2cae4e3fb2
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/RenderQueue.h # resources/Schema/Components.xsd # resources/Schema/Entities/QualityAssurance.xml # resources/Schema/Entities/RenderingWorld.xml # resources/Shaders/Sprite.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/Model.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
40 lines
1009 B
C++
40 lines
1009 B
C++
#ifndef Model_h__
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#define Model_h__
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#include "Rendering/RawModelCustom.h"
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#include "Util/CommonFunctions.h"
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//#include "Rendering/RawModelAssimp.h"
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#include "../OpenGL.h"
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#include "Core/AABB.h"
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class Model : public ThreadUnsafeResource
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{
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friend class ResourceManager;
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private:
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Model(std::string fileName);
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public:
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~Model();
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const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
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const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
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const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
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const AABB& Box() const { return m_Box; }
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bool IsSkinned() const { return m_RawModel->IsSkinned(); }
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GLuint VAO;
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GLuint ElementBuffer;
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RawModel* m_RawModel;
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private:
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AABB m_Box;
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GLuint VertexBuffer;
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GLuint NormalBuffer;
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GLuint TangentNormalsBuffer;
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GLuint BiTangentNormalsBuffer;
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GLuint TextureCoordBuffer;
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};
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#endif
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