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

120 lines
4.1 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.
*
*/
/*
* This file is based on WME.
* http://dead-code.org/redir.php?target=wme
* Copyright (c) 2003-2013 Jan Nedoma and contributors
*/
#include "engines/wintermute/base/gfx/x/material.h"
#include "graphics/opengl/system_headers.h"
#if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
#include "engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
MeshXOpenGLShader::MeshXOpenGLShader(BaseGame *inGame, OpenGL::ShaderGL *shader) :
MeshX(inGame), _shader(shader) {
glGenBuffers(1, &_vertexBuffer);
glGenBuffers(1, &_indexBuffer);
}
//////////////////////////////////////////////////////////////////////////
MeshXOpenGLShader::~MeshXOpenGLShader() {
glDeleteBuffers(1, &_vertexBuffer);
glDeleteBuffers(1, &_indexBuffer);
}
bool MeshXOpenGLShader::loadFromX(const Common::String &filename, XFileLexer &lexer, Common::Array<MaterialReference> &materialReferences) {
if (MeshX::loadFromX(filename, lexer, materialReferences)) {
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, 4 * kVertexComponentCount * _vertexCount, _vertexData, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 2 * _indexData.size(), _indexData.data(), GL_STATIC_DRAW);
return true;
}
return false;
}
//////////////////////////////////////////////////////////////////////////
bool MeshXOpenGLShader::render(ModelX *model) {
if (_vertexData == nullptr) {
return false;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, 4 * kVertexComponentCount, 4 * kPositionOffset);
_shader->enableVertexAttribute("texcoord", _vertexBuffer, 2, GL_FLOAT, false, 4 * kVertexComponentCount, 4 * kTextureCoordOffset);
_shader->enableVertexAttribute("normal", _vertexBuffer, 3, GL_FLOAT, false, 4 * kVertexComponentCount, 4 * kNormalOffset);
_shader->use(true);
for (uint32 i = 0; i < _numAttrs; i++) {
int materialIndex = _materialIndices[i];
if (_materials[materialIndex]->getSurface()) {
glEnable(GL_TEXTURE_2D);
static_cast<BaseSurfaceOpenGL3D *>(_materials[materialIndex]->getSurface())->setTexture();
} else {
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
// wme does not seem to care about specular or emissive light values
Math::Vector4d diffuse(_materials[materialIndex]->_diffuse.data);
_shader->setUniform("diffuse", diffuse);
_shader->setUniform("ambient", diffuse);
size_t offset = 2 * _indexRanges[i];
glDrawElements(GL_TRIANGLES, _indexRanges[i + 1] - _indexRanges[i], GL_UNSIGNED_SHORT, (void *)offset);
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return true;
}
bool MeshXOpenGLShader::update(FrameNode *parentFrame) {
MeshX::update(parentFrame);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * kVertexComponentCount * _vertexCount, _vertexData);
return true;
}
} // namespace Wintermute
#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)