Ejemplo n.º 1
0
void LegacyOpenGLRenderer::DrawModel(const Model& InModel)
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    
    if (InModel.GetTexture().GetTexture())
    {
        const Texture& tex = InModel.GetTexture();
        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, InModel.GetTexture().GetTexture());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glMatrixMode(GL_TEXTURE);
        glPushMatrix();
        const Vector3 &offset = tex.GetOffset(), &scale = tex.GetScale();
        const Rotation &rot = tex.GetRotation();
        glTranslatef(offset.x, offset.y, offset.z);
        glRotatef(rot.deg, rot.axis.x, rot.axis.y, rot.axis.z);
        glScalef(scale.x, scale.y, scale.z);
    }

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
        glVertexPointer(3, GL_FLOAT, 0, &(InModel.GetVertices()[0]));
        glNormalPointer(GL_FLOAT, 0, &(InModel.GetNormals()[0]));
        glTexCoordPointer(2, GL_FLOAT, 0, &(InModel.GetTexCoords()[0]));
        glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(InModel.GetVertices().size()) / 3);
        //glDrawElements(GL_TRIANGLES, Model.GetIndicies().size(), GL_UNSIGNED_INT, &(cube.GetIndicies()[0]));
    glPopMatrix();

    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    if (InModel.GetTexture().GetTexture())
    {
        glBindTexture(GL_TEXTURE_2D, NULL);
        glDisable(GL_TEXTURE_2D);
        glMatrixMode(GL_TEXTURE);
        glPopMatrix();
        glMatrixMode(GL_MODELVIEW);
    }
}