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GLideN64/src/ZlutTexture.cpp

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2017-01-07 09:40:50 +00:00
#include "Graphics/Context.h"
#include "Graphics/Parameters.h"
#include "FBOTextureFormats.h"
#include "DepthBuffer.h"
#include "Config.h""
#include "Textures.h"
#include "ZlutTexture.h"
ZlutTexture g_zlutTexture;
ZlutTexture::ZlutTexture()
: m_pTexture(nullptr)
{
}
void ZlutTexture::init()
{
// TODO make GL independent
#ifdef GLESX
std::vector<u32> vecZLUT(0x40000);
const u16 * const zLUT16 = depthBufferList().getZLUT();
for (u32 i = 0; i < 0x40000; ++i)
vecZLUT[i] = zLUT16[i];
const u32 * zLUT = vecZLUT.data();
#else
const u16 * const zLUT = depthBufferList().getZLUT();
#endif
m_pTexture = textureCache().addFrameBufferTexture(false);
m_pTexture->format = G_IM_FMT_IA;
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 = 512;
m_pTexture->realHeight = 512;
m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight * sizeof(zLUT[0]);
textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes);
graphics::Context::InitTextureParams initParams;
initParams.handle = graphics::ObjectHandle(m_pTexture->glName);
initParams.ImageUnit = graphics::textureImageUnits::Zlut;
initParams.width = m_pTexture->realWidth;
initParams.height = m_pTexture->realHeight;
initParams.internalFormat = fboFormats.lutInternalFormat;
initParams.format = fboFormats.lutFormat;
initParams.dataType = fboFormats.lutType;
initParams.data = zLUT;
gfxContext.init2DTexture(initParams);
graphics::Context::TexParameters setParams;
setParams.handle = graphics::ObjectHandle(m_pTexture->glName);
setParams.target = graphics::target::TEXTURE_2D;
setParams.textureUnitIndex = graphics::textureIndices::ZLUTTex;
setParams.minFilter = graphics::textureParameters::FILTER_NEAREST;
setParams.magFilter = graphics::textureParameters::FILTER_NEAREST;
setParams.wrapS = graphics::textureParameters::WRAP_CLAMP_TO_EDGE;
setParams.wrapT = graphics::textureParameters::WRAP_CLAMP_TO_EDGE;
gfxContext.setTextureParameters(setParams);
}
void ZlutTexture::destroy() {
glBindImageTexture(ZlutImageUnit, 0, 0, GL_FALSE, GL_FALSE, GL_READ_ONLY, fboFormats.lutInternalFormat);
textureCache().removeFrameBufferTexture(m_pTexture);
m_pTexture = nullptr;
}