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mirror of https://github.com/FunkyFr3sh/cnc-ddraw.git synced 2025-03-15 06:04:49 +01:00

allow custom amount of framebuffers

This commit is contained in:
FunkyFr3sh 2024-05-16 01:20:13 +02:00
parent fdcf9a7d1a
commit 10f4d8b484
2 changed files with 75 additions and 68 deletions

View File

@ -5,6 +5,7 @@
#include "opengl_utils.h"
#define TEXTURE_COUNT 4
#define FBO_COUNT 1
typedef struct OGLRENDERER
{
@ -26,8 +27,8 @@ typedef struct OGLRENDERER
GLuint main_vbos[3];
GLuint main_vao;
GLint frame_count_uni_loc;
GLuint frame_buffer_id;
GLuint frame_buffer_tex_id;
GLuint frame_buffer_id[FBO_COUNT];
GLuint frame_buffer_tex_id[FBO_COUNT];
GLint scale_tex_coord_attr_loc;
GLuint scale_vbos[3];
GLuint scale_vao;

View File

@ -570,76 +570,82 @@ static void ogl_init_scale_program()
};
glUniformMatrix4fv(glGetUniformLocation(g_ogl.scale_program, "MVPMatrix"), 1, GL_FALSE, mvp_matrix);
glGenFramebuffers(1, &g_ogl.frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id);
glGenFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
glGenTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
glGenTextures(1, &g_ogl.frame_buffer_tex_id);
glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_ogl.filter_bilinear ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_ogl.filter_bilinear ? GL_LINEAR : GL_NEAREST);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA8,
g_ogl.surface_tex_width,
g_ogl.surface_tex_height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
g_ogl.surface_tex);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id, 0);
GLenum draw_buffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, draw_buffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
for (int i = 0; i < FBO_COUNT; i++)
{
glDeleteTextures(1, &g_ogl.frame_buffer_tex_id);
glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id[i]);
if (glDeleteFramebuffers)
glDeleteFramebuffers(1, &g_ogl.frame_buffer_id);
glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_ogl.filter_bilinear ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_ogl.filter_bilinear ? GL_LINEAR : GL_NEAREST);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA8,
g_ogl.surface_tex_width,
g_ogl.surface_tex_height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
g_ogl.surface_tex);
if (glDeleteProgram)
glDeleteProgram(g_ogl.scale_program);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[i], 0);
g_ogl.scale_program = 0;
GLenum draw_buffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, draw_buffers);
if (glDeleteBuffers)
glDeleteBuffers(3, g_ogl.scale_vbos);
if (glDeleteVertexArrays)
glDeleteVertexArrays(1, &g_ogl.scale_vao);
if (g_ogl.main_program)
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glBindVertexArray(g_ogl.main_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[0]);
static const GLfloat vertex_coord_pal[] = {
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f,-1.0f,
-1.0f,-1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_coord_pal), vertex_coord_pal, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.main_vertex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.main_vertex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDeleteTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
glBindVertexArray(g_ogl.main_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[1]);
GLfloat tex_coord_pal[] = {
0.0f, 0.0f,
g_ogl.scale_w, 0.0f,
g_ogl.scale_w, g_ogl.scale_h,
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord_pal), tex_coord_pal, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.main_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.main_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
if (glDeleteFramebuffers)
glDeleteFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
if (glDeleteProgram)
glDeleteProgram(g_ogl.scale_program);
g_ogl.scale_program = 0;
if (glDeleteBuffers)
glDeleteBuffers(3, g_ogl.scale_vbos);
if (glDeleteVertexArrays)
glDeleteVertexArrays(1, &g_ogl.scale_vao);
if (g_ogl.main_program)
{
glBindVertexArray(g_ogl.main_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[0]);
static const GLfloat vertex_coord_pal[] = {
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f,-1.0f,
-1.0f,-1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_coord_pal), vertex_coord_pal, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.main_vertex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.main_vertex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindVertexArray(g_ogl.main_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[1]);
GLfloat tex_coord_pal[] = {
0.0f, 0.0f,
g_ogl.scale_w, 0.0f,
g_ogl.scale_w, g_ogl.scale_h,
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord_pal), tex_coord_pal, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.main_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.main_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
break;
}
}
@ -866,7 +872,7 @@ static void ogl_render()
glViewport(0, 0, g_ddraw.width, g_ddraw.height);
glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id[0]);
glBindVertexArray(g_ogl.main_vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
@ -894,7 +900,7 @@ static void ogl_render()
glUseProgram(g_ogl.scale_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id);
glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[0]);
static int frames = 1;
if (g_ogl.frame_count_uni_loc != -1)
@ -951,13 +957,13 @@ static void ogl_delete_context(HGLRC context)
if (g_ogl.scale_program)
{
glDeleteTextures(1, &g_ogl.frame_buffer_tex_id);
glDeleteTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
if (glDeleteBuffers)
glDeleteBuffers(3, g_ogl.scale_vbos);
if (glDeleteFramebuffers)
glDeleteFramebuffers(1, &g_ogl.frame_buffer_id);
glDeleteFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
if (glDeleteVertexArrays)
glDeleteVertexArrays(1, &g_ogl.scale_vao);