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/* 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/ios/renderbuffer.h"
#include "graphics/opengl/debug.h"
namespace OpenGL {
//
// Render to backbuffer target implementation
//
RenderbufferTarget::RenderbufferTarget(GLuint renderbufferID)
: _glRBO(renderbufferID), _glFBO(0) {
}
RenderbufferTarget::~RenderbufferTarget() {
GL_CALL_SAFE(glDeleteFramebuffers, (1, &_glFBO));
}
void RenderbufferTarget::activateInternal() {
bool needUpdate = false;
// Allocate framebuffer object if necessary.
if (!_glFBO) {
GL_CALL(glGenFramebuffers(1, &_glFBO));
needUpdate = true;
}
// Attach FBO to rendering context.
GL_CALL(glBindFramebuffer(GL_FRAMEBUFFER, _glFBO));
// Attach render buffer to newly created FBO.
if (needUpdate) {
GL_CALL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _glRBO));
}
}
bool RenderbufferTarget::setSize(uint width, uint height, Common::RotationMode rotation) {
// Set viewport dimensions.
_viewport[0] = 0;
_viewport[1] = 0;
_viewport[2] = width;
_viewport[3] = height;
// Setup orthogonal projection matrix.
_projectionMatrix(0, 0) = 2.0f / width;
_projectionMatrix(0, 1) = 0.0f;
_projectionMatrix(0, 2) = 0.0f;
_projectionMatrix(0, 3) = 0.0f;
_projectionMatrix(1, 0) = 0.0f;
_projectionMatrix(1, 1) = -2.0f / height;
_projectionMatrix(1, 2) = 0.0f;
_projectionMatrix(1, 3) = 0.0f;
_projectionMatrix(2, 0) = 0.0f;
_projectionMatrix(2, 1) = 0.0f;
_projectionMatrix(2, 2) = 0.0f;
_projectionMatrix(2, 3) = 0.0f;
_projectionMatrix(3, 0) = -1.0f;
_projectionMatrix(3, 1) = 1.0f;
_projectionMatrix(3, 2) = 0.0f;
_projectionMatrix(3, 3) = 1.0f;
// Directly apply changes when we are active.
if (isActive()) {
applyViewport();
applyProjectionMatrix();
}
return true;
}
} // End of namespace OpenGL
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