Implement renderable class

This commit is contained in:
Linloir 2022-12-12 21:29:45 +08:00
parent 04ad073263
commit d57a1514ee
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GPG Key ID: 58EEB209A0F2C366
2 changed files with 52 additions and 6 deletions

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@ -1 +1,45 @@
#pragma once
#include <GLM/ext/matrix_transform.hpp>
#include "renderable.h"
Renderable::Renderable(Model* model) : _model(model) {}
Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {}
void Renderable::move(glm::vec3 deltaVec) {
_position += deltaVec;
}
void Renderable::setPosition(glm::vec3 position) {
_position = position;
}
void Renderable::rotate(glm::vec3 axis, float deltaAngle) {
_rotation = glm::rotate(_rotation, deltaAngle, axis);
}
void Renderable::setRotation(glm::vec3 axis, float angle) {
_rotation = glm::rotate(glm::mat4(1.0f), angle, axis);
}
void Renderable::scale(float deltaScale) {
_scale += deltaScale;
}
void Renderable::setScale(float scale) {
_scale = glm::vec3(scale);
}
inline glm::mat4 Renderable::modelMatrix() const {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, _position);
model = model * _rotation;
model = glm::scale(model, _scale);
return model;
}
void Renderable::render(ShaderProgram shader) {
_model->render(shader);
}

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@ -8,9 +8,9 @@
class Renderable {
private:
Model* _model;
glm::vec3 _position;
glm::mat4 _rotation;
glm::vec3 _scale;
glm::vec3 _position = glm::vec3(0.0f);
glm::mat4 _rotation = glm::mat4(1.0f);
glm::vec3 _scale = glm::vec3(1.0f);
public:
Renderable(Model* model);
@ -18,12 +18,14 @@ public:
public:
void move(glm::vec3 deltaVec);
void setPosition(glm::vec3 deltaVec);
void rotate(glm::vec3 axis, float angleRad);
void setRotation(glm::vec3 axis, float angleRad);
void setPosition(glm::vec3 position);
void rotate(glm::vec3 axis, float deltaAngle);
void setRotation(glm::vec3 axis, float angle);
void scale(float deltaScale);
void setScale(float scale);
inline glm::mat4 modelMatrix() const;
public:
void render(ShaderProgram shader);
};