8 #include <entt/entity/registry.hpp> 22 MeshRenderer(
const std::string& t_MeshPath,
const std::string& t_MaterialPath);
44 template<
class Archive>
45 void save(Archive& t_Archive)
const;
47 template<
class Archive>
48 void load(Archive& t_Archive);
56 template<
class Archive>
63 cereal::make_nvp(
"MESH_NAME", modelPath),
64 cereal::make_nvp(
"MATERIAL_NAME", MaterialPath)
68 template<
class Archive>
71 std::string MeshPath =
"";
72 std::string MaterialPath =
"";
75 cereal::make_nvp(
"MESH_NAME", MeshPath),
76 cereal::make_nvp(
"MATERIAL_NAME", MaterialPath)
friend class Renderer
Definition: MeshRenderer.h:14
Material * m_Material
Pointer to the material that this mesh renderer uses.
Definition: MeshRenderer.h:32
void save(Archive &t_Archive) const
Serialization to an Archive.
Definition: MeshRenderer.h:57
void load(Archive &t_Archive)
Definition: MeshRenderer.h:69
Buffer * m_UniformBuffer
We need a uniform buffer per-swap chain image.
Definition: MeshRenderer.h:35
bool operator==(const MeshRenderer &other) const
Definition: MeshRenderer.cpp:44
void Release()
Definition: MeshRenderer.cpp:35
A model represents a 3D model (.obj files for now) with vertices and indecies.
Definition: Model.h:15
void LoadMaterialFromPath(const std::string t_MatPath)
Definition: MeshRenderer.cpp:61
A material represents what properties should be given to a set of shaders.
Definition: Material.h:25
Model * m_Model
Pointer to the actual model.
Definition: MeshRenderer.h:29
~MeshRenderer()
Definition: MeshRenderer.cpp:30
void LoadModelFromPath(const std::string t_MeshPath)
Definition: MeshRenderer.cpp:54
A Buffer represents a Vulkan buffer with a size, buffer pointer, and buffer memory.
Definition: Buffer.h:11
bool operator!=(const MeshRenderer &other) const
Definition: MeshRenderer.cpp:49
const std::string & GetGuidString() const
Get the human-readable string representation of this GUID.
Definition: Resource.h:37
VkDescriptorSet m_DescriptorSet
Definition: MeshRenderer.h:37
Definition: MeshRenderer.h:12