private var perf_clock_dynamic_resolution = new Clock is lazy
+ # Real screen framebuffer
+ private var screen_framebuffer_cache: Int = -1
+
+ # Real screen framebuffer name
+ fun screen_framebuffer: Int
+ do
+ var cache = screen_framebuffer_cache
+ if cache != -1 then return cache
+
+ cache = glGetIntegerv(gl_FRAMEBUFFER_BINDING, 0)
+ self.screen_framebuffer_cache = cache
+ return cache
+ end
+
redef fun create_gamnit
do
super
redef fun on_resize(display)
do
- dynamic_context.resize(display, max_dynamic_resolution_ratio)
+ if dynamic_context_cache != null then dynamic_context.resize(display, max_dynamic_resolution_ratio)
super
end
if dynamic_resolution_ratio == 1.0 then
# Draw directly to the screen framebuffer
- glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.screen_framebuffer)
+ glBindFramebuffer(gl_FRAMEBUFFER, screen_framebuffer)
glViewport(0, 0, display.width, display.height)
glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
var ratio = dynamic_resolution_ratio
ratio = ratio.clamp(min_dynamic_resolution_ratio, max_dynamic_resolution_ratio)
- glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.screen_framebuffer)
+ glBindFramebuffer(gl_FRAMEBUFFER, screen_framebuffer)
glBindBuffer(gl_ARRAY_BUFFER, dynamic_context.buffer_array)
glViewport(0, 0, display.width, display.height)
glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
# Handles to reused GL buffers and texture
private class DynamicContext
- # Real screen framebuffer
- var screen_framebuffer: Int = -1
-
# Dynamic screen framebuffer
var dynamic_framebuffer: Int = -1
do
# TODO enable antialiasing.
- # Set aside the real screen framebuffer name
- var screen_framebuffer = glGetIntegerv(gl_FRAMEBUFFER_BINDING, 0)
- self.screen_framebuffer = screen_framebuffer
-
# Framebuffer
var framebuffer = glGenFramebuffers(1).first
glBindFramebuffer(gl_FRAMEBUFFER, framebuffer)