OPENGL: Move pipeline code to pipelines/.
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11 changed files with 223 additions and 100 deletions
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "backends/graphics/opengl/pipeline.h"
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#include "backends/graphics/opengl/shader.h"
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#include "backends/graphics/opengl/framebuffer.h"
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namespace OpenGL {
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Pipeline::Pipeline()
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: _activeFramebuffer(nullptr) {
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}
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Framebuffer *Pipeline::setFramebuffer(Framebuffer *framebuffer) {
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Framebuffer *oldFramebuffer = _activeFramebuffer;
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if (oldFramebuffer) {
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oldFramebuffer->deactivate();
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}
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_activeFramebuffer = framebuffer;
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if (_activeFramebuffer) {
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_activeFramebuffer->activate();
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setProjectionMatrix(_activeFramebuffer->getProjectionMatrix());
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}
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return oldFramebuffer;
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}
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#if !USE_FORCED_GLES2
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void FixedPipeline::activate() {
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GL_CALL(glDisable(GL_LIGHTING));
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GL_CALL(glDisable(GL_FOG));
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GL_CALL(glShadeModel(GL_FLAT));
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GL_CALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));
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GL_CALL(glEnableClientState(GL_VERTEX_ARRAY));
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GL_CALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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#if !USE_FORCED_GLES
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if (g_context.multitextureSupported) {
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GL_CALL(glActiveTexture(GL_TEXTURE0));
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}
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#endif
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GL_CALL(glEnable(GL_TEXTURE_2D));
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}
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void FixedPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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GL_CALL(glColor4f(r, g, b, a));
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}
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void FixedPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates) {
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texture.bind();
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GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texture.getTexCoords()));
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GL_CALL(glVertexPointer(2, GL_FLOAT, 0, coordinates));
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GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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void FixedPipeline::setProjectionMatrix(const GLfloat *projectionMatrix) {
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GL_CALL(glMatrixMode(GL_PROJECTION));
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GL_CALL(glLoadMatrixf(projectionMatrix));
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GL_CALL(glMatrixMode(GL_MODELVIEW));
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GL_CALL(glLoadIdentity());
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}
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#endif // !USE_FORCED_GLES2
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#if !USE_FORCED_GLES
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ShaderPipeline::ShaderPipeline()
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: _activeShader(nullptr) {
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}
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void ShaderPipeline::activate() {
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GL_CALL(glEnableVertexAttribArray(kPositionAttribLocation));
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GL_CALL(glEnableVertexAttribArray(kTexCoordAttribLocation));
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if (g_context.multitextureSupported) {
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GL_CALL(glActiveTexture(GL_TEXTURE0));
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}
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}
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Shader *ShaderPipeline::setShader(Shader *shader) {
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Shader *oldShader = _activeShader;
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_activeShader = shader;
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if (_activeShader && _activeFramebuffer) {
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_activeShader->activate(_activeFramebuffer->getProjectionMatrix());
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}
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return oldShader;
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}
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void ShaderPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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GL_CALL(glVertexAttrib4f(kColorAttribLocation, r, g, b, a));
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}
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void ShaderPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates) {
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texture.bind();
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GL_CALL(glVertexAttribPointer(kTexCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, texture.getTexCoords()));
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GL_CALL(glVertexAttribPointer(kPositionAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, coordinates));
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GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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void ShaderPipeline::setProjectionMatrix(const GLfloat *projectionMatrix) {
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if (_activeShader) {
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_activeShader->activate(projectionMatrix);
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}
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}
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#endif // !USE_FORCED_GLES
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} // End of namespace OpenGL
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