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Diffstat (limited to 'backends/graphics/opengl/pipelines/shader.cpp')
-rw-r--r-- | backends/graphics/opengl/pipelines/shader.cpp | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/backends/graphics/opengl/pipelines/shader.cpp b/backends/graphics/opengl/pipelines/shader.cpp new file mode 100644 index 0000000000..8e38458f73 --- /dev/null +++ b/backends/graphics/opengl/pipelines/shader.cpp @@ -0,0 +1,94 @@ +/* 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(Shader *shader) + : _activeShader(shader), _colorAttributes() { + _vertexAttribLocation = shader->getAttributeLocation("position"); + _texCoordAttribLocation = shader->getAttributeLocation("texCoordIn"); + _colorAttribLocation = shader->getAttributeLocation("blendColorIn"); + + assert(_vertexAttribLocation != -1); + assert(_texCoordAttribLocation != -1); + assert(_colorAttribLocation != -1); + + // One of the attributes needs to be passed through location 0, otherwise + // we get no output for GL contexts due to GL compatibility reasons. Let's + // check whether this ever happens. If this ever gets hit, we need to + // enable location 0 and pass some dummy values through it to fix output. + assert( _vertexAttribLocation == 0 + || _texCoordAttribLocation == 0 + || _colorAttribLocation == 0); +} + +void ShaderPipeline::activateInternal() { + GL_CALL(glEnableVertexAttribArray(_vertexAttribLocation)); + GL_CALL(glEnableVertexAttribArray(_texCoordAttribLocation)); + GL_CALL(glEnableVertexAttribArray(_colorAttribLocation)); + + if (g_context.multitextureSupported) { + GL_CALL(glActiveTexture(GL_TEXTURE0)); + } + + _activeShader->activate(); +} + +void ShaderPipeline::deactivateInternal() { + GL_CALL(glDisableVertexAttribArray(_vertexAttribLocation)); + GL_CALL(glDisableVertexAttribArray(_texCoordAttribLocation)); + GL_CALL(glDisableVertexAttribArray(_colorAttribLocation)); + + _activeShader->deactivate(); +} + +void ShaderPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { + GLfloat *dst = _colorAttributes; + for (uint i = 0; i < 4; ++i) { + *dst++ = r; + *dst++ = g; + *dst++ = b; + *dst++ = a; + } + + GL_CALL(glVertexAttribPointer(_colorAttribLocation, 4, GL_FLOAT, GL_FALSE, 0, _colorAttributes)); +} + +void ShaderPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates) { + texture.bind(); + + GL_CALL(glVertexAttribPointer(_texCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, texture.getTexCoords())); + GL_CALL(glVertexAttribPointer(_vertexAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, coordinates)); + GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); +} + +void ShaderPipeline::setProjectionMatrix(const GLfloat *projectionMatrix) { + _activeShader->setUniform("projection", new ShaderUniformMatrix44(projectionMatrix)); +} +#endif // !USE_FORCED_GLES + +} // End of namespace OpenGL |