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 }
void Renderer::draw_title_to_texture() { #ifdef USE_FTGL if (this->drawtitle > 100) { draw_title_to_screen(true); this->drawtitle = 0; } #endif /** USE_FTGL */ }