mirror of
https://github.com/edubart/otclient.git
synced 2025-10-22 15:25:54 +02:00
graphics optimization feature inspirated by diablo3 engine
* the rendering now consits of two panes - the background pane (for animated stuff like the map) - the foreground pane (for steady stuff, like UI) each pane has it own max FPS and works idependently this may increase graphics performance on many platforms
This commit is contained in:
@@ -75,7 +75,7 @@ void FrameBuffer::resize(const Size& size)
|
||||
logFatal("Unable to setup framebuffer object");
|
||||
internalRelease();
|
||||
} else {
|
||||
m_screenBackup = TexturePtr(new Texture(size.width(), size.height(), 4));
|
||||
m_screenBackup = TexturePtr(new Texture(size.width(), size.height()));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -113,6 +113,12 @@ void FrameBuffer::release()
|
||||
g_graphics.setViewportSize(m_oldViewportSize);
|
||||
}
|
||||
|
||||
void FrameBuffer::draw()
|
||||
{
|
||||
Rect rect(0,0, getSize());
|
||||
g_painter->drawTexturedRect(rect, m_texture, rect);
|
||||
}
|
||||
|
||||
void FrameBuffer::draw(const Rect& dest, const Rect& src)
|
||||
{
|
||||
g_painter->drawTexturedRect(dest, m_texture, src);
|
||||
@@ -132,9 +138,7 @@ void FrameBuffer::internalBind()
|
||||
boundFbo = m_fbo;
|
||||
} else {
|
||||
// backup screen color buffer into a texture
|
||||
m_screenBackup->bind();
|
||||
Size size = getSize();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.width(), size.height());
|
||||
m_screenBackup->copyFromScreen(Rect(0, 0, getSize()));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -145,16 +149,14 @@ void FrameBuffer::internalRelease()
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_prevBoundFbo);
|
||||
boundFbo = m_prevBoundFbo;
|
||||
} else {
|
||||
Size size = getSize();
|
||||
Rect screenRect(0, 0, getSize());
|
||||
|
||||
// copy the drawn color buffer into the framebuffer texture
|
||||
m_texture->bind();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.width(), size.height());
|
||||
m_texture->copyFromScreen(screenRect);
|
||||
|
||||
// restore screen original content
|
||||
glDisable(GL_BLEND);
|
||||
g_painter->drawTexturedRect(Rect(0, 0, size), m_screenBackup, Rect(0, 0, size));
|
||||
glEnable(GL_BLEND);
|
||||
g_painter->setCompositionMode(Painter::CompositionMode_Replace);
|
||||
g_painter->drawTexturedRect(screenRect, m_screenBackup, screenRect);
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user