2022-12-12 22:20:59 +08:00

41 lines
955 B
C++

#pragma once
#include <GLM/glm.hpp>
#include <GLM/ext/matrix_transform.hpp>
#include "model.h"
#include "shader.h"
class Renderable {
private:
Model* _model;
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);
Renderable(Model* model, glm::vec3 position);
public:
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);
inline glm::mat4 modelMatrix() const;
public:
void render(ShaderProgram shader);
};
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;
}