/* 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/clut8.h" #include "backends/graphics/opengl/shader.h" #include "backends/graphics/opengl/framebuffer.h" namespace OpenGL { #if !USE_FORCED_GLES CLUT8LookUpPipeline::CLUT8LookUpPipeline() : ShaderPipeline(ShaderMan.query(ShaderManager::kCLUT8LookUp)), _paletteTexture(nullptr) { } void CLUT8LookUpPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates) { // Set the palette texture. GL_CALL(glActiveTexture(GL_TEXTURE1)); if (_paletteTexture) { _paletteTexture->bind(); } GL_CALL(glActiveTexture(GL_TEXTURE0)); ShaderPipeline::drawTexture(texture, coordinates); } #endif // !USE_FORCED_GLES } // End of namespace OpenGL