70 lines
1.8 KiB
C++

#pragma once
#include <GLM/glm.hpp>
#include <GLM/ext/matrix_transform.hpp>
#include "model.h"
#include "illuminer.h"
#include "shader.h"
class Renderable {
public:
static Renderable empty() {
return Renderable();
}
private:
Renderable() {}
private:
Model* _model = nullptr;
ScopedLight* _light = nullptr;
glm::vec3 _position = glm::vec3(0.0f);
glm::mat4 _rotation = glm::mat4(1.0f);
glm::vec3 _scale = glm::vec3(1.0f);
glm::vec3 _lowerBoundVex;
glm::vec3 _upperBoundVex;
public:
Renderable(Model* model);
Renderable(Model* model, glm::vec3 position);
~Renderable();
public:
void setModel(Model* model);
void move(glm::vec3 deltaVec);
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);
ScopedLight transformedLight() const; // pass out the light object to scene manager to gather all light sources
ScopedLight* originalLight() const; // pass out the light object to scene manager to set light attributes
bool hasLight() const { return _light != nullptr; }
void makeLight(); // create a light source in the object
inline glm::mat4 modelMatrix() const;
inline glm::vec3 upperBoundVex()const;
inline glm::vec3 lowerBoundVex()const;
public:
void render(ShaderProgram shader);
void checkBoundary();
};
inline glm::mat4 Renderable::modelMatrix() const {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, _position);
model = _rotation * model;
model = glm::scale(model, _scale);
return model;
}
inline glm::vec3 Renderable::lowerBoundVex() const {
return _lowerBoundVex;
}
inline glm::vec3 Renderable::upperBoundVex() const {
return _upperBoundVex;
}