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-rw-r--r--backends/graphics/opengl/pipelines/shader.cpp73
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diff --git a/backends/graphics/opengl/pipelines/shader.cpp b/backends/graphics/opengl/pipelines/shader.cpp
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+/* 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/pipelines/shader.h"
+#include "backends/graphics/opengl/shader.h"
+#include "backends/graphics/opengl/framebuffer.h"
+
+namespace OpenGL {
+
+#if !USE_FORCED_GLES
+ShaderPipeline::ShaderPipeline()
+ : _activeShader(nullptr) {
+}
+
+void ShaderPipeline::activate() {
+ GL_CALL(glEnableVertexAttribArray(kPositionAttribLocation));
+ GL_CALL(glEnableVertexAttribArray(kTexCoordAttribLocation));
+
+ if (g_context.multitextureSupported) {
+ GL_CALL(glActiveTexture(GL_TEXTURE0));
+ }
+}
+
+Shader *ShaderPipeline::setShader(Shader *shader) {
+ Shader *oldShader = _activeShader;
+
+ _activeShader = shader;
+ if (_activeShader && _activeFramebuffer) {
+ _activeShader->activate(_activeFramebuffer->getProjectionMatrix());
+ }
+
+ return oldShader;
+}
+
+void ShaderPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
+ GL_CALL(glVertexAttrib4f(kColorAttribLocation, r, g, b, a));
+}
+
+void ShaderPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates) {
+ texture.bind();
+
+ GL_CALL(glVertexAttribPointer(kTexCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, texture.getTexCoords()));
+ GL_CALL(glVertexAttribPointer(kPositionAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, coordinates));
+ GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
+}
+
+void ShaderPipeline::setProjectionMatrix(const GLfloat *projectionMatrix) {
+ if (_activeShader) {
+ _activeShader->activate(projectionMatrix);
+ }
+}
+#endif // !USE_FORCED_GLES
+
+} // End of namespace OpenGL