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backends/graphics/opengl/pipelines/clut8.cpp
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48
backends/graphics/opengl/pipelines/clut8.cpp
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/* 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/clut8.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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#if !USE_FORCED_GLES
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CLUT8LookUpPipeline::CLUT8LookUpPipeline()
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: ShaderPipeline(ShaderMan.query(ShaderManager::kCLUT8LookUp)), _paletteTexture(nullptr) {
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}
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void CLUT8LookUpPipeline::drawTextureInternal(const Texture &texture, const GLfloat *coordinates, const GLfloat *texcoords) {
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assert(isActive());
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// Set the palette texture.
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GL_CALL(glActiveTexture(GL_TEXTURE1));
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if (_paletteTexture) {
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_paletteTexture->bind();
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}
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GL_CALL(glActiveTexture(GL_TEXTURE0));
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ShaderPipeline::drawTextureInternal(texture, coordinates, texcoords);
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}
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#endif // !USE_FORCED_GLES
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} // End of namespace OpenGL
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