diff options
Diffstat (limited to 'src/GPU3D_OpenGL.cpp')
-rw-r--r-- | src/GPU3D_OpenGL.cpp | 55 |
1 files changed, 29 insertions, 26 deletions
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp index 0d86690..d616e1c 100644 --- a/src/GPU3D_OpenGL.cpp +++ b/src/GPU3D_OpenGL.cpp @@ -342,36 +342,11 @@ bool Init() SetupDefaultTexParams(FramebufferTex[7]); // downscale framebuffer for antialiased mode - glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]); SetupDefaultTexParams(FramebufferTex[2]); // downscale framebuffer for display capture (always 256x192) - glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]); SetupDefaultTexParams(FramebufferTex[3]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0); - - GLenum fbassign[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; - - glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0); - glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0); - glDrawBuffers(2, fbassign); - - glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0); - glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0); - glDrawBuffers(2, fbassign); - - glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0); - glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0); - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0); - glDrawBuffers(2, fbassign); - - glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]); glEnable(GL_BLEND); glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); @@ -475,11 +450,36 @@ void UpdateDisplaySettings() glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); } + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0); + + GLenum fbassign[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0); + glDrawBuffers(2, fbassign); + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0); + glDrawBuffers(2, fbassign); + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0); + glDrawBuffers(2, fbassign); + + glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]); + glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID); glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ); //glLineWidth(scale); - glLineWidth(1.5); + //glLineWidth(1.5); } @@ -743,6 +743,7 @@ void RenderSceneChunk(int y, int h) // pass 1: opaque pixels UseRenderShader(flags); + glLineWidth(1.0); glColorMaski(1, GL_TRUE, GL_TRUE, fogenable, GL_FALSE); @@ -774,6 +775,7 @@ void RenderSceneChunk(int y, int h) if (RenderDispCnt & (1<<5)) { UseRenderShader(flags | RenderFlag_Edge); + glLineWidth(1.5); glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE); @@ -806,6 +808,7 @@ void RenderSceneChunk(int y, int h) glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE); UseRenderShader(flags | RenderFlag_Trans); + glLineWidth(1.0); if (NumOpaqueFinalPolys > -1) { |