/* 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(); GL_CALL(glVertexAttribPointer(_colorAttribLocation, 4, GL_FLOAT, GL_FALSE, 0, _colorAttributes)); } 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; } } 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