| 3269 | } |
| 3270 | |
| 3271 | void Engine::SetViewportForCamera(int which_cam, int num_screens, Graphics::ScreenType screen_type) { |
| 3272 | Graphics* graphics = Graphics::Instance(); |
| 3273 | switch (which_cam) { |
| 3274 | case 0: // Draw the first screen, which might take up the whole viewport, or just half |
| 3275 | if (num_screens == 1) { |
| 3276 | active_screen_start = vec2(0.0f, 0.0f); |
| 3277 | active_screen_end = vec2(1.0f, 1.0f); |
| 3278 | } else if (num_screens == 2) { |
| 3279 | active_screen_start = vec2(0.0f, 0.0f); |
| 3280 | active_screen_end = vec2(1.0f, 0.5f); |
| 3281 | } else if (num_screens == 3 || num_screens == 4) { |
| 3282 | active_screen_start = vec2(0.0f, 0.0f); |
| 3283 | active_screen_end = vec2(0.5f, 0.5f); |
| 3284 | } |
| 3285 | break; |
| 3286 | case 1: // The second screen always just takes half the viewport |
| 3287 | if (num_screens == 2) { |
| 3288 | active_screen_start = vec2(0.0f, 0.5f); |
| 3289 | active_screen_end = vec2(1.0f, 1.0f); |
| 3290 | } else if (num_screens == 3 || num_screens == 4) { |
| 3291 | active_screen_start = vec2(0.5f, 0.0f); |
| 3292 | active_screen_end = vec2(1.0f, 0.5f); |
| 3293 | } |
| 3294 | break; |
| 3295 | case 2: |
| 3296 | active_screen_start = vec2(0.0f, 0.5f); |
| 3297 | active_screen_end = vec2(0.5f, 1.0f); |
| 3298 | break; |
| 3299 | case 3: |
| 3300 | active_screen_start = vec2(0.5f, 0.5f); |
| 3301 | active_screen_end = vec2(1.0f, 1.0f); |
| 3302 | break; |
| 3303 | } |
| 3304 | |
| 3305 | graphics->startDraw(active_screen_start, active_screen_end, screen_type); |
| 3306 | } |
| 3307 | |
| 3308 | void Engine::DrawCubeMap(TextureRef cube_map, const vec3& pos, GLuint cube_map_fbo, SceneGraph::SceneDrawType scene_draw_type) { |
| 3309 | GLuint cube_map_tex_id = Textures::Instance()->returnTexture(cube_map); |