umbra/projs/shadow/shadow-engine/shadow-renderer/inc/temp/model/Loader.h

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#pragma once
#include <string>
#include <vector>
#include "vlkx/render/Geometry.h"
namespace vlkxtemp {
struct Wavefront {
Wavefront(std::string_view path, size_t base);
Wavefront(const Wavefront&) = delete;
Wavefront& operator=(const Wavefront&) = delete;
std::vector<uint32_t> indices;
std::vector<Geo::VertexAll> vertices;
};
class ModelLoader {
public:
enum class TextureType {
Diffuse,
Specular,
Reflection,
Cubemap,
Count
};
struct TextureData {
TextureData(TextureData&&) noexcept = default;
TextureData& operator=(TextureData&&) noexcept = default;
std::string path;
TextureType type;
};
struct MeshData {
MeshData() = default;
MeshData(MeshData&&) noexcept = default;
MeshData& operator=(MeshData&&) noexcept = default;
std::vector<Geo::VertexAll> vertices;
std::vector<uint32_t> indices;
std::vector<TextureData> textures;
};
ModelLoader(const std::string& model, const std::string& textures);
ModelLoader(const ModelLoader&) = delete;
ModelLoader& operator=(const ModelLoader&) = delete;
const std::vector<MeshData>& getMeshes() const { return meshes; }
private:
std::vector<MeshData> meshes;
};
}