scummvm/backends/graphics/opengl/pipelines/clut8.cpp
2022-01-02 17:45:32 +01:00

45 lines
1.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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