Example #1
0
void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) {
    if (!_isBlendShaped) {
        batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
        batch.setInputFormat((_drawMesh->getVertexFormat()));
        batch.setInputStream(0, _drawMesh->getVertexStream());
    } else {
        batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
        batch.setInputFormat((_drawMesh->getVertexFormat()));

        ModelPointer model = _model.lock();
        if (model) {
            batch.setInputBuffer(0, model->_blendedVertexBuffers[_meshIndex], 0, sizeof(glm::vec3));
            batch.setInputBuffer(1, model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
            batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
        } else {
            batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
            batch.setInputFormat((_drawMesh->getVertexFormat()));
            batch.setInputStream(0, _drawMesh->getVertexStream());
        }
    }

    if (_fadeState != FADE_COMPLETE) {
        batch._glColor4f(1.0f, 1.0f, 1.0f, computeFadeAlpha());
    } else if (!_hasColorAttrib) {
        batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    }
}
Example #2
0
void MeshPartPayload::bindMesh(gpu::Batch& batch) const {
    batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);

    batch.setInputFormat((_drawMesh->getVertexFormat()));

    batch.setInputStream(0, _drawMesh->getVertexStream());

    // TODO: Get rid of that extra call
    if (!_hasColorAttrib) {
        batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    }
}
Example #3
0
void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
    if (!_isBlendShaped) {
        batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);

        batch.setInputFormat((_drawMesh->getVertexFormat()));

        batch.setInputStream(0, _drawMesh->getVertexStream());
    } else {
        batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);

        batch.setInputFormat((_drawMesh->getVertexFormat()));

        batch.setInputBuffer(0, _model->_blendedVertexBuffers[_meshIndex], 0, sizeof(glm::vec3));
        batch.setInputBuffer(1, _model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
        batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
    }

    // TODO: Get rid of that extra call
    if (!_hasColorAttrib) {
        batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    }
}
Example #4
0
void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
    if (!_isBlendShaped) {
        batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);

        batch.setInputFormat((_drawMesh->getVertexFormat()));

        batch.setInputStream(0, _drawMesh->getVertexStream());
    } else {
        batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);

        batch.setInputFormat((_drawMesh->getVertexFormat()));

        batch.setInputBuffer(0, _model->_blendedVertexBuffers[_meshIndex], 0, sizeof(glm::vec3));
        batch.setInputBuffer(1, _model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
        batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
    }

    float fadeRatio = _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f;
    if (!_hasColorAttrib || fadeRatio < 1.0f) {
        batch._glColor4f(1.0f, 1.0f, 1.0f, fadeRatio);
    }
}