#pragma once #include "assetFactory/asset.h" #include "gfx/gl/instanceVertices.h" #include "gfx/models/mesh.h" #include "gfx/renderable.h" #include <array> #include <memory> #include <string> class SceneShader; class ShadowMapper; class Texture; class Location; class RailVehicleClass : public Renderable, public Asset { public: void render(const SceneShader & shader) const override; void shadows(const ShadowMapper & shadowMapper) const override; struct LocationVertex { glm::mat4 body, front, back; }; std::array<Mesh::Ptr, 2> bogies; Mesh::Ptr bodyMesh; std::shared_ptr<Texture> texture; float wheelBase; float length; float maxSpeed; mutable InstanceVertices<LocationVertex> instances; using Instance = decltype(instances)::InstanceProxy; protected: friend Persistence::SelectionPtrBase<std::shared_ptr<RailVehicleClass>>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; private: glVertexArray instanceVAO; std::array<glVertexArray, 2> instancesBogiesVAO; }; using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>;