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glmodel.pas
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unit glModel;
(* Version: MPL 1.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is the gl3ds main unit.
*
* The Initial Developer of the Original Code is
* Noeska Software.
* Portions created by the Initial Developer are Copyright (C) 2002-2004
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
*
* M van der Honing
* Sascha Willems
* Jan Michalowsky
*
*)
interface
uses classes, Model;
type
TglModel = class(TBaseModel)
public
procedure Init; override;
procedure Render; override;
procedure RenderBoundBox; override;
procedure RenderSkeleton; override;
procedure UpdateTextures; override;
end;
implementation
uses dglOpenGl;
procedure TglModel.Init;
var
m: Integer;
begin
inherited;
for m := 0 to FNumMeshes - 1 do
begin
FMesh[FRenderOrder[m]].Init;
end;
end;
procedure TglModel.Render;
var
m: Integer;
begin
for m := 0 to FNumMeshes - 1 do
begin
if FMesh[FRenderOrder[m]].Visible then
begin
glpushmatrix();
FMesh[FRenderOrder[m]].Render;
glpopmatrix();
end;
end;
end;
procedure TglModel.RenderBoundBox;
var
loop: Integer;
begin
if fnummeshes>0 then
for loop:=0 to fnummeshes-1 do
begin
fmesh[loop].RenderBoundBox;
end;
glBegin(GL_LINE_LOOP);
glVertex3f(minimum.x, minimum.y, minimum.z);
glVertex3f(maximum.x, minimum.y, minimum.z);
glVertex3f(maximum.x, maximum.y, minimum.z);
glVertex3f(minimum.x, maximum.y, minimum.z);
glEnd;
glBegin(GL_LINE_LOOP);
glVertex3f(minimum.x, minimum.y, maximum.z);
glVertex3f(maximum.x, minimum.y, maximum.z);
glVertex3f(maximum.x, maximum.y, maximum.z);
glVertex3f(minimum.x, maximum.y, maximum.z);
glEnd;
glBegin(GL_LINES);
glVertex3f(minimum.x, minimum.y, minimum.z);
glVertex3f(minimum.x, minimum.y, maximum.z);
glVertex3f(maximum.x, minimum.y, minimum.z);
glVertex3f(maximum.x, minimum.y, maximum.z);
glVertex3f(maximum.x, maximum.y, minimum.z);
glVertex3f(maximum.x, maximum.y, maximum.z);
glVertex3f(minimum.x, maximum.y, minimum.z);
glVertex3f(minimum.x, maximum.y, maximum.z);
glEnd;
end;
procedure TglModel.RenderSkeleton;
var
b: integer;
begin
for b := 0 to fSkeleton[0].NumBones - 1 do
begin
fSkeleton[0].Bone[b].Render;
end;
end;
procedure TglModel.UpdateTextures;
var
m: integer;
begin
for m := 0 to FNumMaterials - 1 do
begin
fmaterial[m].UpdateTexture;
end;
end;
end.