#pragma once #include "../camera.h" #include "shader.h" #include "../renderable.h" #include "rendering_type.h" #include #include #include #include namespace simpleengine::gfx { class Mesh; class RenderingJob { public: RenderingType rendering_type; gfx::Mesh* rendering_mesh; glm::mat4 transform_mat; RenderingJob(RenderingType rendering_type, gfx::Mesh& mesh, glm::mat4 position); }; class Renderer : public simpleengine::Renderable { private: GLFWwindow* window; protected: public: std::queue transparent_render_queue; std::queue other_render_queue; gfx::Shader shader; std::shared_ptr camera; Renderer(GLFWwindow* window, gfx::Shader shader, std::shared_ptr camera); Renderer(GLFWwindow* window, GLuint shader_program, std::shared_ptr camera); void enable_debug(); virtual void sort_jobs(); virtual void queue_job(RenderingType rendering_type, gfx::Mesh& mesh, glm::mat4 position); virtual void queue_job(RenderingJob job); virtual void create_job_buffers(RenderingJob& job); virtual void initialize(); virtual void destroy() override; virtual void update(const float& delta_time) override; virtual void render() override; /** * @brief Renders a single job. * * @param job The job that will be rendered. * @return true if the job was rendered successfully. * @return false if there was an error when trying to render the job. */ virtual bool render_job(const RenderingJob& job); virtual void render_job_queue(std::queue& queue); virtual void render_job_queue(std::map>& queue); }; }