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author | Johannes Schickel | 2016-01-04 06:41:10 +0100 |
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committer | Johannes Schickel | 2016-03-16 20:29:26 +0100 |
commit | f5f1b6eba0d409abcda2a3c037a177d6f6e41a2e (patch) | |
tree | 7185022bb128795f3035de8925d04d98784a1afa /backends/graphics/opengl/pipeline.cpp | |
parent | 08553a09cfa2110d56b200bf6c69d01d5adbc6bb (diff) | |
download | scummvm-rg350-f5f1b6eba0d409abcda2a3c037a177d6f6e41a2e.tar.gz scummvm-rg350-f5f1b6eba0d409abcda2a3c037a177d6f6e41a2e.tar.bz2 scummvm-rg350-f5f1b6eba0d409abcda2a3c037a177d6f6e41a2e.zip |
OPENGL: Introduce pipeline abstraction to cleanup code.
Diffstat (limited to 'backends/graphics/opengl/pipeline.cpp')
-rw-r--r-- | backends/graphics/opengl/pipeline.cpp | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/backends/graphics/opengl/pipeline.cpp b/backends/graphics/opengl/pipeline.cpp new file mode 100644 index 0000000000..362f15a36b --- /dev/null +++ b/backends/graphics/opengl/pipeline.cpp @@ -0,0 +1,76 @@ +/* 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 2 + * 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, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "backends/graphics/opengl/pipeline.h" +#include "backends/graphics/opengl/shader.h" + +namespace OpenGL { + +#if !USE_FORCED_GLES2 +void FixedPipeline::activate() { + GL_CALL(glDisable(GL_LIGHTING)); + GL_CALL(glDisable(GL_FOG)); + GL_CALL(glShadeModel(GL_FLAT)); + GL_CALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)); + + GL_CALL(glEnableClientState(GL_VERTEX_ARRAY)); + GL_CALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY)); + +#if !USE_FORCED_GLES + if (g_context.multitextureSupported) { + GL_CALL(glActiveTexture(GL_TEXTURE0)); + } +#endif + GL_CALL(glEnable(GL_TEXTURE_2D)); +} + +void FixedPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { + GL_CALL(glColor4f(r, g, b, a)); +} + +void FixedPipeline::setDrawCoordinates(const GLfloat *vertices, const GLfloat *texCoords) { + GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texCoords)); + GL_CALL(glVertexPointer(2, GL_FLOAT, 0, vertices)); +} +#endif // !USE_FORCED_GLES2 + +#if !USE_FORCED_GLES +void ShaderPipeline::activate() { + GL_CALL(glEnableVertexAttribArray(kPositionAttribLocation)); + GL_CALL(glEnableVertexAttribArray(kTexCoordAttribLocation)); + + if (g_context.multitextureSupported) { + GL_CALL(glActiveTexture(GL_TEXTURE0)); + } +} + +void ShaderPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { + GL_CALL(glVertexAttrib4f(kColorAttribLocation, r, g, b, a)); +} + +void ShaderPipeline::setDrawCoordinates(const GLfloat *vertices, const GLfloat *texCoords) { + GL_CALL(glVertexAttribPointer(kTexCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, texCoords)); + GL_CALL(glVertexAttribPointer(kPositionAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, vertices)); +} +#endif // !USE_FORCED_GLES + +} // End of namespace OpenGL |