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https://github.com/libretro/snes9x.git
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Win32: add PREV support to cg meta shaders, clean up code
This commit is contained in:
parent
7dd4f944ee
commit
85cc112b44
@ -36,8 +36,10 @@ public:
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~CCGShader(void);
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bool LoadShader(const char *path);
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std::vector<shaderPass> shaderPasses;
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std::vector<lookupTexture> lookupTextures;
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typedef std::vector<shaderPass> passVector;
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typedef std::vector<lookupTexture> lutVector;
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passVector shaderPasses;
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lutVector lookupTextures;
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};
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#endif
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174
win32/CGLCG.cpp
174
win32/CGLCG.cpp
@ -24,16 +24,21 @@ CGLCG::CGLCG(CGcontext cgContext)
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ClearPasses();
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LoadFBOFunctions();
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frameCnt=0;
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prevTex=0;
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}
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CGLCG::~CGLCG(void)
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{
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LoadShader(NULL);
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}
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void CGLCG::ClearPasses()
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{
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/* clean up cg programs, fbos and textures from all regular passes
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pass 0 is the orignal texture, so ignore that
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*/
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if(shaderPasses.size()>1) {
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for(std::vector<shaderPass>::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
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for(glPassVector::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
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if(it->cgFragmentProgram)
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cgDestroyProgram(it->cgFragmentProgram);
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if(it->cgVertexProgram)
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@ -44,12 +49,13 @@ void CGLCG::ClearPasses()
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glDeleteTextures(1,&it->tex);
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}
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}
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for(std::vector<lookupTexture>::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
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for(glLutVector::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
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if(it->tex)
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glDeleteTextures(1,&it->tex);
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}
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shaderPasses.clear();
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lookupTextures.clear();
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shaderLoaded = false;
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}
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@ -120,6 +126,11 @@ bool CGLCG::LoadShader(const TCHAR *shaderFile)
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ClearPasses();
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if(prevTex) {
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glDeleteTextures(1,&prevTex);
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prevTex=0;
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}
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if (shaderFile == NULL || *shaderFile==TEXT('\0'))
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return true;
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@ -138,13 +149,25 @@ bool CGLCG::LoadShader(const TCHAR *shaderFile)
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cgGLSetOptimalOptions(vertexProfile);
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cgGLSetOptimalOptions(fragmentProfile);
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/* insert dummy pass that will contain the original texture
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*/
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shaderPasses.push_back(shaderPass());
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for(std::vector<CCGShader::shaderPass>::iterator it=cgShader.shaderPasses.begin();it!=cgShader.shaderPasses.end();it++) {
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shaderPasses.push_back(shaderPass());
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shaderPass &pass = shaderPasses.back();
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for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
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it!=cgShader.shaderPasses.end();it++) {
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shaderPass pass;
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pass.scaleParams = it->scaleParams;
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pass.linearFilter = (pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet)?GUI.BilinearFilter:it->linearFilter;
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/* if this is the last pass (the only one that can have CG_SCALE_NONE)
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and no filter has been set use the GUI setting
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*/
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if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
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pass.linearFilter = GUI.BilinearFilter;
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} else {
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pass.linearFilter = it->linearFilter;
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}
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// paths in the meta file can be relative
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_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
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char *fileContents = ReadShaderFileContents(tempPath);
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if(!fileContents)
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@ -167,6 +190,9 @@ bool CGLCG::LoadShader(const TCHAR *shaderFile)
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cgGLLoadProgram(pass.cgVertexProgram);
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cgGLLoadProgram(pass.cgFragmentProgram);
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/* generate framebuffer and texture for this pass and apply
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default texture settings
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*/
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glGenFramebuffers(1,&pass.fbo);
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glGenTextures(1,&pass.tex);
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glBindTexture(GL_TEXTURE_2D,pass.tex);
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@ -174,19 +200,26 @@ bool CGLCG::LoadShader(const TCHAR *shaderFile)
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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shaderPasses.push_back(pass);
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}
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for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {
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lookupTextures.push_back(lookupTexture());
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lookupTexture &tex = lookupTextures.back();
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for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {
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lookupTexture tex;
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strcpy(tex.id,it->id);
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/* generate texture for the lut and apply specified filter setting
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*/
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glGenTextures(1,&tex.tex);
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glBindTexture(GL_TEXTURE_2D,tex.tex);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
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_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);
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// simple file extension png/tga decision
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int strLen = strlen(it->texturePath);
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if(strLen>4) {
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if(!strcasecmp(&it->texturePath[strLen-4],".png")) {
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@ -207,15 +240,27 @@ bool CGLCG::LoadShader(const TCHAR *shaderFile)
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stga.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, stga.data);
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}
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}
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}
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lookupTextures.push_back(tex);
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}
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/* enable texture unit 1 for the lookup textures
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*/
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glClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2,GL_FLOAT,0,lut_coords);
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glClientActiveTexture(GL_TEXTURE0);
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/* generate a texture that we can swap with the original texture
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and pass back to the main opengl code
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*/
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glGenTextures(1,&prevTex);
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glBindTexture(GL_TEXTURE_2D,prevTex);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,512,512,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
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glBindTexture(GL_TEXTURE_2D,0);
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prevTexSize.x = prevTexSize.y = prevTexImageSize.x = prevTexImageSize.y = 0;
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memset(prevTexCoords,0,sizeof(prevTexCoords));
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shaderLoaded = true;
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return true;
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@ -226,6 +271,7 @@ void CGLCG::setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdo
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float tX = inputSize.x / textureSize.x;
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float tY = inputSize.y / textureSize.y;
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// last pass uses top-down coordinates, all others bottom-up
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if(topdown) {
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shaderPasses[pass].texcoords[0] = 0.0f;
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shaderPasses[pass].texcoords[1] = tY;
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@ -249,7 +295,7 @@ void CGLCG::setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdo
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glTexCoordPointer(2, GL_FLOAT, 0, shaderPasses[pass].texcoords);
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}
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void CGLCG::Render(GLuint origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize)
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void CGLCG::Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize)
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{
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GLenum error;
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frameCnt++;
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@ -264,10 +310,14 @@ void CGLCG::Render(GLuint origTex, xySize textureSize, xySize inputSize, xySize
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cgGLEnableProfile(vertexProfile);
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cgGLEnableProfile(fragmentProfile);
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/* set up our dummy pass for easier loop code
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*/
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shaderPasses[0].tex = origTex;
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shaderPasses[0].outputSize = inputSize;
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shaderPasses[0].textureSize = textureSize;
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/* loop through all real passes
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*/
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for(int i=1;i<shaderPasses.size();i++) {
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switch(shaderPasses[i].scaleParams.scaleTypeX) {
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case CG_SCALE_ABSOLUTE:
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@ -295,46 +345,90 @@ void CGLCG::Render(GLuint origTex, xySize textureSize, xySize inputSize, xySize
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default:
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shaderPasses[i].outputSize.y = viewportSize.y;
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}
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/* use next power of two in both directions
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*/
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float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
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shaderPasses[i].textureSize.x = shaderPasses[i].textureSize.y = texSize;
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/* set size of output texture
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*/
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glBindTexture(GL_TEXTURE_2D,shaderPasses[i].tex);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,(unsigned int)shaderPasses[i].textureSize.x,(unsigned int)shaderPasses[i].textureSize.y,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8,NULL);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,(unsigned int)shaderPasses[i].textureSize.x,
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(unsigned int)shaderPasses[i].textureSize.y,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8,NULL);
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/* viewport determines the area we render into the output texture
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*/
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glViewport(0,0,shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y);
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/* set up framebuffer and attach output texture
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*/
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glBindFramebuffer(GL_FRAMEBUFFER,shaderPasses[i].fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shaderPasses[i].tex, 0);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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/* set up input texture (output of previous pass) and apply filter settings
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*/
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glBindTexture(GL_TEXTURE_2D,shaderPasses[i-1].tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses[i-1].textureSize.x);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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/* calculate tex coords first since we pass them to the shader
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*/
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setTexCoords(i,shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize);
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setShaderVars(i);
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cgGLBindProgram(shaderPasses[i].cgVertexProgram);
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cgGLBindProgram(shaderPasses[i].cgFragmentProgram);
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays (GL_QUADS, 0, 4);
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}
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/* disable framebuffer
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*/
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glBindFramebuffer(GL_FRAMEBUFFER,0);
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/* switch original and prev texture and make sure the
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new original texture has the same size as the old one
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*/
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origTex = prevTex;
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prevTex = shaderPasses[0].tex;
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prevTexSize.x = textureSize.x;
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prevTexSize.y = textureSize.y;
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prevTexImageSize.x = inputSize.x;
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prevTexImageSize.y = inputSize.y;
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memcpy(prevTexCoords,shaderPasses[1].texcoords,sizeof(prevTexCoords));
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glBindTexture(GL_TEXTURE_2D,origTex);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,textureSize.x,textureSize.y,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
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/* bind output of last pass to be rendered on the backbuffer
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*/
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glBindTexture(GL_TEXTURE_2D,shaderPasses.back().tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses.back().textureSize.x);
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/* calculate and apply viewport and texture coordinates to
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that will be used in the main ogl code
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*/
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RECT displayRect=CalculateDisplayRect(shaderPasses.back().outputSize.x,shaderPasses.back().outputSize.y,windowSize.x,windowSize.y);
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glViewport(displayRect.left,windowSize.y-displayRect.bottom,displayRect.right-displayRect.left,displayRect.bottom-displayRect.top);
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setTexCoords(shaderPasses.size()-1,shaderPasses.back().outputSize,shaderPasses.back().textureSize,true);
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/* render to backbuffer without shaders
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*/
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cgGLDisableProfile(vertexProfile);
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cgGLDisableProfile(fragmentProfile);
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}
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void CGLCG::setShaderVars(int pass)
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{
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float inputSize[2] = {shaderPasses[pass-1].outputSize.x,shaderPasses[pass-1].outputSize.y};
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float textureSize[2] = {shaderPasses[pass-1].textureSize.x,shaderPasses[pass-1].textureSize.y};
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float outputSize[2] = {shaderPasses[pass].outputSize.x,shaderPasses[pass].outputSize.y};
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/* mvp paramater
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*/
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CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");
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cgGLSetStateMatrixParameter(cgpModelViewProj, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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#define setProgram2fv(pass,varname,floats)\
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@ -375,34 +469,54 @@ void CGLCG::setShaderVars(int pass)
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}\
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}\
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/* IN paramater
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*/
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float inputSize[2] = {shaderPasses[pass-1].outputSize.x,shaderPasses[pass-1].outputSize.y};
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float textureSize[2] = {shaderPasses[pass-1].textureSize.x,shaderPasses[pass-1].textureSize.y};
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float outputSize[2] = {shaderPasses[pass].outputSize.x,shaderPasses[pass].outputSize.y};
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setProgram2fv(pass,"IN.video_size",inputSize);
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setProgram2fv(pass,"IN.texture_size",textureSize);
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setProgram2fv(pass,"IN.output_size",outputSize);
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setProgram1f(pass,"IN.frame_count",(float)frameCnt);
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float video_Size[2] = {shaderPasses[0].outputSize.x,shaderPasses[0].outputSize.y};
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float texture_Size[2] = {shaderPasses[0].textureSize.x,shaderPasses[0].textureSize.y};
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/* ORIG parameter
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*/
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float orig_videoSize[2] = {shaderPasses[0].outputSize.x,shaderPasses[0].outputSize.y};
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float orig_textureSize[2] = {shaderPasses[0].textureSize.x,shaderPasses[0].textureSize.y};
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setProgram2fv(pass,"ORIG.video_size",video_Size);
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setProgram2fv(pass,"ORIG.texture_size",texture_Size);
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setProgram2fv(pass,"ORIG.video_size",orig_videoSize);
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setProgram2fv(pass,"ORIG.texture_size",orig_textureSize);
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setTextureParameter(pass,"ORIG.texture",shaderPasses[0].tex);
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setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[1].texcoords);
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/* PREV parameter
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*/
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float prev_videoSize[2] = {prevTexImageSize.x,prevTexImageSize.y};
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float prev_textureSize[2] = {prevTexSize.x,prevTexSize.y};
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setProgram2fv(pass,"PREV.video_size",prev_videoSize);
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setProgram2fv(pass,"PREV.texture_size",prev_textureSize);
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setTextureParameter(pass,"PREV.texture",prevTex);
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setTexCoordsParameter(pass,"PREV.tex_coord",prevTexCoords);
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/* LUT parameters
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*/
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for(int i=0;i<lookupTextures.size();i++) {
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setTextureParameter(pass,lookupTextures[i].id,lookupTextures[i].tex);
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}
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if(pass>1) {
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/* PASSX parameters, only for third pass and up
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*/
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if(pass>2) {
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for(int i=1;i<pass-1;i++) {
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char varname[100];
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float video_Size[2] = {shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y};
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float texture_Size[2] = {shaderPasses[i].textureSize.x,shaderPasses[i].textureSize.y};
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float pass_videoSize[2] = {shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y};
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float pass_textureSize[2] = {shaderPasses[i].textureSize.x,shaderPasses[i].textureSize.y};
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sprintf(varname,"PASS%d.video_size",i);
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setProgram2fv(pass,varname,video_Size);
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setProgram2fv(pass,varname,pass_videoSize);
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sprintf(varname,"PASS%d.texture_size",i);
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setProgram2fv(pass,varname,texture_Size);
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setProgram2fv(pass,varname,pass_textureSize);
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sprintf(varname,"PASS%d.texture",i);
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setTextureParameter(pass,varname,shaderPasses[i].tex);
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sprintf(varname,"PASS%d.tex_coord",i);
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@ -51,8 +51,10 @@ private:
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_lookupTexture() {tex=NULL;}
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} lookupTexture;
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std::vector<shaderPass> shaderPasses;
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std::vector<lookupTexture> lookupTextures;
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typedef std::vector<shaderPass> glPassVector;
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typedef std::vector<lookupTexture> glLutVector;
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glPassVector shaderPasses;
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glLutVector lookupTextures;
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bool fboFunctionsLoaded;
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bool shaderLoaded;
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@ -66,6 +68,10 @@ private:
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CGcontext cgContext;
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int frameCnt;
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static const GLfloat lut_coords[8];
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GLuint prevTex;
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xySize prevTexSize;
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xySize prevTexImageSize;
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GLfloat prevTexCoords[8];
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
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@ -80,7 +86,7 @@ public:
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~CGLCG(void);
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|
||||
bool LoadShader(const TCHAR *shaderFile);
|
||||
void Render(GLuint origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize);
|
||||
void Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize);
|
||||
void ClearPasses();
|
||||
};
|
||||
|
||||
|
@ -289,8 +289,7 @@ bool COpenGL::Initialize(HWND hWnd)
|
||||
cgShader = new CGLCG(cgContext);
|
||||
}
|
||||
|
||||
GetClientRect(hWnd,&windowRect);
|
||||
ChangeRenderSize(windowRect.right,windowRect.bottom);
|
||||
ApplyDisplayChanges();
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
@ -322,13 +321,13 @@ void COpenGL::DeInitialize()
|
||||
afterRenderHeight = 0;
|
||||
shaderFunctionsLoaded = false;
|
||||
shader_type = OGL_SHADER_NONE;
|
||||
if(cgAvailable)
|
||||
unloadCgLibrary();
|
||||
cgAvailable = false;
|
||||
if(cgShader) {
|
||||
delete cgShader;
|
||||
cgShader = NULL;
|
||||
}
|
||||
if(cgAvailable)
|
||||
unloadCgLibrary();
|
||||
cgAvailable = false;
|
||||
}
|
||||
|
||||
void COpenGL::CreateDrawSurface()
|
||||
@ -350,6 +349,7 @@ void COpenGL::CreateDrawSurface()
|
||||
glGenBuffers(1,&drawBuffer);
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER,drawBuffer);
|
||||
glBufferData(GL_PIXEL_UNPACK_BUFFER,quadTextureSize*quadTextureSize*2,NULL,GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER,0);
|
||||
} else {
|
||||
noPboBuffer = new BYTE[quadTextureSize*quadTextureSize*2];
|
||||
}
|
||||
@ -357,7 +357,6 @@ void COpenGL::CreateDrawSurface()
|
||||
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
}
|
||||
ApplyDisplayChanges();
|
||||
}
|
||||
|
||||
void COpenGL::DestroyDrawSurface()
|
||||
@ -450,13 +449,7 @@ void COpenGL::Render(SSurface Src)
|
||||
afterRenderHeight = dstRect.bottom;
|
||||
afterRenderWidth = dstRect.right;
|
||||
|
||||
/* disable UNPACK_BUFFER, since ApplyDisplayChanges can lead to texture
|
||||
calls in the cg shader class which are not allowed */
|
||||
if(pboFunctionsLoaded)
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
ApplyDisplayChanges();
|
||||
if(pboFunctionsLoaded)
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, drawBuffer);
|
||||
ChangeRenderSize(0,0);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,drawTexture);
|
||||
@ -518,7 +511,13 @@ void COpenGL::Render(SSurface Src)
|
||||
|
||||
bool COpenGL::ChangeRenderSize(unsigned int newWidth, unsigned int newHeight)
|
||||
{
|
||||
RECT displayRect=CalculateDisplayRect(afterRenderWidth,afterRenderHeight,newWidth,newHeight);
|
||||
RECT displayRect, windowSize;
|
||||
if(newWidth==0||newHeight==0) {
|
||||
GetClientRect(hWnd,&windowSize);
|
||||
newWidth = windowSize.right;
|
||||
newHeight = windowSize.bottom;
|
||||
}
|
||||
displayRect=CalculateDisplayRect(afterRenderWidth,afterRenderHeight,newWidth,newHeight);
|
||||
glViewport(displayRect.left,newHeight-displayRect.bottom,displayRect.right-displayRect.left,displayRect.bottom-displayRect.top);
|
||||
SetupVertices();
|
||||
return true;
|
||||
@ -534,9 +533,7 @@ bool COpenGL::ApplyDisplayChanges(void)
|
||||
else
|
||||
SetShaders(NULL);
|
||||
|
||||
RECT windowSize;
|
||||
GetClientRect(hWnd,&windowSize);
|
||||
ChangeRenderSize(windowSize.right,windowSize.bottom);
|
||||
ChangeRenderSize(0,0);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user