/* 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" #include "backends/graphics/opengl/framebuffer.h" namespace OpenGL { Pipeline::Pipeline() : _activeFramebuffer(nullptr) { } Framebuffer *Pipeline::setFramebuffer(Framebuffer *framebuffer) { Framebuffer *oldFramebuffer = _activeFramebuffer; if (oldFramebuffer) { oldFramebuffer->deactivate(); } _activeFramebuffer = framebuffer; if (_activeFramebuffer) { _activeFramebuffer->activate(); setProjectionMatrix(_activeFramebuffer->getProjectionMatrix()); } return oldFramebuffer; } #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)); } void FixedPipeline::setProjectionMatrix(const GLfloat *projectionMatrix) { GL_CALL(glMatrixMode(GL_PROJECTION)); GL_CALL(glLoadMatrixf(projectionMatrix)); GL_CALL(glMatrixMode(GL_MODELVIEW)); GL_CALL(glLoadIdentity()); } #endif // !USE_FORCED_GLES2 #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::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)); } void ShaderPipeline::setProjectionMatrix(const GLfloat *projectionMatrix) { if (_activeShader) { _activeShader->activate(projectionMatrix); } } #endif // !USE_FORCED_GLES } // End of namespace OpenGL