2026-02-18 17:00:04 +03:00

101 lines
2.4 KiB
C++

module;
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
export module Render;
import utils;
import views;
import AssetData;
import std;
export namespace ee_engine
{
struct ShaderRefs
{
ee_assets::AssetShader *vertProvinces;
ee_assets::AssetShader *fragProvinces;
};
struct CameraTransform
{
glm::vec2 position {0.0f, 0.0f};
float zoom = 1.0f;
};
struct MeshTransform
{
glm::vec2 position {0.0f, 0.0f};
glm::vec2 scale {1.0f, 1.0f};
float rotation;
};
struct RendererCommand : public ee_utils::WorkerCommand
{
enum Type : std::uint8_t
{
NONE,
UPDATE_REGION,
COMPLETED
};
struct RegionPayload { std::uint32_t id; ProvinceSSBO data; };
union {
RegionPayload region;
};
};
class IRenderer : public ee_utils::Worker<RendererCommand, RendererCommand::COMPLETED>
{
public:
virtual ~IRenderer();
constexpr bool isReady() const noexcept {return _isReady;}
void RegisterMaterials(const ShaderRefs &shaders);
void RegisterMapMesh(MapMesh *mapMesh);
virtual void Init() = 0;
virtual void Shutdown() = 0;
void Draw();
virtual void ResizeWindow(int width, int height);
void SetCamera(const CameraTransform &camera);
constexpr CameraTransform getCamera() const noexcept {return camera;};
glm::vec2 ScreenToWorld(const float screenx, const float screenY);
glm::vec2 ScreenToWorld(const glm::vec2 &screenPos);
protected:
bool _isReady;
int screenWidth, screenHeight;
float screenAspect;
CameraTransform camera;
glm::mat4 viewProjection;
glm::mat4 viewProjectionInversed;
GLFWwindow *window;
MapMesh *mapMesh;
ShaderRefs shaders;
struct RegionIndecies {std::size_t startIndex; std::size_t provincesCount;};
std::unordered_map<std::uint32_t /*id*/, RegionIndecies> regionsMapping;
explicit IRenderer(GLFWwindow *window);
virtual void Clear() = 0;
virtual void DrawMap() = 0;
virtual void DrawUI() = 0;
virtual void ApplyCamera() = 0;
virtual void UpdateProvinces(const std::size_t index, const std::vector<ee_engine::ProvinceSSBO> &data) = 0;
private:
void UpdateRegionCmd(RendererCommand &command);
};
}