2022-09-22 02:52:06 +00:00
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#pragma once
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#include "shader.h"
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#include "../event/event.h"
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#include "vao.h"
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#include "vbo.h"
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#include "../vertex.h"
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#include "../renderable.h"
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#include "../transformable.h"
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#include "material.h"
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#include <optional>
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#include <vector>
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namespace simpleengine::gfx {
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/**
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* @brief A Mesh is a object that will be shown on the screen by a renderer.
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*
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*/
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class Mesh : public simpleengine::Event, public simpleengine::Transformable {
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public:
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std::optional<Material> material;
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std::vector<LitVertex> vertices;
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std::vector<GLuint> indicies;
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2022-09-23 04:44:07 +00:00
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bool are_buffers_created = false;
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2022-09-22 02:52:06 +00:00
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gfx::VBO ebo;
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gfx::VBO vbo;
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gfx::VAO vao;
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Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material);
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Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt);
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Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material, gfx::VBO ebo, gfx::VBO vbo, gfx::VAO vao);
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virtual void destroy() override;
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virtual void update(const float& delta_time) override;
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glm::vec3 compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3);
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/**
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* @brief Calculate the normals of the model.
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*
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* @note This **will** overwrite the existing normals.
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*
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*/
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void calculate_normals();
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};
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}
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