scummvm/engines/stark/gfx/openglsprop.cpp
2016-02-06 08:02:49 +01:00

129 lines
4.3 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 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<Formats::BiffMesh::Face> &faces = _model->getFaces();
const Common::Array<Formats::BiffMesh::Material> &materials = _model->getMaterials();
for (Common::Array<Formats::BiffMesh::Face>::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<Formats::BiffMesh::Face> &faces = _model->getFaces();
for (Common::Array<Formats::BiffMesh::Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
_faceEBO[face] = createFaceEBO(face);
}
}
uint32 OpenGLSPropRenderer::createFaceVBO() {
const Common::Array<Formats::BiffMesh::Vertex> &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