OPENGL: Support GLES2 contexts.
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12 changed files with 519 additions and 33 deletions
110
backends/graphics/opengl/shader.h
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110
backends/graphics/opengl/shader.h
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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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#ifndef BACKENDS_GRAPHICS_OPENGL_SHADER_H
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#define BACKENDS_GRAPHICS_OPENGL_SHADER_H
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#include "backends/graphics/opengl/opengl-sys.h"
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#if !USE_FORCED_GL && !USE_FORCED_GLES
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#include "common/str.h"
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namespace OpenGL {
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enum {
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kPositionAttribLocation = 0,
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kTexCoordAttribLocation = 1,
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kColorAttribLocation = 2
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};
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extern const char *const g_defaultVertexShader;
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extern const char *const g_defaultFragmentShader;
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class Shader {
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public:
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Shader(const Common::String &vertex, const Common::String &fragment);
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~Shader() { destroy(); }
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/**
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* Destroy the shader program.
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*
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* This keeps the vertex and fragment shader sources around and thus
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* allows for recreating the shader on context recreation.
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*/
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void destroy();
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/**
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* Recreate shader program.
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*
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* @return true on success, false on failure.
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*/
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bool recreate();
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/**
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* Make shader active.
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*
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* @param projectionMatrix Projection matrix to use.
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*/
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void activate(const GLfloat *projectionMatrix);
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private:
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/**
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* Vertex shader sources.
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*/
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const Common::String _vertex;
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/**
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* Fragment shader sources.
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*/
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const Common::String _fragment;
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/**
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* Shader program handle.
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*/
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GLuint _program;
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/**
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* Location of the matrix uniform in the shader program.
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*/
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GLint _projectionLocation;
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/**
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* Location of the texture sampler location in the shader program.
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*/
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GLint _textureLocation;
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/**
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* Compile a vertex or fragment shader.
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*
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* @param source Sources to the shader.
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* @param shaderType Type of shader to compile (GL_FRAGMENT_SHADER or
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* GL_VERTEX_SHADER)
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* @return The shader object or 0 on failure.
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*/
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static GLuint compileShader(const char *source, GLenum shaderType);
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};
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} // End of namespace OpenGL
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#endif // !USE_FORCED_GL && !USE_FORCED_GLES
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#endif
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