scummvm/engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.cpp

73 lines
2.5 KiB
C++

/* 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)