text: // MIT License
  // 
  // Copyright (c) 2020 Jean-Louis Haywood
  // 
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  // 
  // The above copyright notice and this permission notice shall be included in all
  // copies or substantial portions of the Software.
  // 
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  // SOFTWARE.
  
  #pragma once
  
  #include "component.hpp"
  #include <application/scene/assets/image.hpp>
  #include <application/scene/assets/shader.hpp>
  #include <memory>
  #include <glm/glm.hpp>
  
  namespace Omnia
  {
  	enum class CullMode
  	{
  		NONE,
  		BACK,
  		FRONT,
  		FRONT_AND_BACK
  	};
  
  	class RenderableComponent : public Component
  	{
  	public:
  		void setDimensions(float width, float height);
  		void setDimensions(float width, float height, float depth);
  		void addShader(std::shared_ptr<Shader> shader);
  		void setAlpha(uint8_t value);
  		void setToNoFaceCulling();
  		void setToFrontFaceCulling();
  		void setToBackFaceCulling();
  		void setToFrontAndBackFaceCulling();
  		uint8_t getAlpha();
  		float getAlphaInPercentage();
  		bool isNoFaceCulling();
  		bool isFrontFaceCulling();
  		bool isBackFaceCulling();
  		bool isFrontAndBackFaceCulling();
  		void hide();
  		void show();
  		CullMode getCullMode();
  		std::shared_ptr<Image> getImage();
  		std::vector<std::shared_ptr<Shader>> getShaders();
  		glm::vec3 getDimensions();
  		bool isRenderable() override;
  	protected:
  		glm::vec3 dimensions;
  		uint8_t alpha = 255;
  		CullMode cullMode = CullMode::NONE;
  		std::shared_ptr<Image> image;
  		std::vector<std::shared_ptr<Shader>> shaders;
  	private:
  	};
  }