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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/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