improved model loading and added model component
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@@ -2,9 +2,8 @@
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#define RENDERER3D_HPP
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#include "open_engine/renderer/editor_camera.hpp"
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#include "open_engine/renderer/vertex_array.hpp"
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#include "open_engine/renderer/buffer.hpp"
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#include "open_engine/scene/scene_camera.hpp"
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#include "open_engine/renderer/model3d.hpp"
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#include <cstdint>
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namespace OpenEngine {
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@@ -18,40 +17,12 @@ namespace OpenEngine {
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Cube
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};
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struct MeshVertex
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{
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glm::vec3 position;
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glm::vec4 color;
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glm::vec3 normal;
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glm::vec2 text_coords;
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uint32_t id = -1;
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};
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struct Material
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{
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glm::vec4 albedo = { 1.0f, 1.0f, 1.0f, 1.0f };
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float roughness = 1.0f;
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float metallic = 1.0f;
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float ambient_strength = 1.0f;
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float specular_strength = 1.0f;
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};
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struct Mesh
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{
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Ref<VertexArray> vertex_array;
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Ref<VertexBuffer> vertex_buffer;
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Ref<IndexBuffer> index_buffer;
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// TODO: Make them a ptr or something
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std::vector<MeshVertex> vertices;
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std::vector<uint32_t> indices;
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};
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Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices,
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const std::vector<uint32_t>& indices,
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uint32_t id);
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const std::vector<uint32_t>& indices);
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void PopulateMesh(Mesh& mesh);
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Ref<Mesh> CreateCube(uint32_t id = -1);
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Ref<Mesh> CreateQuad(uint32_t id = -1, bool back_face = false);
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// ==================================================
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class Renderer3D
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@@ -66,6 +37,12 @@ namespace OpenEngine {
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static void DrawMesh(const Ref<Mesh>& mesh, Material& material,
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const glm::mat4& transform);
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static void DrawMesh(const Ref<Mesh>& mesh, Material& material,
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const glm::mat4& transform,
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uint32_t entity_id);
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static void DrawModel(const Ref<Model3D>& model,
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const glm::mat4& transform,
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uint32_t entity_id);
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};
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}
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