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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the Do What The Fuck You Want To
- // Public License, Version 2, as published by Sam Hocevar. See
- // http://www.wtfpl.net/ for more details.
- //
-
- #include <lol/engine-internal.h>
-
- #include <cstring>
- #include <cstdlib>
-
- namespace lol
- {
-
- /*
- * Mesh class
- */
-
- Mesh::Mesh()
- {
- }
-
- Mesh::~Mesh()
- {
- }
-
- void Mesh::Render(Scene& scene, mat4 const &matrix)
- {
- //if (scene.HasPrimitiveRenderer(this) < m_submeshes.Count())
- {
- for (int i = 0; i < m_submeshes.Count(); ++i)
- scene.AddPrimitiveRenderer(this, new PrimitiveMesh(m_submeshes[i], matrix));
- }
- }
-
- void Mesh::Render()
- {
- for (int i = 0; i < m_submeshes.Count(); ++i)
- m_submeshes[i]->Render();
- }
-
- void Mesh::SetMaterial(Shader *shader)
- {
- for (int i = 0; i < m_submeshes.Count(); ++i)
- m_submeshes[i]->SetShader(shader);
- }
-
- /*
- * SubMesh class
- */
-
- SubMesh::SubMesh(Shader *shader, VertexDeclaration *vdecl)
- : m_mesh_prim(MeshPrimitive::Triangles),
- m_shader(shader),
- m_vdecl(vdecl)
- {
- Ticker::Ref(m_shader);
- }
-
- SubMesh::~SubMesh()
- {
- Ticker::Unref(m_shader);
- // TODO: cleanup
- }
-
- void SubMesh::SetMeshPrimitive(MeshPrimitive mesh_primitive)
- {
- m_mesh_prim = mesh_primitive;
- }
-
- void SubMesh::SetShader(Shader *shader)
- {
- Ticker::Unref(m_shader);
- m_shader = shader;
- Ticker::Ref(m_shader);
- }
-
- Shader *SubMesh::GetShader()
- {
- return m_shader;
- }
-
- void SubMesh::SetVertexDeclaration(VertexDeclaration *vdecl)
- {
- m_vdecl = vdecl;
- }
-
- void SubMesh::SetVertexBuffer(int index, VertexBuffer* vbo)
- {
- while (index >= m_vbos.Count())
- m_vbos.Push(nullptr);
-
- m_vbos[index] = vbo;
- }
-
- void SubMesh::SetIndexBuffer(IndexBuffer* ibo)
- {
- m_ibo = ibo;
- }
-
- void SubMesh::AddTexture(const char* name, Texture* texture)
- {
- m_textures.Push(String(name), texture);
- }
-
- void SubMesh::Render()
- {
- int vertex_count = 0;
-
- for (int i = 0; i < m_vbos.Count(); ++i)
- {
- ShaderAttrib attribs[12];
-
- if (m_vbos[i] == nullptr)
- {
- Log::Error("trying to render a mesh with a null VBO\n");
- continue;
- }
-
- int usages[VertexUsage::MAX] = { 0 };
- VertexStreamBase stream = m_vdecl->GetStream(i);
- for (int j = 0; j < stream.GetStreamCount(); ++j)
- {
- VertexUsage usage = stream.GetUsage(j);
- int usage_index = usage.ToScalar();
- attribs[j] = m_shader->GetAttribLocation(usage, usages[usage_index]++);
- }
-
- vertex_count = (int)m_vbos[i]->GetSize() / m_vdecl->GetStream(i).GetSize();
-
- m_vdecl->SetStream(m_vbos[i], attribs);
- }
-
- for (int i = 0; i < m_textures.Count(); ++i)
- {
- // TODO: might be good to cache this
- ShaderUniform u_tex = m_shader->GetUniformLocation(m_textures[i].m1.C());
- m_shader->SetUniform(u_tex, m_textures[i].m2->GetTextureUniform(), i);
- }
-
- m_ibo->Bind();
- m_vdecl->Bind();
- m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, vertex_count,
- 0, (int)m_ibo->GetSize() / sizeof(uint16_t));
- m_vdecl->Unbind();
- m_ibo->Unbind();
- }
-
- } /* namespace lol */
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