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scummvm-cursorfix/engines/wintermute/base/gfx/opengl/meshx_opengl_shader.h
2026-02-02 04:50:13 +01:00

68 lines
1.9 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/>.
*
*/
/*
* 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