scummvm/engines/wintermute/base/gfx/opengl/mesh3ds_opengl.cpp
2020-10-14 18:37:17 +02:00

54 lines
1.9 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_GAME) || defined(USE_OPENGL_SHADERS)) && !defined(USE_GLES2)
#include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl.h"
namespace Wintermute {
Mesh3DSOpenGL::Mesh3DSOpenGL() {
}
Mesh3DSOpenGL::~Mesh3DSOpenGL() {
}
void Mesh3DSOpenGL::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;
}
void Mesh3DSOpenGL::render() {
glColor4f(_color.x(), _color.y(), _color.z(), _color.w());
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(GeometryVertex), reinterpret_cast<byte *>(_vertexData));
glDrawElements(GL_TRIANGLES, _indexCount, GL_UNSIGNED_SHORT, _indexData);
}
} // namespace Wintermute
#endif // defined(USE_OPENGL_GAME) && !defined(USE_GLES2)