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gl_rasterizer/lighting: fix LUT interpolation
This commit is contained in:
parent
d0888f8548
commit
ab60414122
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@ -87,12 +87,18 @@ struct State {
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// LUT value, encoded as 12-bit fixed point, with 12 fraction bits
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BitField<0, 12, u32> value; // 0.0.12 fixed point
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// Used by HW for efficient interpolation, Citra does not use these
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BitField<12, 12, s32> difference; // 1.0.11 fixed point
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// Used for efficient interpolation.
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BitField<12, 11, u32> difference; // 0.0.11 fixed point
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BitField<23, 1, u32> neg_difference;
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float ToFloat() {
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float ToFloat() const {
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return static_cast<float>(value) / 4095.f;
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}
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float DiffToFloat() const {
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float diff = static_cast<float>(difference) / 2047.f;
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return neg_difference ? -diff : diff;
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}
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};
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std::array<std::array<LutEntry, 256>, 24> luts;
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@ -26,6 +26,8 @@ struct LightingRegs {
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DistanceAttenuation = 16,
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};
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static constexpr unsigned NumLightingSampler = 24;
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static LightingSampler SpotlightAttenuationSampler(unsigned index) {
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return static_cast<LightingSampler>(
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static_cast<unsigned>(LightingSampler::SpotlightAttenuation) + index);
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@ -49,9 +49,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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uniform_block_data.dirty = true;
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for (unsigned index = 0; index < lighting_luts.size(); index++) {
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uniform_block_data.lut_dirty[index] = true;
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}
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uniform_block_data.lut_dirty.fill(true);
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uniform_block_data.fog_lut_dirty = true;
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@ -96,18 +94,16 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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framebuffer.Create();
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// Allocate and bind lighting lut textures
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for (size_t i = 0; i < lighting_luts.size(); ++i) {
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lighting_luts[i].Create();
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state.lighting_luts[i].texture_1d = lighting_luts[i].handle;
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}
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lighting_lut_buffer.Create();
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state.lighting_lut.texture_buffer = lighting_lut.handle;
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state.Apply();
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for (size_t i = 0; i < lighting_luts.size(); ++i) {
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE3 + i));
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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lighting_lut.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER,
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sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
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GL_DYNAMIC_DRAW);
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glActiveTexture(GL_TEXTURE15);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
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// Setup the LUT for the fog
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{
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@ -313,7 +309,7 @@ void RasterizerOpenGL::DrawTriangles() {
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}
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// Sync the lighting luts
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for (unsigned index = 0; index < lighting_luts.size(); index++) {
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for (unsigned index = 0; index < uniform_block_data.lut_dirty.size(); index++) {
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if (uniform_block_data.lut_dirty[index]) {
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SyncLightingLUT(index);
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uniform_block_data.lut_dirty[index] = false;
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@ -851,7 +847,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): {
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auto& lut_config = regs.lighting.lut_config;
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uniform_block_data.lut_dirty[lut_config.type / 4] = true;
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uniform_block_data.lut_dirty[lut_config.type] = true;
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break;
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}
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}
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@ -1201,29 +1197,9 @@ void RasterizerOpenGL::SetShader() {
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}
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// Set the texture samplers to correspond to different lookup table texture units
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GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]");
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GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
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if (uniform_lut != -1) {
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glUniform1i(uniform_lut, 3);
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}
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
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if (uniform_lut != -1) {
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glUniform1i(uniform_lut, 4);
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}
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
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if (uniform_lut != -1) {
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glUniform1i(uniform_lut, 5);
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}
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
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if (uniform_lut != -1) {
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glUniform1i(uniform_lut, 6);
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}
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
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if (uniform_lut != -1) {
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glUniform1i(uniform_lut, 7);
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}
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
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if (uniform_lut != -1) {
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glUniform1i(uniform_lut, 8);
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glUniform1i(uniform_lut, 15);
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}
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GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
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@ -1571,20 +1547,17 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
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}
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void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
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std::array<GLvec4, 256> new_data;
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for (unsigned offset = 0; offset < new_data.size(); ++offset) {
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new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
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new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat();
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new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
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new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
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}
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std::array<GLvec2, 256> new_data;
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const auto& source_lut = Pica::g_state.lighting.luts[lut_index];
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std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), [](const auto& entry) {
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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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});
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if (new_data != lighting_lut_data[lut_index]) {
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lighting_lut_data[lut_index] = new_data;
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glActiveTexture(GL_TEXTURE3 + lut_index);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT,
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lighting_lut_data[lut_index].data());
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glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
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glBufferSubData(GL_TEXTURE_BUFFER, lut_index * new_data.size() * sizeof(GLvec2),
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new_data.size() * sizeof(GLvec2), new_data.data());
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}
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}
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@ -263,7 +263,7 @@ private:
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struct {
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UniformData data;
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bool lut_dirty[6];
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std::array<bool, Pica::LightingRegs::NumLightingSampler> lut_dirty;
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bool fog_lut_dirty;
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bool proctex_noise_lut_dirty;
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bool proctex_color_map_dirty;
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@ -279,8 +279,9 @@ private:
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OGLBuffer uniform_buffer;
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OGLFramebuffer framebuffer;
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std::array<OGLTexture, 6> lighting_luts;
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std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{};
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OGLBuffer lighting_lut_buffer;
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OGLTexture lighting_lut;
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std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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OGLTexture fog_lut;
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std::array<GLuint, 128> fog_lut_data{};
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@ -562,9 +562,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
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out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
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// Gets the index into the specified lookup table for specular lighting
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auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
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bool abs) {
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// Samples the specified lookup table for specular lighting
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auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num,
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LightingRegs::LightingLutInput input, bool abs) {
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std::string index;
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switch (input) {
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case LightingRegs::LightingLutInput::NH:
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@ -610,22 +610,18 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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break;
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}
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std::string sampler_string = std::to_string(static_cast<unsigned>(sampler));
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if (abs) {
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// LUT index is in the range of (0.0, 1.0)
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index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")"
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: "max(" + index + ", 0.0)";
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return "LookupLightingLUTUnsigned(" + sampler_string + ", " + index + ")";
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} else {
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// LUT index is in the range of (-1.0, 1.0)
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index = "((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0";
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return "LookupLightingLUTSigned(" + sampler_string + ", " + index + ")";
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}
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return "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
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};
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// Gets the lighting lookup table value given the specified sampler and index
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auto GetLutValue = [](LightingRegs::LightingSampler sampler, std::string lut_index) {
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return std::string("texture(lut[" + std::to_string((unsigned)sampler / 4) + "], " +
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lut_index + ")[" + std::to_string((unsigned)sampler & 3) + "]");
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};
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// Write the code to emulate each enabled light
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@ -653,21 +649,21 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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if (light_config.spot_atten_enable &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
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std::string index =
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GetLutIndex(light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input);
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auto sampler = LightingRegs::SpotlightAttenuationSampler(light_config.num);
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spot_atten = "(" + std::to_string(lighting.lut_sp.scale) + " * " +
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GetLutValue(sampler, index) + ")";
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std::string value =
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GetLutValue(LightingRegs::SpotlightAttenuationSampler(light_config.num),
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light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input);
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spot_atten = "(" + std::to_string(lighting.lut_sp.scale) + " * " + value + ")";
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}
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// If enabled, compute distance attenuation value
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std::string dist_atten = "1.0";
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if (light_config.dist_atten_enable) {
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std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " +
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light_src + ".position) + " + light_src + ".dist_atten_bias)";
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index = "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
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std::string index = "clamp(" + light_src + ".dist_atten_scale * length(-view - " +
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light_src + ".position) + " + light_src +
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".dist_atten_bias, 0.0, 1.0)";
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auto sampler = LightingRegs::DistanceAttenuationSampler(light_config.num);
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dist_atten = GetLutValue(sampler, index);
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dist_atten = "LookupLightingLUTUnsigned(" +
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std::to_string(static_cast<unsigned>(sampler)) + "," + index + ")";
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}
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// If enabled, clamp specular component if lighting result is negative
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@ -686,10 +682,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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LightingRegs::IsLightingSamplerSupported(
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lighting.config, LightingRegs::LightingSampler::Distribution0)) {
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// Lookup specular "distribution 0" LUT value
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std::string index =
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GetLutIndex(light_config.num, lighting.lut_d0.type, lighting.lut_d0.abs_input);
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d0_lut_value = "(" + std::to_string(lighting.lut_d0.scale) + " * " +
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GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")";
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std::string value =
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GetLutValue(LightingRegs::LightingSampler::Distribution0, light_config.num,
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lighting.lut_d0.type, lighting.lut_d0.abs_input);
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d0_lut_value = "(" + std::to_string(lighting.lut_d0.scale) + " * " + value + ")";
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}
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std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
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if (light_config.geometric_factor_0) {
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@ -700,10 +696,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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if (lighting.lut_rr.enable &&
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LightingRegs::IsLightingSamplerSupported(lighting.config,
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LightingRegs::LightingSampler::ReflectRed)) {
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std::string index =
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GetLutIndex(light_config.num, lighting.lut_rr.type, lighting.lut_rr.abs_input);
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std::string value = "(" + std::to_string(lighting.lut_rr.scale) + " * " +
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GetLutValue(LightingRegs::LightingSampler::ReflectRed, index) + ")";
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std::string value =
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GetLutValue(LightingRegs::LightingSampler::ReflectRed, light_config.num,
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lighting.lut_rr.type, lighting.lut_rr.abs_input);
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value = "(" + std::to_string(lighting.lut_rr.scale) + " * " + value + ")";
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out += "refl_value.r = " + value + ";\n";
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} else {
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out += "refl_value.r = 1.0;\n";
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@ -713,11 +709,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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if (lighting.lut_rg.enable &&
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LightingRegs::IsLightingSamplerSupported(lighting.config,
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LightingRegs::LightingSampler::ReflectGreen)) {
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std::string index =
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GetLutIndex(light_config.num, lighting.lut_rg.type, lighting.lut_rg.abs_input);
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std::string value = "(" + std::to_string(lighting.lut_rg.scale) + " * " +
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GetLutValue(LightingRegs::LightingSampler::ReflectGreen, index) +
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")";
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std::string value =
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GetLutValue(LightingRegs::LightingSampler::ReflectGreen, light_config.num,
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lighting.lut_rg.type, lighting.lut_rg.abs_input);
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value = "(" + std::to_string(lighting.lut_rg.scale) + " * " + value + ")";
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out += "refl_value.g = " + value + ";\n";
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} else {
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out += "refl_value.g = refl_value.r;\n";
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@ -727,11 +722,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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if (lighting.lut_rb.enable &&
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LightingRegs::IsLightingSamplerSupported(lighting.config,
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LightingRegs::LightingSampler::ReflectBlue)) {
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std::string index =
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GetLutIndex(light_config.num, lighting.lut_rb.type, lighting.lut_rb.abs_input);
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std::string value = "(" + std::to_string(lighting.lut_rb.scale) + " * " +
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GetLutValue(LightingRegs::LightingSampler::ReflectBlue, index) +
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")";
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std::string value =
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GetLutValue(LightingRegs::LightingSampler::ReflectBlue, light_config.num,
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lighting.lut_rb.type, lighting.lut_rb.abs_input);
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value = "(" + std::to_string(lighting.lut_rb.scale) + " * " + value + ")";
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out += "refl_value.b = " + value + ";\n";
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} else {
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out += "refl_value.b = refl_value.r;\n";
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@ -743,10 +737,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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LightingRegs::IsLightingSamplerSupported(
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lighting.config, LightingRegs::LightingSampler::Distribution1)) {
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// Lookup specular "distribution 1" LUT value
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std::string index =
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GetLutIndex(light_config.num, lighting.lut_d1.type, lighting.lut_d1.abs_input);
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d1_lut_value = "(" + std::to_string(lighting.lut_d1.scale) + " * " +
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GetLutValue(LightingRegs::LightingSampler::Distribution1, index) + ")";
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std::string value =
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GetLutValue(LightingRegs::LightingSampler::Distribution1, light_config.num,
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lighting.lut_d1.type, lighting.lut_d1.abs_input);
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d1_lut_value = "(" + std::to_string(lighting.lut_d1.scale) + " * " + value + ")";
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}
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std::string specular_1 =
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"(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)";
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@ -759,10 +753,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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LightingRegs::IsLightingSamplerSupported(lighting.config,
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LightingRegs::LightingSampler::Fresnel)) {
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// Lookup fresnel LUT value
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std::string index =
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GetLutIndex(light_config.num, lighting.lut_fr.type, lighting.lut_fr.abs_input);
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std::string value = "(" + std::to_string(lighting.lut_fr.scale) + " * " +
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GetLutValue(LightingRegs::LightingSampler::Fresnel, index) + ")";
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std::string value =
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GetLutValue(LightingRegs::LightingSampler::Fresnel, light_config.num,
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lighting.lut_fr.type, lighting.lut_fr.abs_input);
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value = "(" + std::to_string(lighting.lut_fr.scale) + " * " + value + ")";
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// Enabled for difffuse lighting alpha component
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if (lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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@ -1016,10 +1010,6 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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// Texture coordinate offsets and scales
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#define OFFSET_256 (0.5 / 256.0)
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#define SCALE_256 (255.0 / 256.0)
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in vec4 primary_color;
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in vec2 texcoord[3];
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in float texcoord0_w;
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@ -1061,7 +1051,7 @@ layout (std140) uniform shader_data {
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};
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uniform sampler2D tex[3];
|
||||
uniform sampler1D lut[6];
|
||||
uniform samplerBuffer lighting_lut;
|
||||
uniform usampler1D fog_lut;
|
||||
uniform sampler1D proctex_noise_lut;
|
||||
uniform sampler1D proctex_color_map;
|
||||
|
@ -1074,6 +1064,24 @@ vec3 quaternion_rotate(vec4 q, vec3 v) {
|
|||
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
|
||||
}
|
||||
|
||||
float LookupLightingLUT(int lut_index, int index, float delta) {
|
||||
vec2 entry = texelFetch(lighting_lut, lut_index * 256 + index).rg;
|
||||
return entry.r + entry.g * delta;
|
||||
}
|
||||
|
||||
float LookupLightingLUTUnsigned(int lut_index, float pos) {
|
||||
int index = clamp(int(pos * 256.0), 0, 255);
|
||||
float delta = pos * 256.0 - index;
|
||||
return LookupLightingLUT(lut_index, index, delta);
|
||||
}
|
||||
|
||||
float LookupLightingLUTSigned(int lut_index, float pos) {
|
||||
int index = clamp(int(pos * 128.0), -128, 127);
|
||||
float delta = pos * 128.0 - index;
|
||||
if (index < 0) index += 256;
|
||||
return LookupLightingLUT(lut_index, index, delta);
|
||||
}
|
||||
|
||||
)";
|
||||
|
||||
if (config.state.proctex.enable)
|
||||
|
|
|
@ -52,9 +52,7 @@ OpenGLState::OpenGLState() {
|
|||
texture_unit.sampler = 0;
|
||||
}
|
||||
|
||||
for (auto& lut : lighting_luts) {
|
||||
lut.texture_1d = 0;
|
||||
}
|
||||
lighting_lut.texture_buffer = 0;
|
||||
|
||||
fog_lut.texture_1d = 0;
|
||||
|
||||
|
@ -194,11 +192,9 @@ void OpenGLState::Apply() const {
|
|||
}
|
||||
|
||||
// Lighting LUTs
|
||||
for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
|
||||
if (lighting_luts[i].texture_1d != cur_state.lighting_luts[i].texture_1d) {
|
||||
glActiveTexture(GL_TEXTURE3 + i);
|
||||
glBindTexture(GL_TEXTURE_1D, lighting_luts[i].texture_1d);
|
||||
}
|
||||
if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
|
||||
glActiveTexture(GL_TEXTURE15);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer);
|
||||
}
|
||||
|
||||
// Fog LUT
|
||||
|
|
|
@ -64,8 +64,8 @@ public:
|
|||
} texture_units[3];
|
||||
|
||||
struct {
|
||||
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
|
||||
} lighting_luts[6];
|
||||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} lighting_lut;
|
||||
|
||||
struct {
|
||||
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
|
||||
|
|
Loading…
Reference in a new issue