#include "InteractiveObject.h" #include "render/Renderer.h" #include "render/TextureManager.h" #include #include namespace ZL { extern const std::string textureUniformName; } namespace ZL { void InteractiveObject::draw(Renderer& renderer) const { if (!isActive || !texture) return; std::cout << "[DRAW] InteractiveObject::draw() called" << std::endl; std::cout << "[DRAW] Object: " << name << std::endl; std::cout << "[DRAW] Position: (" << position.x() << ", " << position.y() << ", " << position.z() << ")" << std::endl; // Check mesh bounds if (!mesh.data.PositionData.empty()) { std::cout << "[DRAW] First vertex: (" << mesh.data.PositionData[0].x() << ", " << mesh.data.PositionData[0].y() << ", " << mesh.data.PositionData[0].z() << ")" << std::endl; } // Apply position transformation renderer.PushMatrix(); renderer.TranslateMatrix(position); renderer.RenderUniform1i(textureUniformName, 0); glBindTexture(GL_TEXTURE_2D, texture->getTexID()); renderer.DrawVertexRenderStruct(mesh); renderer.PopMatrix(); } } // namespace ZL