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YoggieEngine/BarinkEngine/src/Scene/Components.h

46 lines
789 B
C++

#pragma once
#include <glm/glm.hpp>
#include "../Graphics/Primitives/Shader.h"
#include "../Graphics/Primitives/Mesh.h"
namespace BarinkEngine {
struct IdentifierComponent {
std::string name;
};
struct TransformComponent {
glm::mat4 transform = glm::mat4(1.0f);
};
struct LightComponent {
float Strength = 1.0f;
glm::vec3 Color = glm::vec3(1.0f, 1.0f, 1.0f);
};
struct CameraComponent {
glm::mat4 view;
};
struct Render3DComponent {
unsigned int VAO = 0;
unsigned int IBO = 0;
Mesh mesh;
// TODO: becomes a material
glm::vec3 color;
Shader shader;
Render3DComponent()
: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs")),
color(glm::vec3(1.0f, 0.0f, 0.0f))
{
}
};
struct Render2DComponent {
glm::vec3 Colour;
};
};