mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-22 22:01:06 -06:00
try to fix fog consecutively to the Intel fix. still not perfect for whatever reason
also clean up more code
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@ -194,12 +194,11 @@ bool GLScreen_InitShader(GLuint* shader, const char* fs)
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}
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bool GLScreen_Init()
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{printf("BEGINNING GL SHITO\n");
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{
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// TODO: consider using epoxy?
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if (!OpenGL_Init())
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return false;
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printf("GL INIT: %p, %p\n", glGenFramebuffers, glCreateShader);
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const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
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const GLubyte* version = glGetString(GL_VERSION); // version as a string
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printf("OpenGL: renderer: %s\n", renderer);
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@ -211,7 +210,7 @@ bool GLScreen_Init()
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return false;
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memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
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printf("morp0\n");
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glGenBuffers(1, &GL_ShaderConfigUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GL_ShaderConfig), &GL_ShaderConfig, GL_STATIC_DRAW);
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@ -220,14 +219,14 @@ printf("morp0\n");
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glGenBuffers(1, &GL_ScreenVertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GL_ScreenVertices), NULL, GL_STATIC_DRAW);
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printf("morp1\n");
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glGenVertexArrays(1, &GL_ScreenVertexArrayID);
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glBindVertexArray(GL_ScreenVertexArrayID);
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glEnableVertexAttribArray(0); // position
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(0));
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glEnableVertexAttribArray(1); // texcoord
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
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printf("morp2\n");
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glGenTextures(1, &GL_ScreenTexture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
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@ -238,7 +237,7 @@ printf("morp2\n");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
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GL_ScreenSizeDirty = true;
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printf("morp3\n");
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return true;
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}
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@ -394,7 +393,7 @@ void GLScreen_DrawScreen()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
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glClearColor(0, 0, 1, 1);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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int frontbuf = GPU::FrontBuffer;
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