/* 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 . * */ #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) { // 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