ref: 106827c2ee1bc636384e6f99bb6574795fa08010
dir: /src/Backends/Rendering/OpenGL2.cpp/
#include "../Rendering.h" #include <stddef.h> #include <stdlib.h> #include <GL/glew.h> #include "SDL.h" #include "../../WindowsWrapper.h" #include "../../Font.h" typedef struct Backend_Surface { GLuint texture_id; unsigned int width; unsigned int height; unsigned char *pixels; } Backend_Surface; typedef struct Backend_Glyph { GLuint texture_id; unsigned int width; unsigned int height; } Backend_Glyph; static SDL_Window *window; static SDL_GLContext context; static GLuint program_texture; static GLuint program_texture_colour_key; static GLuint program_colour_fill; static GLuint program_glyph; static GLint uniform_colour_fill_colour; static GLint uniform_glyph_colour; static GLuint framebuffer_id; static GLfloat vertex_buffer[4][2]; static GLfloat texture_coordinate_buffer[4][2]; static Backend_Surface framebuffer_surface; static const GLchar *vertex_shader_plain = " \ #version 120\n \ void main() \ { \ gl_Position = gl_Vertex; \ } \ "; static const GLchar *vertex_shader_texture = " \ #version 120\n \ void main() \ { \ gl_TexCoord[0] = gl_MultiTexCoord0; \ gl_Position = gl_Vertex; \ } \ "; static const GLchar *fragment_shader_texture = " \ #version 120\n \ uniform sampler2D tex; \ void main() \ { \ gl_FragColor = texture2D(tex, gl_TexCoord[0].st); \ } \ "; static const GLchar *fragment_shader_texture_colour_key = " \ #version 120\n \ uniform sampler2D tex; \ void main() \ { \ vec4 colour = texture2D(tex, gl_TexCoord[0].st); \ \ if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \ discard; \ \ gl_FragColor = colour; \ } \ "; static const GLchar *fragment_shader_colour_fill = " \ #version 120\n \ uniform vec4 colour; \ void main() \ { \ gl_FragColor = colour; \ } \ "; static const GLchar *fragment_shader_glyph = " \ #version 120\n \ uniform sampler2D tex; \ uniform vec4 colour; \ void main() \ { \ gl_FragColor = colour * texture2D(tex, gl_TexCoord[0].st); \ } \ "; static GLuint CompileShader(const char *vertex_shader_source, const char *fragment_shader_source) { GLint shader_status; GLuint program_id = glCreateProgram(); GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glCompileShader(vertex_shader); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_status); if (shader_status != GL_TRUE) return 0; glAttachShader(program_id, vertex_shader); GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); glCompileShader(fragment_shader); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &shader_status); if (shader_status != GL_TRUE) return 0; glAttachShader(program_id, fragment_shader); glLinkProgram(program_id); glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status); if (shader_status != GL_TRUE) return 0; return program_id; } SDL_Window* Backend_CreateWindow(const char *title, int width, int height) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL); } BOOL Backend_Init(SDL_Window *p_window) { window = p_window; int window_width, window_height; SDL_GetWindowSize(window, &window_width, &window_height); context = SDL_GL_CreateContext(window); if (glewInit() != GLEW_OK) return FALSE; // Check if the platform supports OpenGL 2.1 if (!GLEW_VERSION_2_1) return FALSE; // Check for framebuffer object extension (is part of the core spec in OpenGL 3.0, but not 2.1) if (!GLEW_EXT_framebuffer_object) return FALSE; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertex_buffer); glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinate_buffer); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Set up our shaders program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture); program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key); program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill); program_glyph = CompileShader(vertex_shader_texture, fragment_shader_glyph); if (program_texture == 0 || program_texture_colour_key == 0 || program_colour_fill == 0 || program_glyph == 0) printf("Failed to compile shaders\n"); // Get shader uniforms uniform_colour_fill_colour = glGetUniformLocation(program_colour_fill, "colour"); uniform_glyph_colour = glGetUniformLocation(program_glyph, "colour"); // Set up framebuffer (used for surface-to-surface blitting) glGenFramebuffersEXT(1, &framebuffer_id); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_id); // Set up framebuffer screen texture (used for screen-to-surface blitting) glGenTextures(1, &framebuffer_surface.texture_id); glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); framebuffer_surface.width = window_width; framebuffer_surface.height = window_height; return TRUE; } void Backend_Deinit(void) { glDeleteTextures(1, &framebuffer_surface.texture_id); glDeleteFramebuffersEXT(1, &framebuffer_id); glDeleteProgram(program_glyph); glDeleteProgram(program_colour_fill); glDeleteProgram(program_texture_colour_key); glDeleteProgram(program_texture); SDL_GL_DeleteContext(context); } void Backend_DrawScreen(void) { glUseProgram(program_texture); // Target actual screen, and not our framebuffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height); // Draw framebuffer to screen glLoadIdentity(); glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id); texture_coordinate_buffer[0][0] = 0.0f; texture_coordinate_buffer[0][1] = 1.0f; texture_coordinate_buffer[1][0] = 1.0f; texture_coordinate_buffer[1][1] = 1.0f; texture_coordinate_buffer[2][0] = 1.0f; texture_coordinate_buffer[2][1] = 0.0f; texture_coordinate_buffer[3][0] = 0.0f; texture_coordinate_buffer[3][1] = 0.0f; vertex_buffer[0][0] = -1.0f; vertex_buffer[0][1] = -1.0f; vertex_buffer[1][0] = 1.0f; vertex_buffer[1][1] = -1.0f; vertex_buffer[2][0] = 1.0f; vertex_buffer[2][1] = 1.0f; vertex_buffer[3][0] = -1.0f; vertex_buffer[3][1] = 1.0f; glDrawArrays(GL_TRIANGLE_FAN, 0, 4); SDL_GL_SwapWindow(window); // According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers // the buffer should always be cleared glClear(GL_COLOR_BUFFER_BIT); // Switch back to our framebuffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_id); } Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height) { Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface)); if (surface == NULL) return NULL; glGenTextures(1, &surface->texture_id); glBindTexture(GL_TEXTURE_2D, surface->texture_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); surface->width = width; surface->height = height; return surface; } void Backend_FreeSurface(Backend_Surface *surface) { if (surface == NULL) return; glDeleteTextures(1, &surface->texture_id); free(surface); } unsigned char* Backend_Lock(Backend_Surface *surface, unsigned int *pitch) { if (surface == NULL) return NULL; surface->pixels = (unsigned char*)malloc(surface->width * surface->height * 3); *pitch = surface->width * 3; return surface->pixels; } void Backend_Unlock(Backend_Surface *surface) { if (surface == NULL) return; glBindTexture(GL_TEXTURE_2D, surface->texture_id); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surface->width, surface->height, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); free(surface->pixels); } static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key) { if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0) return; // Switch to colour-key shader if we have to glUseProgram(colour_key ? program_texture_colour_key : program_texture); glBindTexture(GL_TEXTURE_2D, source_surface->texture_id); const GLfloat texture_left = (GLfloat)rect->left / (GLfloat)source_surface->width; const GLfloat texture_right = (GLfloat)rect->right / (GLfloat)source_surface->width; const GLfloat texture_top = (GLfloat)rect->top / (GLfloat)source_surface->height; const GLfloat texture_bottom = (GLfloat)rect->bottom / (GLfloat)source_surface->height; const GLfloat vertex_left = (x * (2.0f / destination_surface->width)) - 1.0f; const GLfloat vertex_right = ((x + (rect->right - rect->left)) * (2.0f / destination_surface->width)) - 1.0f; const GLfloat vertex_top = (y * (2.0f / destination_surface->height)) - 1.0f; const GLfloat vertex_bottom = ((y + (rect->bottom - rect->top)) * (2.0f / destination_surface->height)) - 1.0f; texture_coordinate_buffer[0][0] = texture_left; texture_coordinate_buffer[0][1] = texture_top; texture_coordinate_buffer[1][0] = texture_right; texture_coordinate_buffer[1][1] = texture_top; texture_coordinate_buffer[2][0] = texture_right; texture_coordinate_buffer[2][1] = texture_bottom; texture_coordinate_buffer[3][0] = texture_left; texture_coordinate_buffer[3][1] = texture_bottom; vertex_buffer[0][0] = vertex_left; vertex_buffer[0][1] = vertex_top; vertex_buffer[1][0] = vertex_right; vertex_buffer[1][1] = vertex_top; vertex_buffer[2][0] = vertex_right; vertex_buffer[2][1] = vertex_bottom; vertex_buffer[3][0] = vertex_left; vertex_buffer[3][1] = vertex_bottom; glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key) { if (source_surface == NULL || destination_surface == NULL) return; // Point our framebuffer to the destination texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, destination_surface->texture_id, 0); glViewport(0, 0, destination_surface->width, destination_surface->height); BlitCommon(source_surface, rect, destination_surface, x, y, colour_key); } void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key) { if (source_surface == NULL) return; // Point our framebuffer to the screen texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0); glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height); BlitCommon(source_surface, rect, &framebuffer_surface, x, y, colour_key); } static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0) return; glUseProgram(program_colour_fill); glUniform4f(uniform_colour_fill_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f); const GLfloat vertex_left = (rect->left * (2.0f / surface->width)) - 1.0f; const GLfloat vertex_right = (rect->right * (2.0f / surface->width)) - 1.0f; const GLfloat vertex_top = (rect->top * (2.0f / surface->height)) - 1.0f; const GLfloat vertex_bottom = (rect->bottom * (2.0f / surface->height)) - 1.0f; vertex_buffer[0][0] = vertex_left; vertex_buffer[0][1] = vertex_top; vertex_buffer[1][0] = vertex_right; vertex_buffer[1][1] = vertex_top; vertex_buffer[2][0] = vertex_right; vertex_buffer[2][1] = vertex_bottom; vertex_buffer[3][0] = vertex_left; vertex_buffer[3][1] = vertex_bottom; glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { if (surface == NULL) return; // Point our framebuffer to the destination texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0); glViewport(0, 0, surface->width, surface->height); ColourFillCommon(surface, rect, red, green, blue); } void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { // Point our framebuffer to the screen texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0); glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height); ColourFillCommon(&framebuffer_surface, rect, red, green, blue); } void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect) { if (surface == NULL) return; // Point our framebuffer to the destination texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0); glViewport(0, 0, surface->width, surface->height); BlitCommon(&framebuffer_surface, rect, surface, rect->left, rect->top, FALSE); } BOOL Backend_SupportsSubpixelGlyph(void) { return FALSE; // Per-component alpha is available as an extension, but I haven't looked into it yet } Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch, unsigned short total_greys, unsigned char pixel_mode) { Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph)); if (glyph == NULL) return NULL; const int destination_pitch = ((width * 2) + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this) unsigned char *buffer = (unsigned char*)malloc(destination_pitch * height); if (buffer == NULL) { free(glyph); return NULL; } switch (pixel_mode) { // FONT_PIXEL_MODE_LCD is unsupported case FONT_PIXEL_MODE_GRAY: for (unsigned int y = 0; y < height; ++y) { const unsigned char *source_pointer = pixels + y * pitch; unsigned char *destination_pointer = buffer + y * destination_pitch; for (unsigned int x = 0; x < width; ++x) { *destination_pointer++ = 0xFF; *destination_pointer++ = (unsigned char)(pow((double)*source_pointer++ / (total_greys - 1), 1.0 / 1.8) * 255.0); } } break; case FONT_PIXEL_MODE_MONO: for (unsigned int y = 0; y < height; ++y) { const unsigned char *source_pointer = pixels + y * pitch; unsigned char *destination_pointer = buffer + y * destination_pitch; for (unsigned int x = 0; x < width; ++x) { *destination_pointer++ = 0xFF; *destination_pointer++ = *source_pointer++ ? 0xFF : 0; } } break; } glGenTextures(1, &glyph->texture_id); glBindTexture(GL_TEXTURE_2D, glyph->texture_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8_ALPHA8, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, buffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glyph->width = width; glyph->height = height; free(buffer); return glyph; } void Backend_UnloadGlyph(Backend_Glyph *glyph) { if (glyph == NULL) return; glDeleteTextures(1, &glyph->texture_id); free(glyph); } static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours) { glUseProgram(program_glyph); glBindTexture(GL_TEXTURE_2D, glyph->texture_id); const GLfloat vertex_left = (x * (2.0f / surface->width)) - 1.0f; const GLfloat vertex_right = ((x + glyph->width) * (2.0f / surface->width)) - 1.0f; const GLfloat vertex_top = (y * (2.0f / surface->height)) - 1.0f; const GLfloat vertex_bottom = ((y + glyph->height) * (2.0f / surface->height)) - 1.0f; glUniform4f(uniform_glyph_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f); texture_coordinate_buffer[0][0] = 0.0f; texture_coordinate_buffer[0][1] = 0.0f; texture_coordinate_buffer[1][0] = 1.0f; texture_coordinate_buffer[1][1] = 0.0f; texture_coordinate_buffer[2][0] = 1.0f; texture_coordinate_buffer[2][1] = 1.0f; texture_coordinate_buffer[3][0] = 0.0f; texture_coordinate_buffer[3][1] = 1.0f; vertex_buffer[0][0] = vertex_left; vertex_buffer[0][1] = vertex_top; vertex_buffer[1][0] = vertex_right; vertex_buffer[1][1] = vertex_top; vertex_buffer[2][0] = vertex_right; vertex_buffer[2][1] = vertex_bottom; vertex_buffer[3][0] = vertex_left; vertex_buffer[3][1] = vertex_bottom; glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours) { if (glyph == NULL || surface == NULL) return; // Point our framebuffer to the destination texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0); glViewport(0, 0, surface->width, surface->height); DrawGlyphCommon(surface, glyph, x, y, colours); } void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours) { if (glyph == NULL) return; // Point our framebuffer to the screen texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0); glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height); DrawGlyphCommon(&framebuffer_surface, glyph, x, y, colours); } void Backend_HandleDeviceLoss(void) { // No problem for us } void Backend_HandleWindowResize(void) { // No problem for us }