mirror of
https://github.com/rwengine/openrw.git
synced 2024-09-20 01:11:46 +02:00
223 lines
7.7 KiB
C++
223 lines
7.7 KiB
C++
#include <renderwure/render/GTARenderer.hpp>
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#include <renderwure/engine/GTAEngine.hpp>
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#include <glm/gtc/type_ptr.hpp>
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const char *vertexShaderSource = "#version 130\n"
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"in vec3 position;"
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"in vec2 texCoords;"
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"out vec2 TexCoords;"
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"uniform mat4 model;"
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"uniform mat4 view;"
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"uniform mat4 proj;"
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"void main()"
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"{"
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" TexCoords = texCoords;"
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" gl_Position = proj * view * model * vec4(position, 1.0);"
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"}";
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const char *fragmentShaderSource = "#version 130\n"
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"in vec2 TexCoords;"
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"uniform sampler2D texture;"
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"void main()"
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"{"
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" vec4 c = texture2D(texture, TexCoords);"
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" if(c.a < 0.9) discard;"
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" gl_FragColor = c;"
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"}";
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GLuint compileShader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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GLint len;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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GLchar *buffer = new GLchar[len];
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glGetShaderInfoLog(shader, len, NULL, buffer);
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std::cerr << "ERROR compiling shader: " << buffer << std::endl;
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delete[] buffer;
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exit(1);
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}
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return shader;
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}
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GTARenderer::GTARenderer()
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: camera()
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{
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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worldProgram = glCreateProgram();
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glAttachShader(worldProgram, vertexShader);
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glAttachShader(worldProgram, fragmentShader);
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glLinkProgram(worldProgram);
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glUseProgram(worldProgram);
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posAttrib = glGetAttribLocation(worldProgram, "position");
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texAttrib = glGetAttribLocation(worldProgram, "texCoords");
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uniModel = glGetUniformLocation(worldProgram, "model");
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uniView = glGetUniformLocation(worldProgram, "view");
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uniProj = glGetUniformLocation(worldProgram, "proj");
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}
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void GTARenderer::renderWorld(GTAEngine* engine)
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{
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glm::mat4 proj = camera.frustum.projection();
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glm::mat4 view = camera.frustum.view;
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glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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camera.frustum.update(camera.frustum.projection() * view);
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rendered = culled = 0;
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auto& textureLoader = engine->gameData.textureLoader;
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for(size_t i = 0; i < engine->objectInstances.size(); ++i) {
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GTAEngine::GTAInstance& inst = engine->objectInstances[i];
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LoaderIPLInstance &obj = inst.instance;
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std::string modelname = obj.model;
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std::unique_ptr<Model> &model = engine->gameData.models[modelname];
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glm::quat rot(-obj.rotW, obj.rotX, obj.rotY, obj.rotZ);
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glm::vec3 pos(obj.posX, obj.posY, obj.posZ);
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glm::vec3 scale(obj.scaleX, obj.scaleY, obj.scaleZ);
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float mindist = 100000.f;
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for (size_t g = 0; g < model->geometries.size(); g++)
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{
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RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
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mindist = std::min(mindist, glm::length((pos+bounds.center) - camera.worldPos) - bounds.radius);
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}
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if( mindist > (inst.object->drawDistance[0] * (inst.object->LOD ? 1.f : 2.f))
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|| (inst.object->LOD && mindist < 250.f) ) {
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culled++;
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continue;
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}
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if(!model)
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{
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std::cout << "model " << modelname << " not there (" << engine->gameData.models.size() << " models loaded)" << std::endl;
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}
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for (size_t a = 0; a < model->atomics.size(); a++)
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{
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size_t g = model->atomics[a].geometry;
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RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
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if(! camera.frustum.intersects(bounds.center + pos, bounds.radius)) {
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culled++;
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continue;
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}
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else {
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rendered++;
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}
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// This is a hack I have no idea why negating the quaternion fixes the issue but it does.
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glm::mat4 matrixModel;
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matrixModel = glm::translate(matrixModel, pos);
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matrixModel = glm::scale(matrixModel, scale);
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matrixModel = matrixModel * glm::mat4_cast(rot);
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matrixModel = glm::translate(matrixModel, model->frames[model->atomics[a].frame].position);
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//matrixModel = matrixModel * glm::mat4(model->frames[model->atomics[a].frame].rotation);
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glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
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glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
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glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(model->geometries[g].vertices.size() * sizeof(float) * 3));
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glEnableVertexAttribArray(posAttrib);
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glEnableVertexAttribArray(texAttrib);
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for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
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{
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if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
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// std::cout << model->geometries[g].textures.size() << std::endl;
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// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
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if(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures.size() > 0) {
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textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures[0].name);
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}
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].subgeom[sg].EBO);
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glDrawElements(GL_TRIANGLES, model->geometries[g].subgeom[sg].indices.size(), GL_UNSIGNED_INT, NULL);
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}
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}
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}
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for(size_t v = 0; v < engine->vehicleInstances.size(); ++v) {
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GTAEngine::GTAVehicle& inst = engine->vehicleInstances[v];
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std::string modelname = inst.vehicle->modelName;
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std::unique_ptr<Model> &model = engine->gameData.models[modelname];
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if(!model)
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{
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std::cout << "model " << modelname << " not there (" << engine->gameData.models.size() << " models loaded)" << std::endl;
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}
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for (size_t a = 0; a < model->atomics.size(); a++)
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{
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size_t g = model->atomics[a].geometry;
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RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
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if(! camera.frustum.intersects(bounds.center + inst.position, bounds.radius)) {
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culled++;
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continue;
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}
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else {
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rendered++;
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}
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// This is a hack I have no idea why negating the quaternion fixes the issue but it does.
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glm::mat4 matrixModel;
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matrixModel = glm::translate(matrixModel, inst.position);
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//matrixModel = glm::scale(matrixModel, scale);
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////matrixModel = matrixModel * glm::mat4_cast(rot);
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size_t fi = model->atomics[a].frame;
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if(model->frameNames.size() > fi) {
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std::string& name = model->frameNames[fi];
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if( name.substr(name.size()-3) == "dam" || name.find("lo") != name.npos || name.find("dummy") != name.npos ) {
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continue;
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}
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}
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while(fi != 0) {
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matrixModel = glm::translate(matrixModel, model->frames[fi].position);
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matrixModel = matrixModel * glm::mat4(model->frames[fi].rotation);
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fi = model->frames[fi].index;
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}
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glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
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glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
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glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(model->geometries[g].vertices.size() * sizeof(float) * 3));
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glEnableVertexAttribArray(posAttrib);
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glEnableVertexAttribArray(texAttrib);
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for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
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{
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if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
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// std::cout << model->geometries[g].textures.size() << std::endl;
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// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
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if(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures.size() > 0) {
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textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures[0].name);
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}
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].subgeom[sg].EBO);
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glDrawElements(GL_TRIANGLES, model->geometries[g].subgeom[sg].indices.size(), GL_UNSIGNED_INT, NULL);
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}
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}
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}
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} |