2022-09-02 11:06:59 +00:00
|
|
|
#pragma once
|
|
|
|
|
2022-09-02 23:02:09 +00:00
|
|
|
#include "export.h"
|
|
|
|
|
2022-09-02 11:06:59 +00:00
|
|
|
#include "component.hpp"
|
|
|
|
|
|
|
|
#include "resources/shader.hpp"
|
|
|
|
#include "resources/mesh.hpp"
|
|
|
|
#include "resources/texture.hpp"
|
|
|
|
|
|
|
|
#include <vector>
|
|
|
|
#include <string>
|
|
|
|
#include <memory>
|
|
|
|
|
|
|
|
namespace components {
|
|
|
|
|
2022-09-02 23:02:09 +00:00
|
|
|
class DECLSPEC Renderer : public Component {
|
2022-09-02 11:06:59 +00:00
|
|
|
|
|
|
|
public:
|
|
|
|
Renderer(Object*);
|
|
|
|
~Renderer() override;
|
|
|
|
|
|
|
|
// called every frame, do not call manually
|
|
|
|
void render(glm::mat4 transform);
|
|
|
|
|
|
|
|
void setMesh(const std::string& name);
|
|
|
|
void setTexture(const std::string& name);
|
|
|
|
|
|
|
|
std::shared_ptr<resources::Mesh> m_mesh = nullptr;
|
|
|
|
std::shared_ptr<resources::Texture> m_texture;
|
|
|
|
|
|
|
|
glm::vec3 m_color = { 1.0f, 1.0f, 1.0f };
|
|
|
|
glm::vec3 m_emission = { 0.0f, 0.0f, 0.0f };
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
std::shared_ptr<resources::Shader> m_shader;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
}
|