80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "backends/graphics/opengl/pipelines/fixed.h"
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#include "graphics/opengl/debug.h"
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namespace OpenGL {
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#if !USE_FORCED_GLES2
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void FixedPipeline::activateInternal() {
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Pipeline::activateInternal();
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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 (OpenGLContext.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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GL_CALL(glColor4f(_r, _g, _b, _a));
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}
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void FixedPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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_r = r;
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_g = g;
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_b = b;
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_a = a;
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if (isActive()) {
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GL_CALL(glColor4f(r, g, b, a));
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}
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}
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void FixedPipeline::drawTextureInternal(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) {
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assert(isActive());
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texture.bind();
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GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords));
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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 Math::Matrix4 &projectionMatrix) {
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assert(isActive());
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GL_CALL(glMatrixMode(GL_PROJECTION));
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GL_CALL(glLoadMatrixf(projectionMatrix.getData()));
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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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} // End of namespace OpenGL
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