ref: 3b20c5f3b8ec056bd252e946d4256037256bfbb9
parent: d5ceed4f97c5b0b13027f3e0212502c8831cd506
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Aug 10 14:01:48 EDT 2019
Implement vertex batching in the OpenGL renderer Finally, the performance issue is fixed. I can move back up to OpenGL 3.2 now, and reenable the core profile.
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -12,6 +12,16 @@
#include "../../Font.h"
+typedef enum RenderMode
+{
+ MODE_BLANK,
+ MODE_DRAW_SURFACE,
+ MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
+ MODE_COLOUR_FILL,
+ MODE_DRAW_GLYPH,
+ MODE_DRAW_GLYPH_LCD
+} RenderMode;
+
typedef struct Backend_Surface
{
GLuint texture_id;
@@ -34,12 +44,17 @@
GLfloat y;
} Coordinate2D;
-typedef struct VertexBuffer
+typedef struct Vertex
{
- Coordinate2D vertexes[4];
- Coordinate2D texture_coordinates[4];
-} VertexBuffer;
+ Coordinate2D vertex_coordinate;
+ Coordinate2D texture_coordinate;
+} Vertex;
+typedef struct VertexBufferSlot
+{
+ Vertex vertices[2][3];
+} VertexBufferSlot;
+
static SDL_Window *window;
static SDL_GLContext context;
@@ -58,10 +73,14 @@
static GLuint vertex_buffer_id;
static GLuint framebuffer_id;
-static VertexBuffer vertex_buffer;
+static VertexBufferSlot *vertex_buffer;
static Backend_Surface framebuffer_surface;
+static unsigned long current_vertex_buffer_slot;
+
+static RenderMode last_render_mode;
+
static const GLchar *vertex_shader_plain = " \
#version 140\n \
in vec2 input_vertex_coordinates; \
@@ -217,6 +236,54 @@
}
}
+static VertexBufferSlot* GetVertexBufferSlot(void)
+{
+ static unsigned long max_slots = 0;
+
+ if (current_vertex_buffer_slot >= max_slots)
+ {
+ if (max_slots == 0)
+ max_slots = 1;
+ else
+ max_slots <<= 1;
+
+ vertex_buffer = (VertexBufferSlot*)realloc(vertex_buffer, max_slots * sizeof(VertexBufferSlot));
+ glBufferData(GL_ARRAY_BUFFER, max_slots * sizeof(VertexBufferSlot), NULL, GL_STREAM_DRAW);
+ }
+
+ return &vertex_buffer[current_vertex_buffer_slot++];
+}
+
+static void FlushVertexBuffer(void)
+{
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexBufferSlot) * current_vertex_buffer_slot, vertex_buffer);
+
+ if (last_render_mode == MODE_DRAW_GLYPH_LCD)
+ {
+ // Here we're going to draw with per-component alpha.
+ // Since OpenGL doesn't really support this, we have to do it manually:
+
+ // Step one: attenuate the destination pixels by the alpha
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ glUseProgram(program_glyph_subpixel_part1);
+ glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
+
+ // Step two: add the new pixels on top of them
+ glBlendFunc(GL_ONE, GL_ONE);
+ glUseProgram(program_glyph_subpixel_part2);
+ }
+ else if (last_render_mode == MODE_DRAW_GLYPH)
+ {
+ // Here, we just use a regular alpha channel
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glUseProgram(program_glyph_normal);
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
+
+ current_vertex_buffer_slot = 0;
+}
+
SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
@@ -247,27 +314,19 @@
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
- if (GLEW_ARB_compatibility)
- {
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vertex_buffer.vertexes);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, vertex_buffer.texture_coordinates);
- }
- else
- {
- // Set up Vertex Array Object
- glGenVertexArrays(1, &vertex_array_id);
- glBindVertexArray(vertex_array_id);
+ // Set up Vertex Array Object
+ glGenVertexArrays(1, &vertex_array_id);
+ glBindVertexArray(vertex_array_id);
- // Set up Vertex Buffer Object
- glGenBuffers(1, &vertex_buffer_id);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
+ // Set up Vertex Buffer Object
+ glGenBuffers(1, &vertex_buffer_id);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
+ glBufferData(GL_ARRAY_BUFFER, 1 * sizeof(VertexBufferSlot), NULL, GL_STREAM_DRAW);
- // Set up the vertex attributes
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offsetof(VertexBuffer, vertexes));
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offsetof(VertexBuffer, texture_coordinates));
- }
+ // Set up the vertex attributes
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
// Set up our shaders
program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
@@ -322,6 +381,9 @@
void Backend_DrawScreen(void)
{
+ FlushVertexBuffer();
+ last_render_mode = MODE_BLANK;
+
glUseProgram(program_texture);
glDisable(GL_BLEND);
@@ -337,29 +399,39 @@
// Draw framebuffer to screen
glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
- vertex_buffer.texture_coordinates[0].x = 0.0f;
- vertex_buffer.texture_coordinates[0].y = 1.0f;
- vertex_buffer.texture_coordinates[1].x = 1.0f;
- vertex_buffer.texture_coordinates[1].y = 1.0f;
- vertex_buffer.texture_coordinates[2].x = 1.0f;
- vertex_buffer.texture_coordinates[2].y = 0.0f;
- vertex_buffer.texture_coordinates[3].x = 0.0f;
- vertex_buffer.texture_coordinates[3].y = 0.0f;
+// static VertexBufferSlot buffer;
+ VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
- vertex_buffer.vertexes[0].x = -1.0f;
- vertex_buffer.vertexes[0].y = -1.0f;
- vertex_buffer.vertexes[1].x = 1.0f;
- vertex_buffer.vertexes[1].y = -1.0f;
- vertex_buffer.vertexes[2].x = 1.0f;
- vertex_buffer.vertexes[2].y = 1.0f;
- vertex_buffer.vertexes[3].x = -1.0f;
- vertex_buffer.vertexes[3].y = 1.0f;
+ 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;
- if (!GLEW_ARB_compatibility)
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
+ 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;
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ 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
@@ -416,13 +488,21 @@
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, surface->width, surface->height, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels);
free(surface->pixels);
+
+ glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
}
static void BlitCommon(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;
@@ -429,19 +509,30 @@
if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
return;
- // Point our framebuffer to the destination texture
- SetFramebufferTarget(destination_surface);
+ const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
- // Switch to colour-key shader if we have to
- glUseProgram(colour_key ? program_texture_colour_key : program_texture);
+ if (last_render_mode != render_mode || last_source_surface != source_surface || last_destination_surface != destination_surface)
+ {
+ FlushVertexBuffer();
- glDisable(GL_BLEND);
+ last_render_mode = render_mode;
+ last_source_surface = source_surface;
+ last_destination_surface = destination_surface;
- // Enable texture coordinates, since this uses textures
- glEnableVertexAttribArray(2);
+ // Point our framebuffer to the destination texture
+ SetFramebufferTarget(destination_surface);
- glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
+ // 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;
@@ -452,28 +543,35 @@
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;
- vertex_buffer.texture_coordinates[0].x = texture_left;
- vertex_buffer.texture_coordinates[0].y = texture_top;
- vertex_buffer.texture_coordinates[1].x = texture_right;
- vertex_buffer.texture_coordinates[1].y = texture_top;
- vertex_buffer.texture_coordinates[2].x = texture_right;
- vertex_buffer.texture_coordinates[2].y = texture_bottom;
- vertex_buffer.texture_coordinates[3].x = texture_left;
- vertex_buffer.texture_coordinates[3].y = texture_bottom;
+ VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
- vertex_buffer.vertexes[0].x = vertex_left;
- vertex_buffer.vertexes[0].y = vertex_top;
- vertex_buffer.vertexes[1].x = vertex_right;
- vertex_buffer.vertexes[1].y = vertex_top;
- vertex_buffer.vertexes[2].x = vertex_right;
- vertex_buffer.vertexes[2].y = vertex_bottom;
- vertex_buffer.vertexes[3].x = vertex_left;
- vertex_buffer.vertexes[3].y = vertex_bottom;
+ 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;
- if (!GLEW_ARB_compatibility)
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
+ 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;
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ 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_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
@@ -488,6 +586,11 @@
static void ColourFillCommon(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;
@@ -494,36 +597,51 @@
if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
return;
- // Point our framebuffer to the destination texture
- SetFramebufferTarget(surface);
+ if (last_render_mode != MODE_COLOUR_FILL || last_surface != surface || last_red != red || last_green != green || last_blue != blue)
+ {
+ FlushVertexBuffer();
- glUseProgram(program_colour_fill);
+ last_render_mode = MODE_COLOUR_FILL;
+ last_surface = surface;
+ last_red = red;
+ last_green = green;
+ last_blue = blue;
- glDisable(GL_BLEND);
+ // Point our framebuffer to the destination texture
+ SetFramebufferTarget(surface);
- // Disable texture coordinate array, since this doesn't use textures
- glDisableVertexAttribArray(2);
+ glUseProgram(program_colour_fill);
- glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
+ 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);
+
+ current_vertex_buffer_slot = 0;
+ }
+
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.vertexes[0].x = vertex_left;
- vertex_buffer.vertexes[0].y = vertex_top;
- vertex_buffer.vertexes[1].x = vertex_right;
- vertex_buffer.vertexes[1].y = vertex_top;
- vertex_buffer.vertexes[2].x = vertex_right;
- vertex_buffer.vertexes[2].y = vertex_bottom;
- vertex_buffer.vertexes[3].x = vertex_left;
- vertex_buffer.vertexes[3].y = vertex_bottom;
+ VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
- if (!GLEW_ARB_compatibility)
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
+ 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;
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ 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)
@@ -583,6 +701,9 @@
break;
}
+ GLint previously_bound_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
+
glGenTextures(1, &glyph->texture_id);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
if (pixel_mode == FONT_PIXEL_MODE_LCD)
@@ -601,6 +722,8 @@
free(buffer);
+ glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
+
return glyph;
}
@@ -615,69 +738,84 @@
static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
{
+ static Backend_Surface *last_surface;
+ static Backend_Glyph *last_glyph;
+ static unsigned char last_red;
+ static unsigned char last_green;
+ static unsigned char last_blue;
+
if (glyph == NULL || surface == NULL)
return;
- // Point our framebuffer to the destination texture
- SetFramebufferTarget(surface);
+ const RenderMode render_mode = (glyph->pixel_mode == FONT_PIXEL_MODE_LCD ? MODE_DRAW_GLYPH_LCD : MODE_DRAW_GLYPH);
- glEnable(GL_BLEND);
+ if (last_render_mode != render_mode || last_surface != surface || last_glyph != glyph || last_red != colours[0] || last_green != colours[1] || last_blue != colours[2])
+ {
+ FlushVertexBuffer();
- // Enable texture coordinates, since this uses textures
- glEnableVertexAttribArray(2);
+ last_render_mode = render_mode;
+ last_surface = surface;
+ last_glyph = glyph;
+ last_red = colours[0];
+ last_green = colours[1];
+ last_blue = colours[2];
- glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
+ if (glyph->pixel_mode == FONT_PIXEL_MODE_LCD)
+ {
+ glUseProgram(program_glyph_subpixel_part2);
+ glUniform4f(program_glyph_subpixel_part2_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
+ }
+ else
+ {
+ glUseProgram(program_glyph_normal);
+ glUniform4f(program_glyph_normal_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
+ }
+ // Point our framebuffer to the destination texture
+ SetFramebufferTarget(surface);
+
+ glEnable(GL_BLEND);
+
+ // Enable texture coordinates, since this uses textures
+ glEnableVertexAttribArray(2);
+
+ 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;
- vertex_buffer.texture_coordinates[0].x = 0.0f;
- vertex_buffer.texture_coordinates[0].y = 0.0f;
- vertex_buffer.texture_coordinates[1].x = 1.0f;
- vertex_buffer.texture_coordinates[1].y = 0.0f;
- vertex_buffer.texture_coordinates[2].x = 1.0f;
- vertex_buffer.texture_coordinates[2].y = 1.0f;
- vertex_buffer.texture_coordinates[3].x = 0.0f;
- vertex_buffer.texture_coordinates[3].y = 1.0f;
+ VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
- vertex_buffer.vertexes[0].x = vertex_left;
- vertex_buffer.vertexes[0].y = vertex_top;
- vertex_buffer.vertexes[1].x = vertex_right;
- vertex_buffer.vertexes[1].y = vertex_top;
- vertex_buffer.vertexes[2].x = vertex_right;
- vertex_buffer.vertexes[2].y = vertex_bottom;
- vertex_buffer.vertexes[3].x = vertex_left;
- vertex_buffer.vertexes[3].y = vertex_bottom;
+ vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
+ vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 0.0f;
+ vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
+ vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 0.0f;
+ vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
+ vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 1.0f;
- if (!GLEW_ARB_compatibility)
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
+ vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
+ vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 0.0f;
+ vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
+ vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 1.0f;
+ vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
+ vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 1.0f;
- if (glyph->pixel_mode == FONT_PIXEL_MODE_LCD)
- {
- // Here we're going to draw with per-component alpha.
- // Since OpenGL doesn't really support this, we have to do it manually:
+ 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;
- // Step one: attenuate the destination pixels by the alpha
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- glUseProgram(program_glyph_subpixel_part1);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- // Step two: add the new pixels on top of them
- glBlendFunc(GL_ONE, GL_ONE);
- glUseProgram(program_glyph_subpixel_part2);
- glUniform4f(program_glyph_subpixel_part2_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
- else
- {
- // Here, we just use a regular alpha channel
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glUseProgram(program_glyph_normal);
- glUniform4f(program_glyph_normal_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
+ 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_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)