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-rw-r--r--backends/graphics/opengl/pipelines/shader.cpp94
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diff --git a/backends/graphics/opengl/pipelines/shader.cpp b/backends/graphics/opengl/pipelines/shader.cpp
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+++ 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(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