Initial commit
This commit is contained in:
110
backends/graphics/opengl/pipelines/shader.cpp
Normal file
110
backends/graphics/opengl/pipelines/shader.cpp
Normal file
@@ -0,0 +1,110 @@
|
||||
/* 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/shader.h"
|
||||
#include "backends/graphics/opengl/shader.h"
|
||||
#include "backends/graphics/opengl/framebuffer.h"
|
||||
#include "graphics/opengl/debug.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
// A 4 elements with 2 components vector of floats
|
||||
static const int kCoordinatesSize = 4 * 2 * sizeof(float);
|
||||
|
||||
#if !USE_FORCED_GLES
|
||||
ShaderPipeline::ShaderPipeline(Shader *shader)
|
||||
: _activeShader(shader), _colorAttributes(), _colorDirty(true) {
|
||||
// Use the same VBO for vertices and texcoords as we modify them at the same time
|
||||
_coordsVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, kCoordinatesSize, nullptr, GL_STATIC_DRAW);
|
||||
_activeShader->enableVertexAttribute("position", _coordsVBO, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
_texcoordsVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, kCoordinatesSize, nullptr, GL_STATIC_DRAW);
|
||||
_activeShader->enableVertexAttribute("texCoordIn", _texcoordsVBO, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
_colorVBO = OpenGL::Shader::createBuffer(GL_ARRAY_BUFFER, sizeof(_colorAttributes), nullptr, GL_DYNAMIC_DRAW);
|
||||
_activeShader->enableVertexAttribute("blendColorIn", _colorVBO, 4, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
}
|
||||
|
||||
ShaderPipeline::~ShaderPipeline() {
|
||||
delete _activeShader;
|
||||
|
||||
OpenGL::Shader::freeBuffer(_coordsVBO);
|
||||
OpenGL::Shader::freeBuffer(_texcoordsVBO);
|
||||
OpenGL::Shader::freeBuffer(_colorVBO);
|
||||
}
|
||||
|
||||
void ShaderPipeline::activateInternal() {
|
||||
Pipeline::activateInternal();
|
||||
|
||||
// Disable 3D properties.
|
||||
GL_CALL(glDisable(GL_CULL_FACE));
|
||||
GL_CALL(glDisable(GL_DEPTH_TEST));
|
||||
GL_CALL(glDisable(GL_DITHER));
|
||||
|
||||
if (OpenGLContext.multitextureSupported) {
|
||||
GL_CALL(glActiveTexture(GL_TEXTURE0));
|
||||
}
|
||||
|
||||
_activeShader->use();
|
||||
}
|
||||
|
||||
void ShaderPipeline::deactivateInternal() {
|
||||
_activeShader->unbind();
|
||||
|
||||
Pipeline::deactivateInternal();
|
||||
}
|
||||
|
||||
void ShaderPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
|
||||
GLfloat *dst = _colorAttributes;
|
||||
for (uint i = 0; i < 4; ++i) {
|
||||
*dst++ = r;
|
||||
*dst++ = g;
|
||||
*dst++ = b;
|
||||
*dst++ = a;
|
||||
}
|
||||
_colorDirty = true;
|
||||
}
|
||||
|
||||
void ShaderPipeline::drawTextureInternal(const Texture &texture, const GLfloat *coordinates, const GLfloat *texcoords) {
|
||||
assert(isActive());
|
||||
|
||||
texture.bind();
|
||||
|
||||
if (_colorDirty) {
|
||||
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, _colorVBO));
|
||||
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_colorAttributes), _colorAttributes));
|
||||
_colorDirty = false;
|
||||
}
|
||||
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, _coordsVBO));
|
||||
GL_CALL(glBufferData(GL_ARRAY_BUFFER, kCoordinatesSize, coordinates, GL_STATIC_DRAW));
|
||||
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, _texcoordsVBO));
|
||||
GL_CALL(glBufferData(GL_ARRAY_BUFFER, kCoordinatesSize, texcoords, GL_STATIC_DRAW));
|
||||
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
|
||||
|
||||
GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
|
||||
}
|
||||
|
||||
void ShaderPipeline::setProjectionMatrix(const Math::Matrix4 &projectionMatrix) {
|
||||
assert(isActive());
|
||||
|
||||
_activeShader->setUniform("projection", projectionMatrix);
|
||||
}
|
||||
#endif // !USE_FORCED_GLES
|
||||
|
||||
} // End of namespace OpenGL
|
||||
Reference in New Issue
Block a user