ref: 7e926451def20e69909b199adba48e7dceee608d
dir: /src/Backends/Rendering/OpenGL3.cpp/
#include "../Rendering.h" #include <stddef.h> #include <stdio.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; BOOL subpixel_mode; } Backend_Glyph; typedef struct Coordinate2D { GLfloat x; GLfloat y; } Coordinate2D; typedef struct VertexBuffer { Coordinate2D vertexes[4]; Coordinate2D texture_coordinates[4]; } VertexBuffer; 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; static GLuint vertex_array_id; static GLuint vertex_buffer_id; static GLuint framebuffer_id; static VertexBuffer vertex_buffer; static Backend_Surface framebuffer_surface; static const GLchar *vertex_shader_plain = " \ #version 150 core\n \ in vec2 input_vertex_coordinates; \ void main() \ { \ gl_Position = vec4(input_vertex_coordinates.x, input_vertex_coordinates.y, 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.x, input_vertex_coordinates.y, 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 = texture2D(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 = texture2D(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, texture2D(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 = texture2D(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 * texture2D(tex, texture_coordinates); \ } \ "; static void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void* userParam) { (void)source; (void)id; (void)severity; (void)length; (void)userParam; if (type == GL_DEBUG_TYPE_ERROR) printf("OpenGL error: %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) 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); glBindAttribLocation(program_id, 1, "input_vertex_coordinates"); glBindAttribLocation(program_id, 2, "input_texture_coordinates"); glLinkProgram(program_id); glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status); if (shader_status != GL_TRUE) return 0; return program_id; } static unsigned char GammaCorrect(unsigned char value) { /* Generated with... for (unsigned int i = 0; i < 0x100; ++i) lookup[i] = pow(i / 255.0, 1.0 / 1.8) * 255.0; */ const unsigned char lookup[0x100] = { 0x00, 0x0B, 0x11, 0x15, 0x19, 0x1C, 0x1F, 0x22, 0x25, 0x27, 0x2A, 0x2C, 0x2E, 0x30, 0x32, 0x34, 0x36, 0x38, 0x3A, 0x3C, 0x3D, 0x3F, 0x41, 0x43, 0x44, 0x46, 0x47, 0x49, 0x4A, 0x4C, 0x4D, 0x4F, 0x50, 0x51, 0x53, 0x54, 0x55, 0x57, 0x58, 0x59, 0x5B, 0x5C, 0x5D, 0x5E, 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x82, 0x83, 0x84, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8E, 0x8F, 0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F, 0x9F, 0xA0, 0xA1, 0xA2, 0xA3, 0xA3, 0xA4, 0xA5, 0xA6, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, 0xAA, 0xAB, 0xAC, 0xAD, 0xAD, 0xAE, 0xAF, 0xB0, 0xB0, 0xB1, 0xB2, 0xB3, 0xB3, 0xB4, 0xB5, 0xB6, 0xB6, 0xB7, 0xB8, 0xB8, 0xB9, 0xBA, 0xBB, 0xBB, 0xBC, 0xBD, 0xBD, 0xBE, 0xBF, 0xBF, 0xC0, 0xC1, 0xC2, 0xC2, 0xC3, 0xC4, 0xC4, 0xC5, 0xC6, 0xC6, 0xC7, 0xC8, 0xC8, 0xC9, 0xCA, 0xCA, 0xCB, 0xCC, 0xCC, 0xCD, 0xCE, 0xCE, 0xCF, 0xD0, 0xD0, 0xD1, 0xD2, 0xD2, 0xD3, 0xD4, 0xD4, 0xD5, 0xD6, 0xD6, 0xD7, 0xD7, 0xD8, 0xD9, 0xD9, 0xDA, 0xDB, 0xDB, 0xDC, 0xDC, 0xDD, 0xDE, 0xDE, 0xDF, 0xE0, 0xE0, 0xE1, 0xE1, 0xE2, 0xE3, 0xE3, 0xE4, 0xE4, 0xE5, 0xE6, 0xE6, 0xE7, 0xE7, 0xE8, 0xE9, 0xE9, 0xEA, 0xEA, 0xEB, 0xEC, 0xEC, 0xED, 0xED, 0xEE, 0xEF, 0xEF, 0xF0, 0xF0, 0xF1, 0xF1, 0xF2, 0xF3, 0xF3, 0xF4, 0xF4, 0xF5, 0xF5, 0xF6, 0xF7, 0xF7, 0xF8, 0xF8, 0xF9, 0xF9, 0xFA, 0xFB, 0xFB, 0xFC, 0xFC, 0xFD, 0xFD, 0xFE, 0xFF } return lookup[value]; } SDL_Window* Backend_CreateWindow(const char *title, int width, int height) { 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); 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 3.2 if (!GLEW_VERSION_3_2) return FALSE; glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(MessageCallback, 0); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // 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); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), NULL, GL_DYNAMIC_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 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) printf("Failed to compile shaders\n"); // 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_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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); framebuffer_surface.width = window_width; framebuffer_surface.height = window_height; return TRUE; } void Backend_Deinit(void) { glDeleteTextures(1, &framebuffer_surface.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(1, &vertex_buffer_id); glDeleteVertexArrays(1, &vertex_array_id); SDL_GL_DeleteContext(context); } void Backend_DrawScreen(void) { 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_surface.width, framebuffer_surface.height); // 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; 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; glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer); 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, 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; 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); 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 (source_surface == NULL || destination_surface == NULL) return; if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0) return; // 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; 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; 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; glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer); 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) { 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) { 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 (surface == NULL) return; if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0) return; // 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; 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; glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer.vertexes), &vertex_buffer); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { ColourFillCommon(surface, rect, red, green, blue); } void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { ColourFillCommon(&framebuffer_surface, rect, red, green, blue); } void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect) { BlitCommon(&framebuffer_surface, rect, surface, rect->left, rect->top, FALSE); } BOOL Backend_SupportsSubpixelGlyph(void) { return TRUE; } 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 BOOL subpixel_mode = pixel_mode == FONT_PIXEL_MODE_LCD; const int destination_pitch = ((subpixel_mode ? width * 3 : width) + 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) { case FONT_PIXEL_MODE_LCD: 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) { for (unsigned int i = 0; i < 3; ++i) { *destination_pointer++ = GammaCorrect(*source_pointer++); } } } break; 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++ = GammaCorrect((*source_pointer++ * 0xFF) / (total_greys - 1)); } } 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++ = *source_pointer++ ? 0xFF : 0; } } break; } glGenTextures(1, &glyph->texture_id); glBindTexture(GL_TEXTURE_2D, glyph->texture_id); glTexImage2D(GL_TEXTURE_2D, 0, subpixel_mode ? GL_RGB8 : GL_R8, width, height, 0, subpixel_mode ? GL_RGB : GL_RED, GL_UNSIGNED_BYTE, buffer); 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glyph->width = width; glyph->height = height; glyph->subpixel_mode = subpixel_mode; 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) { if (glyph == NULL || surface == NULL) return; // 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); 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; 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; glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer); if (glyph->subpixel_mode) { // 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_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); } } void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours) { DrawGlyphCommon(surface, glyph, x, y, colours); } void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours) { DrawGlyphCommon(&framebuffer_surface, glyph, x, y, colours); } void Backend_HandleDeviceLoss(void) { // No problem for us } void Backend_HandleWindowResize(void) { // No problem for us }