Files
scummvm-cursorfix/engines/wintermute/base/gfx/opengl/mesh3ds_opengl_shader.cpp
2026-02-02 04:50:13 +01:00

67 lines
2.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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)