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GLideN64/GLSLCombiner.h
Sergey Lipskiy a7968f2ca2 Implement hardware LOD frac calculation.
Two pass rendering, using FBO.
First pass: store pixel's texture coordinates in frame buffer texture.
Second pass: calculate lod using frame buffer texture.
2015-05-13 10:09:27 +06:00

23 lines
458 B
C++

#ifndef GLSL_COMBINER_H
#define GLSL_COMBINER_H
class GLSLCombiner : public OGLCombiner {
public:
GLSLCombiner(Combiner *_color, Combiner *_alpha);
virtual void Set();
virtual void UpdateColors();
private:
GLhandleARB m_vertexShaderObject;
GLhandleARB m_fragmentShaderObject;
GLhandleARB m_programObject;
int m_nInputs;
};
void InitGLSLCombiner();
void DestroyGLSLCombiner();
void GLSL_CalcLOD();
void GLSL_PostCalcLOD();
#endif //GLSL_COMBINER_H