92 lines
3.4 KiB
C++
92 lines
3.4 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 COPYRIGHT
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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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/gfx/x/material.h"
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#include "graphics/opengl/system_headers.h"
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#if (defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)) && !defined(USE_GLES2)
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#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
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#include "engines/wintermute/base/gfx/opengl/meshx_opengl.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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MeshXOpenGL::MeshXOpenGL(BaseGame *inGame) : MeshX(inGame) {
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}
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//////////////////////////////////////////////////////////////////////////
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MeshXOpenGL::~MeshXOpenGL() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool MeshXOpenGL::render(ModelX *model) {
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if (_vertexData == nullptr) {
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return false;
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}
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for (uint32 i = 0; i < _numAttrs; i++) {
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int materialIndex = _materialIndices[i];
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, _materials[materialIndex]->_diffuse.data);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, _materials[materialIndex]->_diffuse.data);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, _materials[materialIndex]->_specular.data);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, _materials[materialIndex]->_emissive.data);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, _materials[materialIndex]->_shininess);
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_OPENGL_SHADERS)
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if (_materials[materialIndex]->getSurface()) {
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glEnable(GL_TEXTURE_2D);
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static_cast<BaseSurfaceOpenGL3D *>(_materials[materialIndex]->getSurface())->setTexture();
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} else {
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, kVertexComponentCount * sizeof(float), _vertexData + kPositionOffset);
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glNormalPointer(GL_FLOAT, kVertexComponentCount * sizeof(float), _vertexData + kNormalOffset);
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glTexCoordPointer(2, GL_FLOAT, kVertexComponentCount * sizeof(float), _vertexData + kTextureCoordOffset);
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glDrawElements(GL_TRIANGLES, _indexRanges[i + 1] - _indexRanges[i], GL_UNSIGNED_SHORT, _indexData.data() + _indexRanges[i]);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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return true;
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}
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} // namespace Wintermute
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#endif // defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
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