many exports to scriptengine

This commit is contained in:
cirdan
2008-01-24 22:16:53 +00:00
parent 2373b382f1
commit 491c09e235
29 changed files with 600 additions and 287 deletions

View File

@ -19,65 +19,57 @@ namespace BlueCore
//------------------------------------------------------------------------------
void Model::render(RenderDevice *device) const
{
ModelMesh->render();
/*
// ModelMesh->render();
glEnable(GL_LIGHTING);
glDepthFunc ( GL_LEQUAL );
glEnable ( GL_DEPTH_TEST );
glDepthMask ( GL_TRUE );
*/
/*
glEnableClientState (GL_VERTEX_ARRAY );
glEnableClientState (GL_TEXTURE_COORD_ARRAY );
glEnableClientState (GL_NORMAL_ARRAY );
mesh->vertex_buffer.bind();
mesh->index_buffer.bind();
*/
/*
glMaterialfv (GL_FRONT, GL_SHININESS, &pass.Shininess);
glMaterialfv (GL_FRONT, GL_SPECULAR, ( GLfloat * ) &pass.Specular );
glMaterialfv (GL_FRONT, GL_SHININESS, &LitPass.Shininess);
glMaterialfv (GL_FRONT, GL_SPECULAR, ( GLfloat * ) &LitPass.Specular );
// setup shader
if (pass.Program && ShaderManager::getSingleton()->usingShaders() )
if (LitPass.Program)
{
ShaderManager::getSingleton()->useShaderProgram(pass.Program);
device->setShaderProgram(LitPass.Program);
int textureId = 0;
std::vector<Model::TextureUnit>::iterator titer;
int textureId = 0;
std::vector<Model::TextureUnit>::const_iterator titer;
for (titer = LitPass.Textures.begin(); titer != LitPass.Textures.end(); titer++)
{
device->setTexture(textureId, ( *titer ).mTexture );
device->setTexture(LitPass.Program, textureId, ( *titer ).mName);
textureId++;
}
for (titer = pass.Textures.begin(); titer != pass.Textures.end(); titer++)
{
Renderer::getSingleton()->bindTexture(( *titer ).mTexture, textureId );
ShaderManager::getSingleton()->useTexture(pass.Program, textureId, ( *titer ).mName);
textureId++;
}
if (LitPass.Tangents)
{
//device->setTangentBuffer(LitPass.Program, &ModelMesh->TangentBuffer, "tangent");
//device->setTangentBuffer(LitPass.Program, &ModelMesh->BitangentBuffer, "bitangent");
}
if (pass.Tangents)
{
ShaderManager::getSingleton()->useTangentBuffer(pass.Program, &mesh->tangent_buffer, "tangent");
ShaderManager::getSingleton()->useTangentBuffer(pass.Program, &mesh->bitangent_buffer,
"bitangent");
}
}
/*
else
{
glActiveTextureARB (GL_TEXTURE2_ARB );
glDisable (GL_TEXTURE_2D );
glActiveTextureARB (GL_TEXTURE1_ARB );
glDisable (GL_TEXTURE_2D );
int textureId = 0;
int textureId = 0;
std::vector<Model::TextureUnit>::iterator titer;
for (titer = pass.Textures.begin(); titer != pass.Textures.end(); titer++)
{
Renderer::getSingleton()->bindTexture(( *titer ).mTexture, textureId );
std::vector<Model::TextureUnit>::iterator titer;
for (titer = pass.Textures.begin(); titer != pass.Textures.end(); titer++)
{
Renderer::getSingleton()->bindTexture(( *titer ).mTexture, textureId );
ShaderManager::getSingleton()->useTexture(pass.Program, textureId, ( *titer ).mName);
textureId++;
break;
}
}
// render subsets
SubsetVector::iterator iter;
for (iter = mesh->surface_subsets.begin(); iter
@ -86,7 +78,20 @@ void Model::render(RenderDevice *device) const
Subset subset = *iter;
mesh->index_buffer.draw(subset.first, subset.count);
}
*/
ModelMesh->render();
device->setShaderProgram(0);
glActiveTextureARB (GL_TEXTURE2_ARB );
glDisable (GL_TEXTURE_2D );
glActiveTextureARB (GL_TEXTURE1_ARB );
glDisable (GL_TEXTURE_2D );
glActiveTextureARB (GL_TEXTURE0_ARB );
glDisable (GL_TEXTURE_2D );
/*
// cleanup
if (pass.Program && ShaderManager::getSingleton()->usingShaders() )
{
@ -98,6 +103,7 @@ void Model::render(RenderDevice *device) const
}
}
glPopMatrix();
glActiveTextureARB (GL_TEXTURE2_ARB );
@ -120,11 +126,13 @@ ModelManager::ModelManager(TextureManager *texturemanager,
_TextureManager(texturemanager), _ShaderManager(shadermanager),
_MeshManager(meshmanager)
{
clog << ">>> ModelManager constructed ..."<< endline;
}
//------------------------------------------------------------------------------
ModelManager::~ModelManager()
{
clog << ">>> ModelManager destructed ..."<< endline;
}
//------------------------------------------------------------------------------