void Renderer::Pass2(const Pipeline &pipeline, const PipelineContext &pipelineContext)
{
	//BEGIN PASS 2
	//
	//end of texture rendering
	//now we copy the texture from the FBO or framebuffer to
	//video texture memory and render fullscreen.

	/** Reset the viewport size */
#ifdef USE_FBO
	if (renderTarget->renderToTexture)
	{
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, this->renderTarget->fbuffer[1]);
		glViewport(0, 0, this->renderTarget->texsize, this->renderTarget->texsize);
	}
	else
#endif
		glViewport(0, 0, this->vw, this->vh);

	glBindTexture(GL_TEXTURE_2D, this->renderTarget->textureID[0]);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
#ifdef USE_GLES1
	glOrthof(-0.5, 0.5, -0.5, 0.5, -40, 40);
#else
	glOrtho(-0.5, 0.5, -0.5, 0.5, -40, 40);
#endif
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glLineWidth(this->renderTarget->texsize < 512 ? 1 : this->renderTarget->texsize / 512.0);

	CompositeOutput(pipeline, pipelineContext);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef(-0.5, -0.5, 0);

	// When console refreshes, there is a chance the preset has been changed by the user
	refreshConsole();
	draw_title_to_screen(false);
	if (this->showhelp % 2)
		draw_help();
	if (this->showtitle % 2)
		draw_title();
	if (this->showfps % 2)
		draw_fps(this->realfps);
	if (this->showpreset % 2)
		draw_preset();
	if (this->showstats % 2)
		draw_stats();
	glTranslatef(0.5, 0.5, 0);

#ifdef USE_FBO
	if (renderTarget->renderToTexture)
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
}
Esempio n. 2
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void Renderer::draw_title_to_texture()
{
#ifdef USE_FTGL
    if (this->drawtitle > 100) {
        draw_title_to_screen(true);
        this->drawtitle = 0;
    }
#endif /** USE_FTGL */
}