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66
engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.cpp
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66
engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/wintermute/wintypes.h"
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#include "graphics/opengl/system_headers.h"
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#if defined(USE_OPENGL_SHADERS)
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#include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.h"
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namespace Wintermute {
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Mesh3DSOpenGLShader::Mesh3DSOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader) : Mesh3DS(inGame), _shader(shader) {
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_vertexCount = 0;
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_vertexData = nullptr;
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glGenBuffers(1, &_vertexBuffer);
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}
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Mesh3DSOpenGLShader::~Mesh3DSOpenGLShader() {
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glDeleteBuffers(1, &_vertexBuffer);
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}
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void Mesh3DSOpenGLShader::fillVertexBuffer() {
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_vertexCount = _numFaces * 3;
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_vertexData = (Mesh3DSVertex *)_vb.ptr();
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Mesh3DSVertex) * _vertexCount, _vertexData, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void Mesh3DSOpenGLShader::render(bool color) {
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if (_vertexCount == 0)
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return;
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_shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, sizeof(Mesh3DSVertex), 0);
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if (color)
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_shader->enableVertexAttribute("color", _vertexBuffer, 4, GL_FLOAT, false, sizeof(Mesh3DSVertex), 24);
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_shader->use(true);
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glDrawArrays(GL_TRIANGLES, 0, _vertexCount);
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}
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} // namespace Wintermute
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#endif // defined(USE_OPENGL_SHADERS)
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