Files
XCEngine/engine/include/XCEngine/Components/MeshRendererComponent.h

55 lines
2.0 KiB
C++

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