/*############################################################################## ## Author: Shaun Reed ## ## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ## ## About: Object class for storing object data ## ## ## ## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ## ##############################################################################*/ #ifndef QTK_OBJECT_H #define QTK_OBJECT_H #include #include #include #include #include #include #include namespace Qtk { class QTKAPI Object : public QObject { Q_OBJECT public: friend MeshRenderer; // Initialize an object with no shape data assigned explicit Object(const char * name) : mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mBound(false) {} // Initialize an object with shape data assigned Object(const char * name, const ShapeBase & shape) : mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mShape(shape), mBound(false) {} ~Object() override = default; inline const Colors & getColors() { return mShape.mColors; } inline const Indices & getIndexData() { return mShape.mIndices; } inline const Normals & getNormals() { return mShape.mNormals; } [[nodiscard]] inline const Shape & getShape() const { return mShape; } inline const TexCoords & getTexCoords() { return mShape.mTexCoords; } inline Texture & getTexture() { return mTexture; } inline const Vertices & getVertices() { return mShape.mVertices; } virtual inline void setColors(const Colors & value) { mShape.mColors = value; } virtual inline void setIndices(const Indices & value) { mShape.mIndices = value; } virtual inline void setNormals(const Normals & value) { mShape.mNormals = value; } virtual inline void setShape(const Shape & value) { mShape = value; } virtual inline void setTexCoords(const TexCoords & value) { mShape.mTexCoords = value; } virtual inline void setTexture( const char * path, bool flipX = false, bool flipY = false) { mTexture.setTexture(path, flipX, flipY); } virtual inline void setCubeMap(const char * path) { mTexture.setCubeMap(path); } virtual inline void setTexture(const Texture & t) { mTexture.setTexture(t.getPath()); } virtual inline void setVertices(const Vertices & value) { mShape.mVertices = value; } virtual inline void bindShaders() { mBound = true; mProgram.bind(); } virtual inline void releaseShaders() { mBound = false; mProgram.release(); } QOpenGLBuffer mVBO, mNBO; QOpenGLVertexArrayObject mVAO; Transform3D mTransform; Shape mShape; Texture mTexture; const char * mName; bool mBound; private: virtual inline void setTexture(QOpenGLTexture * value) { mTexture.setTexture(value); } QOpenGLShaderProgram mProgram; }; } // namespace Qtk #endif // QTK_OBJECT_H