@@ -112,25 +112,25 @@ void PostProcessMan::DestroyGLPointers() {
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void PostProcessMan::CreateGLBackBuffers () {
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GL_CHECK (glBindTexture (GL_TEXTURE_2D, m_BackBuffer8));
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- GL_CHECK (glTexImage2D (GL_TEXTURE_2D, 0 , GL_RGBA, g_FrameMan.GetBackBuffer8 ()->w , g_FrameMan.GetBackBuffer8 ()->h , 0 , GL_RED , GL_UNSIGNED_BYTE, 0 ));
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+ GL_CHECK (glTexImage2D (GL_TEXTURE_2D, 0 , GL_RGBA, g_FrameMan.GetBackBuffer8 ()->w , g_FrameMan.GetBackBuffer8 ()->h , 0 , GL_RGBA , GL_UNSIGNED_BYTE, 0 ));
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GL_CHECK (glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CHECK (glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL_CHECK (glBindTexture (GL_TEXTURE_2D, m_BackBuffer32));
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- GL_CHECK (glTexImage2D (GL_TEXTURE_2D, 0 , GL_RGBA, g_FrameMan.GetBackBuffer8 ()->w , g_FrameMan.GetBackBuffer8 ()->h , 0 , GL_RED , GL_UNSIGNED_BYTE, 0 ));
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+ GL_CHECK (glTexImage2D (GL_TEXTURE_2D, 0 , GL_RGBA, g_FrameMan.GetBackBuffer8 ()->w , g_FrameMan.GetBackBuffer8 ()->h , 0 , GL_RGBA , GL_UNSIGNED_BYTE, 0 ));
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GL_CHECK (glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CHECK (glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL_CHECK (glBindTexture (GL_TEXTURE_2D, 0 ));
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- GL_CHECK (glBindTexture (GL_TEXTURE_1D , m_Palette8Texture));
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- GL_CHECK (glTexImage1D (GL_TEXTURE_1D , 0 , GL_RGBA, c_PaletteEntriesNumber, 0 , GL_RGBA, GL_UNSIGNED_INT , 0 ));
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- GL_CHECK (glTexParameteri (GL_TEXTURE_1D , GL_TEXTURE_MIN_FILTER, GL_NEAREST));
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- GL_CHECK (glTexParameteri (GL_TEXTURE_1D , GL_TEXTURE_MAG_FILTER, GL_NEAREST));
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+ GL_CHECK (glBindTexture (GL_TEXTURE_2D , m_Palette8Texture));
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+ GL_CHECK (glTexImage2D (GL_TEXTURE_2D , 0 , GL_RGBA, c_PaletteEntriesNumber, 1 , 0 , GL_RGBA, GL_UNSIGNED_BYTE , 0 ));
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+ GL_CHECK (glTexParameteri (GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER, GL_NEAREST));
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+ GL_CHECK (glTexParameteri (GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER, GL_NEAREST));
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UpdatePalette ();
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GL_CHECK (glActiveTexture (GL_TEXTURE0));
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m_ProjectionMatrix = glm::ortho (0 .0F , static_cast <float >(g_FrameMan.GetBackBuffer8 ()->w ), 0 .0F , static_cast <float >(g_FrameMan.GetBackBuffer8 ()->h ), -1 .0F , 1 .0F );
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}
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void PostProcessMan::UpdatePalette () {
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- GL_CHECK (glBindTexture (GL_TEXTURE_1D , m_Palette8Texture));
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+ GL_CHECK (glBindTexture (GL_TEXTURE_2D , m_Palette8Texture));
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std::array<unsigned int , c_PaletteEntriesNumber> palette;
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for (int i = 0 ; i < c_PaletteEntriesNumber; ++i) {
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if (i == g_MaskColor) {
@@ -139,9 +139,9 @@ void PostProcessMan::UpdatePalette() {
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}
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palette[i] = makeacol32 (getr8 (i), getg8 (i), getb8 (i), 255 );
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}
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- GL_CHECK (glTexSubImage1D (GL_TEXTURE_1D , 0 , 0 , c_PaletteEntriesNumber, GL_RGBA, GL_UNSIGNED_BYTE, palette.data ()));
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- GL_CHECK (glTexParameteri (GL_TEXTURE_1D , GL_TEXTURE_MIN_FILTER, GL_NEAREST));
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- GL_CHECK (glTexParameteri (GL_TEXTURE_1D , GL_TEXTURE_MAG_FILTER, GL_NEAREST));
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+ GL_CHECK (glTexSubImage2D (GL_TEXTURE_2D , 0 , 0 , 0 , c_PaletteEntriesNumber, 1 , GL_RGBA, GL_UNSIGNED_BYTE, palette.data ()));
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+ GL_CHECK (glTexParameteri (GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER, GL_NEAREST));
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+ GL_CHECK (glTexParameteri (GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER, GL_NEAREST));
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}
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void PostProcessMan::LazyInitBitmap (BITMAP* bitmap) {
@@ -380,9 +380,9 @@ void PostProcessMan::PostProcess() {
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GL_CHECK (glActiveTexture (GL_TEXTURE0));
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GL_CHECK (glBindTexture (GL_TEXTURE_2D, m_BackBuffer8));
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GL_CHECK (glPixelStorei (GL_UNPACK_ALIGNMENT, 1 ));
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- GL_CHECK (glTexImage2D (GL_TEXTURE_2D, 0 , GL_RGBA , g_FrameMan.GetBackBuffer8 ()->w , g_FrameMan.GetBackBuffer8 ()->h , 0 , GL_RED, GL_UNSIGNED_BYTE, g_FrameMan.GetBackBuffer8 ()->line [0 ]));
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+ GL_CHECK (glTexImage2D (GL_TEXTURE_2D, 0 , GL_R8 , g_FrameMan.GetBackBuffer8 ()->w , g_FrameMan.GetBackBuffer8 ()->h , 0 , GL_RED, GL_UNSIGNED_BYTE, g_FrameMan.GetBackBuffer8 ()->line [0 ]));
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GL_CHECK (glActiveTexture (GL_TEXTURE1));
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- GL_CHECK (glBindTexture (GL_TEXTURE_1D , m_Palette8Texture));
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+ GL_CHECK (glBindTexture (GL_TEXTURE_2D , m_Palette8Texture));
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GL_CHECK (glBindFramebuffer (GL_DRAW_FRAMEBUFFER, m_BlitFramebuffer));
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GL_CHECK (glFramebufferTexture2D (GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BackBuffer32, 0 ));
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GL_CHECK (glViewport (0 , 0 , g_FrameMan.GetBackBuffer8 ()->w , g_FrameMan.GetBackBuffer8 ()->h ));
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