MeshNode.cpp 3.7 KB

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  1. #include "MeshNode.h"
  2. #include "Resource.h"
  3. #include "Mesh.h"
  4. #include "Material.h"
  5. #include "SkelNode.h"
  6. #include "Skeleton.h"
  7. #include "MeshSkelNodeCtrl.h"
  8. #include "SkelAnimCtrl.h"
  9. #include "App.h"
  10. #include "MainRenderer.h"
  11. //======================================================================================================================
  12. // init =
  13. //======================================================================================================================
  14. void MeshNode::init(const char* filename)
  15. {
  16. mesh.loadRsrc(filename);
  17. }
  18. //======================================================================================================================
  19. // render =
  20. //======================================================================================================================
  21. void MeshNode::render(Material* mtl) const
  22. {
  23. GLint loc;
  24. GLint locs[64];
  25. int locsNum = 0;
  26. // if we have skeleton controller
  27. if(meshSkelCtrl)
  28. {
  29. DEBUG_ERR(!mtl->hasHWSkinning()); // it has skel controller but no skinning
  30. // first the uniforms
  31. mtl->stdUniVars[Material::SUV_SKINNING_ROTATIONS]->setMat3(&meshSkelCtrl->skelNode->boneRotations[0],
  32. meshSkelCtrl->skelNode->skeleton->bones.size());
  33. mtl->stdUniVars[Material::SUV_SKINNING_TRANSLATIONS]->setVec3(&meshSkelCtrl->skelNode->boneTranslations[0],
  34. meshSkelCtrl->skelNode->skeleton->bones.size());
  35. // then the attributes
  36. mesh->vbos.vertWeights.bind();
  37. loc = mtl->stdAttribVars[Material::SAV_VERT_WEIGHT_BONES_NUM]->getLoc();
  38. glEnableVertexAttribArray(loc);
  39. locs[locsNum++] = loc;
  40. glVertexAttribPointer(loc, 1, GL_FLOAT, GL_FALSE, sizeof(Mesh::VertexWeight), BUFFER_OFFSET(0));
  41. loc = mtl->stdAttribVars[Material::SAV_VERT_WEIGHT_BONE_IDS]->getLoc();
  42. glEnableVertexAttribArray(loc);
  43. locs[locsNum++] = loc;
  44. glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, sizeof(Mesh::VertexWeight), BUFFER_OFFSET(4));
  45. loc = mtl->stdAttribVars[Material::SAV_VERT_WEIGHT_WEIGHTS]->getLoc();
  46. glEnableVertexAttribArray(loc);
  47. locs[locsNum++] = loc;
  48. glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, sizeof(Mesh::VertexWeight), BUFFER_OFFSET(20));
  49. }
  50. if(mtl->stdAttribVars[Material::SAV_POSITION] != NULL)
  51. {
  52. mesh->vbos.vertCoords.bind();
  53. loc = mtl->stdAttribVars[Material::SAV_POSITION]->getLoc();
  54. glVertexAttribPointer(loc, 3, GL_FLOAT, false, 0, NULL);
  55. glEnableVertexAttribArray(loc);
  56. locs[locsNum++] = loc;
  57. }
  58. if(mtl->stdAttribVars[Material::SAV_NORMAL] != NULL)
  59. {
  60. mesh->vbos.vertNormals.bind();
  61. loc = mtl->stdAttribVars[Material::SAV_NORMAL]->getLoc();
  62. glVertexAttribPointer(loc, 3, GL_FLOAT, false, 0, NULL);
  63. glEnableVertexAttribArray(loc);
  64. locs[locsNum++] = loc;
  65. }
  66. if(mtl->stdAttribVars[Material::SAV_TEX_COORDS] != NULL)
  67. {
  68. mesh->vbos.texCoords.bind();
  69. loc = mtl->stdAttribVars[Material::SAV_TEX_COORDS]->getLoc();
  70. glVertexAttribPointer(loc, 2, GL_FLOAT, false, 0, NULL);
  71. glEnableVertexAttribArray(loc);
  72. locs[locsNum++] = loc;
  73. }
  74. if(mtl->stdAttribVars[Material::SAV_TANGENT] != NULL)
  75. {
  76. mesh->vbos.vertTangents.bind();
  77. loc = mtl->stdAttribVars[Material::SAV_TANGENT]->getLoc();
  78. glVertexAttribPointer(loc, 4, GL_FLOAT, false, 0, NULL);
  79. glEnableVertexAttribArray(loc);
  80. locs[locsNum++] = loc;
  81. }
  82. mesh->vbos.vertIndeces.bind();
  83. glDrawElements(GL_TRIANGLES, mesh->vertIndeces.size(), GL_UNSIGNED_SHORT, 0);
  84. // disable
  85. for(int i=0; i<locsNum; i++)
  86. {
  87. glDisableVertexAttribArray(locs[i]);
  88. }
  89. Vbo::unbindAllTargets();
  90. }