void ModelEntity::renderNode(const Node& node, const InstanceNode& instanceNode, float time, int32_t animStackIndex, int32_t animLayerIndex) const
{
	enum RenderFilter renderFilter = Entity::getRenderFilter();
	bool finalTransparent = (instanceNode.isTransparentActive() && instanceNode.isTransparent()) || (!instanceNode.isTransparentActive() && node.isTransparent());
	bool renderMesh = (renderFilter == RENDER_ALL) || (finalTransparent && renderFilter == RENDER_TRANSPARENT) || (!finalTransparent && renderFilter == RENDER_OPAQUE);

	if (isDebug())
	{
		if (node.getCamera().get())
		{
			node.getCamera()->debugDraw(instanceNode.getPosition(), instanceNode.getRotation(), true);
		}

		if (node.getLight().get())
		{
			node.getLight()->debugDraw(instanceNode.getPosition(), instanceNode.getRotation());
		}
	}

	if (isWireframe())
	{
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	}

	if (node.getMesh().get() && renderMesh)
	{
		VAOSP currentVAO;
		ProgramSP currentProgram;
		SubMeshSP currentSubMesh;
		SurfaceMaterialSP currentSurfaceMaterial;

		const std::vector<std::shared_ptr<AnimationStack> >& allAnimStacks = node.getAllAnimStacks();

		for (uint32_t subMeshIndex = 0; subMeshIndex < node.getMesh()->getSubMeshesCount(); subMeshIndex++)
		{
			currentSubMesh = node.getMesh()->getSubMeshAt(subMeshIndex);

			if (subMeshIndex >= node.getMesh()->getSurfaceMaterialsCount())
			{
				break;
			}

			currentSurfaceMaterial = node.getMesh()->getSurfaceMaterialAt(subMeshIndex);

			float currentEmissive[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
			float currentAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
			float currentDiffuse[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
			float currentSpecular[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
			float currentReflection[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
			float currentRefraction[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
			float currentShininess = 0.0f;
			float currentTransparency = 0.0f;

			for (int32_t i = 0; i < 4; i++)
			{
				currentEmissive[i] = currentSurfaceMaterial->getEmissive().getRGBA()[i];
				currentAmbient[i] = currentSurfaceMaterial->getAmbient().getRGBA()[i];
				currentDiffuse[i] = currentSurfaceMaterial->getDiffuse().getRGBA()[i];
				currentSpecular[i] = currentSurfaceMaterial->getSpecular().getRGBA()[i];
				currentReflection[i] = currentSurfaceMaterial->getReflection().getRGBA()[i];
				currentRefraction[i] = currentSurfaceMaterial->getRefraction().getRGBA()[i];
			}
			currentShininess = currentSurfaceMaterial->getShininess();
			currentTransparency = currentSurfaceMaterial->getTransparency();

			if (animStackIndex >= 0 && animLayerIndex >= 0 && static_cast<decltype(allAnimStacks.size())>(animStackIndex) < allAnimStacks.size() && animLayerIndex < allAnimStacks[animStackIndex]->getAnimationLayersCount())
			{
				// Animate values depending on time
				const AnimationLayerSP& animLayer = allAnimStacks[animStackIndex]->getAnimationLayer(animLayerIndex);

				for (enum AnimationLayer::eCHANNELS_RGBA i = AnimationLayer::R; i <= AnimationLayer::A;
						i = static_cast<enum AnimationLayer::eCHANNELS_RGBA>(i + 1))
				{
					if (animLayer->hasEmissiveColorValue(i))
					{
						currentEmissive[i] = animLayer->getEmissiveColorValue(i, time);
					}
					if (animLayer->hasAmbientColorValue(i))
					{
						currentAmbient[i] = animLayer->getAmbientColorValue(i, time);
					}
					if (animLayer->hasDiffuseColorValue(i))
					{
						currentDiffuse[i] = animLayer->getDiffuseColorValue(i, time);
					}
					if (animLayer->hasSpecularColorValue(i))
					{
						currentSpecular[i] = animLayer->getSpecularColorValue(i, time);
					}
					if (animLayer->hasReflectionColorValue(i))
					{
						currentReflection[i] = animLayer->getReflectionColorValue(i, time);
					}
					if (animLayer->hasRefractionColorValue(i))
					{
						currentRefraction[i] = animLayer->getRefractionColorValue(i, time);
					}
				}

				if (animLayer->hasShininessValue(AnimationLayer::S))
				{
					currentShininess = animLayer->getShininessValue(AnimationLayer::S, time);
				}
				if (animLayer->hasTransparencyValue(AnimationLayer::S))
				{
					currentTransparency = animLayer->getTransparencyValue(AnimationLayer::S, time);
				}
			}

			currentVAO = currentSubMesh->getVAOByProgramType(getCurrentProgramType());

			currentProgram = currentVAO->getProgram();

			currentProgram->use();

			glUniformMatrix4fv(currentProgram->getUniformLocation(u_modelMatrix), 1, GL_FALSE, instanceNode.getModelMatrix().getM());

			// We have the inverse and transpose by setting the matrix
			glUniformMatrix3fv(currentProgram->getUniformLocation(u_normalModelMatrix), 1, GL_TRUE, instanceNode.getNormalModelMatrix().getM());

			currentVAO->bind();

			glUniform4fv(currentProgram->getUniformLocation(u_emissiveColor), 1, currentEmissive);
			glUniform4fv(currentProgram->getUniformLocation(u_ambientColor), 1, currentAmbient);

			if (currentSurfaceMaterial->getDiffuseTextureName() != 0)
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasDiffuseTexture), 1);

				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, currentSurfaceMaterial->getDiffuseTextureName());
				glUniform1i(currentProgram->getUniformLocation(u_diffuseTexture), 0);
			}
			else
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasDiffuseTexture), 0);

				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, 0);
				glUniform1i(currentProgram->getUniformLocation(u_diffuseTexture), 0);
			}
			glUniform4fv(currentProgram->getUniformLocation(u_diffuseColor), 1, currentDiffuse);

			if (currentSurfaceMaterial->getSpecularTextureName() != 0)
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasSpecularTexture), 1);

				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, currentSurfaceMaterial->getSpecularTextureName());
				glUniform1i(currentProgram->getUniformLocation(u_specularTexture), 1);
			}
			else
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasSpecularTexture), 0);

				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, 0);
				glUniform1i(currentProgram->getUniformLocation(u_specularTexture), 0);
			}
			glUniform4fv(currentProgram->getUniformLocation(u_specularColor), 1, currentSpecular);
			glUniform1f(currentProgram->getUniformLocation(u_shininess), currentShininess);

			glUniform1f(currentProgram->getUniformLocation(u_transparency), currentTransparency);

			if (currentSurfaceMaterial->getNormalMapTextureName() != 0)
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasNormalMapTexture), 1);

				glActiveTexture(GL_TEXTURE2);
				glBindTexture(GL_TEXTURE_2D, currentSurfaceMaterial->getNormalMapTextureName());
				glUniform1i(currentProgram->getUniformLocation(u_normalMapTexture), 2);
				glActiveTexture(GL_TEXTURE0);
			}
			else
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasNormalMapTexture), 0);

				glActiveTexture(GL_TEXTURE2);
				glBindTexture(GL_TEXTURE_2D, 0);
				glUniform1i(currentProgram->getUniformLocation(u_normalMapTexture), 2);
				glActiveTexture(GL_TEXTURE0);
			}

			glUniform1i(currentProgram->getUniformLocation(u_convertDirectX), currentSurfaceMaterial->isConvertDirectX());

			glUniform4fv(currentProgram->getUniformLocation(u_reflectionColor), 1, currentReflection);
			glUniform4fv(currentProgram->getUniformLocation(u_refractionColor), 1, currentRefraction);

			float environmentRefractiveIndex = refractiveIndex;

			if (environmentRefractiveIndex != RI_NOTHING)
			{
				float materialRefractiveIndex = currentSurfaceMaterial->getRefractiveIndex();

				float eta = environmentRefractiveIndex / materialRefractiveIndex;

				float reflectanceNormalIncidence = ((environmentRefractiveIndex - materialRefractiveIndex) * (environmentRefractiveIndex - materialRefractiveIndex)) / ((environmentRefractiveIndex + materialRefractiveIndex) * (environmentRefractiveIndex + materialRefractiveIndex));

				glUniform1f(currentProgram->getUniformLocation(u_eta), eta);
				glUniform1f(currentProgram->getUniformLocation(u_reflectanceNormalIncidence), reflectanceNormalIncidence);
			}
			else
			{
				glUniform1f(currentProgram->getUniformLocation(u_eta), 0.0f);
				glUniform1f(currentProgram->getUniformLocation(u_reflectanceNormalIncidence), 0.0f);
			}

			if (SkyManager::getInstance()->hasActiveSky())
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasCubeMapTexture), 1);

				SkySP activeSky = SkyManager::getInstance()->getActiveSky();

				glActiveTexture(GL_TEXTURE3);
				glBindTexture(GL_TEXTURE_CUBE_MAP, activeSky->getSkyTextureName());
				glUniform1i(currentProgram->getUniformLocation(u_cubemap), 3);
				glActiveTexture(GL_TEXTURE0);
			}
			else
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasCubeMapTexture), 0);

				glActiveTexture(GL_TEXTURE3);
				glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
				glUniform1i(currentProgram->getUniformLocation(u_cubemap), 3);
				glActiveTexture(GL_TEXTURE0);
			}

			// Only allow dynamic cube map, if also a sky cube map is available
			if (Entity::getDynamicCubeMaps() && currentSurfaceMaterial->getDynamicCubeMapTextureName() != 0 && SkyManager::getInstance()->hasActiveSky())
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasDynamicCubeMapTexture), 1);
				glActiveTexture(GL_TEXTURE4);
				glBindTexture(GL_TEXTURE_CUBE_MAP, currentSurfaceMaterial->getDynamicCubeMapTextureName());
				glUniform1i(currentProgram->getUniformLocation(u_dynamicCubeMapTexture), 4);
				glActiveTexture(GL_TEXTURE0);
			}
			else
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasDynamicCubeMapTexture), 0);
				glActiveTexture(GL_TEXTURE4);
				glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
				glUniform1i(currentProgram->getUniformLocation(u_dynamicCubeMapTexture), 4);
				glActiveTexture(GL_TEXTURE0);
			}

			if (!Entity::getDynamicCubeMaps())
			{
				glUniformMatrix4fv(currentProgram->getUniformLocation(u_cubeMapViewMatrix), 6, GL_FALSE, Entity::getCubeMapViewMatrices()[0].getM());
				glUniformMatrix4fv(currentProgram->getUniformLocation(u_cubeMapProjectionMatrix), 1, GL_FALSE, Entity::getCubeMapProjectionMatrix().getM());
			}

			// Skinning
			if (node.getMesh()->hasSkinning())
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasSkinning), 1);

				glUniformMatrix4fv(currentProgram->getUniformLocation(u_bindMatrix), model->getNumberJoints(), GL_FALSE, bindMatrices[0].getM());
				glUniformMatrix3fv(currentProgram->getUniformLocation(u_bindNormalMatrix), model->getNumberJoints(), GL_TRUE, bindNormalMatrices[0].getM());

				glUniformMatrix4fv(currentProgram->getUniformLocation(u_inverseBindMatrix), model->getNumberJoints(), GL_FALSE, inverseBindMatrices[0].getM());
				glUniformMatrix3fv(currentProgram->getUniformLocation(u_inverseBindNormalMatrix), model->getNumberJoints(), GL_TRUE, inverseBindNormalMatrices[0].getM());
			}
			else
			{
				glUniform1i(currentProgram->getUniformLocation(u_hasSkinning), 0);

				glUniformMatrix4fv(currentProgram->getUniformLocation(u_bindMatrix), model->getNumberJoints(), GL_FALSE, Matrix4x4().getM());
				glUniformMatrix3fv(currentProgram->getUniformLocation(u_bindNormalMatrix), model->getNumberJoints(), GL_TRUE, Matrix3x3().getM());

				glUniformMatrix4fv(currentProgram->getUniformLocation(u_inverseBindMatrix), model->getNumberJoints(), GL_FALSE, Matrix4x4().getM());
				glUniformMatrix3fv(currentProgram->getUniformLocation(u_inverseBindNormalMatrix), model->getNumberJoints(), GL_TRUE, Matrix3x3().getM());
			}

			// Write bright color
			glUniform1i(currentProgram->getUniformLocation(u_writeBrightColor), writeBrightColor);
			glUniform1f(currentProgram->getUniformLocation(u_brightColorLimit), brightColorLimit);

			if (finalTransparent)
			{
				glEnable(GL_BLEND);
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			}

			glDrawElements(GL_TRIANGLES, currentSubMesh->getTriangleCount() * 3, GL_UNSIGNED_INT, reinterpret_cast<const GLvoid *>(currentSubMesh->getIndicesOffset() * sizeof(uint32_t)));

			if (finalTransparent)
			{
				glDisable(GL_BLEND);
			}

			if (currentSurfaceMaterial->getDiffuseTextureName() != 0)
			{
				glActiveTexture(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, 0);
			}

			if (currentSurfaceMaterial->getSpecularTextureName() != 0)
			{
				glActiveTexture(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, 0);
			}

			if (currentSurfaceMaterial->getNormalMapTextureName() != 0)
			{
				glActiveTexture(GL_TEXTURE2);
				glBindTexture(GL_TEXTURE_2D, 0);
			}

			if (SkyManager::getInstance()->hasActiveSky())
			{
				glActiveTexture(GL_TEXTURE3);
				glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
			}

			if (currentSurfaceMaterial->getDynamicCubeMapTexture() != 0)
			{
				glActiveTexture(GL_TEXTURE4);
				glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
			}

			glActiveTexture(GL_TEXTURE0);

			currentVAO->unbind();
		}
	}

	if (isWireframe())
	{
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	}
}
Esempio n. 2
0
void GroundEntity::render() const
{
	if (isWireframe())
	{
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	}

	GroundVAOSP currentVAO = ground->getVAOByProgramType(GeneralEntity::currentProgramType);

	ProgramSP currentProgram = currentVAO->getProgram();

	// We process triangle patches
	glPatchParameteri(GL_PATCH_VERTICES, 3);

	currentProgram->use();

	currentVAO->bind();

	glUniformMatrix4fv(currentProgram->getUniformLocation(u_modelMatrix), 1, GL_FALSE, getModelMatrix().getM());

	// We have the inverse and transpose by setting the matrix
	glUniformMatrix3fv(currentProgram->getUniformLocation(u_normalModelMatrix), 1, GL_TRUE, getNormalModelMatrix().getM());

	glUniform4fv(currentProgram->getUniformLocation(u_emissiveColor), 1, surfaceMaterial->getEmissive().getRGBA());
	glUniform4fv(currentProgram->getUniformLocation(u_ambientColor), 1, surfaceMaterial->getAmbient().getRGBA());

	if (surfaceMaterial->getDiffuseTextureName() != 0)
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasDiffuseTexture), 1);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, surfaceMaterial->getDiffuseTextureName());
		glUniform1i(currentProgram->getUniformLocation(u_diffuseTexture), 0);
	}
	else
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasDiffuseTexture), 0);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, 0);
		glUniform1i(currentProgram->getUniformLocation(u_diffuseTexture), 0);
	}
	glUniform4fv(currentProgram->getUniformLocation(u_diffuseColor), 1, surfaceMaterial->getDiffuse().getRGBA());

	if (surfaceMaterial->getSpecularTextureName() != 0)
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasSpecularTexture), 1);

		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, surfaceMaterial->getSpecularTextureName());
		glUniform1i(currentProgram->getUniformLocation(u_specularTexture), 1);
	}
	else
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasSpecularTexture), 0);

		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, 0);
		glUniform1i(currentProgram->getUniformLocation(u_specularTexture), 0);
	}
	glUniform4fv(currentProgram->getUniformLocation(u_specularColor), 1, surfaceMaterial->getSpecular().getRGBA());
	glUniform1f(currentProgram->getUniformLocation(u_shininess), surfaceMaterial->getShininess());

	glUniform1f(currentProgram->getUniformLocation(u_transparency), surfaceMaterial->getTransparency());

	if (surfaceMaterial->getDisplacementMapTextureName() != 0)
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasNormalMapTexture), 1);

		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, surfaceMaterial->getDisplacementMapTextureName());
		glUniform1i(currentProgram->getUniformLocation(u_normalMapTexture), 2);
		glActiveTexture(GL_TEXTURE0);
	}
	else if (surfaceMaterial->getNormalMapTextureName() != 0)
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasNormalMapTexture), 1);

		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, surfaceMaterial->getNormalMapTextureName());
		glUniform1i(currentProgram->getUniformLocation(u_normalMapTexture), 2);
		glActiveTexture(GL_TEXTURE0);
	}
	else
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasNormalMapTexture), 0);

		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, 0);
		glUniform1i(currentProgram->getUniformLocation(u_normalMapTexture), 2);
		glActiveTexture(GL_TEXTURE0);
	}

	//

	glUniform1f(currentProgram->getUniformLocation(u_repeat), repeat);

	glUniform1f(currentProgram->getUniformLocation(u_screenDistance), screenDistance);
	glUniform1i(currentProgram->getUniformLocation(u_doTessellate), tessellate);

	const Viewport& currentViewport = currentCamera->getViewport();

	glUniform1f(currentProgram->getUniformLocation(u_width), static_cast<float>(currentViewport.getWidth()));
	glUniform1f(currentProgram->getUniformLocation(u_height), static_cast<float>(currentViewport.getHeight()));

	glUniform1f(currentProgram->getUniformLocation(u_displacementScale), displacementScale);

	glUniform1i(currentProgram->getUniformLocation(u_convertDirectX), surfaceMaterial->isConvertDirectX());

	//

	glUniform4fv(currentProgram->getUniformLocation(u_reflectionColor), 1, surfaceMaterial->getReflection().getRGBA());
	glUniform4fv(currentProgram->getUniformLocation(u_refractionColor), 1, surfaceMaterial->getRefraction().getRGBA());

	float environmentRefractiveIndex = refractiveIndex;

	if (environmentRefractiveIndex != RI_NOTHING)
	{
		float materialRefractiveIndex = surfaceMaterial->getRefractiveIndex();

		float eta = environmentRefractiveIndex / materialRefractiveIndex;

		float reflectanceNormalIncidence = ((environmentRefractiveIndex - materialRefractiveIndex) * (environmentRefractiveIndex - materialRefractiveIndex)) / ((environmentRefractiveIndex + materialRefractiveIndex) * (environmentRefractiveIndex + materialRefractiveIndex));

		glUniform1f(currentProgram->getUniformLocation(u_eta), eta);
		glUniform1f(currentProgram->getUniformLocation(u_reflectanceNormalIncidence), reflectanceNormalIncidence);
	}
	else
	{
		glUniform1f(currentProgram->getUniformLocation(u_eta), 0.0f);
		glUniform1f(currentProgram->getUniformLocation(u_reflectanceNormalIncidence), 0.0f);
	}

	if (SkyManager::getInstance()->hasActiveSky())
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasCubeMapTexture), 1);

		SkySP activeSky = SkyManager::getInstance()->getActiveSky();

		glActiveTexture(GL_TEXTURE3);
		glBindTexture(GL_TEXTURE_CUBE_MAP, activeSky->getSkyTextureName());
	    glUniform1i(currentProgram->getUniformLocation(u_cubemap), 3);
		glActiveTexture(GL_TEXTURE0);
	}
	else
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasCubeMapTexture), 0);

		glActiveTexture(GL_TEXTURE3);
		glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
	    glUniform1i(currentProgram->getUniformLocation(u_cubemap), 3);
		glActiveTexture(GL_TEXTURE0);
	}

	// Only allow dynamic cube map, if also a sky cube map is available
	if (Entity::getDynamicCubeMaps() && surfaceMaterial->getDynamicCubeMapTextureName() != 0 && SkyManager::getInstance()->hasActiveSky())
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasDynamicCubeMapTexture), 1);
		glActiveTexture(GL_TEXTURE4);
		glBindTexture(GL_TEXTURE_CUBE_MAP, surfaceMaterial->getDynamicCubeMapTextureName());
	    glUniform1i(currentProgram->getUniformLocation(u_dynamicCubeMapTexture), 4);
		glActiveTexture(GL_TEXTURE0);
	}
	else
	{
		glUniform1i(currentProgram->getUniformLocation(u_hasDynamicCubeMapTexture), 0);
		glActiveTexture(GL_TEXTURE4);
		glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
	    glUniform1i(currentProgram->getUniformLocation(u_dynamicCubeMapTexture), 4);
		glActiveTexture(GL_TEXTURE0);
	}

	if (!Entity::getDynamicCubeMaps())
	{
		glUniformMatrix4fv(currentProgram->getUniformLocation(u_cubeMapViewMatrix), 6, GL_FALSE, Entity::getCubeMapViewMatrices()[0].getM());
		glUniformMatrix4fv(currentProgram->getUniformLocation(u_cubeMapProjectionMatrix), 1, GL_FALSE, Entity::getCubeMapProjectionMatrix().getM());
	}

	// No Skinning
	glUniform1i(currentProgram->getUniformLocation(u_hasSkinning), 0);

	glUniformMatrix4fv(currentProgram->getUniformLocation(u_bindMatrix), 0, GL_FALSE, Matrix4x4().getM());
	glUniformMatrix3fv(currentProgram->getUniformLocation(u_bindNormalMatrix), 0, GL_TRUE, Matrix3x3().getM());

	glUniformMatrix4fv(currentProgram->getUniformLocation(u_inverseBindMatrix), 0, GL_FALSE, Matrix4x4().getM());
	glUniformMatrix3fv(currentProgram->getUniformLocation(u_inverseBindNormalMatrix), 0, GL_TRUE, Matrix3x3().getM());

	// Write bright color
	glUniform1i(currentProgram->getUniformLocation(u_writeBrightColor), writeBrightColor);
	glUniform1f(currentProgram->getUniformLocation(u_brightColorLimit), brightColorLimit);

	if (transparent)
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}

	glDrawElements(GL_PATCHES, ground->getNumberIndices(), GL_UNSIGNED_INT, 0);

	if (transparent)
	{
		glDisable(GL_BLEND);
	}

	if (surfaceMaterial->getDiffuseTextureName() != 0)
	{
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	if (surfaceMaterial->getSpecularTextureName() != 0)
	{
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	if (surfaceMaterial->getDisplacementMapTextureName() != 0 || surfaceMaterial->getNormalMapTextureName() != 0)
	{
		glActiveTexture(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	if (SkyManager::getInstance()->hasActiveSky())
	{
		glActiveTexture(GL_TEXTURE3);
		glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
	}

	if (surfaceMaterial->getDynamicCubeMapTexture() != 0)
	{
		glActiveTexture(GL_TEXTURE4);
		glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
	}

	glActiveTexture(GL_TEXTURE0);

	currentVAO->unbind();

	//

	if (isWireframe())
	{
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	}

	//

	if (isDebug())
	{
		DebugDraw::drawer.draw(getBoundingSphere(), Color::RED, isDebugAsMesh());
	}
}