ref: 15cfad01af66eb9bbbf345fcea816e5d0f32228e
dir: /src/Backends/Rendering/OpenGL3.cpp/
// Dual OpenGL 3.2 and OpenGL ES 2.0 renderer
#include "../Rendering.h"
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef USE_OPENGLES2
#include <GLES2/gl2.h>
#else
#include <glad/glad.h>
#endif
#include "SDL.h"
#define SPRITEBATCH_IMPLEMENTATION
#include <limits.h> // Needed by `cute_spritebatch.h` for `INT_MAX`
#include "cute_spritebatch.h"
#include "../../WindowsWrapper.h"
#include "../../Resource.h"
#define TOTAL_VBOS 8
#define ATTRIBUTE_INPUT_VERTEX_COORDINATES 1
#define ATTRIBUTE_INPUT_TEXTURE_COORDINATES 2
typedef enum RenderMode
{
MODE_BLANK,
MODE_DRAW_SURFACE,
MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
MODE_COLOUR_FILL,
MODE_DRAW_GLYPH
} RenderMode;
typedef struct Backend_Surface
{
GLuint texture_id;
unsigned int width;
unsigned int height;
unsigned char *pixels;
} Backend_Surface;
typedef struct Backend_Glyph
{
unsigned char *pixels;
unsigned int width;
unsigned int height;
} Backend_Glyph;
typedef struct Coordinate2D
{
GLfloat x;
GLfloat y;
} Coordinate2D;
typedef struct Vertex
{
Coordinate2D vertex_coordinate;
Coordinate2D texture_coordinate;
} Vertex;
typedef struct VertexBufferSlot
{
Vertex vertices[2][3];
} VertexBufferSlot;
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_normal;
static GLuint program_glyph_subpixel_part1;
static GLuint program_glyph_subpixel_part2;
static GLint program_colour_fill_uniform_colour;
static GLint program_glyph_normal_uniform_colour;
static GLint program_glyph_subpixel_part2_uniform_colour;
#ifndef USE_OPENGLES2
static GLuint vertex_array_id;
#endif
static GLuint vertex_buffer_ids[TOTAL_VBOS];
static GLuint framebuffer_id;
static VertexBufferSlot *local_vertex_buffer;
static unsigned long local_vertex_buffer_size;
static unsigned long current_vertex_buffer_slot;
static RenderMode last_render_mode;
static Backend_Surface framebuffer;
static unsigned char glyph_colour_channels[3];
static Backend_Surface *glyph_destination_surface;
static spritebatch_t glyph_batcher;
#ifdef USE_OPENGLES2
static const GLchar *vertex_shader_plain = " \
#version 100\n \
attribute vec2 input_vertex_coordinates; \
void main() \
{ \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \
} \
";
static const GLchar *vertex_shader_texture = " \
#version 100\n \
attribute vec2 input_vertex_coordinates; \
attribute vec2 input_texture_coordinates; \
varying vec2 texture_coordinates; \
void main() \
{ \
texture_coordinates = input_texture_coordinates; \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \
} \
";
static const GLchar *fragment_shader_texture = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = texture2D(tex, texture_coordinates); \
} \
";
static const GLchar *fragment_shader_texture_colour_key = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
varying vec2 texture_coordinates; \
void main() \
{ \
vec4 colour = texture2D(tex, texture_coordinates); \
\
if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \
discard; \
\
gl_FragColor = colour; \
} \
";
static const GLchar *fragment_shader_colour_fill = " \
#version 100\n \
precision mediump float; \
uniform vec4 colour; \
void main() \
{ \
gl_FragColor = colour; \
} \
";
static const GLchar *fragment_shader_glyph_normal = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
uniform vec4 colour; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = colour * vec4(1.0, 1.0, 1.0, texture2D(tex, texture_coordinates).r); \
} \
";
static const GLchar *fragment_shader_glyph_subpixel_part1 = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = texture2D(tex, texture_coordinates); \
} \
";
static const GLchar *fragment_shader_glyph_subpixel_part2 = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
uniform vec4 colour; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = colour * texture2D(tex, texture_coordinates); \
} \
";
#else
static const GLchar *vertex_shader_plain = " \
#version 150 core\n \
in vec2 input_vertex_coordinates; \
void main() \
{ \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \
} \
";
static const GLchar *vertex_shader_texture = " \
#version 150 core\n \
in vec2 input_vertex_coordinates; \
in vec2 input_texture_coordinates; \
out vec2 texture_coordinates; \
void main() \
{ \
texture_coordinates = input_texture_coordinates; \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \
} \
";
static const GLchar *fragment_shader_texture = " \
#version 150 core\n \
uniform sampler2D tex; \
in vec2 texture_coordinates; \
out vec4 fragment; \
void main() \
{ \
fragment = texture(tex, texture_coordinates); \
} \
";
static const GLchar *fragment_shader_texture_colour_key = " \
#version 150 core\n \
uniform sampler2D tex; \
in vec2 texture_coordinates; \
out vec4 fragment; \
void main() \
{ \
vec4 colour = texture(tex, texture_coordinates); \
\
if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \
discard; \
\
fragment = colour; \
} \
";
static const GLchar *fragment_shader_colour_fill = " \
#version 150 core\n \
uniform vec4 colour; \
out vec4 fragment; \
void main() \
{ \
fragment = colour; \
} \
";
static const GLchar *fragment_shader_glyph_normal = " \
#version 150 core\n \
uniform sampler2D tex; \
uniform vec4 colour; \
in vec2 texture_coordinates; \
out vec4 fragment; \
void main() \
{ \
fragment = colour * vec4(1.0, 1.0, 1.0, texture(tex, texture_coordinates).r); \
} \
";
static const GLchar *fragment_shader_glyph_subpixel_part1 = " \
#version 150 core\n \
uniform sampler2D tex; \
in vec2 texture_coordinates; \
out vec4 fragment; \
void main() \
{ \
fragment = texture(tex, texture_coordinates); \
} \
";
static const GLchar *fragment_shader_glyph_subpixel_part2 = " \
#version 150 core\n \
uniform sampler2D tex; \
uniform vec4 colour; \
in vec2 texture_coordinates; \
out vec4 fragment; \
void main() \
{ \
fragment = colour * texture(tex, texture_coordinates); \
} \
";
#endif
/*
static void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void* userParam)
{
(void)source;
(void)type;
(void)id;
(void)length;
(void)userParam;
if (severity != GL_DEBUG_SEVERITY_NOTIFICATION)
printf("OpenGL debug: %s\n", message);
}
*/
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)
{
char buffer[0x200];
glGetShaderInfoLog(vertex_shader, sizeof(buffer), NULL, buffer);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Vertex shader error", buffer, window);
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)
{
char buffer[0x200];
glGetShaderInfoLog(fragment_shader, sizeof(buffer), NULL, buffer);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fragment shader error", buffer, window);
return 0;
}
glAttachShader(program_id, fragment_shader);
glBindAttribLocation(program_id, ATTRIBUTE_INPUT_VERTEX_COORDINATES, "input_vertex_coordinates");
glBindAttribLocation(program_id, ATTRIBUTE_INPUT_TEXTURE_COORDINATES, "input_texture_coordinates");
glLinkProgram(program_id);
glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status);
if (shader_status != GL_TRUE)
{
char buffer[0x200];
glGetProgramInfoLog(program_id, sizeof(buffer), NULL, buffer);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Shader linker error", buffer, window);
return 0;
}
return program_id;
}
static VertexBufferSlot* GetVertexBufferSlot(void)
{
if (current_vertex_buffer_slot >= local_vertex_buffer_size)
{
if (local_vertex_buffer_size == 0)
local_vertex_buffer_size = 1;
else
local_vertex_buffer_size <<= 1;
local_vertex_buffer = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
}
return &local_vertex_buffer[current_vertex_buffer_slot++];
}
static void FlushVertexBuffer(void)
{
static unsigned long vertex_buffer_size[TOTAL_VBOS];
static unsigned int current_vertex_buffer = 0;
if (current_vertex_buffer_slot == 0)
return;
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_ids[current_vertex_buffer]);
glVertexAttribPointer(ATTRIBUTE_INPUT_VERTEX_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
glVertexAttribPointer(ATTRIBUTE_INPUT_TEXTURE_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer])
{
vertex_buffer_size[current_vertex_buffer] = local_vertex_buffer_size;
glBufferData(GL_ARRAY_BUFFER, vertex_buffer_size[current_vertex_buffer] * sizeof(VertexBufferSlot), local_vertex_buffer, GL_STREAM_DRAW);
}
else
{
glBufferSubData(GL_ARRAY_BUFFER, 0, current_vertex_buffer_slot * sizeof(VertexBufferSlot), local_vertex_buffer);
}
if (++current_vertex_buffer >= TOTAL_VBOS)
current_vertex_buffer = 0;
glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
current_vertex_buffer_slot = 0;
}
// Blit the glyphs in the batch
static void GlyphBatch_Draw(spritebatch_sprite_t* sprites, int count, int texture_w, int texture_h, void* udata)
{
static Backend_Surface *last_surface;
static GLuint last_texture_id;
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
(void)udata;
if (glyph_destination_surface == NULL)
return;
GLuint texture_id = (GLuint)sprites[0].texture_id;
if (last_render_mode != MODE_DRAW_GLYPH || last_surface != glyph_destination_surface || last_texture_id != texture_id || last_red != glyph_colour_channels[0] || last_green != glyph_colour_channels[1] || last_blue != glyph_colour_channels[2])
{
FlushVertexBuffer();
last_render_mode = MODE_DRAW_GLYPH;
last_surface = glyph_destination_surface;
last_texture_id = texture_id;
last_red = glyph_colour_channels[0];
last_green = glyph_colour_channels[1];
last_blue = glyph_colour_channels[2];
glUseProgram(program_glyph_normal);
glUniform4f(program_glyph_normal_uniform_colour, glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f);
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glyph_destination_surface->texture_id, 0);
glViewport(0, 0, glyph_destination_surface->width, glyph_destination_surface->height);
glEnable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
glBindTexture(GL_TEXTURE_2D, texture_id);
}
for (int i = 0; i < count; ++i)
{
Backend_Glyph *glyph = (Backend_Glyph*)sprites[i].image_id;
const GLfloat texture_left = sprites[i].minx;
const GLfloat texture_right = sprites[i].maxx;
const GLfloat texture_top = sprites[i].maxy;
const GLfloat texture_bottom = sprites[i].miny;
const GLfloat vertex_left = (sprites[i].x * (2.0f / glyph_destination_surface->width)) - 1.0f;
const GLfloat vertex_right = ((sprites[i].x + glyph->width) * (2.0f / glyph_destination_surface->width)) - 1.0f;
const GLfloat vertex_top = (sprites[i].y * (2.0f / glyph_destination_surface->height)) - 1.0f;
const GLfloat vertex_bottom = ((sprites[i].y + glyph->height) * (2.0f / glyph_destination_surface->height)) - 1.0f;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
}
// Upload the glyph's pixels
static void GlyphBatch_GetPixels(SPRITEBATCH_U64 image_id, void* buffer, int bytes_to_fill, void* udata)
{
(void)udata;
Backend_Glyph *glyph = (Backend_Glyph*)image_id;
memcpy(buffer, glyph->pixels, bytes_to_fill);
}
// Create a texture atlas, and upload pixels to it
static SPRITEBATCH_U64 GlyphBatch_CreateTexture(void* pixels, int w, int h, void* udata)
{
(void)udata;
GLint previously_bound_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
GLuint texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
return (SPRITEBATCH_U64)texture_id;
}
// Destroy texture atlas
static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void* udata)
{
(void)udata;
glDeleteTextures(1, (GLuint*)&texture_id);
}
Backend_Surface* Backend_Init(const char *title, int width, int height, BOOL fullscreen)
{
#ifdef USE_OPENGLES2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#endif
window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
if (window != NULL)
{
#ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
size_t resource_size;
const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
SDL_SetWindowIcon(window, icon_surface);
SDL_FreeSurface(icon_surface);
#endif
if (fullscreen)
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
int window_width, window_height;
SDL_GetWindowSize(window, &window_width, &window_height);
context = SDL_GL_CreateContext(window);
if (context != NULL)
{
if (SDL_GL_MakeCurrent(window, context) == 0)
{
#ifndef USE_OPENGLES2
if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
{
// Check if the platform supports OpenGL 3.2
if (GLAD_GL_VERSION_3_2)
{
#endif
#ifndef NDEBUG
printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
#endif
// Set up blending (only used for font-rendering)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_DEBUG_OUTPUT);
//glDebugMessageCallback(MessageCallback, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
#ifndef USE_OPENGLES2
// Set up Vertex Array Object
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
#endif
// Set up Vertex Buffer Objects
glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
// Set up the vertex attributes
glEnableVertexAttribArray(1);
// 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_normal = CompileShader(vertex_shader_texture, fragment_shader_glyph_normal);
program_glyph_subpixel_part1 = CompileShader(vertex_shader_texture, fragment_shader_glyph_subpixel_part1);
program_glyph_subpixel_part2 = CompileShader(vertex_shader_texture, fragment_shader_glyph_subpixel_part2);
if (program_texture != 0 && program_texture_colour_key != 0 && program_colour_fill != 0 && program_glyph_normal != 0 && program_glyph_subpixel_part1 != 0 && program_glyph_subpixel_part2 != 0)
{
// Get shader uniforms
program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
program_glyph_normal_uniform_colour = glGetUniformLocation(program_glyph_normal, "colour");
program_glyph_subpixel_part2_uniform_colour = glGetUniformLocation(program_glyph_subpixel_part2, "colour");
// Set up framebuffer (used for surface-to-surface blitting)
glGenFramebuffers(1, &framebuffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
// Set up framebuffer screen texture (used for screen-to-surface blitting)
glGenTextures(1, &framebuffer.texture_id);
glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
framebuffer.width = window_width;
framebuffer.height = window_height;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
glViewport(0, 0, framebuffer.width, framebuffer.height);
// Set-up glyph-batcher
spritebatch_config_t config;
spritebatch_set_default_config(&config);
config.batch_callback = GlyphBatch_Draw;
config.get_pixels_callback = GlyphBatch_GetPixels;
config.generate_texture_callback = GlyphBatch_CreateTexture;
config.delete_texture_callback = GlyphBatch_DestroyTexture;
spritebatch_init(&glyph_batcher, &config, NULL);
return &framebuffer;
}
if (program_glyph_subpixel_part2 != 0)
glDeleteProgram(program_glyph_subpixel_part2);
if (program_glyph_subpixel_part1 != 0)
glDeleteProgram(program_glyph_subpixel_part1);
if (program_glyph_normal != 0)
glDeleteProgram(program_glyph_normal);
if (program_colour_fill != 0)
glDeleteProgram(program_colour_fill);
if (program_texture_colour_key != 0)
glDeleteProgram(program_texture_colour_key);
if (program_texture != 0)
glDeleteProgram(program_texture);
glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
#ifndef USE_OPENGLES2
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Your system does not support OpenGL 3.2", window);
}
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not load OpenGL functions", window);
}
#endif
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "SDL_GL_MakeCurrent failed", window);
}
SDL_GL_DeleteContext(context);
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create OpenGL context", window);
}
SDL_DestroyWindow(window);
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL);
}
return NULL;
}
void Backend_Deinit(void)
{
free(local_vertex_buffer);
spritebatch_term(&glyph_batcher);
glDeleteTextures(1, &framebuffer.texture_id);
glDeleteFramebuffers(1, &framebuffer_id);
glDeleteProgram(program_glyph_subpixel_part2);
glDeleteProgram(program_glyph_subpixel_part1);
glDeleteProgram(program_glyph_normal);
glDeleteProgram(program_colour_fill);
glDeleteProgram(program_texture_colour_key);
glDeleteProgram(program_texture);
glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void Backend_DrawScreen(void)
{
FlushVertexBuffer();
last_render_mode = MODE_BLANK;
glUseProgram(program_texture);
glDisable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
// Target actual screen, and not our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, framebuffer.width, framebuffer.height);
// Draw framebuffer to screen
glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = 1.0f;
FlushVertexBuffer();
SDL_GL_SwapWindow(window);
// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
// the buffer should always be cleared, even if it seems unnecessary
glClear(GL_COLOR_BUFFER_BIT);
// Switch back to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 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;
GLint previously_bound_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
glGenTextures(1, &surface->texture_id);
glBindTexture(GL_TEXTURE_2D, surface->texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
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);
}
BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
{
(void)surface;
return FALSE;
}
void Backend_RestoreSurface(Backend_Surface *surface)
{
(void)surface;
}
unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{
if (surface == NULL)
return NULL;
surface->pixels = (unsigned char*)malloc(width * height * 3);
*pitch = width * 3;
return surface->pixels;
}
void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
{
if (surface == NULL)
return;
GLint previously_bound_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
glBindTexture(GL_TEXTURE_2D, surface->texture_id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels);
free(surface->pixels);
glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
}
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
static Backend_Surface *last_source_surface;
static Backend_Surface *last_destination_surface;
if (source_surface == NULL || destination_surface == NULL)
return;
if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
return;
const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
if (last_render_mode != render_mode || last_source_surface != source_surface || last_destination_surface != destination_surface)
{
FlushVertexBuffer();
last_render_mode = render_mode;
last_source_surface = source_surface;
last_destination_surface = destination_surface;
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination_surface->texture_id, 0);
glViewport(0, 0, destination_surface->width, destination_surface->height);
// Switch to colour-key shader if we have to
glUseProgram(colour_key ? program_texture_colour_key : program_texture);
glDisable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
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;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
static Backend_Surface *last_surface;
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (surface == NULL)
return;
if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
return;
if (last_render_mode != MODE_COLOUR_FILL || last_surface != surface || last_red != red || last_green != green || last_blue != blue)
{
FlushVertexBuffer();
last_render_mode = MODE_COLOUR_FILL;
last_surface = surface;
last_red = red;
last_green = green;
last_blue = blue;
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
glViewport(0, 0, surface->width, surface->height);
glUseProgram(program_colour_fill);
glDisable(GL_BLEND);
// Disable texture coordinate array, since this doesn't use textures
glDisableVertexAttribArray(2);
glUniform4f(program_colour_fill_uniform_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;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
BOOL Backend_SupportsSubpixelGlyphs(void)
{
return TRUE;
}
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
if (glyph != NULL)
{
const unsigned int destination_pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
glyph->pixels = (unsigned char*)malloc(destination_pitch * height);
if (glyph->pixels != NULL)
{
for (unsigned int y = 0; y < height; ++y)
{
const unsigned char *source_pointer = &pixels[y * pitch];
unsigned char *destination_pointer = &glyph->pixels[y * destination_pitch];
memcpy(destination_pointer, source_pointer, width);
}
glyph->width = width;
glyph->height = height;
return glyph;
}
free(glyph);
}
return NULL;
}
void Backend_UnloadGlyph(Backend_Glyph *glyph)
{
if (glyph == NULL)
return;
free(glyph->pixels);
free(glyph);
}
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
{
glyph_destination_surface = destination_surface;
memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
}
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
{
spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->width, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0);
}
void Backend_FlushGlyphs(void)
{
spritebatch_tick(&glyph_batcher);
spritebatch_defrag(&glyph_batcher);
spritebatch_flush(&glyph_batcher);
}
void Backend_HandleRenderTargetLoss(void)
{
// No problem for us
}
void Backend_HandleWindowResize(void)
{
// No problem for us
}