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

update vbo only if needed

This commit is contained in:
FunkyFr3sh 2018-05-20 07:06:32 +02:00
parent d36d432c1a
commit 9127c431ec

View File

@ -83,6 +83,9 @@ DWORD WINAPI render_main(void)
tex_width = tex_width > tex_height ? tex_width : tex_height;
float scale_w = (float)ddraw->width / tex_width;
float scale_h = (float)ddraw->height / tex_height;
int tex_size = tex_width * tex_height * sizeof(int);
int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_size);
@ -159,20 +162,31 @@ DWORD WINAPI render_main(void)
glGenBuffers(3, mainVbos);
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[0]);
if (scaleProgram)
{
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[0]);
static const GLfloat vertexCoordPal[] = {
static const GLfloat vertexCoord[] = {
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f, -1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoordPal), vertexCoordPal, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
GLfloat texCoord[] = {
0.0f, 0.0f,
0.0f, scale_h,
scale_w, scale_h,
scale_w, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[0]);
static const GLfloat vertexCoord[] = {
-1.0f, 1.0f,
1.0f, 1.0f,
@ -180,9 +194,19 @@ DWORD WINAPI render_main(void)
-1.0f,-1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
GLfloat texCoord[] = {
0.0f, 0.0f,
scale_w, 0.0f,
scale_w, scale_h,
0.0f, scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glGenVertexArrays(1, &mainVao);
glBindVertexArray(mainVao);
@ -191,6 +215,11 @@ DWORD WINAPI render_main(void)
glEnableVertexAttribArray(vertexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(mainTexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mainVbos[2]);
static const GLushort indices[] =
{
@ -241,6 +270,16 @@ DWORD WINAPI render_main(void)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, scaleVbos[1]);
GLfloat texCoord[] = {
0.0f, 0.0f,
scale_w, 0.0f,
scale_w, scale_h,
0.0f, scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &scaleVao);
glBindVertexArray(scaleVao);
@ -249,6 +288,11 @@ DWORD WINAPI render_main(void)
glEnableVertexAttribArray(vertexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, scaleVbos[1]);
glVertexAttribPointer(scaleTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(scaleTexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scaleVbos[2]);
static const GLushort indices[] =
{
@ -340,8 +384,8 @@ DWORD WINAPI render_main(void)
frame_count++;
#endif
float scale_w = (float)ddraw->width / tex_width;
float scale_h = (float)ddraw->height / tex_height;
scale_w = (float)ddraw->width / tex_width;
scale_h = (float)ddraw->height / tex_height;
if (maxfps > 0)
tick_start = timeGetTime();
@ -350,18 +394,78 @@ DWORD WINAPI render_main(void)
if (ddraw->primary && ddraw->primary->palette)
{
BOOL scaleChanged = FALSE;
if (ddraw->vhack && detect_cutscene())
{
scale_w *= (float)CUTSCENE_WIDTH / ddraw->width;
scale_h *= (float)CUTSCENE_HEIGHT / ddraw->height;
if (!ddraw->incutscene)
{
scaleChanged = TRUE;
ddraw->incutscene = TRUE;
}
}
else
{
if (ddraw->incutscene)
{
scaleChanged = TRUE;
ddraw->incutscene = FALSE;
}
}
if (scaleChanged)
{
if (scaleProgram && paletteConvProgram)
{
glBindVertexArray(mainVao);
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
GLfloat texCoordPal[] = {
0.0f, 0.0f,
0.0f, scale_h,
scale_w, scale_h,
scale_w, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoordPal), texCoordPal, GL_STATIC_DRAW);
glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(mainTexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindVertexArray(scaleVao);
glBindBuffer(GL_ARRAY_BUFFER, scaleVbos[1]);
GLfloat texCoord[] = {
0.0f, 0.0f,
scale_w, 0.0f,
scale_w, scale_h,
0.0f, scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glVertexAttribPointer(scaleTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(scaleTexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
else if (got30 && paletteConvProgram)
{
glBindVertexArray(mainVao);
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
GLfloat texCoord[] = {
0.0f, 0.0f,
scale_w, 0.0f,
scale_w, scale_h,
0.0f, scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(mainTexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
}
if (paletteConvProgram)
@ -422,30 +526,14 @@ DWORD WINAPI render_main(void)
glViewport(0, 0, ddraw->width, ddraw->height);
glBindVertexArray(mainVao);
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferId);
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
GLfloat texCoordPal[] = {
0.0f, 0.0f,
0.0f, scale_h,
scale_w, scale_h,
scale_w, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoordPal), texCoordPal, GL_STATIC_DRAW);
glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(mainTexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(mainVao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(0);
glViewport(
ddraw->render.viewport.x, ddraw->render.viewport.y,
ddraw->render.viewport.width, ddraw->render.viewport.height);
@ -456,23 +544,6 @@ DWORD WINAPI render_main(void)
// apply filter
glUseProgram(scaleProgram);
glBindVertexArray(scaleVao);
glBindBuffer(GL_ARRAY_BUFFER, scaleVbos[1]);
GLfloat texCoord[] = {
0.0f, 0.0f,
scale_w, 0.0f,
scale_w, scale_h,
0.0f, scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glVertexAttribPointer(scaleTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(scaleTexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, frameBufferTexId);
@ -482,31 +553,14 @@ DWORD WINAPI render_main(void)
if (frameCountUniLoc != -1)
glUniform1i(frameCountUniLoc, frames++);
glBindVertexArray(scaleVao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
}
else if (got30 && paletteConvProgram)
{
glBindVertexArray(mainVao);
glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
GLfloat texCoord[] = {
0.0f, 0.0f,
scale_w, 0.0f,
scale_w, scale_h,
0.0f, scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(mainTexCoordAttrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
}
else