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:
parent
d36d432c1a
commit
9127c431ec
174
src/render.c
174
src/render.c
@ -83,6 +83,9 @@ DWORD WINAPI render_main(void)
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tex_width = tex_width > tex_height ? tex_width : tex_height;
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float scale_w = (float)ddraw->width / tex_width;
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float scale_h = (float)ddraw->height / tex_height;
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int tex_size = tex_width * tex_height * sizeof(int);
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int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_size);
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@ -159,20 +162,31 @@ DWORD WINAPI render_main(void)
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glGenBuffers(3, mainVbos);
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[0]);
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if (scaleProgram)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[0]);
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static const GLfloat vertexCoordPal[] = {
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static const GLfloat vertexCoord[] = {
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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(vertexCoordPal), vertexCoordPal, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
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GLfloat texCoord[] = {
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0.0f, 0.0f,
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0.0f, scale_h,
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scale_w, scale_h,
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scale_w, 0.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[0]);
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static const GLfloat vertexCoord[] = {
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-1.0f, 1.0f,
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1.0f, 1.0f,
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@ -180,9 +194,19 @@ DWORD WINAPI render_main(void)
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-1.0f,-1.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
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GLfloat texCoord[] = {
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0.0f, 0.0f,
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scale_w, 0.0f,
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scale_w, scale_h,
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0.0f, scale_h,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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glGenVertexArrays(1, &mainVao);
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glBindVertexArray(mainVao);
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@ -191,6 +215,11 @@ DWORD WINAPI render_main(void)
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glEnableVertexAttribArray(vertexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
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glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(mainTexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mainVbos[2]);
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static const GLushort indices[] =
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{
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@ -241,6 +270,16 @@ DWORD WINAPI render_main(void)
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, scaleVbos[1]);
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GLfloat texCoord[] = {
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0.0f, 0.0f,
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scale_w, 0.0f,
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scale_w, scale_h,
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0.0f, scale_h,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGenVertexArrays(1, &scaleVao);
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glBindVertexArray(scaleVao);
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@ -249,6 +288,11 @@ DWORD WINAPI render_main(void)
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glEnableVertexAttribArray(vertexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, scaleVbos[1]);
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glVertexAttribPointer(scaleTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(scaleTexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scaleVbos[2]);
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static const GLushort indices[] =
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{
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@ -340,8 +384,8 @@ DWORD WINAPI render_main(void)
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frame_count++;
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#endif
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float scale_w = (float)ddraw->width / tex_width;
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float scale_h = (float)ddraw->height / tex_height;
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scale_w = (float)ddraw->width / tex_width;
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scale_h = (float)ddraw->height / tex_height;
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if (maxfps > 0)
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tick_start = timeGetTime();
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@ -350,18 +394,78 @@ DWORD WINAPI render_main(void)
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if (ddraw->primary && ddraw->primary->palette)
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{
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BOOL scaleChanged = FALSE;
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if (ddraw->vhack && detect_cutscene())
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{
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scale_w *= (float)CUTSCENE_WIDTH / ddraw->width;
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scale_h *= (float)CUTSCENE_HEIGHT / ddraw->height;
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if (!ddraw->incutscene)
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{
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scaleChanged = TRUE;
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ddraw->incutscene = TRUE;
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}
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}
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else
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{
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if (ddraw->incutscene)
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{
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scaleChanged = TRUE;
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ddraw->incutscene = FALSE;
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}
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}
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if (scaleChanged)
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{
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if (scaleProgram && paletteConvProgram)
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{
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glBindVertexArray(mainVao);
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
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GLfloat texCoordPal[] = {
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0.0f, 0.0f,
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0.0f, scale_h,
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scale_w, scale_h,
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scale_w, 0.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoordPal), texCoordPal, GL_STATIC_DRAW);
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glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(mainTexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(scaleVao);
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glBindBuffer(GL_ARRAY_BUFFER, scaleVbos[1]);
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GLfloat texCoord[] = {
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0.0f, 0.0f,
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scale_w, 0.0f,
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scale_w, scale_h,
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0.0f, scale_h,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
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glVertexAttribPointer(scaleTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(scaleTexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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else if (got30 && paletteConvProgram)
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{
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glBindVertexArray(mainVao);
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
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GLfloat texCoord[] = {
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0.0f, 0.0f,
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scale_w, 0.0f,
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scale_w, scale_h,
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0.0f, scale_h,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
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glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(mainTexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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}
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if (paletteConvProgram)
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@ -422,30 +526,14 @@ DWORD WINAPI render_main(void)
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glViewport(0, 0, ddraw->width, ddraw->height);
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glBindVertexArray(mainVao);
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glBindFramebuffer(GL_FRAMEBUFFER, frameBufferId);
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
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GLfloat texCoordPal[] = {
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0.0f, 0.0f,
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0.0f, scale_h,
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scale_w, scale_h,
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scale_w, 0.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoordPal), texCoordPal, GL_STATIC_DRAW);
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glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(mainTexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(mainVao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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glBindVertexArray(0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindVertexArray(0);
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glViewport(
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ddraw->render.viewport.x, ddraw->render.viewport.y,
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ddraw->render.viewport.width, ddraw->render.viewport.height);
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@ -456,23 +544,6 @@ DWORD WINAPI render_main(void)
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// apply filter
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glUseProgram(scaleProgram);
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glBindVertexArray(scaleVao);
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glBindBuffer(GL_ARRAY_BUFFER, scaleVbos[1]);
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GLfloat texCoord[] = {
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0.0f, 0.0f,
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scale_w, 0.0f,
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scale_w, scale_h,
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0.0f, scale_h,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
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glVertexAttribPointer(scaleTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(scaleTexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, frameBufferTexId);
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@ -482,31 +553,14 @@ DWORD WINAPI render_main(void)
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if (frameCountUniLoc != -1)
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glUniform1i(frameCountUniLoc, frames++);
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glBindVertexArray(scaleVao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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glBindVertexArray(0);
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}
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else if (got30 && paletteConvProgram)
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{
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glBindVertexArray(mainVao);
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glBindBuffer(GL_ARRAY_BUFFER, mainVbos[1]);
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GLfloat texCoord[] = {
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0.0f, 0.0f,
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scale_w, 0.0f,
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scale_w, scale_h,
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0.0f, scale_h,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
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glVertexAttribPointer(mainTexCoordAttrLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(mainTexCoordAttrLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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glBindVertexArray(0);
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}
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else
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