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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/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
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