scummvm/backends/graphics/opengl/pipelines/fixed.cpp
Le Philousophe 70cf4e9e3e BACKENDS: OPENGL: Move framebuffer out of common activate code
This allows more control over activation process.
2022-11-06 20:02:59 +01:00

80 lines
2.3 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/fixed.h"
#include "graphics/opengl/debug.h"
namespace OpenGL {
#if !USE_FORCED_GLES2
void FixedPipeline::activateInternal() {
Pipeline::activateInternal();
GL_CALL(glDisable(GL_LIGHTING));
GL_CALL(glDisable(GL_FOG));
GL_CALL(glShadeModel(GL_FLAT));
GL_CALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));
GL_CALL(glEnableClientState(GL_VERTEX_ARRAY));
GL_CALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
#if !USE_FORCED_GLES
if (OpenGLContext.multitextureSupported) {
GL_CALL(glActiveTexture(GL_TEXTURE0));
}
#endif
GL_CALL(glEnable(GL_TEXTURE_2D));
GL_CALL(glColor4f(_r, _g, _b, _a));
}
void FixedPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
_r = r;
_g = g;
_b = b;
_a = a;
if (isActive()) {
GL_CALL(glColor4f(r, g, b, a));
}
}
void FixedPipeline::drawTextureInternal(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) {
assert(isActive());
texture.bind();
GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords));
GL_CALL(glVertexPointer(2, GL_FLOAT, 0, coordinates));
GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
}
void FixedPipeline::setProjectionMatrix(const Math::Matrix4 &projectionMatrix) {
assert(isActive());
GL_CALL(glMatrixMode(GL_PROJECTION));
GL_CALL(glLoadMatrixf(projectionMatrix.getData()));
GL_CALL(glMatrixMode(GL_MODELVIEW));
GL_CALL(glLoadIdentity());
}
#endif // !USE_FORCED_GLES2
} // End of namespace OpenGL