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GLideN64/src/NoiseTexture.cpp

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2017-01-05 12:37:14 +00:00
#include <Graphics/Context.h>
#include <Graphics/Parameters.h>
#include "FrameBuffer.h"
#include "Config.h""
#include "GBI.h"
#include "VI.h""
#include "Textures.h"
#include "NoiseTexture.h"
NoiseTexture g_noiseTexture;
NoiseTexture::NoiseTexture()
: m_pTexture(nullptr)
, m_PBO(0)
, m_DList(0)
{
}
void NoiseTexture::init()
{
if (config.generalEmulation.enableNoise == 0)
return;
m_pTexture = textureCache().addFrameBufferTexture(false);
m_pTexture->format = G_IM_FMT_RGBA;
m_pTexture->clampS = 1;
m_pTexture->clampT = 1;
m_pTexture->frameBufferTexture = CachedTexture::fbOneSample;
m_pTexture->maskS = 0;
m_pTexture->maskT = 0;
m_pTexture->mirrorS = 0;
m_pTexture->mirrorT = 0;
m_pTexture->realWidth = 640;
m_pTexture->realHeight = 580;
m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight;
textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes);
{
graphics::Context::InitTextureParams params;
params.handle = graphics::ObjectHandle(m_pTexture->glName);
params.width = m_pTexture->realWidth;
params.height = m_pTexture->realHeight;
params.internalFormat = graphics::internalcolor::RED;
params.format = graphics::color::RED;
params.dataType = graphics::datatype::UNSIGNED_BYTE;
gfxContext.init2DTexture(params);
}
{
graphics::Context::TexParameters params;
params.handle = graphics::ObjectHandle(m_pTexture->glName);
params.target = graphics::target::TEXTURE_2D;
params.textureUnitIndex = 0;
params.minFilter = graphics::textureParameters::FILTER_NEAREST;
params.magFilter = graphics::textureParameters::FILTER_NEAREST;
gfxContext.setTextureParameters(params);
}
// TODO rewrite in GL independent way
// Generate Pixel Buffer Object. Initialize it with max buffer size.
glGenBuffers(1, &m_PBO);
PBOBinder binder(GL_PIXEL_UNPACK_BUFFER, m_PBO);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 640 * 580, nullptr, GL_DYNAMIC_DRAW);
}
void NoiseTexture::destroy()
{
if (m_pTexture != nullptr) {
textureCache().removeFrameBufferTexture(m_pTexture);
m_pTexture = nullptr;
}
glDeleteBuffers(1, &m_PBO);
m_PBO = 0;
}
void NoiseTexture::update()
{
if (m_PBO == 0 || m_pTexture == nullptr)
return;
if (m_DList == video().getBuffersSwapCount() || config.generalEmulation.enableNoise == 0)
return;
const u32 dataSize = VI.width*VI.height;
if (dataSize == 0)
return;
PBOBinder binder(GL_PIXEL_UNPACK_BUFFER, m_PBO);
GLubyte* ptr = (GLubyte*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, dataSize, GL_MAP_WRITE_BIT);
if (ptr == nullptr)
return;
for (u32 y = 0; y < VI.height; ++y) {
for (u32 x = 0; x < VI.width; ++x)
ptr[x + y*VI.width] = rand() & 0xFF;
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); // release the mapped buffer
glActiveTexture(GL_TEXTURE0 + g_noiseTexIndex);
glBindTexture(GL_TEXTURE_2D, m_pTexture->glName);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VI.width, VI.height, GL_RED, GL_UNSIGNED_BYTE, 0);
m_DList = video().getBuffersSwapCount();
}