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