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synced 2024-08-29 11:29:52 +00:00
Reinstated texture target creation, cut them down to merely RGB.
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@ -62,6 +62,14 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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}
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_buffer_builder = std::unique_ptr<CRTInputBufferBuilder>(new CRTInputBufferBuilder(buffer_depth));
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// Create intermediate textures and bind to slots 0, 1 and 2
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glActiveTexture(GL_TEXTURE0);
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compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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glActiveTexture(GL_TEXTURE1);
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filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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glActiveTexture(GL_TEXTURE2);
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filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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// create the surce texture
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glGenTextures(1, &textureName);
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glActiveTexture(GL_TEXTURE0 + first_supplied_buffer_texture_unit);
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@ -92,14 +100,6 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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// map that buffer too, for any CRT activity that may occur before the first draw
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_output_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, OutputVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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// Create intermediate textures and bind to slots 0, 1 and 2
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// glActiveTexture(GL_TEXTURE0);
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// compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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// glActiveTexture(GL_TEXTURE1);
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// filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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// glActiveTexture(GL_TEXTURE2);
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// filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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}
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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@ -134,6 +134,9 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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// or 0 if no framebuffer is bound, in which case 0 is also what we want to supply to bind the implied framebuffer. So
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// it works either way.
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&defaultFramebuffer);
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// TODO: is this sustainable, cross-platform? If so, why store it at all?
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defaultFramebuffer = 0;
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}
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// lock down any further work on the current frame
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@ -18,8 +18,8 @@ TextureTarget::TextureTarget(GLsizei width, GLsizei height) : _width(width), _he
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glGenTextures(1, &_texture);
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glBindTexture(GL_TEXTURE_2D, _texture);
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uint8_t *emptySpace = new uint8_t[width*height*4];
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, emptySpace);
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uint8_t *emptySpace = new uint8_t[width*height*3];
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)width, (GLsizei)height, 0, GL_RGB, GL_UNSIGNED_BYTE, emptySpace);
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delete[] emptySpace;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
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