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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/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
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