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tutorial: create texture with the proper format and type on the PS3.

legacy
Sam Hocevar gary vor 13 Jahren
Ursprung
Commit
08e3ee64ad
1 geänderte Dateien mit 25 neuen und 7 gelöschten Zeilen
  1. +25
    -7
      test/tutorial/tut03.cpp

+ 25
- 7
test/tutorial/tut03.cpp Datei anzeigen

@@ -30,6 +30,17 @@ using namespace lol;
# include <direct.h>
#endif

#ifdef __CELLOS_LV2__
static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
static GLenum const TEXTURE_FORMAT = GL_BGRA;
static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
#else
/* Seems efficient for little endian textures */
static GLint const INTERNAL_FORMAT = GL_RGBA;
static GLenum const TEXTURE_FORMAT = GL_BGRA;
static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif

class Fractal : public WorldEntity
{
public:
@@ -135,7 +146,7 @@ public:
f64cmplx oldcenter = m_center;
double oldradius = m_radius;
#ifdef __CELLOS_LV2__
m_radius *= pow(2.0, -deltams * 0.0005);
m_radius *= pow(2.0, -deltams * 0.00005);
m_center = f64cmplx(0.001643721971153, 0.822467633298876);
#else
double zoom = pow(2.0, (buttons[0] ? -deltams : deltams) * 0.0025);
@@ -177,12 +188,14 @@ public:

if (m_dirty[m_frame])
{
double const maxsqlen = 1024;
double const k1 = 1.0 / (1 << 10) / log2(maxsqlen);

m_dirty[m_frame]--;

for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2)
for (int i = m_frame % 2; i < m_size.x; i += 2)
{
double const maxsqlen = 1024;

f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
f64cmplx r0 = z0;
@@ -206,7 +219,7 @@ public:
/* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
union { double n; uint64_t x; } u = { n };
double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
k *= 1.0 / (1 << 10) / log2(maxsqlen);
k *= k1;

/* Approximate log2(k) in [1,2]. */
f += (- 0.344847817623168308695977510213252644185 * k
@@ -253,8 +266,13 @@ public:
* so that we can upload four different subimages each frame. */
glGenTextures(1, &m_texid);
glBindTexture(GL_TEXTURE_2D, m_texid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.x / 2, m_size.y * 2,
0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, m_pixels);
glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
m_size.x / 2, m_size.y * 2, 0,
TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
#if !defined __CELLOS_LV2__
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
GL_TEXTURE_TILED_GPU_SCE);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

@@ -411,7 +429,7 @@ public:

glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
m_size.x / 2, m_size.y / 2,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
TEXTURE_FORMAT, TEXTURE_TYPE,
m_pixels + m_size.x * m_size.y / 4 * m_frame);
}

@@ -422,7 +440,7 @@ if (0) for (int i = 0; i < 4; i++)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i * m_size.y / 2,
m_size.x / 2, m_size.y / 2,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
TEXTURE_FORMAT, TEXTURE_TYPE,
m_pixels + m_size.x * m_size.y / 4 * m_frame);
}
}


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