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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
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