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mirror of https://github.com/FunkyFr3sh/cnc-ddraw.git synced 2025-03-14 22:03:27 +01:00

add support for dosbox staging shaders

This commit is contained in:
FunkyFr3sh 2024-12-17 01:02:21 +01:00
parent 747e1ec3a7
commit 30805c78cc

View File

@ -605,8 +605,10 @@ static void ogl_init_shader1_program()
glUseProgram(g_ogl.shader1_program);
GLint vertex_coord_attr_loc = glGetAttribLocation(g_ogl.shader1_program, "VertexCoord");
if (vertex_coord_attr_loc == -1) // dosbox staging
vertex_coord_attr_loc = glGetAttribLocation(g_ogl.shader1_program, "a_position");
g_ogl.shader1_tex_coord_attr_loc = glGetAttribLocation(g_ogl.shader1_program, "TexCoord");
g_ogl.shader1_frame_count_uni_loc = glGetUniformLocation(g_ogl.shader1_program, "FrameCount");
glGenBuffers(3, g_ogl.shader1_vbos);
@ -663,10 +665,13 @@ static void ogl_init_shader1_program()
glEnableVertexAttribArray(vertex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[1]);
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (g_ogl.shader1_tex_coord_attr_loc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[1]);
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ogl.shader1_vbos[2]);
static const GLushort indices[] =
@ -688,24 +693,44 @@ static void ogl_init_shader1_program()
output_size[1] = (float)g_ddraw.render.viewport.height;
GLint loc = glGetUniformLocation(g_ogl.shader1_program, "OutputSize");
if (loc == -1)
loc = glGetUniformLocation(g_ogl.shader1_program, "rubyOutputSize");
if (loc != -1)
glUniform2fv(loc, 1, output_size);
loc = glGetUniformLocation(g_ogl.shader1_program, "TextureSize");
if (loc == -1)
loc = glGetUniformLocation(g_ogl.shader1_program, "rubyTextureSize");
if (loc != -1)
glUniform2fv(loc, 1, texture_size);
loc = glGetUniformLocation(g_ogl.shader1_program, "InputSize");
if (loc == -1)
loc = glGetUniformLocation(g_ogl.shader1_program, "rubyInputSize");
if (loc != -1)
glUniform2fv(loc, 1, input_size);
loc = glGetUniformLocation(g_ogl.shader1_program, "Texture");
if (loc == -1)
loc = glGetUniformLocation(g_ogl.shader1_program, "rubyTexture");
if (loc != -1)
glUniform1i(loc, 0);
loc = glGetUniformLocation(g_ogl.shader1_program, "FrameDirection");
if (loc != -1)
glUniform1i(loc, 1);
loc = glGetUniformLocation(g_ogl.shader1_program, "Texture");
if (loc != -1)
glUniform1i(loc, 0);
g_ogl.shader1_frame_count_uni_loc = glGetUniformLocation(g_ogl.shader1_program, "FrameCount");
if (g_ogl.shader1_frame_count_uni_loc == -1)
g_ogl.shader1_frame_count_uni_loc = glGetUniformLocation(g_ogl.shader1_program, "rubyFrameCount");
const float mvp_matrix[16] = {
1,0,0,0,
@ -713,7 +738,10 @@ static void ogl_init_shader1_program()
0,0,1,0,
0,0,0,1,
};
glUniformMatrix4fv(glGetUniformLocation(g_ogl.shader1_program, "MVPMatrix"), 1, GL_FALSE, mvp_matrix);
loc = glGetUniformLocation(g_ogl.shader1_program, "MVPMatrix");
if (loc != -1)
glUniformMatrix4fv(loc, 1, GL_FALSE, mvp_matrix);
glGenFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
glGenTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
@ -819,8 +847,10 @@ static void ogl_init_shader2_program()
glUseProgram(g_ogl.shader2_program);
GLint vertex_coord_attr_loc = glGetAttribLocation(g_ogl.shader2_program, "VertexCoord");
if (vertex_coord_attr_loc == -1)
vertex_coord_attr_loc = glGetAttribLocation(g_ogl.shader2_program, "a_position");
g_ogl.shader2_tex_coord_attr_loc = glGetAttribLocation(g_ogl.shader2_program, "TexCoord");
g_ogl.shader2_frame_count_uni_loc = glGetUniformLocation(g_ogl.shader2_program, "FrameCount");
glGenBuffers(3, g_ogl.shader2_vbos);
@ -855,10 +885,13 @@ static void ogl_init_shader2_program()
glEnableVertexAttribArray(vertex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader2_vbos[1]);
glVertexAttribPointer(g_ogl.shader2_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader2_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (g_ogl.shader2_tex_coord_attr_loc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader2_vbos[1]);
glVertexAttribPointer(g_ogl.shader2_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader2_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ogl.shader2_vbos[2]);
static const GLushort indices[] =
@ -880,32 +913,44 @@ static void ogl_init_shader2_program()
output_size[1] = (float)g_ddraw.render.viewport.height;
GLint loc = glGetUniformLocation(g_ogl.shader2_program, "OutputSize");
if (loc == -1)
loc = glGetUniformLocation(g_ogl.shader2_program, "rubyOutputSize");
if (loc != -1)
glUniform2fv(loc, 1, output_size);
loc = glGetUniformLocation(g_ogl.shader2_program, "TextureSize");
if (loc == -1)
loc = glGetUniformLocation(g_ogl.shader2_program, "rubyTextureSize");
if (loc != -1)
glUniform2fv(loc, 1, texture_size);
loc = glGetUniformLocation(g_ogl.shader2_program, "InputSize");
if (loc == -1)
loc = glGetUniformLocation(g_ogl.shader2_program, "rubyInputSize");
if (loc != -1)
glUniform2fv(loc, 1, input_size);
loc = glGetUniformLocation(g_ogl.shader2_program, "Texture");
if (loc == -1)
loc = glGetUniformLocation(g_ogl.shader2_program, "rubyTexture");
if (loc != -1)
glUniform1i(loc, 0);
loc = glGetUniformLocation(g_ogl.shader2_program, "FrameDirection");
if (loc != -1)
glUniform1i(loc, 1);
loc = glGetUniformLocation(g_ogl.shader2_program, "Texture");
if (loc != -1)
glUniform1i(loc, 0);
loc = glGetUniformLocation(g_ogl.shader2_program, "PassPrev2Texture");
if (loc != -1)
glUniform1i(loc, 1);
loc = glGetUniformLocation(g_ogl.shader2_program, "PassPrev2TextureSize");
if (loc != -1)
glUniform2fv(loc, 1, texture_size);
g_ogl.shader2_frame_count_uni_loc = glGetUniformLocation(g_ogl.shader2_program, "FrameCount");
if (g_ogl.shader2_frame_count_uni_loc == -1)
g_ogl.shader2_frame_count_uni_loc = glGetUniformLocation(g_ogl.shader2_program, "rubyFrameCount");
const float mvp_matrix[16] = {
1,0,0,0,
@ -913,7 +958,10 @@ static void ogl_init_shader2_program()
0,0,1,0,
0,0,0,1,
};
glUniformMatrix4fv(glGetUniformLocation(g_ogl.shader2_program, "MVPMatrix"), 1, GL_FALSE, mvp_matrix);
loc = glGetUniformLocation(g_ogl.shader2_program, "MVPMatrix");
if (loc != -1)
glUniformMatrix4fv(loc, 1, GL_FALSE, mvp_matrix);
}
static void ogl_render()
@ -1105,8 +1153,11 @@ static void ogl_render()
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.shader2_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader2_tex_coord_attr_loc);
if (g_ogl.shader2_tex_coord_attr_loc != -1)
{
glVertexAttribPointer(g_ogl.shader2_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader2_tex_coord_attr_loc);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
@ -1121,8 +1172,11 @@ static void ogl_render()
g_ogl.scale_w, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
if (g_ogl.shader1_tex_coord_attr_loc != -1)
{
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
@ -1137,8 +1191,11 @@ static void ogl_render()
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
if (g_ogl.shader1_tex_coord_attr_loc != -1)
{
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}