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June 7, 2016 19:46
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void DrawMesh(Gob_Mesh *mesh) { | |
glVertexPointer(3, GL_FLOAT, mesh->positions.stride, GOB_BUFFER(mesh->positions.buffer)->data + mesh->positions.start); | |
char *index_buffer = GOB_BUFFER(mesh->indices.buffer)->data; | |
uint8_t index_size = mesh->indices.index_size; | |
GLenum index_type = (index_size == 2) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; | |
for (size_t i = 0; i < mesh->sections_count; i++) { | |
glDrawElements(GL_TRIANGLES, mesh->sections[i].index_count, index_type, index_buffer + index_size * mesh->sections[i].index_start); | |
} | |
} | |
void DrawNode(Gob_Node *node) { | |
glPushMatrix(); | |
float matrix[4][4]; | |
ConvertTransformToMatrix(matrix, &node->transform); | |
glMultMatrixf((float *)matrix); | |
if (node->kind == GOB_MESH_NODE) { | |
DrawMesh(GOB_MESH(node->mesh)); | |
} | |
for (size_t i = 0; i < node->children_count; i++) { | |
DrawNode(GOB_NODE(node->children[i])); | |
} | |
glPopMatrix(); | |
} | |
void DrawScene(Gob_Scene *scene) { | |
DrawNode(GOB_NODE(scene->root)); | |
} |
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