/* 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 3 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, see . * */ #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, const GLfloat *texcoords) { // Set the palette texture. GL_CALL(glActiveTexture(GL_TEXTURE1)); if (_paletteTexture) { _paletteTexture->bind(); } GL_CALL(glActiveTexture(GL_TEXTURE0)); ShaderPipeline::drawTexture(texture, coordinates, texcoords); } #endif // !USE_FORCED_GLES } // End of namespace OpenGL