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/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#if defined(SDL_BACKEND)
#include "backends/graphics/openglsdl/openglsdl-graphics.h"
#include "common/config-manager.h"
#include "engines/engine.h"
#include "graphics/pixelbuffer.h"
#include "graphics/opengl/context.h"
#include "graphics/opengl/framebuffer.h"
#include "graphics/opengl/surfacerenderer.h"
#include "graphics/opengl/system_headers.h"
#include "graphics/opengl/texture.h"
#include "graphics/opengl/tiledsurface.h"
OpenGLSdlGraphicsManager::OpenGLSdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window, const Capabilities &capabilities)
:
ResVmSdlGraphicsManager(sdlEventSource, window, capabilities),
#if SDL_VERSION_ATLEAST(2, 0, 0)
_glContext(nullptr),
#endif
_overlayScreen(nullptr),
_overlayBackground(nullptr),
_gameRect(),
_frameBuffer(nullptr),
_surfaceRenderer(nullptr) {
ConfMan.registerDefault("antialiasing", 0);
_sideTextures[0] = _sideTextures[1] = nullptr;
// Don't start at zero so that the value is never the same as the surface graphics manager
_screenChangeCount = 1 << (sizeof(int) * 8 - 2);
}
OpenGLSdlGraphicsManager::~OpenGLSdlGraphicsManager() {
closeOverlay();
#if SDL_VERSION_ATLEAST(2, 0, 0)
deinitializeRenderer();
#endif
}
bool OpenGLSdlGraphicsManager::hasFeature(OSystem::Feature f) {
return
(f == OSystem::kFeatureFullscreenMode) ||
(f == OSystem::kFeatureOpenGL) ||
#if SDL_VERSION_ATLEAST(2, 0, 0)
(f == OSystem::kFeatureFullscreenToggleKeepsContext) ||
#endif
(f == OSystem::kFeatureVSync) ||
(f == OSystem::kFeatureAspectRatioCorrection) ||
(f == OSystem::kFeatureOverlaySupportsAlpha && _overlayFormat.aBits() > 3);
}
bool OpenGLSdlGraphicsManager::getFeatureState(OSystem::Feature f) {
switch (f) {
case OSystem::kFeatureVSync:
return isVSyncEnabled();
default:
return ResVmSdlGraphicsManager::getFeatureState(f);
}
}
void OpenGLSdlGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
if (_fullscreen != enable) {
_fullscreen = enable;
createOrUpdateScreen();
}
break;
default:
ResVmSdlGraphicsManager::setFeatureState(f, enable);
break;
}
}
void OpenGLSdlGraphicsManager::setupScreen(uint gameWidth, uint gameHeight, bool fullscreen, bool accel3d) {
assert(accel3d);
closeOverlay();
#if SDL_VERSION_ATLEAST(2, 0, 0)
// Clear the GL context when going from / to the launcher
SDL_GL_DeleteContext(_glContext);
_glContext = nullptr;
#endif
_engineRequestedWidth = gameWidth;
_engineRequestedHeight = gameHeight;
_antialiasing = ConfMan.getInt("antialiasing");
_fullscreen = fullscreen;
_lockAspectRatio = ConfMan.getBool("aspect_ratio");
_vsync = ConfMan.getBool("vsync");
createOrUpdateScreen();
int glflag;
const GLubyte *str;
str = glGetString(GL_VENDOR);
debug("INFO: OpenGL Vendor: %s", str);
str = glGetString(GL_RENDERER);
debug("INFO: OpenGL Renderer: %s", str);
str = glGetString(GL_VERSION);
debug("INFO: OpenGL Version: %s", str);
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &glflag);
debug("INFO: OpenGL Red bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &glflag);
debug("INFO: OpenGL Green bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &glflag);
debug("INFO: OpenGL Blue bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &glflag);
debug("INFO: OpenGL Alpha bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &glflag);
debug("INFO: OpenGL Z buffer depth bits: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &glflag);
debug("INFO: OpenGL Double Buffer: %d", glflag);
SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &glflag);
debug("INFO: OpenGL Stencil buffer bits: %d", glflag);
#ifdef USE_GLEW
debug("INFO: GLEW Version: %s", glewGetString(GLEW_VERSION));
#endif
#ifdef USE_OPENGL_SHADERS
debug("INFO: GLSL version: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
#endif
}
void OpenGLSdlGraphicsManager::createOrUpdateScreen() {
closeOverlay();
bool engineSupportsArbitraryResolutions = g_engine && g_engine->hasFeature(Engine::kSupportsArbitraryResolutions);
// Select how the game screen is going to be drawn
GameRenderTarget gameRenderTarget = selectGameRenderTarget(_fullscreen, true, engineSupportsArbitraryResolutions,
_capabilities.openGLFrameBuffer, _lockAspectRatio);
// Choose the effective window size or fullscreen mode
uint effectiveWidth;
uint effectiveHeight;
if (_fullscreen && canUsePreferredResolution(gameRenderTarget, engineSupportsArbitraryResolutions)) {
Common::Rect fullscreenResolution = getPreferredFullscreenResolution();
effectiveWidth = fullscreenResolution.width();
effectiveHeight = fullscreenResolution.height();
} else {
effectiveWidth = _engineRequestedWidth;
effectiveHeight = _engineRequestedHeight;
}
// Compute the rectangle where to draw the game inside the effective screen
_gameRect = computeGameRect(gameRenderTarget, _engineRequestedWidth, _engineRequestedHeight, effectiveWidth, effectiveHeight);
if (!createOrUpdateGLContext(effectiveWidth, effectiveHeight, gameRenderTarget)) {
warning("Error: %s", SDL_GetError());
g_system->quit();
}
#ifdef USE_GLEW
GLenum err = glewInit();
if (err != GLEW_OK) {
warning("Error: %s", glewGetErrorString(err));
g_system->quit();
}
#endif
initializeOpenGLContext();
_surfaceRenderer = OpenGL::createBestSurfaceRenderer();
_overlayFormat = OpenGL::Texture::getRGBAPixelFormat();
_overlayScreen = new OpenGL::TiledSurface(effectiveWidth, effectiveHeight, _overlayFormat);
_overlayWidth = effectiveWidth;
_overlayHeight = effectiveHeight;
_screenFormat = _overlayFormat;
_screenChangeCount++;
#if !defined(AMIGAOS)
if (gameRenderTarget == kFramebuffer) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_frameBuffer = createFramebuffer(_engineRequestedWidth, _engineRequestedHeight);
_frameBuffer->attach();
}
#endif
}
Graphics::PixelBuffer OpenGLSdlGraphicsManager::getScreenPixelBuffer() {
error("Direct screen buffer access is not allowed when using OpenGL");
}
void OpenGLSdlGraphicsManager::initializeOpenGLContext() const {
OpenGL::ContextType type;
#ifdef USE_GLES2
type = OpenGL::kContextGLES2;
#else
type = OpenGL::kContextGL;
#endif
OpenGLContext.initialize(type);
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (SDL_GL_SetSwapInterval(_vsync ? 1 : 0)) {
warning("Unable to %s VSync: %s", _vsync ? "enable" : "disable", SDL_GetError());
}
#endif
}
OpenGLSdlGraphicsManager::OpenGLPixelFormat::OpenGLPixelFormat(uint screenBytesPerPixel, uint red, uint blue, uint green, uint alpha, int samples) :
bytesPerPixel(screenBytesPerPixel),
redSize(red),
blueSize(blue),
greenSize(green),
alphaSize(alpha),
multisampleSamples(samples) {
}
bool OpenGLSdlGraphicsManager::createOrUpdateGLContext(uint effectiveWidth, uint effectiveHeight,
GameRenderTarget gameRenderTarget) {
// Build a list of OpenGL pixel formats usable by ResidualVM
Common::Array<OpenGLPixelFormat> pixelFormats;
if (_antialiasing > 0 && gameRenderTarget == kScreen) {
// Don't enable screen level multisampling when rendering to a framebuffer
pixelFormats.push_back(OpenGLPixelFormat(32, 8, 8, 8, 8, _antialiasing));
pixelFormats.push_back(OpenGLPixelFormat(16, 5, 5, 5, 1, _antialiasing));
pixelFormats.push_back(OpenGLPixelFormat(16, 5, 6, 5, 0, _antialiasing));
}
pixelFormats.push_back(OpenGLPixelFormat(32, 8, 8, 8, 8, 0));
pixelFormats.push_back(OpenGLPixelFormat(16, 5, 5, 5, 1, 0));
pixelFormats.push_back(OpenGLPixelFormat(16, 5, 6, 5, 0, 0));
// Unfortunatly, SDL does not provide a list of valid pixel formats
// for the current OpenGL implementation and hardware.
// SDL may not be able to create a screen with the preferred pixel format.
// Try all the pixel formats in the list until SDL returns a valid screen.
Common::Array<OpenGLPixelFormat>::const_iterator it = pixelFormats.begin();
for (; it != pixelFormats.end(); it++) {
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, it->redSize);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, it->greenSize);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, it->blueSize);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, it->alphaSize);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, it->multisampleSamples > 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, it->multisampleSamples);
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, _vsync ? 1 : 0);
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
#ifdef USE_GLES2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
#endif
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
uint32 sdlflags = SDL_WINDOW_OPENGL;
if (_fullscreen) {
// On Linux/X11, when toggling to fullscreen, the window manager saves
// the window size to be able to restore it when going back to windowed mode.
// If the user configured ResidualVM to start in fullscreen mode, we first
// create a window and then toggle it to fullscreen to give the window manager
// a chance to save the window size. That way if the user switches back
// to windowed mode, the window manager has a window size to apply instead
// of leaving the window at the fullscreen resolution size.
if (!_window->getSDLWindow()) {
_window->createOrUpdateWindow(effectiveWidth, effectiveHeight, sdlflags);
}
sdlflags |= SDL_WINDOW_FULLSCREEN;
}
if (_window->createOrUpdateWindow(effectiveWidth, effectiveHeight, sdlflags)) {
// Get the current GL context from SDL in case the previous one
// was destroyed because the window was recreated.
_glContext = SDL_GL_GetCurrentContext();
if (!_glContext) {
_glContext = SDL_GL_CreateContext(_window->getSDLWindow());
}
if (_glContext) {
assert(SDL_GL_GetCurrentWindow() == _window->getSDLWindow());
break;
}
}
_window->destroyWindow();
#else
uint32 sdlflags = SDL_OPENGL;
if (_fullscreen)
sdlflags |= SDL_FULLSCREEN;
SDL_Surface *screen = SDL_SetVideoMode(effectiveWidth, effectiveHeight, it->bytesPerPixel, sdlflags);
if (screen) {
break;
}
#endif
}
// Display a warning if the effective pixel format is not the preferred one
if (it != pixelFormats.begin() && it != pixelFormats.end()) {
bool wantsAA = pixelFormats.front().multisampleSamples > 0;
bool gotAA = it->multisampleSamples > 0;
warning("Couldn't create a %d-bit visual%s, using to %d-bit%s instead",
pixelFormats.front().bytesPerPixel,
wantsAA && !gotAA ? " with AA" : "",
it->bytesPerPixel,
wantsAA && !gotAA ? " without AA" : "");
}
return it != pixelFormats.end();
}
bool OpenGLSdlGraphicsManager::isVSyncEnabled() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
return SDL_GL_GetSwapInterval() != 0;
#else
int swapControl = 0;
SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &swapControl);
return swapControl != 0;
#endif
}
void OpenGLSdlGraphicsManager::drawOverlay() {
glViewport(0, 0, _overlayWidth, _overlayHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_surfaceRenderer->prepareState();
if (_overlayBackground) {
_overlayBackground->draw(_surfaceRenderer);
}
_surfaceRenderer->enableAlphaBlending(true);
_surfaceRenderer->setFlipY(true);
_overlayScreen->draw(_surfaceRenderer);
_surfaceRenderer->restorePreviousState();
}
void OpenGLSdlGraphicsManager::drawSideTextures() {
if (_fullscreen && _lockAspectRatio) {
_surfaceRenderer->setFlipY(true);
const Math::Vector2d nudge(1.0 / float(_overlayWidth), 0);
if (_sideTextures[0] != nullptr) {
float left = _gameRect.getBottomLeft().getX() - (float(_overlayHeight) / float(_sideTextures[0]->getHeight())) * _sideTextures[0]->getWidth() / float(_overlayWidth);
Math::Rect2d leftRect(Math::Vector2d(left, 0.0), _gameRect.getBottomLeft() + nudge);
_surfaceRenderer->render(_sideTextures[0], leftRect);
}
if (_sideTextures[1] != nullptr) {
float right = _gameRect.getTopRight().getX() + (float(_overlayHeight) / float(_sideTextures[1]->getHeight())) * _sideTextures[1]->getWidth() / float(_overlayWidth);
Math::Rect2d rightRect(_gameRect.getTopRight() - nudge, Math::Vector2d(right, 1.0));
_surfaceRenderer->render(_sideTextures[1], rightRect);
}
_surfaceRenderer->setFlipY(false);
}
}
#ifndef AMIGAOS
OpenGL::FrameBuffer *OpenGLSdlGraphicsManager::createFramebuffer(uint width, uint height) {
#if !defined(USE_GLES2)
if (_antialiasing && OpenGLContext.framebufferObjectMultisampleSupported) {
return new OpenGL::MultiSampleFrameBuffer(width, height, _antialiasing);
} else
#endif
{
return new OpenGL::FrameBuffer(width, height);
}
}
#endif // AMIGAOS
void OpenGLSdlGraphicsManager::updateScreen() {
if (_frameBuffer) {
_frameBuffer->detach();
glViewport(0, 0, _overlayWidth, _overlayHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_surfaceRenderer->prepareState();
drawSideTextures();
_surfaceRenderer->render(_frameBuffer, _gameRect);
_surfaceRenderer->restorePreviousState();
}
if (_overlayVisible) {
_overlayScreen->update();
if (_overlayBackground) {
_overlayBackground->update();
}
drawOverlay();
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow(_window->getSDLWindow());
#else
SDL_GL_SwapBuffers();
#endif
if (_frameBuffer) {
_frameBuffer->attach();
}
}
int16 OpenGLSdlGraphicsManager::getHeight() {
// ResidualVM specific
if (_frameBuffer)
return _frameBuffer->getHeight();
else
return _overlayHeight;
}
int16 OpenGLSdlGraphicsManager::getWidth() {
// ResidualVM specific
if (_frameBuffer)
return _frameBuffer->getWidth();
else
return _overlayWidth;
}
#pragma mark -
#pragma mark --- Overlays ---
#pragma mark -
void OpenGLSdlGraphicsManager::suggestSideTextures(Graphics::Surface *left, Graphics::Surface *right) {
delete _sideTextures[0];
_sideTextures[0] = nullptr;
delete _sideTextures[1];
_sideTextures[1] = nullptr;
if (left) {
_sideTextures[0] = new OpenGL::Texture(*left);
}
if (right) {
_sideTextures[1] = new OpenGL::Texture(*right);
}
}
void OpenGLSdlGraphicsManager::showOverlay() {
if (_overlayVisible) {
return;
}
_overlayVisible = true;
delete _overlayBackground;
_overlayBackground = nullptr;
if (g_engine) {
// If there is a game running capture the screen, so that it can be shown "below" the overlay.
_overlayBackground = new OpenGL::TiledSurface(_overlayWidth, _overlayHeight, _overlayFormat);
Graphics::Surface *background = _overlayBackground->getBackingSurface();
glReadPixels(0, 0, background->w, background->h, GL_RGBA, GL_UNSIGNED_BYTE, background->getPixels());
}
}
void OpenGLSdlGraphicsManager::hideOverlay() {
if (!_overlayVisible) {
return;
}
_overlayVisible = false;
delete _overlayBackground;
_overlayBackground = nullptr;
}
void OpenGLSdlGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
_overlayScreen->copyRectToSurface(buf, pitch, x, y, w, h);
}
void OpenGLSdlGraphicsManager::clearOverlay() {
_overlayScreen->fill(0);
}
void OpenGLSdlGraphicsManager::grabOverlay(void *buf, int pitch) {
const Graphics::Surface *overlayData = _overlayScreen->getBackingSurface();
const byte *src = (const byte *)overlayData->getPixels();
byte *dst = (byte *)buf;
for (uint h = overlayData->h; h > 0; --h) {
memcpy(dst, src, overlayData->w * overlayData->format.bytesPerPixel);
dst += pitch;
src += overlayData->pitch;
}
}
void OpenGLSdlGraphicsManager::closeOverlay() {
delete _sideTextures[0];
delete _sideTextures[1];
_sideTextures[0] = _sideTextures[1] = nullptr;
if (_overlayScreen) {
delete _overlayScreen;
_overlayScreen = nullptr;
}
delete _surfaceRenderer;
_surfaceRenderer = nullptr;
delete _frameBuffer;
_frameBuffer = nullptr;
OpenGL::Context::destroy();
}
void OpenGLSdlGraphicsManager::warpMouse(int x, int y) {
//ResidualVM specific
if (_frameBuffer) {
// Scale from game coordinates to screen coordinates
x = (x * _gameRect.getWidth() * _overlayWidth) / _frameBuffer->getWidth();
y = (y * _gameRect.getHeight() * _overlayHeight) / _frameBuffer->getHeight();
x += _gameRect.getTopLeft().getX() * _overlayWidth;
y += _gameRect.getTopLeft().getY() * _overlayHeight;
}
_window->warpMouseInWindow(x, y);
}
void OpenGLSdlGraphicsManager::transformMouseCoordinates(Common::Point &point) {
if (_overlayVisible || !_frameBuffer)
return;
// Scale from screen coordinates to game coordinates
point.x -= _gameRect.getTopLeft().getX() * _overlayWidth;
point.y -= _gameRect.getTopLeft().getY() * _overlayHeight;
point.x = (point.x * _frameBuffer->getWidth()) / (_gameRect.getWidth() * _overlayWidth);
point.y = (point.y * _frameBuffer->getHeight()) / (_gameRect.getHeight() * _overlayHeight);
// Make sure we only supply valid coordinates.
point.x = CLIP<int16>(point.x, 0, _frameBuffer->getWidth() - 1);
point.y = CLIP<int16>(point.y, 0, _frameBuffer->getHeight() - 1);
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
void OpenGLSdlGraphicsManager::deinitializeRenderer() {
SDL_GL_DeleteContext(_glContext);
_glContext = nullptr;
}
#endif // SDL_VERSION_ATLEAST(2, 0, 0)
#endif
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