/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "engines/wintermute/wintypes.h" #include "graphics/opengl/system_headers.h" #if defined(USE_OPENGL_SHADERS) #include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.h" namespace Wintermute { Mesh3DSOpenGLShader::Mesh3DSOpenGLShader(OpenGL::ShaderGL *shader) : _shader(shader) { glGenBuffers(1, &_vertexBuffer); glGenBuffers(1, &_indexBuffer); } Mesh3DSOpenGLShader::~Mesh3DSOpenGLShader() { glDeleteBuffers(1, &_vertexBuffer); glDeleteBuffers(1, &_indexBuffer); } void Mesh3DSOpenGLShader::fillVertexBuffer(uint32 color) { _color.x() = RGBCOLGetR(color) / 255.0f; _color.y() = RGBCOLGetG(color) / 255.0f; _color.z() = RGBCOLGetB(color) / 255.0f; _color.w() = RGBCOLGetA(color) / 255.0f; glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(GeometryVertex) * _vertexCount, _vertexData, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, 2 * _indexCount, _indexData, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void Mesh3DSOpenGLShader::render() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); _shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, sizeof(GeometryVertex), 0); _shader->use(true); _shader->setUniform("color", _color); glDrawElements(GL_TRIANGLES, _indexCount, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } } // namespace Wintermute #endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)