TombEngine/TR5Main/Renderer/RenderView/RenderView.h
Nils Gaitzsch d6f4239dae Refactored Updating Constant Buffers
Half Lambertian Lighting
2020-07-01 21:13:07 +02:00

43 lines
1.5 KiB
C++

#pragma once
#include <vector>
#include <d3d11.h>
#include <SimpleMath.h>
#include "camera.h"
#include "Frustum.h"
#include "ConstantBuffers/CameraMatrixBuffer.h"
namespace T5M::Renderer {
struct RendererStatic;
struct RendererItem;
struct RendererLight;
struct RendererEffect;
struct RendererRoom;
using DirectX::SimpleMath::Vector3;
using DirectX::SimpleMath::Vector2;
using DirectX::SimpleMath::Matrix;
struct RenderViewCamera {
Matrix ViewProjection;
Matrix View;
Matrix Projection;
Vector3 WorldPosition;
Vector3 WorldDirection;
Vector2 ViewSize;
Vector2 InvViewSize;
int RoomNumber;
Frustum frustum;
RenderViewCamera(CAMERA_INFO* cam, float roll, float fov, float n, float f, int w, int h);
RenderViewCamera(const Vector3& pos, const Vector3& dir,const Vector3& up, int room,int width, int height,float fov,float n, float f);
};
struct RenderView {
RenderViewCamera camera;
D3D11_VIEWPORT viewport;
std::vector<RendererRoom*> roomsToDraw;
std::vector<RendererStatic*> staticsToDraw;
std::vector<RendererEffect*> effectsToDraw;
std::vector<RendererItem*> itemsToDraw;
std::vector<RendererLight*> lightsToDraw;
RenderView(CAMERA_INFO* cam, float roll, float fov, float nearPlane, float farPlane, int w, int h);
RenderView(const Vector3& pos, const Vector3& dir, const Vector3& up, int w, int h, int room, float nearPlane, float farPlane, float fov);
void fillConstantBuffer(CCameraMatrixBuffer& bufferToFill);
void clear();
};
}