#pragma once /* #include "shader.h" #include "vao.h" #include "vbo.h" #include "../vertex.h" #include "../renderable.h" #include "../transformable.h" */ #include "ssbo.h" #include "shader.h" #include "model.h" #include "texture.h" #include #include namespace simpleengine::gfx { class TexturedModel : public simpleengine::gfx::Model { public: std::vector textures; TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector vertices, std::vector indicies = std::vector()); TexturedModel(GLFWwindow* window, GLuint shader_program, gfx::Texture texture, std::vector vertices, std::vector indicies = std::vector()); TexturedModel(GLFWwindow* window, gfx::Shader shader, std::vector textures, std::vector vertices, std::vector indicies = std::vector()); TexturedModel(GLFWwindow* window, GLuint shader_program, std::vector textures, std::vector vertices, std::vector indicies = std::vector()); virtual void update(const float& delta_time) override; virtual void render(GLFWwindow* target) override; }; }