//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); }
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(); } }