bb4592ed63
Changing the mechanic of the renderer to support pipelines. One scene could have multiple pipelines. The pipelines allow for one shader, one camera, and multiple batches.
41 lines
797 B
C++
41 lines
797 B
C++
#pragma once
|
|
|
|
#include <charcoal/Application.h>
|
|
#include <charcoal/Scene.h>
|
|
|
|
#include "MyBasicScene.h"
|
|
#include "MySimple2DScene.h"
|
|
#include "MySimple3DScene.h"
|
|
#include "MySimpleCubeScene.h"
|
|
#include "MyBuiltinCubeScene.h"
|
|
|
|
using namespace charcoal;
|
|
|
|
class MyApplication : public Application
|
|
{
|
|
public:
|
|
MyApplication(int width = -1, int height = -1);
|
|
|
|
protected:
|
|
void init() override;
|
|
|
|
void update(float delta_time, clock_t clock) override;
|
|
|
|
void prerender() override;
|
|
|
|
void render() override;
|
|
|
|
void close() override;
|
|
|
|
private:
|
|
void swap_scene(Scene* scene);
|
|
|
|
Scene* m_p_current_scene = nullptr;
|
|
MyBasicScene m_basic_scene;
|
|
MySimple2DScene m_simple_2d_scene;
|
|
MySimple3DScene m_simple_3d_scene;
|
|
MySimpleCubeScene m_simple_cube_scene;
|
|
MyBuiltinCubeScene m_builtin_basic_cube_scene;
|
|
};
|
|
|