103 lines
3.6 KiB
C++
103 lines
3.6 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/shader.h"
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#include "backends/graphics/opengl/shader.h"
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#include "backends/graphics/opengl/framebuffer.h"
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#include "graphics/opengl/debug.h"
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namespace OpenGL {
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// A 4 elements with 2 components vector of floats
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static const int kCoordinatesSize = 4 * 2 * sizeof(float);
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#if !USE_FORCED_GLES
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ShaderPipeline::ShaderPipeline(Shader *shader)
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: _activeShader(shader), _colorAttributes() {
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// Use the same VBO for vertices and texcoords as we modify them at the same time
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_coordsVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, kCoordinatesSize, nullptr, GL_STATIC_DRAW);
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_activeShader->enableVertexAttribute("position", _coordsVBO, 2, GL_FLOAT, GL_FALSE, 0, 0);
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_texcoordsVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, kCoordinatesSize, nullptr, GL_STATIC_DRAW);
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_activeShader->enableVertexAttribute("texCoordIn", _texcoordsVBO, 2, GL_FLOAT, GL_FALSE, 0, 0);
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_colorVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(_colorAttributes), nullptr, GL_DYNAMIC_DRAW);
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_activeShader->enableVertexAttribute("blendColorIn", _colorVBO, 4, GL_FLOAT, GL_FALSE, 0, 0);
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}
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ShaderPipeline::~ShaderPipeline() {
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delete _activeShader;
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OpenGL::Shader::freeBuffer(_coordsVBO);
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OpenGL::Shader::freeBuffer(_texcoordsVBO);
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OpenGL::Shader::freeBuffer(_colorVBO);
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}
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void ShaderPipeline::activateInternal() {
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Pipeline::activateInternal();
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if (OpenGLContext.multitextureSupported) {
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GL_CALL(glActiveTexture(GL_TEXTURE0));
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}
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_activeShader->use();
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GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, _colorVBO));
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GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_colorAttributes), _colorAttributes));
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GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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void ShaderPipeline::deactivateInternal() {
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_activeShader->unbind();
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Pipeline::deactivateInternal();
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}
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void ShaderPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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GLfloat *dst = _colorAttributes;
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for (uint i = 0; i < 4; ++i) {
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*dst++ = r;
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*dst++ = g;
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*dst++ = b;
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*dst++ = a;
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}
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}
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void ShaderPipeline::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(glBindBuffer(GL_ARRAY_BUFFER, _coordsVBO));
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GL_CALL(glBufferData(GL_ARRAY_BUFFER, kCoordinatesSize, coordinates, GL_STATIC_DRAW));
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GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, _texcoordsVBO));
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GL_CALL(glBufferData(GL_ARRAY_BUFFER, kCoordinatesSize, texcoords, GL_STATIC_DRAW));
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GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
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GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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void ShaderPipeline::setProjectionMatrix(const Math::Matrix4 &projectionMatrix) {
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assert(isActive());
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_activeShader->setUniform("projection", projectionMatrix);
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}
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#endif // !USE_FORCED_GLES
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} // End of namespace OpenGL
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