ref: 6d385e674fac76cb443d84210269f588d2ea1155
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; static SDL_Window *window; static SDL_GLContext context; static GLuint colour_key_program_id; static GLuint framebuffer_id; static Backend_Surface framebuffer_surface; static const GLchar *fragment_shader_source = " \ #version 120\n \ uniform sampler2D tex; \ void main() \ { \ vec4 colour = gl_Color * texture2D(tex, gl_TexCoord[0].st); \ \ if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \ discard; \ \ gl_FragColor = colour; \ } \ "; static GLuint CompileShader(const char *fragment_shader_source) { GLint shader_status; GLuint program_id = glCreateProgram(); 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; } BOOL Backend_Init(SDL_Window *p_window) { window = p_window; int screen_width, screen_height; SDL_GetWindowSize(window, &screen_width, &screen_height); context = SDL_GL_CreateContext(window); if (glewInit() != GLEW_OK) 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; // glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glOrtho(0.0, screen_width, 0.0, screen_height, 1.0, -1.0); // glMatrixMode(GL_PROJECTION); // glLoadIdentity(); glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Set up blank default texture (it seems to be black by default, which sucks for colour modulation) const unsigned char white_pixel[3] = {0xFF, 0xFF, 0xFF}; glBindTexture(GL_TEXTURE_2D, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, white_pixel); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Set up our colour-key-enabled fragment shader colour_key_program_id = CompileShader(fragment_shader_source); // Set up framebuffer (used for surface-to-surface blitting) glGenFramebuffersEXT(1, &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, screen_width, screen_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 = screen_width; framebuffer_surface.height = screen_height; return TRUE; } void Backend_Deinit(void) { glDeleteTextures(1, &framebuffer_surface.texture_id); glDeleteFramebuffersEXT(1, &framebuffer_id); glDeleteProgram(colour_key_program_id); SDL_GL_DeleteContext(context); } void Backend_DrawScreen(void) { // Disable colour-keying glUseProgram(0); // Target actual screen, and not our framebuffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // Draw framebuffer to screen glPushMatrix(); glLoadIdentity(); glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id); glBegin(GL_QUADS); glColor3f(1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, 1.0f); glEnd(); glPopMatrix(); 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) { glDeleteTextures(1, &surface->texture_id); free(surface); } unsigned char* Backend_Lock(Backend_Surface *surface, unsigned int *pitch) { surface->pixels = (unsigned char*)malloc(surface->width * surface->height * 3); *pitch = surface->width * 3; return surface->pixels; } void Backend_Unlock(Backend_Surface *surface) { 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, long x, long y, BOOL colour_key) { // Switch to colour-key shader if we have to glUseProgram(colour_key ? colour_key_program_id : 0); glBindTexture(GL_TEXTURE_2D, source_surface->texture_id); glBegin(GL_QUADS); glColor3f(1.0f, 1.0f, 1.0f); glTexCoord2f((GLfloat)rect->left / (GLfloat)source_surface->width, (GLfloat)rect->top / (GLfloat)source_surface->height); glVertex2f((GLfloat)x, (GLfloat)y); glTexCoord2f((GLfloat)rect->right / (GLfloat)source_surface->width, (GLfloat)rect->top / (GLfloat)source_surface->height); glVertex2f((GLfloat)x + (rect->right - rect->left), (GLfloat)y); glTexCoord2f((GLfloat)rect->right / (GLfloat)source_surface->width, (GLfloat)rect->bottom / (GLfloat)source_surface->height); glVertex2f((GLfloat)x + (rect->right - rect->left), (GLfloat)y + (rect->bottom - rect->top)); glTexCoord2f((GLfloat)rect->left / (GLfloat)source_surface->width, (GLfloat)rect->bottom / (GLfloat)source_surface->height); glVertex2f((GLfloat)x, (GLfloat)y + (rect->bottom - rect->top)); glEnd(); } void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key) { // Point our framebuffer to the destination texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, destination_surface->texture_id, 0); // The matrix needs resetting to fit the dimensions of the destination texture glPushMatrix(); glLoadIdentity(); glOrtho(0.0, destination_surface->width, 0.0, destination_surface->height, 1.0, -1.0); BlitCommon(source_surface, rect, x, y, colour_key); glPopMatrix(); } void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key) { // Point our framebuffer to the screen texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0); BlitCommon(source_surface, rect, x, y, colour_key); } static void ColourFillCommon(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { // Disable colour-keying glUseProgram(0); // Use blank default texture, for a solid colour-fill glBindTexture(GL_TEXTURE_2D, 0); glBegin(GL_QUADS); glColor3f(red / 255.0f, green / 255.0f, blue / 255.0f); glVertex2f((GLfloat)rect->left, (GLfloat)rect->top); glVertex2f((GLfloat)rect->right, (GLfloat)rect->top); glVertex2f((GLfloat)rect->right, (GLfloat)rect->bottom); glVertex2f((GLfloat)rect->left, (GLfloat)rect->bottom); glEnd(); } void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { // Point our framebuffer to the destination texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0); // The matrix needs resetting to fit the dimensions of the destination texture glPushMatrix(); glLoadIdentity(); glOrtho(0.0, surface->width, 0.0, surface->height, 1.0, -1.0); ColourFillCommon(rect, red, green, blue); glPopMatrix(); } 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); ColourFillCommon(rect, red, green, blue); } void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect) { // Point our framebuffer to the destination texture glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0); // The matrix needs resetting to fit the dimensions of the destination texture glPushMatrix(); glLoadIdentity(); glOrtho(0.0, surface->width, 0.0, surface->height, 1.0, -1.0); BlitCommon(&framebuffer_surface, rect, rect->left, rect->top, FALSE); glPopMatrix(); } void Backend_DrawText(Backend_Surface *surface, FontObject *font, int x, int y, const char *text, unsigned long colour) { // Soon } void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour) { // Soon } void Backend_HandleDeviceLoss(void) { // No problem for us } void Backend_HandleWindowResize(void) { // No problem for us }