31Object3DNodeRenderer::Object3DNodeRenderer(
Object3DNode* object3DNode)
41 auto meshUploaded =
true;
55 meshUploaded = created ==
false;
98 if (meshUploaded ==
false) {
138 if (verticesUpdate ==
true || normalsUpdate ==
true) {
static STATIC_DLL_IMPEXT Renderer * renderer
static Engine * getInstance()
Returns engine instance.
static VBOManager * getVBOManager()
const vector< Vector3 > & getTangents() const
const vector< Vector3 > & getOrigins() const
const vector< Vector3 > & getBitangents() const
const vector< TextureCoordinate > & getTextureCoordinates() const
const vector< FacesEntity > & getFacesEntities() const
Class representing texture UV coordinates data.
vector< int32_t > * getVBOIds()
void setUploaded(bool uploaded)
Set uploaded.
VBOManager_VBOManaged * addVBO(const string &vboId, int32_t ids, bool useGPUMemory, bool shared, bool &created)
Adds a VBO to manager or retrieve VBO if existing.
void removeVBO(const string &vboId)
Removes a VBO from manager.
Object 3D node mesh specifically for rendering.
void setupOriginsBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up render node object origins data buffer.
void setupNormalsBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up normals buffer.
void setupVertexIndicesBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up vertex indices buffer.
void setupLodBuffer(Renderer *renderer, int contextIdx, int32_t vboId, int lodLevel)
Set up render node object lod data buffer.
void setupTextureCoordinatesBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up texture coordinates buffer.
void setupTangentsBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up tangents buffer.
bool getRecreatedBuffers()
void setupVerticesBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up vertices buffer.
void setupBitangentsBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up bitangents buffer.
Object 3D node VBO renderer.
Object3DNode * object3DNode
vector< int32_t > * vboNormalMappingIds
vector< int32_t > * vboBaseIds
vector< int32_t > * vboOrigins
VBOManager_VBOManaged * vboManagedBase
VBOManager_VBOManaged * vboManagedOrigins
VBOManager_VBOManaged * vboManagedLods
void dispose()
Disposes the object 3d node.
VBOManager_VBOManaged * vboManagedNormalMapping
void preRender(int contextIdx)
Pre render step like uploading VBOs and such.
vector< int32_t > * vboLods
Object 3d node specifically for rendering.