#ifndef EU07_RENDERCOMPONENTS_H
#define EU07_RENDERCOMPONENTS_H
#include "registry/FName.h"
#include "rendering/geometrybank.h"
namespace ECSComponent
{
///
/// Component for entities that can be rendered.
///
/// Currently empty
/// TODO: Add component members
///
struct MeshRenderer
{
gfx::geometry_handle meshHandle;
bool visible = true;
};
///
/// Component for entities that can cast shadows.
///
/// Currently empty
/// TODO: Add component members
///
struct SpotLight
{
glm::vec3 Color{ 1.0f, 1.0f, 1.0f };
float Intensity = 1.0f;
float Range = 25.0f;
float InnerAngle = 15.0f;
float OuterAngle = 25.0f;
bool CastShadows = false;
bool Enabled = true;
};
// TODO: AreaLight like blender
// TODO: SunLight for scene
struct ParticleEmitter
{
FName particleEffectPath = ("");
bool active = true;
};
struct Decal
{
FName decalTexturePath = ("");
float size = 1.0f;
bool active = true;
};
struct Billboard
{
FName texturePath = ("");
float size = 1.0f;
bool active = true;
};
struct Line {
glm::vec3 start{ 0.0f };
glm::vec3 end{ 1.0f, 0.0f, 0.0f };
glm::vec3 color{ 1.0f, 1.0f, 1.0f };
float thickness = 1.0f;
bool active = true;
};
///
/// Component for entities that can be rendered with LOD
///
struct LODController
{
double RangeMin;
double RangeMax;
};
} // namespace ECSComponent
#endif // EU07_RENDERCOMPONENTS_H