예제 #1
0
void RenderSector::Push(const Model &model, const glm::vec3 &pos)
{
  // Если сектор надо перестроить и модель статическая - перестраиваем сектор.
  if (mIsNeedBuild && model.GetType() == Model::Static)
  {
    auto &dst = mModel.GetMesh();
    const auto &src = model.GetMesh();
    if (dst->Empty())
    {
      mModel.SetTexture(model.GetTexture());
    }
    if (mModel.GetTexture() == model.GetTexture())
    {
      size_t size = dst->SizeVertex();
      dst->Push(*src);
      for (size_t i = size; i < dst->SizeVertex(); ++i)
      {
        dst->Vertex(i).vertex += pos;
      }
    }
    else
    {
      LOG(warning) << "Батчинг меша в секторе пропущен. Текстуры не совпадают.";
    }
  }
}
void LegacyOpenGLRenderer::DrawModel(const Model& InModel)
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    
    if (InModel.GetTexture().GetTexture())
    {
        const Texture& tex = InModel.GetTexture();
        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, InModel.GetTexture().GetTexture());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glMatrixMode(GL_TEXTURE);
        glPushMatrix();
        const Vector3 &offset = tex.GetOffset(), &scale = tex.GetScale();
        const Rotation &rot = tex.GetRotation();
        glTranslatef(offset.x, offset.y, offset.z);
        glRotatef(rot.deg, rot.axis.x, rot.axis.y, rot.axis.z);
        glScalef(scale.x, scale.y, scale.z);
    }

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
        glVertexPointer(3, GL_FLOAT, 0, &(InModel.GetVertices()[0]));
        glNormalPointer(GL_FLOAT, 0, &(InModel.GetNormals()[0]));
        glTexCoordPointer(2, GL_FLOAT, 0, &(InModel.GetTexCoords()[0]));
        glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(InModel.GetVertices().size()) / 3);
        //glDrawElements(GL_TRIANGLES, Model.GetIndicies().size(), GL_UNSIGNED_INT, &(cube.GetIndicies()[0]));
    glPopMatrix();

    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    if (InModel.GetTexture().GetTexture())
    {
        glBindTexture(GL_TEXTURE_2D, NULL);
        glDisable(GL_TEXTURE_2D);
        glMatrixMode(GL_TEXTURE);
        glPopMatrix();
        glMatrixMode(GL_MODELVIEW);
    }
}