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); } }