/* ScummVM - Graphic Adventure Engine * * ScummVM 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 3 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, see . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #ifndef WINTERMUTE_XMESH_OPENGL_SHADER_H #define WINTERMUTE_XMESH_OPENGL_SHADER_H #include "engines/wintermute/base/gfx/xmesh.h" class Effect3D; class Effect3DParams; #if defined(USE_OPENGL_SHADERS) #include "graphics/opengl/shader.h" namespace Wintermute { class XMeshOpenGLShader : public XMesh { public: XMeshOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader, OpenGL::Shader *flatShadowShader); ~XMeshOpenGLShader() override; bool loadFromXData(const char *filename, XFileData *xobj) override; bool render(XModel *model) override; bool renderFlatShadowModel(uint32 shadowColor) override; bool update(FrameNode *parentFrame) override; private: void renderEffect(Material *material); protected: GLuint _vertexBuffer; GLuint _indexBuffer; OpenGL::Shader *_shader; OpenGL::Shader *_flatShadowShader; }; } // namespace Wintermute #endif // defined(USE_OPENGL_SHADERS) #endif