Files
jak-project/game/graphics/opengl_renderer/OpenGLRenderer.h
T
water111 b2052016e2 [decomp] sky/time of day (#883)
* time of day

* goal code seems to work

* stars at wrong spot

* stars and sun work

* debugging clouds

* fix texture correction

* sky works

* cleanup, add profiler

* clean up

* final clean up

* offline tests

* missing include
2021-10-10 20:07:03 -04:00

47 lines
1.4 KiB
C++

#pragma once
#include <array>
#include <memory>
#include "game/graphics/dma/dma_chain_read.h"
#include "game/graphics/opengl_renderer/Shader.h"
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "game/graphics/opengl_renderer/Profiler.h"
struct RenderOptions {
int window_height_px = 0;
int window_width_px = 0;
bool draw_render_debug_window = false;
bool draw_profiler_window = false;
bool playing_from_dump = false;
bool save_screenshot = false;
std::string screenshot_path;
};
class OpenGLRenderer {
public:
OpenGLRenderer(std::shared_ptr<TexturePool> texture_pool);
void render(DmaFollower dma, const RenderOptions& settings);
void serialize(Serializer& ser);
private:
void setup_frame(int window_width_px, int window_height_px);
void draw_test_triangle();
void dispatch_buckets(DmaFollower dma, ScopedProfilerNode& prof);
void init_bucket_renderers();
void draw_renderer_selection_window();
void finish_screenshot(const std::string& output_name, int px, int py);
template <typename T, class... Args>
void init_bucket_renderer(const std::string& name, BucketId id, Args&&... args) {
m_bucket_renderers.at((int)id) = std::make_unique<T>(name, id, std::forward<Args>(args)...);
}
SharedRenderState m_render_state;
Profiler m_profiler;
std::array<std::unique_ptr<BucketRenderer>, (int)BucketId::MAX_BUCKETS> m_bucket_renderers;
};