#include <array>\r
\r
#include "../Shader.h"\r
-#include "../Texture.h"\r
#include "../../Message.h"\r
\r
#include "../Graphix.h"\r
}\r
}\r
\r
-void IMetaMesh::drawModel(Texture* _texture, const mat4& _modelMat) const\r
+void IMetaMesh::drawModel(const mat4& _modelMat) const\r
{\r
for (auto i = models.begin(); i != models.end(); ++i)\r
{\r
- i->first->drawModel(_texture, _modelMat* i->second);\r
+ i->first->drawModel(_modelMat* i->second);\r
}\r
}\r
\r
\r
class IMesh;\r
class Shader;\r
-class Texture;\r
\r
class IMetaMesh : public Model\r
{\r
void unbindModel() override;\r
void unbindShader(Shader* shader) override;\r
\r
- void drawModel(Texture* texture, const mat4& modelMat) const override;\r
+ void drawModel(const mat4& modelMat) const override;\r
\r
void drawBBox(const mat4& modelMat, const vec4& color = vec4(0.9f, 0.f, 0.f, 1.f)) const override;\r
\r
#include "../../Message.h"\r
\r
#include "../Shader.h"\r
-#include "../Texture.h"\r
+\r
\r
#include "../Graphix.h"\r
\r
glBindVertexArray(0);\r
}\r
\r
-void Model::drawModel(Texture* _texture, const mat4& _modelMat) const\r
+void Model::drawModel(const mat4& _modelMat) const\r
{\r
useModel(_modelMat);\r
\r
vec3 size = (max - min);\r
vec3 center = (max + min) * .5f;\r
Graphix::shader_BBox->useShader();\r
- getBBoxModel()->drawModel(nullptr, _modelMat*translate(center)*glm::scale(size)); //\r
+ getBBoxModel()->drawModel(_modelMat*translate(center)*glm::scale(size)); //\r
}\r
\r
//void Model::getBBcs(vec3& _center, vec3& _size) const\r
#include <btBulletDynamicsCommon.h>\r
\r
class Shader;\r
-class Texture;\r
struct aiMesh;\r
\r
typedef unsigned int uint;\r
virtual void unbindShader(Shader* shader);\r
\r
/* Draws Model */\r
- virtual void drawModel(Texture* texture, const mat4& modelMat) const;\r
+ virtual void drawModel(const mat4& modelMat) const;\r
virtual void drawWire(const mat4& modelMat) const;\r
\r
/* Draws a BoundingBox around the Model */\r
{\r
}\r
\r
-void SkyBox::drawModel(Texture* _texture, const mat4& _modelMat) const\r
+void SkyBox::drawModel(const mat4& _modelMat) const\r
{\r
//_shader->useShader();\r
//GLint OldCullFaceMode;\r
//glCullFace(GL_FRONT);\r
glDepthFunc(GL_LEQUAL);\r
//glDisable(GL_DEPTH_TEST);\r
- Model::drawModel(_texture, _modelMat);\r
+ Model::drawModel(_modelMat);\r
//glEnable(GL_DEPTH_TEST);\r
//glCullFace(OldCullFaceMode);\r
glDepthFunc(OldDepthFuncMode);\r
SkyBox();\r
~SkyBox();\r
\r
- void drawModel(Texture* texture, const mat4& modelMat) const override;\r
+ void drawModel(const mat4& modelMat) const override;\r
\r
//uncommend following lines to use default Loaders\r
//void useModelMat(const mat4& model, Shader* shader) const override;\r
/* Draw Object*/
shader->useShader();
texture->useTexture();
- model->drawModel(texture, modelMat);
+ model->drawModel(modelMat);
if (Events::isKToggleActive(SDLK_F6) && collision != nullptr)
{
collision->drawBBox(modelMat);
- //collision->drawWire(shader, modelMat);
+ //collision->drawWire(modelMat);
}
}