Linloir c1d8d8ed42
[CORE][ADD] Renderable add API
- getters
  - position
  - rotation
  - scaleVal
- normal
  - disposeLight
2022-12-19 17:09:12 +08:00

69 lines
2.1 KiB
C++

#pragma once
#include <GLM/glm.hpp>
#include <GLM/ext/matrix_transform.hpp>
#include "model.h"
#include "illuminer.h"
#include "shader.h"
#include "boundary.h"
#include "hitrecord.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);
Boundary _boundary; // the renderable's boudary box, should be updated after a transformation is done
public:
Renderable(Model* model);
Renderable(Model* model, glm::vec3 position);
~Renderable();
public:
glm::vec3 position() const { return _position; }
glm::mat4 rotation() const { return _rotation; }
glm::vec3 scaleVal() const { return _scale; }
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
void disposeLight(); // remove the light source in the object
const Boundary& boundary() const { return _boundary; }
inline glm::mat4 modelMatrix() const;
public:
void updateBoundary(); // update the boundary of the renderable after a transformation is done
HitRecord hit(const Ray& ray) const; // test the hit record of an input array
void render(ShaderProgram shader);
};
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;
}