Ejemplo n.º 1
0
//Render the game
GAME_DLL GAME_RENDER(Game_Render)
{
	clock_t startRender = clock();
	CalculateLookAtViewMatrix(&Cam, vec3(0, 0, -1), vec3(0, 1, 0));
	CalculateModelMatrix(&transform);
	
	//Activate the shader
	shader.Activate();
	glUniformMatrix4fv(glGetUniformLocation(shader.GetProgram(), "modelMatrix"), 1, false, CalculateMVP(&transform, &Cam).GetElemets());
	GLenum error = glGetError();
	//Draw the mesh
	DrawMesh(&test);
	error = glGetError();
	clock_t endReender = clock();
	computetime(startRender, endReender);
}
Ejemplo n.º 2
0
void OGL2_Renderer::DrawWorld()
{
	if( !Game || Game->level.gameState == GS_DEAD )
		return;

	CEntity *ent;
	for( unsigned int i = 0; i < Game->GetEntityArray().size(); i++ )
	{
		ent = Game->GetEntityArray()[i];
		if( ent->p_Model == NULL )
			continue;

		CalculateModelMatrix( ModelMatrix, ent->m_Origin, ent->m_Angles, ent->m_Scale );
		p_MainShader->SendMatrix4( p_MainShader->GetCoreUniform(2), ModelMatrix );
		ent->p_Model->Render();
	}
}