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54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
#include "mesh_instance.h"
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#include "camera.h"
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#include "./libs/glm/vec3.hpp"
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#include "./libs/glm/matrix.hpp"
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#include "./libs/glm/gtc/matrix_transform.hpp"
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void MeshInstance::render() {
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if (!mesh) {
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return;
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}
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glm::mat4 mat_orig = Camera::current_camera->model_view_matrix;
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Camera::current_camera->model_view_matrix = glm::translate(Camera::current_camera->model_view_matrix, position);
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Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.x, glm::vec3(1, 0, 0));
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Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.y, glm::vec3(0, 1, 0));
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Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.z, glm::vec3(0, 0, 1));
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Camera::current_camera->model_view_matrix = glm::scale(Camera::current_camera->model_view_matrix, scale);
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if (material) {
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material->bind();
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}
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mesh->render();
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for (uint32_t i = 0; i < children.size(); ++i) {
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MeshInstance * c = children[i];
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if (c) {
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c->render();
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}
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}
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Camera::current_camera->model_view_matrix = mat_orig;
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}
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MeshInstance::MeshInstance() {
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material = NULL;
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mesh = NULL;
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position = glm::vec3(0, 0, 0);
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rotation = glm::vec3(0, 0, 0);
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scale = glm::vec3(1, 1, 1);
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}
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MeshInstance::~MeshInstance() {
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children.clear();
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}
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