104 lines
2.3 KiB
C++
Executable File

#pragma once
#include "Deer/Components.h"
#include "DeerRender/Mesh.h"
#include "DeerRender/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 MeshComponent {
MeshComponent() { clear(); }
MeshComponent(uint16_t _meshId) : meshId(_meshId), active(true) { }
MeshComponent(const MeshComponent&) = default;
inline void setMesh(uint16_t _meshId) {
meshId = _meshId;
}
inline void clear() {
meshId = 0;
}
inline VertexArray& getMesh() {
return MeshManager::getModel(meshId);
}
inline const Path& getMeshName() {
return MeshManager::getModelName(meshId);
}
inline bool hasMesh() {
return meshId != 0;
}
inline bool isActive() {
return active;
}
inline bool setActive(bool value) {
return active = value;
}
private:
uint16_t meshId;
bool active = true;
};
struct ShaderComponent {
ShaderComponent() { clear(); }
ShaderComponent(uint16_t _shaderId) : shaderId(_shaderId) { }
ShaderComponent(const ShaderComponent&) = default;
inline void setShader(uint16_t _shaderId) {
shaderId = _shaderId;
}
inline Shader& getShader() {
return ShaderManager::getShader(shaderId);
}
inline const Path& getName() {
return ShaderManager::getShaderName(shaderId);
}
inline bool hasShader() {
return shaderId != 0;
}
inline void clear() {
shaderId = 0;
}
private:
uint16_t shaderId;
};
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;
};
}