/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
mClearColor(),
mIsViewportSet( false ),
mIsClearColorSet( false ),
- mOffscreenTextureId( 0 ),
- mCameraAttachment( 0 ),
+ mIgnoreRenderToFbo( false ),
+ mFrameBuffer( 0 ),
+ mContext( 0 ),
+ mCamera( 0 ),
mNextFreeRenderList( 0 )
{
// reserve 6 lists, which is enough for three layers with opaque and transparent things on
return mRenderLists[ index ];
}
-void RenderInstruction::Reset( CameraAttachment* cameraAttachment,
- unsigned int offscreenTextureId,
- const Viewport* viewport,
- const Vector4* clearColor )
+void RenderInstruction::Reset( Camera* camera,
+ Render::FrameBuffer* frameBuffer,
+ const Viewport* viewport,
+ const Vector4* clearColor )
{
- mCameraAttachment = cameraAttachment;
+ mCamera = camera;
mViewport = viewport ? *viewport : Viewport();
mIsViewportSet = NULL != viewport;
mClearColor = clearColor ? *clearColor : Color::BLACK;
mIsClearColorSet = NULL != clearColor;
- mOffscreenTextureId = offscreenTextureId;
mRenderTracker = NULL;
mNextFreeRenderList = 0;
+ mFrameBuffer = frameBuffer;
RenderListContainer::Iterator iter = mRenderLists.Begin();
RenderListContainer::ConstIterator end = mRenderLists.End();