mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-15 19:13:07 +01:00
84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
#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 */
|