//assumes mesh renderer has already been newed off void SetDefaultTexturedMeshRenderer(MeshRenderer& meshRenderer){ meshRenderer.m_material->InitializeMaterial("Data/Shaders/basicSampler.vert", "Data/Shaders/basicSampler.frag"); meshRenderer.m_mesh->SetDrawMode(GL_QUADS); meshRenderer.BindVertexArray(); }
void SetDefaultMeshRenderer(MeshRenderer& meshRenderer){ //meshRenderer = MeshRenderer(); //meshRenderer.m_material = new Material(); meshRenderer.SetDefaultMaterial(); //meshRenderer.m_mesh = new Mesh(); meshRenderer.m_mesh->SetDrawMode(GL_QUADS); meshRenderer.BindVertexArray(); }
//assumes only common model file path MeshRenderer WarlockeryModelLoader::CreateNewMeshRendererFromWarlockeryModelFile(const std::string& fileName){ MeshRenderer meshRenderer = MeshRenderer(); meshRenderer.m_mesh = new Mesh(); meshRenderer.m_mesh->SetDrawMode(GL_TRIANGLES); LoadWarlockeryModelFileToMesh(fileName, meshRenderer.m_mesh, true); meshRenderer.m_material = new Material(); std::string modelShaderName = "ModelLighting"; SetCustomModelMaterial(meshRenderer.m_material, modelShaderName + ".vert", modelShaderName + ".frag"); LoadModelTexturesForWarlockeryModelFile(meshRenderer.m_material, fileName); meshRenderer.BindVertexArray(); return meshRenderer; }