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StaticObject.cpp
115 lines (106 loc) · 4.09 KB
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StaticObject.cpp
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#include "Render.h"
StaticObject::StaticObject(char* url,vec3 position,vec3 rotation,vec3 scale){
mat4 t_normalizeMatrix = loadObj(url);
this->speed = vec3(0);
this->position = position;
this->rotation = rotation;
this->scale = scale;
calculateModelMatrix();
}
void
StaticObject::render(ShaderObject *shader,std::vector<UniformData> dataList){
glUseProgram(shader->program);
setUniformData(dataList, shader);
for (int i = 0; i < shapeCount; i++) {
unsigned int offset = 0;
for (int j = 0; j < group[i].size(); j++) {
glBindVertexArray(vao[i]);
glBindTexture(GL_TEXTURE_2D, texture[group[i][j].material_id]);
if (j != 0)
glDrawElements(GL_TRIANGLES, group[i][j].numVertices - group[i][j - 1].numVertices, GL_UNSIGNED_INT, (GLvoid*)(offset * sizeof(GLfloat)));
else
glDrawElements(GL_TRIANGLES, group[i][j].numVertices, GL_UNSIGNED_INT, (GLvoid*)(offset * sizeof(GLfloat)));
offset += group[i][j].numVertices;
}
}
}
void
StaticObject::assignUniformData(char *variable, int amount, int*data, ShaderObject *shader) {
int index = std::find(shader->uniformReference.begin(), shader->uniformReference.end(), variable) - shader->uniformReference.begin();
if (amount == 1) {
glUniform1iv(shader->uniform[index], 1, data);
}
else if (amount == 2) {
glUniform2iv(shader->uniform[index], 1, data);
}
else if (amount == 3) {
glUniform3iv(shader->uniform[index], 1, data);
}
else if (amount == 4) {
glUniform4iv(shader->uniform[index], 1, data);
}
}
void
StaticObject::assignUniformData(char *variable, int amount, float* data, ShaderObject *shader) {
int index = std::find(shader->uniformReference.begin(), shader->uniformReference.end(), variable) - shader->uniformReference.begin();
if (amount == 1) {
glUniform1fv(shader->uniform[index], 1, data);
}
else if (amount == 2) {
glUniform2fv(shader->uniform[index], 1, data);
}
else if (amount == 3) {
glUniform3fv(shader->uniform[index], 1, data);
}
else if (amount == 4) {
glUniform4fv(shader->uniform[index], 1, data);
}
}
void
StaticObject::assignUniformData(char *variable, vec3 &data, ShaderObject *shader) {
int index = std::find(shader->uniformReference.begin(), shader->uniformReference.end(), variable) - shader->uniformReference.begin();
glUniform3fv(shader->uniform[index], 1, value_ptr(data));
}
void
StaticObject::assignUniformData(char *variable, vec4 &data, ShaderObject *shader) {
int index = std::find(shader->uniformReference.begin(), shader->uniformReference.end(), variable) - shader->uniformReference.begin();
glUniform4fv(shader->uniform[index], 1, value_ptr(data));
}
void
StaticObject::assignUniformData(char *variable, mat4 &data, ShaderObject *shader) {
int index = std::find(shader->uniformReference.begin(), shader->uniformReference.end(), variable) - shader->uniformReference.begin();
glUniformMatrix4fv(shader->uniform[index], 1, GL_FALSE, value_ptr(data));
}
void
StaticObject::setUniformData(std::vector<UniformData> dataList, ShaderObject *shader) {
for (int i = 0; i < dataList.size(); i++) {
if (dataList[i].type == "int") {
assignUniformData(dataList[i].variable, dataList[i].amount, (int*)dataList[i].data, shader);
}
else if (dataList[i].type == "float") {
assignUniformData(dataList[i].variable, dataList[i].amount, (float*)dataList[i].data, shader);
}
else if (dataList[i].type == "vec3") {
vec3 v = glm::make_vec3((float*)dataList[i].data);
assignUniformData(dataList[i].variable, v, shader);
}
else if (dataList[i].type == "vec4") {
vec4 v = glm::make_vec4((float*)dataList[i].data);
assignUniformData(dataList[i].variable, v, shader);
}
else if (dataList[i].type == "mat4") {
mat4 m = glm::make_mat4((float*)dataList[i].data);
assignUniformData(dataList[i].variable, m, shader);
}
}
glUniformMatrix4fv(shader->uniformModelMatrix, 1, GL_FALSE, value_ptr(mMatrix));
}
void
StaticObject::calculateModelMatrix() {
mMatrix = glm::translate(mat4(1), position)
* glm::rotate(mat4(1), rotation.x, vec3(1, 0, 0))
* glm::rotate(mat4(1), rotation.y, vec3(0, 1, 0))
* glm::rotate(mat4(1), rotation.z, vec3(0, 0, 1))
* glm::scale(mat4(1), scale)
* normalizeMatrix;
}