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