engine/include/components/mesh_renderer.hpp

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#pragma once
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#include "export.h"
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#include "component.hpp"
#include "resources/shader.hpp"
#include "resources/mesh.hpp"
#include "resources/texture.hpp"
#include <vector>
#include <string>
#include <memory>
namespace components {
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class ENGINE_API Renderer : public Component {
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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;
};
}