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renderer.hpp
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renderer.hpp
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// Copyright 2018 Pavlo
#ifndef CV_GL_RENDERER_H_
#define CV_GL_RENDERER_H_
#include "cv_gl/camera.h"
#include "cv_gl/dobject.hpp"
class Renderer {
public:
Renderer(const std::shared_ptr<Camera> camera) : camera_(camera) {};
void Draw(const DObject& object, const bool transparency = false) {
// Get All Objects
if (!transparency) {
object.Draw(camera_->GetViewMatrix(), camera_->GetProjMatrix());
return;
}
// std::cout << "Renderer::Draw with transparency" << std::endl;
// Collect all Drawables
std::shared_ptr<std::vector<DrawableElement> > d_elements = std::make_shared<std::vector<DrawableElement> >();
object.Draw(camera_->GetViewMatrix(), camera_->GetProjMatrix(), glm::mat4(1.0f), nullptr, d_elements);
// std::cout << "d_elements.size() = " << d_elements->size() << " to draw!" << std::endl;;
// Sort em by transparency and distant:
std::sort(d_elements->begin(), d_elements->end(), [](DrawableElement& a, DrawableElement& b) -> bool {
bool at = a.mesh->material.IsTransparent();
bool bt = b.mesh->material.IsTransparent();
return at == bt ? a.depth < b.depth : at < bt;
});
// Draw all elements
for (auto& de : (*d_elements)) {
int det = de.mesh->material.IsTransparent();
// std::cout << "de.depth = " << de.depth << ", t = " << det << std::endl;
de.shader->Use();
de.shader->SetMatrix4fv("view", glm::value_ptr(de.view));
de.shader->SetMatrix4fv("projection", glm::value_ptr(de.projection));
de.shader->SetMatrix4fv("model", glm::value_ptr(de.model));
de.mesh->Draw(de.shader);
}
};
void Draw(const DObject* object_ptr, const bool transparency = false) {
if (object_ptr) {
Draw((*object_ptr), transparency);
}
};
void Draw(const std::shared_ptr<DObject>& object_ptr, const bool transparency = false) {
if (object_ptr) {
Draw((*object_ptr), transparency);
}
};
private:
std::shared_ptr<Camera> camera_;
};
#endif // CV_GL_RENDERER_H_