OO architecture for rendering in shader based games

ぃ、小莉子 提交于 2019-12-03 02:41:31

Use a two stages approach: First loop through all entities, but instead of drawing let them insert references to themself into a (the) drawing batch list. Then sort the list by OpenGL state and shader use; after sorting insert state changer objects at every state transistion.

Finally iterate through the list executing the drawing routine of each object referenced in the list.

This is not an easy question to answer, since there are many ways to deal with the problem. A good idea is to look into some Game/Rendering engines and see how this is handled there. A good starting point would be Ogre, since its well documented and open source.

As far as I know, it separates the vertex data from the material components (shaders) through the built-in material scripts. The renderer itself knows what mesh is to be drawn in what order and with what shader (and its passes).

I know this answer is a bit vague, but I hope I could give you a useful hint.

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