rcpp_framework/rendering/opengl/mesh_instance.cpp

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#include "mesh_instance.h"
#include "camera.h"
#include "./glm/vec3.hpp"
#include "./glm/matrix.hpp"
#include "./glm/gtc/matrix_transform.hpp"
void MeshInstance::render() {
if (!mesh)
return;
//glMatrixMode(GL_MODELVIEW);
//glPushMatrix();
//glTranslatef(position.x, position.y, position.z);
//glRotatef(rotation.x, 1, 0, 0);
//glRotatef(rotation.y, 0, 1, 0);
//glRotatef(rotation.z, 0, 0, 1);
//glScalef(scale.x, scale.y, scale.z);
glm::mat4 mat_oring = Camera::current_camera->model_view_matrix;
Camera::current_camera->model_view_matrix = glm::translate(Camera::current_camera->model_view_matrix, position);
Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.x, glm::vec3(1, 0, 0));
Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.y, glm::vec3(0, 1, 0));
Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.z, glm::vec3(0, 0, 1));
Camera::current_camera->model_view_matrix = glm::scale(Camera::current_camera->model_view_matrix, scale);
if (material)
material->bind();
mesh->render();
for (uint32_t i = 0; i < children.size(); ++i) {
MeshInstance *c = children[i];
if (c)
c->render();
}
//glPopMatrix();
Camera::current_camera->model_view_matrix = mat_oring;
}
MeshInstance::MeshInstance() {
material = nullptr;
mesh = nullptr;
position = glm::vec3(0, 0, 0);
rotation = glm::vec3(0, 0, 0);
scale = glm::vec3(1, 1, 1);
}
MeshInstance::~MeshInstance() {
children.clear();
}