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GLideN64/src/DepthBuffer.h

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#ifndef DEPTHBUFFER_H
#define DEPTHBUFFER_H
#include "Types.h"
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#include "Textures.h"
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#include "Graphics/ObjectHandle.h"
#include "Graphics/Parameter.h"
struct FrameBuffer;
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struct DepthBuffer
{
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DepthBuffer();
DepthBuffer(DepthBuffer && _other);
~DepthBuffer();
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void initDepthImageTexture(FrameBuffer * _pBuffer);
void initDepthBufferTexture(FrameBuffer * _pBuffer);
CachedTexture * resolveDepthBufferTexture(FrameBuffer * _pBuffer);
CachedTexture * copyDepthBufferTexture(FrameBuffer * _pBuffer);
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void setDepthAttachment(graphics::ObjectHandle _fbo, graphics::Parameter _target);
void activateDepthBufferTexture(FrameBuffer * _pBuffer);
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void bindDepthImageTexture();
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u32 m_address, m_width;
u32 m_ulx, m_uly, m_lrx, m_lry; // Parameters of fillrect command.
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graphics::ObjectHandle m_depthImageFBO;
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CachedTexture *m_pDepthImageTexture;
CachedTexture *m_pDepthBufferTexture;
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graphics::ObjectHandle m_depthRenderbuffer;
u32 m_depthRenderbufferWidth;
bool m_cleared;
// multisampling
CachedTexture *m_pResolveDepthBufferTexture;
bool m_resolved;
// render to depth buffer
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graphics::ObjectHandle m_copyFBO;
CachedTexture *m_pDepthBufferCopyTexture;
bool m_copied;
private:
void _initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture *_pTexture, bool _multisample);
void _initDepthBufferRenderbuffer(FrameBuffer * _pBuffer);
void _DepthBufferTexture(FrameBuffer * _pBuffer);
};
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class DepthBufferList
{
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public:
void init();
void destroy();
void saveBuffer(u32 _address);
void removeBuffer(u32 _address);
void clearBuffer(u32 _ulx, u32 _uly, u32 _lrx, u32 _lry);
void setNotCleared();
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DepthBuffer *findBuffer(u32 _address);
DepthBuffer * getCurrent() const {return m_pCurrent;}
static DepthBufferList & get();
const u16 * const getZLUT() const {return m_pzLUT;}
private:
DepthBufferList();
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DepthBufferList(const DepthBufferList &);
~DepthBufferList();
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typedef std::list<DepthBuffer> DepthBuffers;
DepthBuffers m_list;
DepthBuffer *m_pCurrent;
u16 * m_pzLUT;
};
inline
DepthBufferList & depthBufferList()
{
return DepthBufferList::get();
}
void DepthBuffer_Init();
void DepthBuffer_Destroy();
#endif