Paweł Kołodziejski 18f75444b2
BACKENDS3D: Revert my changes to Framebuffer viewport state.
It's useless for backend code flow.
Instead move into UpdateScreen() as short time solution.
2022-11-15 23:23:50 +01:00

74 lines
2.0 KiB
C++

/* 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/>.
*
*/
#ifndef BACKENDS_GRAPHICS3D_OPENGL_FRAMEBUFFER_H
#define BACKENDS_GRAPHICS3D_OPENGL_FRAMEBUFFER_H
#include "graphics/opengl/system_headers.h"
#include "backends/graphics3d/opengl/texture.h"
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
namespace OpenGL {
class FrameBuffer : public TextureGL {
public:
FrameBuffer(uint width, uint height);
FrameBuffer(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height);
virtual ~FrameBuffer();
virtual void attach();
virtual void detach();
protected:
GLuint getFrameBufferName() const { return _frameBuffer; }
private:
void init();
GLuint _renderBuffers[2];
GLuint _frameBuffer;
};
#if !USE_FORCED_GLES2
class MultiSampleFrameBuffer : public FrameBuffer {
public:
MultiSampleFrameBuffer(uint width, uint height, int samples);
virtual ~MultiSampleFrameBuffer();
virtual void attach();
virtual void detach();
private:
void init();
GLuint _msFrameBufferId;
GLuint _msColorId;
GLuint _msDepthId;
GLuint _msSamples;
};
#endif
} // End of namespace OpenGL
#endif // defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
#endif