/* 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 . * */ #include "engines/wintermute/wintypes.h" #include "graphics/opengl/system_headers.h" #if defined(USE_OPENGL_GAME) #include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl.h" namespace Wintermute { Mesh3DSOpenGL::Mesh3DSOpenGL(BaseGame *inGame) : Mesh3DS(inGame) { _vertexCount = 0; _vertexData = nullptr; } Mesh3DSOpenGL::~Mesh3DSOpenGL() { } void Mesh3DSOpenGL::fillVertexBuffer() { _vertexCount = _numFaces * 3; _vertexData = (Mesh3DSVertex *)_vb.ptr(); } void Mesh3DSOpenGL::render(bool color) { if (_vertexCount == 0) return; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(Mesh3DSVertex), &_vertexData[0]._x); glColorPointer(4, GL_FLOAT, sizeof(Mesh3DSVertex), &_vertexData[0]._r); glDrawArrays(GL_TRIANGLES, 0, _vertexCount); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); } } // namespace Wintermute #endif // defined(USE_OPENGL_GAME)