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Model.h
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120 lines (94 loc) · 1.93 KB
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#pragma once
#include"Mesh.h"
#include"Texture.h"
#include"Shader.h"
#include"Material.h"
#include "Projectiles.h"
class Model
{
private:
Material * material;
Texture* overrideTextureDiffuse;
Texture* overrideTextureSpecular;
std::vector<Mesh*> meshes;
glm::vec3 position;
bool projectile;
vector<glm::vec3> constMovement;
void updateUniforms()
{
}
public:
Model(
glm::vec3 position,
Material* material,
Texture* orTexDif,
Texture* orTexSpec,
std::vector<Mesh*>& meshes
)
{
this->position = position;
this->material = material;
this->overrideTextureDiffuse = orTexDif;
this->overrideTextureSpecular = orTexSpec;
this->projectile = false;
for (auto* i : meshes)
{
this->meshes.push_back(new Mesh(*i));
}
for (auto& m: this->meshes)
{
m->move(this->position);
//i->setOrigin(this->position);
}
}
~Model()
{
for (auto*& i : this->meshes)
delete i;
}
void setProjectile() {
this->projectile = true;
}
void setMovement(glm::vec3 direction) {
this->constMovement.push_back(direction);
}
vector<Mesh*>* getMeshes() {
return &this->meshes;
}
//Functions
void rotate(const glm::vec3 rotation)
{
for (auto& i : this->meshes)
i->rotate(rotation);
}
void update()
{
}
void render(Shader* shader)
{
//Update the uniforms
this->updateUniforms();
//Update uniforms
this->material->sendToShader(*shader);
//Use a program
shader->use();
//Activate texture
this->overrideTextureDiffuse->bind(0);
this->overrideTextureSpecular->bind(1);
//Draw
int i = 0;
glm::vec3 meshPos;
for (auto& m : this->meshes) {
if (this->projectile && i < constMovement.size()) {
meshPos = m->getPosition();
m->move(constMovement[i++]);
if (meshPos.x > 10.f || meshPos.x < -10.f ||
meshPos.y > 10.f || meshPos.y < -10.f ||
meshPos.z > 10.f || meshPos.z < -10.f) {
constMovement[i - 1] = glm::vec3(0.f);
}
}
m->render(shader);
}
}
};