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GLideN64/src/NoiseTexture.cpp

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#include <Graphics/Context.h>
#include <Graphics/Parameters.h>
#include "FrameBuffer.h"
#include "Config.h"
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#include "GBI.h"
#include "VI.h"
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#include "Textures.h"
#include "NoiseTexture.h"
#include "DisplayWindow.h"
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#include <cstdlib>
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using namespace graphics;
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NoiseTexture g_noiseTexture;
NoiseTexture::NoiseTexture()
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: m_DList(0)
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{
}
void NoiseTexture::init()
{
if (config.generalEmulation.enableNoise == 0)
return;
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for (u32 i = 0; i < NOISE_TEX_NUM; ++i) {
m_pTexture[i] = textureCache().addFrameBufferTexture(false);
m_pTexture[i]->format = G_IM_FMT_RGBA;
m_pTexture[i]->clampS = 1;
m_pTexture[i]->clampT = 1;
m_pTexture[i]->frameBufferTexture = CachedTexture::fbOneSample;
m_pTexture[i]->maskS = 0;
m_pTexture[i]->maskT = 0;
m_pTexture[i]->mirrorS = 0;
m_pTexture[i]->mirrorT = 0;
m_pTexture[i]->realWidth = 640;
m_pTexture[i]->realHeight = 580;
m_pTexture[i]->textureBytes = m_pTexture[i]->realWidth * m_pTexture[i]->realHeight;
textureCache().addFrameBufferTextureSize(m_pTexture[i]->textureBytes);
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const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats();
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{
Context::InitTextureParams params;
params.handle = m_pTexture[i]->name;
params.width = m_pTexture[i]->realWidth;
params.height = m_pTexture[i]->realHeight;
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params.internalFormat = fbTexFormats.noiseInternalFormat;
params.format = fbTexFormats.noiseFormat;
params.dataType = fbTexFormats.noiseType;
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gfxContext.init2DTexture(params);
}
{
Context::TexParameters params;
params.handle = m_pTexture[i]->name;
params.target = textureTarget::TEXTURE_2D;
params.textureUnitIndex = textureIndices::NoiseTex;
params.minFilter = textureParameters::FILTER_NEAREST;
params.magFilter = textureParameters::FILTER_NEAREST;
gfxContext.setTextureParameters(params);
}
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std::vector<u8> ptr(m_pTexture[i]->textureBytes);
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for (u32 y = 0; y < m_pTexture[i]->realHeight; ++y) {
for (u32 x = 0; x < m_pTexture[i]->realWidth; ++x)
ptr[x + y*m_pTexture[i]->realWidth] = rand() & 0xFF;
}
{
Context::UpdateTextureDataParams params;
params.handle = m_pTexture[i]->name;
params.textureUnitIndex = textureIndices::NoiseTex;
params.width = 640;
params.height = 580;
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params.format = fbTexFormats.noiseFormat;
params.dataType = fbTexFormats.noiseType;
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params.data = ptr.data();
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gfxContext.update2DTexture(params);
}
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}
}
void NoiseTexture::destroy()
{
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for (u32 i = 0; i < NOISE_TEX_NUM; ++i) {
textureCache().removeFrameBufferTexture(m_pTexture[i]);
m_pTexture[i] = nullptr;
}
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}
void NoiseTexture::update()
{
if (m_DList == dwnd().getBuffersSwapCount() || config.generalEmulation.enableNoise == 0)
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return;
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while (m_currTex == m_prevTex)
m_currTex = rand() % NOISE_TEX_NUM;
m_prevTex = m_currTex;
if (m_pTexture[m_currTex] == nullptr)
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return;
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{
Context::BindTextureParameters params;
params.texture = m_pTexture[m_currTex]->name;
params.textureUnitIndex = textureIndices::NoiseTex;
params.target = textureTarget::TEXTURE_2D;
gfxContext.bindTexture(params);
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}
m_DList = dwnd().getBuffersSwapCount();
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}