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sceneobject.cpp
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#include "sceneobject.h"
#include "drawcontext.h"
#include "camera.h"
#include "light.h"
#include "shader.h"
#include "mesh.h"
SceneObject::SceneObject()
{
}
SceneObject::~SceneObject()
{
delete material_;
}
void SceneObject::render(DrawContext &context)
{
context.currentSceneObject = this;
assert(material_);
material_->apply(context);
assert(context.lights);
for (Light* light : *context.lights) {
light->apply(context);
}
assert(context.camera);
context.camera->apply(context);
context.shader->setUniformValue("world", transform_);
context.shader->setUniformValue("worldView", context.camera->viewMatrix() * transform_);
context.shader->setUniformValue("worldViewProjection",
context.camera->projectionMatrix()
* context.camera->viewMatrix()
* transform_);
context.shader->setUniformValue("viewInverse", context.camera->transform());
renderGeometry(context);
material_->endRender();
}
const Material *SceneObject::material() const
{
return material_;
}
void SceneObject::setMaterial(Material *material)
{
delete material_;
material_ = material;
}
mat4 &SceneObject::transform()
{
return transform_;
}
const mat4 &SceneObject::transform() const
{
return transform_;
}
void SceneObject::setTransform(const mat4 &transform)
{
transform_ = transform;
}
Mesh *SceneObject::mesh()
{
return mesh_;
}
void SceneObject::setMesh(Mesh *mesh)
{
mesh_ = mesh;
}
void SceneObject::renderGeometry(DrawContext &context)
{
if (mesh_) {
mesh_->render();
}
}