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https://github.com/blawar/GLideN64.git
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61 lines
1.4 KiB
C++
61 lines
1.4 KiB
C++
#ifndef FRAMEBUFFER_H
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#define FRAMEBUFFER_H
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#include "Types.h"
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#include "Textures.h"
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struct gDPTile;
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struct DepthBuffer;
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struct FrameBuffer
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{
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FrameBuffer *higher, *lower;
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CachedTexture *texture;
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DepthBuffer *pDepthBuffer;
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GLuint fbo;
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u32 startAddress, endAddress;
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u32 size, width, height, fillcolor;
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bool cleared;
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gDPTile *loadTile;
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float scaleX, scaleY;
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};
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struct FrameBufferList
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{
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FrameBuffer *top, *bottom, *current;
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int numBuffers;
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GLenum drawBuffer;
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static FrameBufferList & get()
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{
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static FrameBufferList frameBufferList;
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return frameBufferList;
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}
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private:
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FrameBufferList() : current(NULL), drawBuffer(GL_BACK) {}
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FrameBufferList(const FrameBufferList &);
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};
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inline
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FrameBufferList & frameBufferList()
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{
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return FrameBufferList::get();
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}
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void FrameBuffer_Init();
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void FrameBuffer_Destroy();
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void FrameBuffer_SaveBuffer( u32 address, u16 format, u16 size, u16 width, u16 height );
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void FrameBuffer_RenderBuffer( u32 address );
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void FrameBuffer_RemoveBuffer( u32 address );
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void FrameBuffer_AttachDepthBuffer();
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void FrameBuffer_CopyToRDRAM( u32 address, bool bSync );
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void FrameBuffer_CopyFromRDRAM( u32 address, bool bUseAlpha );
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void FrameBuffer_CopyDepthBuffer( u32 address );
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FrameBuffer *FrameBuffer_FindBuffer( u32 address );
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void FrameBuffer_ActivateBufferTexture( s16 t, FrameBuffer *buffer );
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void FrameBuffer_ActivateBufferTextureBG( s16 t, FrameBuffer *buffer );
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#endif
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