/* 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/shader.h" #include "graphics/opengl/debug.h" #if !USE_FORCED_GLES namespace Common { DECLARE_SINGLETON(OpenGL::ShaderManager); } namespace OpenGL { namespace { #pragma mark - Builtin Shader Sources - const char *const g_defaultShaderAttributes[] = { "position", "texCoordIn", "blendColorIn", nullptr }; const char *const g_defaultVertexShader = "attribute vec4 position;\n" "attribute vec2 texCoordIn;\n" "attribute vec4 blendColorIn;\n" "\n" "uniform mat4 projection;\n" "\n" "varying vec2 texCoord;\n" "varying vec4 blendColor;\n" "\n" "void main(void) {\n" "\ttexCoord = texCoordIn;\n" "\tblendColor = blendColorIn;\n" "\tgl_Position = projection * position;\n" "}\n"; const char *const g_defaultFragmentShader = "varying vec2 texCoord;\n" "varying vec4 blendColor;\n" "\n" "uniform sampler2D shaderTexture;\n" "\n" "void main(void) {\n" "\tgl_FragColor = blendColor * texture2D(shaderTexture, texCoord);\n" "}\n"; const char *const g_lookUpFragmentShader = "varying vec2 texCoord;\n" "varying vec4 blendColor;\n" "\n" "uniform sampler2D shaderTexture;\n" "uniform sampler2D palette;\n" "\n" "const float adjustFactor = 255.0 / 256.0 + 1.0 / (2.0 * 256.0);" "\n" "void main(void) {\n" "\tvec4 index = texture2D(shaderTexture, texCoord);\n" "\tgl_FragColor = blendColor * texture2D(palette, vec2(index.a * adjustFactor, 0.0));\n" "}\n"; } // End of anonymous namespace ShaderManager::ShaderManager() { for (int i = 0; i < ARRAYSIZE(_builtIn); ++i) { _builtIn[i] = nullptr; } } ShaderManager::~ShaderManager() { for (int i = 0; i < ARRAYSIZE(_builtIn); ++i) { delete _builtIn[i]; } } void ShaderManager::notifyDestroy() { for (int i = 0; i < ARRAYSIZE(_builtIn); ++i) { delete _builtIn[i]; _builtIn[i] = nullptr; } } void ShaderManager::notifyCreate() { // Ensure everything is destroyed notifyDestroy(); _builtIn[kDefault] = Shader::fromStrings("default", g_defaultVertexShader, g_defaultFragmentShader, g_defaultShaderAttributes, 110); _builtIn[kCLUT8LookUp] = Shader::fromStrings("clut8lookup", g_defaultVertexShader, g_lookUpFragmentShader, g_defaultShaderAttributes, 110); _builtIn[kCLUT8LookUp]->setUniform("palette", 1); for (uint i = 0; i < kMaxUsages; ++i) { _builtIn[i]->setUniform("shaderTexture", 0); } } Shader *ShaderManager::query(ShaderUsage shader) const { if (shader == kMaxUsages) { warning("OpenGL: ShaderManager::query used with kMaxUsages"); return nullptr; } return _builtIn[shader]->clone(); } } // End of namespace OpenGL #endif // !USE_FORCED_GLES