Add renderer phase A textured scene path
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52
engine/include/XCEngine/Components/MeshRendererComponent.h
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52
engine/include/XCEngine/Components/MeshRendererComponent.h
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#pragma once
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#include <XCEngine/Components/Component.h>
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <cstdint>
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#include <string>
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#include <vector>
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namespace XCEngine {
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namespace Components {
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class MeshRendererComponent : public Component {
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public:
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std::string GetName() const override { return "MeshRenderer"; }
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size_t GetMaterialCount() const { return m_materials.size(); }
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Resources::Material* GetMaterial(size_t index) const;
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const Resources::ResourceHandle<Resources::Material>& GetMaterialHandle(size_t index) const;
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const std::vector<std::string>& GetMaterialPaths() const { return m_materialPaths; }
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void SetMaterial(size_t index, const Resources::ResourceHandle<Resources::Material>& material);
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void SetMaterial(size_t index, Resources::Material* material);
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void SetMaterials(const std::vector<Resources::ResourceHandle<Resources::Material>>& materials);
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void ClearMaterials();
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bool GetCastShadows() const { return m_castShadows; }
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void SetCastShadows(bool value) { m_castShadows = value; }
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bool GetReceiveShadows() const { return m_receiveShadows; }
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void SetReceiveShadows(bool value) { m_receiveShadows = value; }
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uint32_t GetRenderLayer() const { return m_renderLayer; }
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void SetRenderLayer(uint32_t value) { m_renderLayer = value; }
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void Serialize(std::ostream& os) const override;
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void Deserialize(std::istream& is) override;
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private:
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void EnsureMaterialSlot(size_t index);
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static std::string MaterialPathFromHandle(const Resources::ResourceHandle<Resources::Material>& material);
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std::vector<Resources::ResourceHandle<Resources::Material>> m_materials;
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std::vector<std::string> m_materialPaths;
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bool m_castShadows = true;
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bool m_receiveShadows = true;
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uint32_t m_renderLayer = 0;
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};
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} // namespace Components
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} // namespace XCEngine
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