#pragma once #include "Deer/Components.h" #include "DeerRender/Render/VertexArray.h" #include "DeerRender/Render/Shader.h" #define GLM_ENABLE_EXPERIMENTAL #include "glm/gtc/quaternion.hpp" #include "glm/glm.hpp" #include "glm/gtc/matrix_transform.hpp" #define MAX_TEXTURE_BINDINGS 4 namespace Deer { struct MeshRenderComponent { MeshRenderComponent() = default; MeshRenderComponent(const MeshRenderComponent&) = default; MeshRenderComponent(uint32_t _mesh, uint32_t _shader) : shaderAssetID(_shader), meshAssetID(_mesh) { } Ref shader; Ref vertexArray; uint32_t shaderAssetID = 0; uint32_t meshAssetID = 0; }; struct TextureBindingComponent { TextureBindingComponent() { for (int x = 0; x < MAX_TEXTURE_BINDINGS; x++) { textureAssetID[x] = 0; textureBindID[x] = 0; } } TextureBindingComponent(const TextureBindingComponent&) = default; uint32_t textureAssetID[MAX_TEXTURE_BINDINGS]; unsigned char textureBindID[MAX_TEXTURE_BINDINGS]; }; struct CameraComponent { CameraComponent() = default; CameraComponent(const CameraComponent&) = default; CameraComponent(float _fov, float _aspect, float _nearZ, float _farZ) : fov(_fov), aspect(_aspect), nearZ(_nearZ), farZ(_farZ) { } inline glm::mat4 getMatrix() const { return glm::perspective(fov, aspect, nearZ, farZ); } float fov = glm::radians(50.0f), aspect = 16 / 9, nearZ = 0.1f, farZ = 1000; }; }