//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= DrawMode::QUADS*/)
{
	if (numVertexes == 0)
	{
		return;
	}
	MeshBuilder builder;
	builder.Begin();
	for (int i = 0; i < numVertexes; ++i)
	{
		builder.SetColor(vertexes[i].color);
		builder.SetUV(vertexes[i].texCoords);
		builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
		builder.AddVertex(vertexes[i].pos);
		builder.AddIndex(i);
	}
	builder.End();

	Mesh* mesh = new Mesh();
	builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
	mesh->m_drawMode = drawMode;
	MeshRenderer* thingToRender = new MeshRenderer(mesh, m_defaultMaterial);
	m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
	GL_CHECK_ERROR();
	thingToRender->Render();
	delete mesh;
}
예제 #2
0
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
// 	if (!texture)
// 	{
// 		texture = m_defaultTexture;
// 	}
// 	BindTexture(*texture);
// 	glEnableClientState(GL_VERTEX_ARRAY);
// 	glEnableClientState(GL_COLOR_ARRAY);
// 	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// 	
// 	glVertexPointer(3, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].pos);
// 	glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex_PCT), &vertexes[0].color);
// 	glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].texCoords);
// 
// 	glDrawArrays(GetDrawMode(drawMode), 0, numVertexes);
// 
// 	glDisableClientState(GL_VERTEX_ARRAY);
// 	glDisableClientState(GL_COLOR_ARRAY);
// 	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// 	UnbindTexture();
	if (numVertexes == 0)
	{
		return;
	}
	MeshBuilder builder;
	builder.Begin();
	for (int i = 0; i < numVertexes; ++i)
	{
		builder.SetColor(vertexes[i].color);
		builder.SetUV(vertexes[i].texCoords);
		builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
		builder.AddVertex(vertexes[i].pos);
		builder.AddIndex(i);
	}
	builder.End();

	Mesh* mesh = new Mesh();
	builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
	mesh->m_drawMode = drawMode;
	MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
	m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
	GL_CHECK_ERROR();
	thingToRender.Render();
	delete mesh;
}
예제 #3
0
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArrayModern(const Vertex_PCT* vertexes, int numVertexes, Renderer::DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
	MeshBuilder builder;
	builder.Begin();
	for (int i = 0; i < numVertexes; ++i)
	{
		builder.SetColor(vertexes[i].color);
		builder.SetUV(vertexes[i].texCoords);
		builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
		builder.AddVertex(vertexes[i].pos);
		builder.AddIndex(i);
	}
	builder.End();

	Mesh* mesh = new Mesh();
	builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
	mesh->m_drawMode = drawMode;
	MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
	m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
	GL_CHECK_ERROR();
	thingToRender.Render();
	delete mesh;
}