#pragma region Copyright (c) 2014-2016 OpenRCT2 Developers /***************************************************************************** * OpenRCT2, an open source clone of Roller Coaster Tycoon 2. * * OpenRCT2 is the work of many authors, a full list can be found in contributors.md * For more information, visit https://github.com/OpenRCT2/OpenRCT2 * * OpenRCT2 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. * * A full copy of the GNU General Public License can be found in licence.txt *****************************************************************************/ #pragma endregion #ifndef DISABLE_OPENGL #include "CopyFramebufferShader.h" CopyFramebufferShader::CopyFramebufferShader() : OpenGLShaderProgram("copyframebuffer") { GetLocations(); glGenBuffers(1, &_vbo); glGenVertexArrays(1, &_vao); vec2i vertices[] = { 0, 1, 2, 3 }; glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(_vao); glEnableVertexAttribArray(vIndex); glVertexAttribIPointer(vIndex, 1, GL_INT, 0, nullptr); Use(); SetTextureCoordinates(0, 0, 1, 1); glUniform1i(uTexture, 0); } CopyFramebufferShader::~CopyFramebufferShader() { glDeleteBuffers(1, &_vbo); glDeleteVertexArrays(1, &_vao); } void CopyFramebufferShader::GetLocations() { uScreenSize = GetUniformLocation("uScreenSize"); uBounds = GetUniformLocation("uBounds"); uTextureCoordinates = GetUniformLocation("uTextureCoordinates"); uTexture = GetUniformLocation("uTexture"); vIndex = GetAttributeLocation("vIndex"); } void CopyFramebufferShader::SetScreenSize(sint32 width, sint32 height) { glUniform2i(uScreenSize, width, height); } void CopyFramebufferShader::SetBounds(sint32 left, sint32 top, sint32 right, sint32 bottom) { glUniform4i(uBounds, left, top, right, bottom); } void CopyFramebufferShader::SetTextureCoordinates(sint32 left, sint32 top, sint32 right, sint32 bottom) { glUniform4i(uTextureCoordinates, left, top, right, bottom); } void CopyFramebufferShader::SetTexture(GLuint texture) { OpenGLAPI::SetTexture2D(0, texture); } void CopyFramebufferShader::Draw() { glBindVertexArray(_vao); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } #endif /* DISABLE_OPENGL */