minor texture setup reformatting

This commit is contained in:
James Seibel
2025-12-13 10:43:01 -06:00
parent 7f0ddadf26
commit ed5aeb8951
3 changed files with 32 additions and 25 deletions
@@ -96,16 +96,19 @@ public class DhFadeRenderer
}
this.fadeTexture = GL32.glGenTextures();
GLMC.glBindTexture(this.fadeTexture);
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (ByteBuffer) null);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
// disable mip-mapping since DH is just going to draw straight to the screen
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
{
GLMC.glBindTexture(this.fadeTexture);
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (ByteBuffer) null);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
// disable mip-mapping since DH is just going to draw straight to the screen
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
}
GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.fadeTexture, 0);
}
@@ -88,15 +88,17 @@ public class FogRenderer
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.fogFramebuffer);
this.fogTexture = GLMC.glGenTextures();
GLMC.glBindTexture(this.fogTexture);
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (ByteBuffer) null);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.fogTexture, 0);
// disable mip-mapping since DH is just going to draw straight to the screen
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
{
GLMC.glBindTexture(this.fogTexture);
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (ByteBuffer) null);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.fogTexture, 0);
// disable mip-mapping since DH is just going to draw straight to the screen
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
}
}
@@ -88,14 +88,16 @@ public class SSAORenderer
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.ssaoFramebuffer);
this.ssaoTexture = GLMC.glGenTextures();
GLMC.glBindTexture(this.ssaoTexture);
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_R16F, width, height, 0, GL32.GL_RED, GL32.GL_HALF_FLOAT, (ByteBuffer) null);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
// disable mip-mapping since DH is just going to draw straight to the screen
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
{
GLMC.glBindTexture(this.ssaoTexture);
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_R16F, width, height, 0, GL32.GL_RED, GL32.GL_HALF_FLOAT, (ByteBuffer) null);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
// disable mip-mapping since DH is just going to draw straight to the screen
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
}
GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.ssaoTexture, 0);
}