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#pragma once
#include "rhi.h"
#include "scene/scene_types.h"
#include <glm/glm.hpp>
#include <vector>
namespace Donut
{
struct CameraView
{
glm::mat4 view;
glm::mat4 projection;
glm::vec3 position;
int fb_width = 1;
int fb_height = 1;
};
class SceneRenderer
{
public:
auto init(RHI::Device& device) -> bool;
auto render(RHI::CommandList& cmd, const CameraView& cam,
const std::vector<SceneObject>& objects, int selected,
RHI::Texture* cubemap) -> void;
private:
static constexpr int MAX_OBJECTS = 64;
RHI::Device* m_device = nullptr;
Ref<RHI::Pipeline> m_grid_pipeline;
Ref<RHI::Buffer> m_grid_vb;
Ref<RHI::Buffer> m_grid_ubo;
int m_grid_vertex_count = 0;
Ref<RHI::Pipeline> m_sphere_pipeline;
Ref<RHI::Buffer> m_sphere_vb;
Ref<RHI::Buffer> m_sphere_ib;
int m_sphere_index_count = 0;
std::vector<Ref<RHI::Buffer>> m_sphere_ubos;
Ref<RHI::Pipeline> m_skybox_pipeline;
Ref<RHI::Buffer> m_skybox_vb;
Ref<RHI::Buffer> m_skybox_ubo;
};
}
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