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https://github.com/blawar/GLideN64.git
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![Sergey Lipskiy](/assets/img/avatar_default.png)
* type cast fixes * signed/unsigned fixes * code formatting fixes * class members initialization fixes
96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
#ifndef DEPTHBUFFER_H
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#define DEPTHBUFFER_H
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#include "Types.h"
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#include "Textures.h"
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#include "Graphics/ObjectHandle.h"
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#include "Graphics/Parameter.h"
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struct FrameBuffer;
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struct DepthBuffer
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{
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DepthBuffer();
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~DepthBuffer();
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void initDepthImageTexture(FrameBuffer * _pBuffer);
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void initDepthBufferTexture(FrameBuffer * _pBuffer);
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CachedTexture * resolveDepthBufferTexture(FrameBuffer * _pBuffer);
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CachedTexture * copyDepthBufferTexture(FrameBuffer * _pBuffer);
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void setDepthAttachment(graphics::ObjectHandle _fbo, graphics::BufferTargetParam _target);
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void activateDepthBufferTexture(FrameBuffer * _pBuffer);
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void bindDepthImageTexture(graphics::ObjectHandle _fbo);
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u32 m_address = 0;
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u32 m_width = 0;
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bool m_cleared = false;
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CachedTexture *m_pDepthBufferTexture = nullptr;
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graphics::ObjectHandle m_depthRenderbuffer;
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u32 m_depthRenderbufferWidth = 0;
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CachedTexture *m_pDepthImageZTexture = nullptr;
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CachedTexture *m_pDepthImageDeltaZTexture = nullptr;
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graphics::ObjectHandle m_ZTextureClearFBO;
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graphics::ObjectHandle m_DeltaZTextureClearFBO;
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// multisampling
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CachedTexture *m_pResolveDepthBufferTexture = nullptr;
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bool m_resolved = false;
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// render to depth buffer
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graphics::ObjectHandle m_copyFBO;
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CachedTexture *m_pDepthBufferCopyTexture = nullptr;
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bool m_copied = false;
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static void copyDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture *& _pTexture, graphics::ObjectHandle _copyFBO);
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static void _initDepthBufferTexture(const FrameBuffer * _pBuffer, CachedTexture *_pTexture, bool _multisample);
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private:
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static void _initDepthImageTexture(FrameBuffer * _pBuffer, CachedTexture& _cachedTexture, graphics::ObjectHandle & _clearFBO);
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void _initDepthBufferRenderbuffer(FrameBuffer * _pBuffer);
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};
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class DepthBufferList
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{
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public:
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void init();
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void destroy();
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void saveBuffer(u32 _address);
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void removeBuffer(u32 _address);
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void clearBuffer();
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void setCleared(bool _cleared);
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DepthBuffer *findBuffer(u32 _address);
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DepthBuffer * getCurrent() const {return m_pCurrent;}
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static DepthBufferList & get();
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const u16 * const getZLUT() const {return m_pzLUT;}
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private:
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DepthBufferList();
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DepthBufferList(const DepthBufferList &) = delete;
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~DepthBufferList();
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void _createScreenSizeBuffer(u32 _address);
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typedef std::list<DepthBuffer> DepthBuffers;
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DepthBuffers m_list;
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DepthBuffer *m_pCurrent;
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u16 * m_pzLUT;
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};
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inline
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DepthBufferList & depthBufferList()
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{
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return DepthBufferList::get();
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}
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void DepthBuffer_Init();
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void DepthBuffer_Destroy();
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#endif
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