(), viewCam, alpha);
renderer.getRenderer()->popDebugGroup();
renderer.getRenderer().popDebugGroup();
renderDebugView(time, viewCam);
if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), &renderer);
if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), renderer);
if (StateManager::currentState()) {
RW_PROFILE_SCOPE("state");
StateManager::get().draw(&renderer);
StateManager::get().draw(renderer);
}
}
@ -635,7 +635,7 @@ void RWGame::renderDebugView(float time, ViewCamera &viewCam) {
break;
case DebugViewMode::Physics:
world->dynamicsWorld->debugDrawWorld();
debug.flush(&renderer);
debug.flush(renderer);
break;
case DebugViewMode::Navigation:
renderDebugPaths(time);
@ -671,8 +671,8 @@ void RWGame::renderDebugStats(float time) {
<< "Frame: " << time_ms << "ms\n"
<< "Draws/Culls/Textures/Buffers: " << lastDraws << "/"
<< renderer.getCulledCount() << "/"
<< renderer.getRenderer()->getTextureCount() << "/"
<< renderer.getRenderer()->getBufferCount() << "\n"
<< renderer.getRenderer().getTextureCount() << "/"
<< renderer.getRenderer().getBufferCount() << "\n"
<< "Timescale: " << world->state->basic.timeScale;
TextRenderer::TextInfo ti;
@ -785,7 +785,7 @@ void RWGame::renderDebugPaths(float time) {
}
}
debug.flush(&renderer);
debug.flush(renderer);
}
void RWGame::renderDebugObjects(float time, ViewCamera& camera) {

View File

@ -9,7 +9,7 @@ const ViewCamera defaultView{{-250.f, -550.f, 75.f},
State::State(RWGame *game) : game(game) {
}
void State::draw(GameRenderer *r) {
void State::draw(GameRenderer& r) {
auto& menu = getCurrentMenu();
if (menu) {
menu->draw(r);

View File

@ -25,7 +25,7 @@ public:
virtual void tick(float dt) = 0;
virtual void draw(GameRenderer* r);
virtual void draw(GameRenderer& r);
virtual ~State() = default;

View File

@ -59,7 +59,7 @@ public:
states.back()->tick(dt);
}
void draw(GameRenderer* r) {
void draw(GameRenderer& r) {
states.back()->draw(r);
}

View File

@ -90,7 +90,7 @@ void BenchmarkState::tick(float dt) {
}
}
void BenchmarkState::draw(GameRenderer* r) {
void BenchmarkState::draw(GameRenderer& r) {
frameCounter++;
State::draw(r);
}

View File

@ -28,7 +28,7 @@ public:
void tick(float dt) override;
void draw(GameRenderer* r) override;
void draw(GameRenderer &r) override;
void handleEvent(const SDL_Event& event) override;

View File

@ -390,7 +390,7 @@ void DebugState::tick(float dt) {
}
}
void DebugState::draw(GameRenderer* r) {
void DebugState::draw(GameRenderer& r) {
// Draw useful information like camera position.
std::stringstream ss;
ss << "Camera Position: " << glm::to_string(_debugCam.position) << "\n";
@ -403,7 +403,7 @@ void DebugState::draw(GameRenderer* r) {
ti.screenPosition = glm::vec2(10.f, 10.f);
ti.size = 15.f;
ti.baseColour = glm::u8vec3(255);
r->text.renderText(ti);
r.text.renderText(ti);
State::draw(r);
}

View File

@ -29,7 +29,7 @@ public:
void tick(float dt) override;
void draw(GameRenderer* r) override;
void draw(GameRenderer &r) override;
void handleEvent(const SDL_Event& event) override;

View File

@ -281,9 +281,10 @@ void IngameState::tick(float dt) {
}
}
void IngameState::draw(GameRenderer* r) {
void IngameState::draw(GameRenderer& r) {
if (!getWorld()->state->isCinematic && getWorld()->isCutsceneDone()) {
game->getHUDDrawer().drawHUD(_look, game->getWorld()->getPlayer(), getWorld(), r);
game->getHUDDrawer().drawHUD(_look, game->getWorld()->getPlayer(),
getWorld(), r);
}
State::draw(r);

View File

@ -53,7 +53,7 @@ public:
void tick(float dt) override;
void draw(GameRenderer* r) override;
void draw(GameRenderer &r) override;
void handleEvent(const SDL_Event& event) override;
virtual void handlePlayerInput(const SDL_Event& event);

View File

@ -27,15 +27,16 @@ void LoadingState::handleEvent(const SDL_Event& e) {
State::handleEvent(e);
}
void LoadingState::draw(GameRenderer* r) {
static auto kLoadingString = GameStringUtil::fromString("Loading...", FONT_ARIAL);
void LoadingState::draw(GameRenderer& r) {
static auto kLoadingString =
GameStringUtil::fromString("Loading...", FONT_ARIAL);
// Display some manner of loading screen.
TextRenderer::TextInfo ti;
ti.text = kLoadingString;
auto size = r->getRenderer()->getViewport();
auto size = r.getRenderer().getViewport();
ti.size = 25.f;
ti.screenPosition = glm::vec2(50.f, size.y - ti.size - 50.f);
ti.font = FONT_PRICEDOWN;
ti.baseColour = glm::u8vec3(255);
r->text.renderText(ti);
r.text.renderText(ti);
}

View File

@ -16,7 +16,7 @@ public:
void tick(float dt) override;
void draw(GameRenderer* r) override;
void draw(GameRenderer& r) override;
bool shouldWorldUpdate() override;

View File

@ -29,10 +29,10 @@ void PauseState::tick(float dt) {
RW_UNUSED(dt);
}
void PauseState::draw(GameRenderer* r) {
void PauseState::draw(GameRenderer& r) {
MapRenderer::MapInfo map;
auto& vp = r->getRenderer()->getViewport();
auto& vp = r.getRenderer().getViewport();
map.worldSize = 4000.f;
map.clipToSize = false;

View File

@ -13,7 +13,7 @@ public:
void tick(float dt) override;
void draw(GameRenderer* r) override;
void draw(GameRenderer &r) override;
void handleEvent(const SDL_Event& event) override;
};

View File

@ -76,8 +76,8 @@ void ViewerWidget::drawModel(GameRenderer& r, ClumpPtr& model) {
viewDistance,
view, proj);
r.getRenderer()->useProgram(r.worldProg.get());
r.getRenderer()->setSceneParameters(
r.getRenderer().useProgram(r.worldProg.get());
r.getRenderer().setSceneParameters(
{proj, view, glm::vec4(0.15f), glm::vec4(0.7f), glm::vec4(1.f),
glm::vec4(0.f), 90.f, vc.frustum.far});
model->getFrame()->updateHierarchyTransform();
@ -85,7 +85,7 @@ void ViewerWidget::drawModel(GameRenderer& r, ClumpPtr& model) {
ObjectRenderer _renderer(world(), vc, 1.f);
RenderList renders;
_renderer.renderClump(model.get(), glm::mat4(1.0f), nullptr, renders);
r.getRenderer()->drawBatched(renders);
r.getRenderer().drawBatched(renders);
drawFrameWidget(model->getFrame().get());
r.renderPostProcess();
@ -98,8 +98,8 @@ void ViewerWidget::drawObject(GameRenderer &r, GameObject *object) {
viewDistance,
view, proj);
r.getRenderer()->useProgram(r.worldProg.get());
r.getRenderer()->setSceneParameters(
r.getRenderer().useProgram(r.worldProg.get());
r.getRenderer().setSceneParameters(
{proj, view, glm::vec4(0.15f), glm::vec4(0.7f), glm::vec4(1.f),
glm::vec4(0.f), 90.f, vc.frustum.far});
@ -111,7 +111,7 @@ void ViewerWidget::drawObject(GameRenderer &r, GameObject *object) {
const Renderer::RenderInstruction& b) {
return a.sortKey < b.sortKey;
});
r.getRenderer()->drawBatched(renders);
r.getRenderer().drawBatched(renders);
r.renderPostProcess();
}
@ -144,12 +144,12 @@ void ViewerWidget::paintGL() {
RW_CHECK(_renderer != nullptr, "GameRenderer is null");
auto& r = *_renderer;
r.getRenderer()->invalidate();
r.getRenderer().invalidate();
r.setViewport(width() * devicePixelRatio(), height() * devicePixelRatio());
glEnable(GL_DEPTH_TEST);
r.getRenderer()->invalidate();
r.getRenderer().invalidate();
r.setupRender();
switch (_viewMode) {
@ -187,7 +187,7 @@ void ViewerWidget::drawFrameWidget(ModelFrame* f, const glm::mat4& m) {
RW_CHECK(_renderer != nullptr, "GameRenderer is null");
if(_renderer != nullptr) {
_renderer->getRenderer()->drawArrays(thisM, _frameWidgetDraw, dp);
_renderer->getRenderer().drawArrays(thisM, _frameWidgetDraw, dp);
}
for (auto c : f->getChildren()) {