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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.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <cstring>
- #include <cstdlib>
-
- #include "core.h"
-
- namespace lol
- {
-
- /*
- * Mesh class
- */
-
- Mesh::Mesh()
- {
- }
-
- Mesh::~Mesh()
- {
- }
-
- void Mesh::Render(mat4 const &model)
- {
- //for (int i = 0; i < m_submeshes.Count(); ++i)
- // m_submeshes[i]->Render(model);
- }
-
- /*
- * SubMesh class
- */
-
- SubMesh::SubMesh(lol::VertexDeclaration* vdecl)
- : m_mesh_prim(MeshPrimitive::Triangles)
- {
- m_vdecl = vdecl;
- }
-
- SubMesh::~SubMesh()
- {
- // TODO: cleanup
- }
-
- void SubMesh::SetMeshPrimitive(MeshPrimitive mesh_primitive)
- {
- m_mesh_prim = mesh_primitive;
- }
-
- void SubMesh::SetVertexBuffer(int index, VertexBuffer* vbo)
- {
- while (index >= m_vbos.Count())
- m_vbos.Push(nullptr);
-
- m_vbos[index] = vbo;
- }
-
- void SubMesh::AddTexture(const char* name, Texture* texture)
- {
- m_textures.Push(String(name), texture);
- }
-
- void SubMesh::Render(Shader* shader)
- {
- 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");
- return;
- }
-
- int indices[VertexUsage::Max];
- memset(indices, 0, sizeof(int) * VertexUsage::Max);
-
- VertexStreamBase stream = m_vdecl->GetStream(i);
- for (int j = 0; j < stream.GetStreamCount(); ++j)
- {
- VertexUsage usage = stream.GetUsage(j);
- attribs[j] = shader->GetAttribLocation(usage, indices[usage]++);
- }
-
- vertex_count = 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 = shader->GetUniformLocation(m_textures[i].m1.C());
- shader->SetUniform(u_tex, m_textures[i].m2->GetTextureUniform(), i);
- }
-
- m_vdecl->Bind();
- m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, vertex_count);
- m_vdecl->Unbind();
- }
-
- } /* namespace lol */
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