예제 #1
0
//------------------------------------------------------------------------
void TBuilder_Model_Ogre::Build()
{
  mFGI = TModuleLogic::Get()->GetFGI();

  int cntPart = mPatternModel->mMngNode_Collection.GetCountPart();
  for( int iPart = 0 ; iPart < cntPart ; iPart++ )
  {
    std::string namePart = mPatternModel->mMngNode_Collection.GetNamePart(iPart);
    int cntVariant = mPatternModel->mMngNode_Collection.GetCountVariant(namePart);
    for( int iVariant = 0 ; iVariant < cntVariant ; iVariant++ )
    {
      std::string nameVariant = mPatternModel->mMngNode_Collection.GetNameVariant(namePart, iVariant);
      TBaseNode_Model* pNode = mPatternModel->mMngNode_Collection.Get(namePart, nameVariant);
      if( pNode==NULL )
        continue;
      if( mPatternModel->GetTypeContent()==TModelItem::eModel )
      {
        TModelNode_Model* pModelNode = (TModelNode_Model*)pNode;
        pModelNode->mPtrModel->BuildByModule_Graphic();
      }
      else
      {
        TShapeNode_Model* pShapeNode = (TShapeNode_Model*)pNode;
        BuildShape(pShapeNode);
      }
    }
  }
  PostBuild();
}
예제 #2
0
bool CRhGLShaderProgram::BuildProgram(const GLchar* VertexShader, const GLchar* FragmentShader)
{
  // Shaders MUST consist of both a vertex AND a fragment shader in 2.0...
  if ( (VertexShader == NULL) || (FragmentShader == NULL) )
    return false;
  
  PreBuild();
  
  GLuint  hVsh = BuildShader( VertexShader, GL_VERTEX_SHADER );
  GLuint  hFsh = BuildShader( FragmentShader, GL_FRAGMENT_SHADER );
  
  if ( (hVsh == 0) || (hFsh == 0) )
    return false;
  
  m_hProgram = glCreateProgram();
  if ( m_hProgram == 0 )
    return false;
  
  glAttachShader( m_hProgram, hVsh );
  glAttachShader( m_hProgram, hFsh );

  // These bindings are forced here so that mesh drawing can enable the
  // appropriate vertex array based on the same binding values. 
  // Note: These must be done before we attempt to link the program...
  // Note2: Rhino supports multiple textures but for now we'll only
  //        provide for a single set of texture coordinates.
  glBindAttribLocation( m_hProgram, ATTRIB_VERTEX,    "rglVertex" );
	glBindAttribLocation( m_hProgram, ATTRIB_NORMAL,    "rglNormal" );
	glBindAttribLocation( m_hProgram, ATTRIB_TEXCOORD0, "rglTexCoord0" );
	glBindAttribLocation( m_hProgram, ATTRIB_COLOR,     "rglColor"  );
  
  glLinkProgram( m_hProgram );

  GLint Success;
  
  glGetProgramiv( m_hProgram, GL_LINK_STATUS, &Success );
  if ( Success == GL_FALSE ) 
  {
#if defined(_DEBUG)
    GLint logLength;
    glGetProgramiv( m_hProgram, GL_INFO_LOG_LENGTH, &logLength );
    if (logLength > 0)
    {
      GLchar *log = (GLchar *)malloc(logLength);
      glGetProgramInfoLog( m_hProgram, logLength, &logLength, log);
      std::cout << "Program link log:\n" << log;
      free(log);
    }
#endif
    glDetachShader( m_hProgram, hVsh );
    glDetachShader( m_hProgram, hFsh );
    glDeleteProgram( m_hProgram );
    m_hProgram = 0;
  }
  
  glDeleteShader( hVsh );
  glDeleteShader( hFsh );
  
  if ( m_hProgram == 0 )
    return false;
  
  PostBuild();
  
  return true;
}