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https://github.com/FunkyFr3sh/cnc-ddraw.git
synced 2025-03-15 06:04:49 +01:00
add missing frame counter
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4d07b3d3e1
commit
ec48aac4f9
@ -27,7 +27,8 @@ typedef struct OGLRENDERER
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GLint main_vertex_coord_attr_loc;
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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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GLint shader1_frame_count_uni_loc;
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GLint shader2_frame_count_uni_loc;
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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 shader1_tex_coord_attr_loc;
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@ -507,7 +507,7 @@ static void ogl_init_shader1_program()
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GLint vertex_coord_attr_loc = glGetAttribLocation(g_ogl.shader1_program, "VertexCoord");
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g_ogl.shader1_tex_coord_attr_loc = glGetAttribLocation(g_ogl.shader1_program, "TexCoord");
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g_ogl.frame_count_uni_loc = glGetUniformLocation(g_ogl.shader1_program, "FrameCount");
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g_ogl.shader1_frame_count_uni_loc = glGetUniformLocation(g_ogl.shader1_program, "FrameCount");
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glGenBuffers(3, g_ogl.shader1_vbos);
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@ -717,6 +717,7 @@ static void ogl_init_shader2_program()
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GLint vertex_coord_attr_loc = glGetAttribLocation(g_ogl.shader2_program, "VertexCoord");
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g_ogl.shader2_tex_coord_attr_loc = glGetAttribLocation(g_ogl.shader2_program, "TexCoord");
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g_ogl.shader2_frame_count_uni_loc = glGetUniformLocation(g_ogl.shader2_program, "FrameCount");
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glGenBuffers(3, g_ogl.shader2_vbos);
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@ -1059,6 +1060,9 @@ static void ogl_render()
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if (g_ogl.shader1_program && g_ogl.shader2_program && g_ogl.main_program)
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{
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static int frames = 0;
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frames++;
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/* draw surface into framebuffer */
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glUseProgram(g_ogl.main_program);
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@ -1088,6 +1092,9 @@ static void ogl_render()
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glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id[1]);
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if (g_ogl.shader1_frame_count_uni_loc != -1)
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glUniform1i(g_ogl.shader1_frame_count_uni_loc, frames);
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glBindVertexArray(g_ogl.shader1_vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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glBindVertexArray(0);
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@ -1116,6 +1123,9 @@ static void ogl_render()
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[0]);
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if (g_ogl.shader2_frame_count_uni_loc != -1)
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glUniform1i(g_ogl.shader2_frame_count_uni_loc, frames);
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glBindVertexArray(g_ogl.shader2_vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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glBindVertexArray(0);
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@ -1161,8 +1171,8 @@ static void ogl_render()
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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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glUniform1i(g_ogl.frame_count_uni_loc, frames++);
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if (g_ogl.shader1_frame_count_uni_loc != -1)
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glUniform1i(g_ogl.shader1_frame_count_uni_loc, frames++);
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glBindVertexArray(g_ogl.shader1_vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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