47 lines
1.3 KiB
C++
Executable File

#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) { }
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;
};
}