shaders/shadertexmat/orshadertexmat_shader.cxx

shaders/shadertexmat/orshadertexmat_shader.cxx
/***************************************************************************************
Autodesk(R) Open Reality(R) Samples
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***************************************************************************************/
#ifndef ORSDK_DLL
#define ORSDK_DLL K_DLLEXPORT
#endif
// Class declaration
#include "orshadertexmat_shader.h"
//--- Registration defines
#define ORSHADERTEXMAT__CLASS ORSHADERTEXMAT__CLASSNAME
#define ORSHADERTEXMAT__DESC "OR - Shader TexMat Description"
//--- FiLMBOX Registration & Implementation.
FBShaderImplementation( ORSHADERTEXMAT__CLASS );
FBRegisterShader ( ORSHADERTEXMAT__DESCSTR,
ORSHADERTEXMAT__CLASS,
ORSHADERTEXMAT__DESCSTR,
ORSHADERTEXMAT__DESC,
/************************************************
* FiLMBOX Constructor.
************************************************/
bool ORShaderTexMat::FBCreate()
{
return true;
}
/************************************************
* FiLMBOX Destructor.
************************************************/
void ORShaderTexMat::FBDestroy()
{
}
/************************************************
* Shader functions.
************************************************/
void ORShaderTexMat::ShadeModel( FBRenderOptions* pRenderOptions, FBShaderModelInfo* pShaderModelInfo, FBRenderingPass pPass )
{
/***************************************************************************************
* Make sure everything in OpenGL is the same on exit as when it entered this function! *
***************************************************************************************/
FBModel* lModel = pShaderModelInfo->GetFBModel();
FBModelVertexData* lModelVertexData = lModel->ModelVertexData;
const int lSubRegionCount = lModelVertexData->GetSubRegionCount();
glEnable( GL_LIGHTING);
lModelVertexData->EnableOGLVertexData(); //Bind Vertex Array or Vertex Buffer Object.
for(int lSubRegionIdx = 0; lSubRegionIdx < lSubRegionCount; ++lSubRegionIdx)
{
if (lModel->Materials.GetCount() > lSubRegionIdx)
{
FBMaterial* lMaterial = lModel->Materials[lSubRegionIdx];
lMaterial->OGLInit(); // Setup OpenGL fixed pipeline's ambient/diffuse/emissive/specular/shininess materials parameters.
FBTexture* lDiffuseTex = lMaterial->GetTexture( kFBMaterialTextureDiffuse );
if (lDiffuseTex)
{
lDiffuseTex->OGLInit(); //Bind color texture and it's associated matrix.
lModelVertexData->EnableOGLUVSet(lDiffuseTex->Mapping); //Bind the UVSet.
glEnable( GL_TEXTURE_2D );
}
lModelVertexData->DrawSubRegion(lSubRegionIdx); // draw all the sub patches inside this sub regions.
if (lDiffuseTex)
{
lModelVertexData->DisableOGLUVSet(); //Unbind the UVSet.
glDisable(GL_TEXTURE_2D);
}
}
else
{
lModelVertexData->DrawSubRegion(lSubRegionIdx); // draw all the sub patches inside this sub regions.
}
}
lModelVertexData->DisableOGLVertexData(); //Unbind Vertex Array or Vertex Buffer Object.
glDisable(GL_LIGHTING);
}