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https://github.com/blawar/GLideN64.git
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Fix FrameBuffer_RenderBuffer for GLES2.
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parent
caf4353295
commit
3d9e48230a
102
FrameBuffer.cpp
102
FrameBuffer.cpp
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@ -488,82 +488,40 @@ void FrameBuffer_RenderBuffer( u32 address )
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void FrameBuffer_RenderBuffer( u32 address )
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{
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FrameBuffer *current = frameBuffer.top;
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if (_SHIFTR( *REG.VI_H_START, 0, 10 ) == 0) // H width is zero. Don't draw
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return;
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FrameBuffer *current = FrameBuffer_FindBuffer(address);
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if (current == NULL)
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return;
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while (current != NULL)
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{
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if ((current->startAddress <= address) &&
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(current->endAddress >= address))
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{
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/*
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float fill_color[4] = {1.0f, 0.0f, 0.0f, 1.0f};
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current->fbo);
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glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer.top->renderbuf);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer.top->renderbuf);
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GLuint attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
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glDrawBuffers(2, attachments, current->texture->glName);
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assert(checkFBO());
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OGL_ClearDepthBuffer();
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OGL_ClearColorBuffer(fill_color);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.top->fbo);
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*/
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Combiner_SetCombine( EncodeCombineMode( 0, 0, 0, TEXEL0, 0, 0, 0, 1, 0, 0, 0, TEXEL0, 0, 0, 0, 1 ) );
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glDisable( GL_BLEND );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_CULL_FACE );
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glDisable( GL_POLYGON_OFFSET_FILL );
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gSP.changed = gDP.changed = 0;
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glPushAttrib( GL_ENABLE_BIT | GL_VIEWPORT_BIT );
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const u32 width = current->width;
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const u32 height = current->height;
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Combiner_BeginTextureUpdate();
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TextureCache_ActivateTexture( 0, current->texture );
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Combiner_SetCombine( EncodeCombineMode( 0, 0, 0, TEXEL0, 0, 0, 0, 1, 0, 0, 0, TEXEL0, 0, 0, 0, 1 ) );
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current->texture->scaleS = OGL.scaleX / (float)current->texture->realWidth;
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current->texture->scaleT = OGL.scaleY / (float)current->texture->realHeight;
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current->texture->shiftScaleS = 1.0f;
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current->texture->shiftScaleT = 1.0f;
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current->texture->offsetS = 0;
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current->texture->offsetT = (float)height;
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TextureCache_ActivateTexture( 0, current->texture );
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gSP.textureTile[0]->fuls = gSP.textureTile[0]->fult = 0.0f;
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combiner.current->compiled->UpdateTextureInfo(true);
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glDisable( GL_BLEND );
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glDisable( GL_ALPHA_TEST );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_CULL_FACE );
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glDisable( GL_POLYGON_OFFSET_FILL );
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// glDisable( GL_REGISTER_COMBINERS_NV );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrtho( 0, OGL.width, 0, OGL.height, -1.0f, 1.0f );
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glViewport( 0, OGL.heightOffset, OGL.width, OGL.height );
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glDisable( GL_SCISSOR_TEST );
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float u1, v1;
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u1 = (float)current->texture->width / (float)current->texture->realWidth;
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v1 = (float)current->texture->height / (float)current->texture->realHeight;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDrawBuffer( GL_FRONT );
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glBegin(GL_QUADS);
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glTexCoord2f( 0.0f, 0.0f );
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glVertex2f( 0.0f, (GLfloat)(OGL.height - current->texture->height) );
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glTexCoord2f( 0.0f, v1 );
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glVertex2f( 0.0f, (GLfloat)OGL.height );
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glTexCoord2f( u1, v1 );
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glVertex2f( current->texture->width, (GLfloat)OGL.height );
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glTexCoord2f( u1, 0.0f );
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glVertex2f( current->texture->width, (GLfloat)(OGL.height - current->texture->height) );
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glEnd();
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glDrawBuffer( GL_BACK );
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glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.top->fbo);
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#ifdef DEBUG
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DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "FrameBuffer_RenderBuffer( 0x%08X ); \n", address);
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#endif
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glLoadIdentity();
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glPopAttrib();
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gSP.changed |= CHANGED_TEXTURE | CHANGED_VIEWPORT;
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gDP.changed |= CHANGED_COMBINE;
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return;
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}
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current = current->lower;
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}
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*/
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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frameBuffer.drawBuffer = GL_BACK;
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OGL_DrawTexturedRect( 0.0f, 0.0f, width, height, 0.0f, 0.0f, width-1.0f, height-1.0f, false );
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OGL_SwapBuffers();
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frameBuffer.drawBuffer = GL_FRAMEBUFFER;
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glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.top->fbo);
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gSP.changed |= CHANGED_TEXTURE | CHANGED_VIEWPORT;
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gDP.changed |= CHANGED_COMBINE;
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}
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#endif
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