/* 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_SHADERS) #include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.h" namespace Wintermute { Mesh3DSOpenGLShader::Mesh3DSOpenGLShader(BaseGame *inGame, OpenGL::Shader *shader) : Mesh3DS(inGame), _shader(shader) { _vertexCount = 0; _vertexData = nullptr; glGenBuffers(1, &_vertexBuffer); } Mesh3DSOpenGLShader::~Mesh3DSOpenGLShader() { glDeleteBuffers(1, &_vertexBuffer); } void Mesh3DSOpenGLShader::fillVertexBuffer() { _vertexCount = _numFaces * 3; _vertexData = (Mesh3DSVertex *)_vb.ptr(); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(Mesh3DSVertex) * _vertexCount, _vertexData, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } void Mesh3DSOpenGLShader::render(bool color) { if (_vertexCount == 0) return; _shader->enableVertexAttribute("position", _vertexBuffer, 3, GL_FLOAT, false, sizeof(Mesh3DSVertex), 0); if (color) _shader->enableVertexAttribute("color", _vertexBuffer, 4, GL_FLOAT, false, sizeof(Mesh3DSVertex), 24); _shader->use(true); glDrawArrays(GL_TRIANGLES, 0, _vertexCount); } } // namespace Wintermute #endif // defined(USE_OPENGL_SHADERS)