ThreeLab/Engine/Components/ModelComponent.h
2025-04-01 17:28:45 -05:00

64 lines
1.4 KiB
C++

#ifndef MODEL_COMPONENT_H
#define MODEL_COMPONENT_H
#include <glm/glm.hpp>
#include <string>
#include <vector>
#include <GL/glew.h>
// Structure representing a single vertex.
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
glm::vec3 Tangent;
};
// Structure representing a sub-mesh (a group of faces sharing the same material)
struct SubMesh {
std::vector<Vertex> vertices;
std::vector<GLuint> indices;
glm::vec3 diffuseColor;
glm::vec3 specularColor;
float shininess;
GLuint diffuseTexture;
GLuint VAO, VBO, EBO;
SubMesh()
: diffuseColor(1.0f,1.0f,1.0f),
specularColor(1.0f,1.0f,1.0f),
shininess(32.0f),
diffuseTexture(0),
VAO(0), VBO(0), EBO(0)
{}
};
class ModelComponent {
public:
ModelComponent();
~ModelComponent();
// Base model path.
std::string modelPath;
// Submeshes
std::vector<SubMesh> meshes;
// Functions.
bool LoadModel(const std::string &filepath);
void Draw();
// Texture loading.
bool LoadDiffuseTexture(const std::string &filepath, GLuint &textureID);
bool LoadNormalTexture(const std::string &filepath);
// Setup mesh for a submesh.
void SetupMesh(SubMesh &mesh);
// (Optional) Global material properties if needed.
glm::vec3 diffuseColor;
glm::vec3 specularColor;
float shininess;
};
#endif // MODEL_COMPONENT_H