ref: 1d9446d4258c012f280d3e2d54ce49175f7432cb
dir: /src/Backends/Rendering/Window/Software/GLFW3.cpp/
#include "../Software.h" #include <stddef.h> #include <stdlib.h> #include <GLFW/glfw3.h> #include "../../../Misc.h" #include "../../../Shared/GLFW3.h" GLFWwindow *window; static unsigned char *framebuffer; static int framebuffer_width; static int framebuffer_height; static float framebuffer_x_ratio; static float framebuffer_y_ratio; static GLuint screen_texture_id; bool WindowBackend_Software_CreateWindow(const char *window_title, int screen_width, int screen_height, bool fullscreen) { glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); framebuffer_width = screen_width; framebuffer_height = screen_height; GLFWmonitor *monitor = NULL; if (fullscreen) { monitor = glfwGetPrimaryMonitor(); if (monitor != NULL) { const GLFWvidmode *mode = glfwGetVideoMode(monitor); screen_width = mode->width; screen_height = mode->height; } } window = glfwCreateWindow(screen_width, screen_height, window_title, monitor, NULL); if (window != NULL) { glfwMakeContextCurrent(window); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_TEXTURE_2D); WindowBackend_Software_HandleWindowResize(screen_width, screen_height); // Create screen texture glGenTextures(1, &screen_texture_id); glBindTexture(GL_TEXTURE_2D, screen_texture_id); int framebuffer_texture_width = 1; while (framebuffer_texture_width < framebuffer_width) framebuffer_texture_width <<= 1; int framebuffer_texture_height = 1; while (framebuffer_texture_height < framebuffer_height) framebuffer_texture_height <<= 1; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, framebuffer_texture_width, framebuffer_texture_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); framebuffer_x_ratio = (float)framebuffer_width / framebuffer_texture_width; framebuffer_y_ratio = (float)framebuffer_height / framebuffer_texture_height; framebuffer = (unsigned char*)malloc(framebuffer_width * framebuffer_height * 3); Backend_PostWindowCreation(); return true; } else { Backend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not create window"); } return false; } void WindowBackend_Software_DestroyWindow(void) { free(framebuffer); glDeleteTextures(1, &screen_texture_id); glfwDestroyWindow(window); } unsigned char* WindowBackend_Software_GetFramebuffer(size_t *pitch) { *pitch = framebuffer_width * 3; return framebuffer; } void WindowBackend_Software_Display(void) { glClear(GL_COLOR_BUFFER_BIT); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer_width, framebuffer_height, GL_RGB, GL_UNSIGNED_BYTE, framebuffer); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, framebuffer_y_ratio); glVertex2f(-1.0f, -1.0f); glTexCoord2f(framebuffer_x_ratio, framebuffer_y_ratio); glVertex2f(1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, 1.0f); glTexCoord2f(framebuffer_x_ratio, 0.0f); glVertex2f(1.0f, 1.0f); glEnd(); glfwSwapBuffers(window); } void WindowBackend_Software_HandleWindowResize(unsigned int width, unsigned int height) { // Do some viewport trickery, to fit the framebuffer in the center of the screen GLint viewport_x; GLint viewport_y; GLsizei viewport_width; GLsizei viewport_height; if (width * framebuffer_height > framebuffer_width * height) // Fancy way to do `if (width / height > framebuffer_width / framebuffer_height)` without floats { viewport_y = 0; viewport_height = height; viewport_width = (framebuffer_width * height) / framebuffer_height; viewport_x = (width - viewport_width) / 2; } else { viewport_x = 0; viewport_width = width; viewport_height = (framebuffer_height * width) / framebuffer_width; viewport_y = (height - viewport_height) / 2; } glViewport(viewport_x, viewport_y, viewport_width, viewport_height); }