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Rendering System
CodeVR's Vulkan Renderer
The following is the start of some discussion on the Rendering System Pull Request #5.
CodeVR's renderer is modeled after a centralized graphics state store, which is laid out similarly to the GLTF specification.
The renderer is an API specific class that follows the AbstractRenderer trait, that takes a GraphicsState object, and creates API specific data structures from that state from its own handles, and renders the state using the graphics API of choice.
Multiple Actors, 1 Graphics State
There's a large number of actors in a scene, each writing to the engine's state. Each could queue a request to the scene graph to add or remove an actor, each could add a construct to the graphics state, or a physics construct to the physics world, etc.