SimpleEngine/include/simpleengine/gfx/model.h

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#pragma once
#include "shader.h"
#include "vao.h"
#include "vbo.h"
#include "../vertex.h"
#include "../renderable.h"
#include "../transformable.h"
#include <vector>
namespace simpleengine::gfx {
class Model : public simpleengine::Renderable, public simpleengine::Transformable {
public:
std::vector<LitVertex> vertices;
std::vector<GLuint> indicies;
gfx::VBO ebo;
gfx::VBO vbo;
gfx::VAO vao;
gfx::Shader shader;
Model(GLFWwindow* window, gfx::Shader shader, std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>());
Model(GLFWwindow* window, GLuint shader_program, std::vector<LitVertex> vertices,
std::vector<GLuint> indicies = std::vector<GLuint>());
protected:
virtual void setup_vertices();
public:
virtual void update(const float& delta_time) override;
virtual void render(GLFWwindow* target) override;
private:
glm::vec3 compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3);
public:
/**
* @brief Calculate the normals of the model.
*
* @note This **will** overwrite the existing normals.
*
*/
void calculate_normals();
};
}