/* 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 AUTHORS * 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/stark/gfx/openglsprop.h" #include "engines/stark/scene.h" #include "engines/stark/services/services.h" #include "engines/stark/gfx/driver.h" #include "engines/stark/gfx/texture.h" #include "graphics/opengl/shader.h" namespace Stark { namespace Gfx { OpenGLSPropRenderer::OpenGLSPropRenderer(Driver *gfx) : VisualProp(), _gfx(gfx), _faceVBO(-1) { static const char* attributes[] = { "position", "normal", "texcoord", nullptr }; _shader = OpenGL::Shader::fromFiles("stark_prop", attributes); } OpenGLSPropRenderer::~OpenGLSPropRenderer() { clearVertices(); delete _shader; } void OpenGLSPropRenderer::render(const Math::Vector3d position, float direction) { if (_faceVBO == -1) { // Update the OpenGL Buffer Objects if required clearVertices(); uploadVertices(); } _gfx->set3DMode(); Math::Matrix4 model = getModelMatrix(position, direction); Math::Matrix4 view = StarkScene->getViewMatrix(); Math::Matrix4 projection = StarkScene->getProjectionMatrix(); Math::Matrix4 mvp = projection * view * model; mvp.transpose(); _shader->use(true); _shader->setUniform("mvp", mvp); const Common::Array &faces = _model->getFaces(); const Common::Array &materials = _model->getMaterials(); for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { const Formats::BiffMesh::Material &material = materials[face->materialId]; // For each face draw its vertices from the VBO, indexed by the EBO const Gfx::Texture *tex = _texture->getTexture(material.texture); if (tex) { tex->bind(); } else { glBindTexture(GL_TEXTURE_2D, 0); } GLuint ebo = _faceEBO[face]; _shader->enableVertexAttribute("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0); _shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12); _shader->enableVertexAttribute("texcoord", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 24); _shader->use(true); _shader->setUniform("textured", tex != nullptr); _shader->setUniform("color", Math::Vector3d(material.r, material.g, material.b)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, 0); glUseProgram(0); } } void OpenGLSPropRenderer::clearVertices() { OpenGL::Shader::freeBuffer(_faceVBO); _faceVBO = -1; for (FaceBufferMap::iterator it = _faceEBO.begin(); it != _faceEBO.end(); ++it) { OpenGL::Shader::freeBuffer(it->_value); } _faceEBO.clear(); } void OpenGLSPropRenderer::uploadVertices() { _faceVBO = createFaceVBO(); const Common::Array &faces = _model->getFaces(); for (Common::Array::const_iterator face = faces.begin(); face != faces.end(); ++face) { _faceEBO[face] = createFaceEBO(face); } } uint32 OpenGLSPropRenderer::createFaceVBO() { const Common::Array &vertices = _model->getVertices(); return OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(float) * 9 * vertices.size(), &vertices.front()); } uint32 OpenGLSPropRenderer::createFaceEBO(const Formats::BiffMesh::Face *face) { return OpenGL::Shader::createBuffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32) * face->vertexIndices.size(), &face->vertexIndices.front()); } } // End of namespace Gfx } // End of namespace Stark