/* 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_TINYGL) #include "engines/wintermute/base/gfx/tinygl/mesh3ds_tinygl.h" namespace Wintermute { Mesh3DSTinyGL::Mesh3DSTinyGL(BaseGame *inGame) : Mesh3DS(inGame) { _vertexCount = 0; _vertexData = nullptr; } Mesh3DSTinyGL::~Mesh3DSTinyGL() { } void Mesh3DSTinyGL::fillVertexBuffer() { _vertexCount = _numFaces * 3; _vertexData = (Mesh3DSVertex *)_vb.ptr(); } void Mesh3DSTinyGL::render(bool color) { if (_vertexCount == 0) return; tglEnableClientState(TGL_VERTEX_ARRAY); tglEnableClientState(TGL_COLOR_ARRAY); tglVertexPointer(3, TGL_FLOAT, sizeof(Mesh3DSVertex), &_vertexData[0]._x); tglColorPointer(4, TGL_FLOAT, sizeof(Mesh3DSVertex), &_vertexData[0]._r); tglDrawArrays(TGL_TRIANGLES, 0, _vertexCount); tglDisableClientState(TGL_COLOR_ARRAY); tglDisableClientState(TGL_VERTEX_ARRAY); } } // namespace Wintermute #endif // defined(USE_TINYGL)