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#ifndef _OBJECT_H
#define _OBJECT_H
#include "model.h"
#include "effect.h"
namespace Mauri
{
enum ObjectAlignment
{
CENTER = 0
};
enum BlendMode
{
TRANSLUCENT = 0,
NORMAL
};
class Object
{
public:
Object() = default;
~Object();
u32 id;
std::string name;
bool visible;
std::vector<u32> deps;
bool fullscreen = false;
bool passthrough = false;
vec3 angles;
vec2 size;
vec3 scale;
vec3 origin;
vec3 color;
f32 alpha;
s32 color_blend_mode;
vec4 color4;
mat4x4 model_model;
mat4x4 combine_model;
RenderObject *model_object = nullptr;
RenderObject *combine_object = nullptr;
static auto parse(Parser &pr, const json &root) -> Object *;
auto get_target_buffer() const -> const std::string &;
auto get_texture_buffer() const -> const std::string &;
auto swap_buffers() -> void { buffer_switch = !buffer_switch; }
bool loaded = false;
bool loaded_as_dep = false;
Model *model = nullptr;
std::vector<Effect *> effects;
std::vector<RenderPass *> passes;
auto load(Engine *engine) -> void;
auto create_objects(Engine *engine, Texture *texture) -> void;
auto draw(Engine *engine) -> void;
private:
bool buffer_switch;
std::string buffer_a;
std::string buffer_b;
auto draw_internal(Engine *engine) -> void;
};
} // namespace Mauri
#endif // _OBJECT_H
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