SimpleEngine/include/simpleengine/gfx/model.h

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#pragma once
#include "shader.h"
#include "../event/event.h"
#include "vao.h"
#include "vbo.h"
#include "../vertex.h"
#include "../renderable.h"
#include "../transformable.h"
#include "material.h"
#include <optional>
#include <vector>
namespace simpleengine::gfx {
/**
* @brief A Model is a object that will be shown on the screen by a renderer.
*
*/
class Model : public simpleengine::Event, public simpleengine::Transformable {
public:
std::optional<Material> material;
std::vector<LitVertex> vertices;
std::vector<GLuint> indicies;
// Buffer objects
gfx::VBO ebo;
gfx::VBO vbo;
gfx::VAO vao;
Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material);
Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt);
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Model(Material material, std::string filename);
Model(Material material, std::ifstream file_stream);
virtual void destroy() override;
virtual void update(const float& delta_time) override;
glm::vec3 compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3);
/**
* @brief Calculate the normals of the model.
*
* @note This **will** overwrite the existing normals.
*
*/
void calculate_normals();
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private:
void process_vertex(const std::vector<std::string>& vertex_data, const std::vector<glm::vec2>& in_textures,
const std::vector<glm::vec3>& in_normals, std::vector<GLuint>& out_indicies,
std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals);
};
}