/* 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) { } void ShaderPipeline::activateInternal() { GL_CALL(glEnableVertexAttribArray(kPositionAttribLocation)); GL_CALL(glEnableVertexAttribArray(kTexCoordAttribLocation)); if (g_context.multitextureSupported) { GL_CALL(glActiveTexture(GL_TEXTURE0)); } _activeShader->activate(); } void ShaderPipeline::deactivateInternal() { _activeShader->deactivate(); } void ShaderPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { GL_CALL(glVertexAttrib4f(kColorAttribLocation, r, g, b, a)); } void ShaderPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates) { texture.bind(); GL_CALL(glVertexAttribPointer(kTexCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, texture.getTexCoords())); GL_CALL(glVertexAttribPointer(kPositionAttribLocation, 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