mirror of
https://github.com/FunkyFr3sh/cnc-ddraw.git
synced 2025-03-15 06:04:49 +01:00
allow custom amount of framebuffers
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parent
fdcf9a7d1a
commit
10f4d8b484
@ -5,6 +5,7 @@
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#include "opengl_utils.h"
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#define TEXTURE_COUNT 4
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#define FBO_COUNT 1
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typedef struct OGLRENDERER
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{
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@ -26,8 +27,8 @@ typedef struct OGLRENDERER
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GLuint main_vbos[3];
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GLuint main_vao;
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GLint frame_count_uni_loc;
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GLuint frame_buffer_id;
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GLuint frame_buffer_tex_id;
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GLuint frame_buffer_id[FBO_COUNT];
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GLuint frame_buffer_tex_id[FBO_COUNT];
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GLint scale_tex_coord_attr_loc;
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GLuint scale_vbos[3];
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GLuint scale_vao;
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138
src/render_ogl.c
138
src/render_ogl.c
@ -570,76 +570,82 @@ static void ogl_init_scale_program()
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};
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glUniformMatrix4fv(glGetUniformLocation(g_ogl.scale_program, "MVPMatrix"), 1, GL_FALSE, mvp_matrix);
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glGenFramebuffers(1, &g_ogl.frame_buffer_id);
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glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id);
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glGenFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
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glGenTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
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glGenTextures(1, &g_ogl.frame_buffer_tex_id);
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glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_ogl.filter_bilinear ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_ogl.filter_bilinear ? GL_LINEAR : GL_NEAREST);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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g_ogl.surface_tex_width,
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g_ogl.surface_tex_height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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g_ogl.surface_tex);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id, 0);
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GLenum draw_buffers[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, draw_buffers);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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for (int i = 0; i < FBO_COUNT; i++)
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{
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glDeleteTextures(1, &g_ogl.frame_buffer_tex_id);
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glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id[i]);
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if (glDeleteFramebuffers)
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glDeleteFramebuffers(1, &g_ogl.frame_buffer_id);
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glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_ogl.filter_bilinear ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_ogl.filter_bilinear ? GL_LINEAR : GL_NEAREST);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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g_ogl.surface_tex_width,
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g_ogl.surface_tex_height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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g_ogl.surface_tex);
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if (glDeleteProgram)
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glDeleteProgram(g_ogl.scale_program);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[i], 0);
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g_ogl.scale_program = 0;
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GLenum draw_buffers[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, draw_buffers);
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if (glDeleteBuffers)
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glDeleteBuffers(3, g_ogl.scale_vbos);
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if (glDeleteVertexArrays)
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glDeleteVertexArrays(1, &g_ogl.scale_vao);
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if (g_ogl.main_program)
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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glBindVertexArray(g_ogl.main_vao);
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glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[0]);
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static const GLfloat vertex_coord_pal[] = {
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-1.0f, 1.0f,
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1.0f, 1.0f,
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1.0f,-1.0f,
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-1.0f,-1.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_coord_pal), vertex_coord_pal, GL_STATIC_DRAW);
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glVertexAttribPointer(g_ogl.main_vertex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(g_ogl.main_vertex_coord_attr_loc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glDeleteTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
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glBindVertexArray(g_ogl.main_vao);
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glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[1]);
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GLfloat tex_coord_pal[] = {
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0.0f, 0.0f,
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g_ogl.scale_w, 0.0f,
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g_ogl.scale_w, g_ogl.scale_h,
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0.0f, g_ogl.scale_h,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord_pal), tex_coord_pal, GL_STATIC_DRAW);
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glVertexAttribPointer(g_ogl.main_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(g_ogl.main_tex_coord_attr_loc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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if (glDeleteFramebuffers)
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glDeleteFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
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if (glDeleteProgram)
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glDeleteProgram(g_ogl.scale_program);
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g_ogl.scale_program = 0;
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if (glDeleteBuffers)
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glDeleteBuffers(3, g_ogl.scale_vbos);
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if (glDeleteVertexArrays)
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glDeleteVertexArrays(1, &g_ogl.scale_vao);
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if (g_ogl.main_program)
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{
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glBindVertexArray(g_ogl.main_vao);
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glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[0]);
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static const GLfloat vertex_coord_pal[] = {
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-1.0f, 1.0f,
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1.0f, 1.0f,
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1.0f,-1.0f,
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-1.0f,-1.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_coord_pal), vertex_coord_pal, GL_STATIC_DRAW);
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glVertexAttribPointer(g_ogl.main_vertex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(g_ogl.main_vertex_coord_attr_loc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(g_ogl.main_vao);
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glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[1]);
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GLfloat tex_coord_pal[] = {
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0.0f, 0.0f,
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g_ogl.scale_w, 0.0f,
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g_ogl.scale_w, g_ogl.scale_h,
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0.0f, g_ogl.scale_h,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord_pal), tex_coord_pal, GL_STATIC_DRAW);
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glVertexAttribPointer(g_ogl.main_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(g_ogl.main_tex_coord_attr_loc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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break;
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}
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}
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@ -866,7 +872,7 @@ static void ogl_render()
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glViewport(0, 0, g_ddraw.width, g_ddraw.height);
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glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id);
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glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id[0]);
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glBindVertexArray(g_ogl.main_vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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@ -894,7 +900,7 @@ static void ogl_render()
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glUseProgram(g_ogl.scale_program);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id);
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glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[0]);
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static int frames = 1;
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if (g_ogl.frame_count_uni_loc != -1)
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@ -951,13 +957,13 @@ static void ogl_delete_context(HGLRC context)
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if (g_ogl.scale_program)
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{
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glDeleteTextures(1, &g_ogl.frame_buffer_tex_id);
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glDeleteTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
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if (glDeleteBuffers)
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glDeleteBuffers(3, g_ogl.scale_vbos);
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if (glDeleteFramebuffers)
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glDeleteFramebuffers(1, &g_ogl.frame_buffer_id);
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glDeleteFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
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if (glDeleteVertexArrays)
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glDeleteVertexArrays(1, &g_ogl.scale_vao);
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