ref: f5b3b2e0d08ccbcf62aa04e836307142230ada59
dir: /src/Backends/Rendering/OpenGL3.cpp/
// Dual OpenGL 3.2 and OpenGL ES 2.0 renderer #include "../Rendering.h" #include <stddef.h> #include <stdlib.h> #include <string.h> #ifdef USE_OPENGLES2 #include <GLES2/gl2.h> #else #include <glad/glad.h> #endif #include "../Misc.h" #include "Window/OpenGL.h" #define MIN(a,b) ((a) < (b) ? (a) : (b)) #define MAX(a,b) ((a) > (b) ? (a) : (b)) #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 RenderBackend_Surface { GLuint texture_id; size_t width; size_t height; } RenderBackend_Surface; typedef struct RenderBackend_GlyphAtlas { GLuint texture_id; size_t width; size_t height; } RenderBackend_GlyphAtlas; typedef struct Coordinate2D { GLfloat x; GLfloat y; } Coordinate2D; typedef struct Vertex { Coordinate2D position; Coordinate2D texture; } Vertex; typedef struct VertexBufferSlot { Vertex vertices[2][3]; } VertexBufferSlot; static struct { GLuint id; struct { GLint vertex_transform; GLint texture_coordinate_transform; } uniforms; } program_texture; static struct { GLuint id; struct { GLint vertex_transform; GLint texture_coordinate_transform; } uniforms; } program_texture_colour_key; static struct { GLuint id; struct { GLint vertex_transform; GLint colour; } uniforms; } program_colour_fill; static struct { GLuint id; struct { GLint vertex_transform; GLint texture_coordinate_transform; GLint colour; } uniforms; } program_glyph; #ifndef USE_OPENGLES2 static GLuint vertex_array_id; #endif static GLuint vertex_buffer_id; static GLuint framebuffer_id; static VertexBufferSlot *local_vertex_buffer; static size_t local_vertex_buffer_size; static size_t current_vertex_buffer_slot; static RenderMode last_render_mode; static GLuint last_source_texture; static GLuint last_destination_texture; static RenderBackend_Surface *framebuffer_surface; static RenderBackend_Surface *upscaled_framebuffer_surface; static RenderBackend_Surface window_surface; static RenderBackend_Rect window_rect; #ifdef USE_OPENGLES2 static const GLchar *vertex_shader_plain = " \ #version 100\n \ uniform mat4 vertex_transform; \ attribute vec2 input_vertex_coordinates; \ void main() \ { \ gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0) * vertex_transform; \ } \ "; static const GLchar *vertex_shader_texture = " \ #version 100\n \ uniform mat4 vertex_transform; \ uniform vec2 texture_coordinate_transform; \ attribute vec2 input_vertex_coordinates; \ attribute vec2 input_texture_coordinates; \ varying vec2 texture_coordinates; \ void main() \ { \ texture_coordinates = input_texture_coordinates * texture_coordinate_transform; \ gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0) * vertex_transform; \ } \ "; 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 = " \ #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); \ } \ "; #else static const GLchar *vertex_shader_plain = " \ #version 150 core\n \ uniform mat4 vertex_transform; \ in vec2 input_vertex_coordinates; \ void main() \ { \ gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0) * vertex_transform; \ } \ "; static const GLchar *vertex_shader_texture = " \ #version 150 core\n \ uniform mat4 vertex_transform; \ uniform vec2 texture_coordinate_transform; \ in vec2 input_vertex_coordinates; \ in vec2 input_texture_coordinates; \ out vec2 texture_coordinates; \ void main() \ { \ texture_coordinates = input_texture_coordinates * texture_coordinate_transform; \ gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0) * vertex_transform; \ } \ "; 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 = " \ #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); \ } \ "; #endif // A little forward-declaration for some internal functions static void Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *source_rect, RenderBackend_Surface *destination_surface, const RenderBackend_Rect *destination_rect, bool colour_key); static RenderBackend_Surface* CreateSurface(size_t width, size_t height, bool linear_filter); // This was used back when CSE2 used GLEW instead of glad /* 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) Backend_PrintInfo("OpenGL debug: %s", message); } */ static void SetTextureUploadAlignment(size_t pitch) { const GLint alignments[8] = {8, 1, 2, 1, 4, 1, 2, 1}; glPixelStorei(GL_UNPACK_ALIGNMENT, alignments[pitch & 7]); } //////////////////////// // Shader compilation // //////////////////////// static GLuint CompileShader(const char *vertex_shader_source, const char *fragment_shader_source) { GLint shader_status; GLuint program_id = glCreateProgram(); // Compile vertex shader 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[0x400]; glGetShaderInfoLog(vertex_shader, sizeof(buffer), NULL, buffer); Backend_PrintError("Vertex shader error: %s", buffer); return 0; } glAttachShader(program_id, vertex_shader); // Compile fragment 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[0x400]; glGetShaderInfoLog(fragment_shader, sizeof(buffer), NULL, buffer); Backend_PrintError("Fragment shader error: %s", buffer); return 0; } glAttachShader(program_id, fragment_shader); // Link shaders 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[0x400]; glGetProgramInfoLog(program_id, sizeof(buffer), NULL, buffer); Backend_PrintError("Shader linker error: %s", buffer); return 0; } return program_id; } ////////////////////////////// // Vertex buffer management // ////////////////////////////// static VertexBufferSlot* GetVertexBufferSlot(void) { ++current_vertex_buffer_slot; // Check if buffer needs expanding if (current_vertex_buffer_slot > local_vertex_buffer_size) { local_vertex_buffer_size = 1; while (current_vertex_buffer_slot > local_vertex_buffer_size) local_vertex_buffer_size <<= 1; VertexBufferSlot *new_vertex_buffer = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot)); if (new_vertex_buffer != NULL) { local_vertex_buffer = new_vertex_buffer; } else { Backend_PrintError("Couldn't expand vertex buffer"); return NULL; } } return &local_vertex_buffer[current_vertex_buffer_slot - 1]; } static void FlushVertexBuffer(void) { if (current_vertex_buffer_slot == 0) return; glBufferData(GL_ARRAY_BUFFER, current_vertex_buffer_slot * sizeof(VertexBufferSlot), local_vertex_buffer, GL_STREAM_DRAW); glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot); current_vertex_buffer_slot = 0; } #ifndef USE_OPENGLES2 static const char* GetOpenGLErrorCodeDescription(GLenum error_code) { switch (error_code) { case GL_NO_ERROR: return "No error"; case GL_INVALID_ENUM: return "An unacceptable value was specified for enumerated argument"; case GL_INVALID_VALUE: return "A numeric argument is out of range"; case GL_INVALID_OPERATION: return "The specified operation is not allowed in the current state"; case GL_INVALID_FRAMEBUFFER_OPERATION: return "The framebuffer object is not complete"; case GL_OUT_OF_MEMORY: return "There is not enough memory left to execute the command"; /* * For some reason glad does not define these even though they are there in OpenGL 3.2 */ /* case GL_STACK_UNDERFLOW: return "An attempt has been made to perform an operation that would cause an internal stack to underflow"; case GL_STACK_OVERFLOW: return "An attempt has been made to perform an operation that would cause an internal stack to overflow"; */ default: return "Unknown error"; } } static void PostGLCallCallback(const char *name, void *function_pointer, int length_arguments, ...) { (void)function_pointer; (void)length_arguments; GLenum error_code = glad_glGetError(); // Manually use glad_glGetError. Otherwise, glad_debug_glGetError would be called and we'd get infinite recursion into this function if (error_code != GL_NO_ERROR) Backend_PrintError("Error %d in %s: %s", error_code, name, GetOpenGLErrorCodeDescription(error_code)); } #endif /////////////////////////////////// // Render-backend initialisation // /////////////////////////////////// RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, bool fullscreen) { #ifndef USE_OPENGLES2 glad_set_post_callback(PostGLCallCallback); #endif size_t actual_screen_width = screen_width; size_t actual_screen_height = screen_height; if (WindowBackend_OpenGL_CreateWindow(window_title, &actual_screen_width, &actual_screen_height, fullscreen)) { Backend_PrintInfo("GL_VENDOR = %s", glGetString(GL_VENDOR)); Backend_PrintInfo("GL_RENDERER = %s", glGetString(GL_RENDERER)); Backend_PrintInfo("GL_VERSION = %s", glGetString(GL_VERSION)); Backend_PrintInfo("GL_SHADING_LANGUAGE_VERSION = %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); // 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 Object glGenBuffers(1, &vertex_buffer_id); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id); glVertexAttribPointer(ATTRIBUTE_INPUT_VERTEX_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position)); glVertexAttribPointer(ATTRIBUTE_INPUT_TEXTURE_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture)); // Set up the vertex attributes glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES); // Set up our shaders program_texture.id = CompileShader(vertex_shader_texture, fragment_shader_texture); program_texture_colour_key.id = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key); program_colour_fill.id = CompileShader(vertex_shader_plain, fragment_shader_colour_fill); program_glyph.id = CompileShader(vertex_shader_texture, fragment_shader_glyph); if (program_texture.id != 0 && program_texture_colour_key.id != 0 && program_colour_fill.id != 0 && program_glyph.id != 0) { // Get shader uniforms program_texture.uniforms.texture_coordinate_transform = glGetUniformLocation(program_texture.id, "texture_coordinate_transform"); program_texture.uniforms.vertex_transform = glGetUniformLocation(program_texture.id, "vertex_transform"); program_texture_colour_key.uniforms.texture_coordinate_transform = glGetUniformLocation(program_texture_colour_key.id, "texture_coordinate_transform"); program_texture_colour_key.uniforms.vertex_transform = glGetUniformLocation(program_texture_colour_key.id, "vertex_transform"); program_colour_fill.uniforms.vertex_transform = glGetUniformLocation(program_colour_fill.id, "vertex_transform"); program_colour_fill.uniforms.colour = glGetUniformLocation(program_colour_fill.id, "colour"); program_glyph.uniforms.texture_coordinate_transform = glGetUniformLocation(program_glyph.id, "texture_coordinate_transform"); program_glyph.uniforms.vertex_transform = glGetUniformLocation(program_glyph.id, "vertex_transform"); program_glyph.uniforms.colour = glGetUniformLocation(program_glyph.id, "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) framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true); // Set up window surface window_surface.texture_id = 0; RenderBackend_HandleWindowResize(actual_screen_width, actual_screen_height); return framebuffer_surface; } if (program_glyph.id != 0) glDeleteProgram(program_glyph.id); if (program_colour_fill.id != 0) glDeleteProgram(program_colour_fill.id); if (program_texture_colour_key.id != 0) glDeleteProgram(program_texture_colour_key.id); if (program_texture.id != 0) glDeleteProgram(program_texture.id); glDeleteBuffers(1, &vertex_buffer_id); #ifndef USE_OPENGLES2 glDeleteVertexArrays(1, &vertex_array_id); #endif } return NULL; } void RenderBackend_Deinit(void) { free(local_vertex_buffer); if (upscaled_framebuffer_surface != NULL) RenderBackend_FreeSurface(upscaled_framebuffer_surface); RenderBackend_FreeSurface(framebuffer_surface); glDeleteFramebuffers(1, &framebuffer_id); glDeleteProgram(program_glyph.id); glDeleteProgram(program_colour_fill.id); glDeleteProgram(program_texture_colour_key.id); glDeleteProgram(program_texture.id); glDeleteBuffers(1, &vertex_buffer_id); #ifndef USE_OPENGLES2 glDeleteVertexArrays(1, &vertex_array_id); #endif WindowBackend_OpenGL_DestroyWindow(); } void RenderBackend_DrawScreen(void) { RenderBackend_Rect framebuffer_rect; framebuffer_rect.left = 0; framebuffer_rect.top = 0; framebuffer_rect.right = framebuffer_surface->width; framebuffer_rect.bottom = framebuffer_surface->height; if (upscaled_framebuffer_surface == NULL) { Blit(framebuffer_surface, &framebuffer_rect, &window_surface, &window_rect, false); } else { RenderBackend_Rect upscaled_framebuffer_rect; upscaled_framebuffer_rect.left = 0; upscaled_framebuffer_rect.top = 0; upscaled_framebuffer_rect.right = upscaled_framebuffer_surface->width; upscaled_framebuffer_rect.bottom = upscaled_framebuffer_surface->height; Blit(framebuffer_surface, &framebuffer_rect, upscaled_framebuffer_surface, &upscaled_framebuffer_rect, false); Blit(upscaled_framebuffer_surface, &upscaled_framebuffer_rect, &window_surface, &window_rect, false); } // Target actual screen, and not our framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); // 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); // Flush the vertex buffer, which will render to the screen FlushVertexBuffer(); WindowBackend_OpenGL_Display(); // Switch back to our framebuffer glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id); } //////////////////////// // Surface management // //////////////////////// static RenderBackend_Surface* CreateSurface(size_t width, size_t height, bool linear_filter) { RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface)); if (surface == NULL) return NULL; 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, linear_filter ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : 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, last_source_texture); surface->width = width; surface->height = height; return surface; } RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height, bool render_target) { (void)render_target; return CreateSurface(width, height, false); } void RenderBackend_FreeSurface(RenderBackend_Surface *surface) { // Flush the vertex buffer if we're about to destroy its texture if (surface->texture_id == last_source_texture) { FlushVertexBuffer(); last_source_texture = 0; } if (surface->texture_id == last_destination_texture) { FlushVertexBuffer(); last_destination_texture = 0; } glDeleteTextures(1, &surface->texture_id); free(surface); } bool RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface) { (void)surface; return false; } void RenderBackend_RestoreSurface(RenderBackend_Surface *surface) { (void)surface; } void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height) { // Flush the vertex buffer if we're about to modify its texture if (surface->texture_id == last_source_texture || surface->texture_id == last_destination_texture) FlushVertexBuffer(); SetTextureUploadAlignment(width * 3); glBindTexture(GL_TEXTURE_2D, surface->texture_id); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); glBindTexture(GL_TEXTURE_2D, last_source_texture); } ///////////// // Drawing // ///////////// static void Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *source_rect, RenderBackend_Surface *destination_surface, const RenderBackend_Rect *destination_rect, bool colour_key) { const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE); // Flush vertex data if a context-change is needed if (last_render_mode != render_mode || last_source_texture != source_surface->texture_id || last_destination_texture != destination_surface->texture_id) { FlushVertexBuffer(); last_render_mode = render_mode; last_source_texture = source_surface->texture_id; last_destination_texture = destination_surface->texture_id; // 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); GLfloat vertex_transform[4 * 4] = { 2.0f / destination_surface->width, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f / destination_surface->height, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; // Invert the Y-axis when drawing to the screen, since everything is upside-down in OpenGL for some reason if (destination_surface->texture_id == 0) { vertex_transform[4 + 1] = -vertex_transform[4 + 1]; vertex_transform[4 + 3] = -vertex_transform[4 + 3]; } // Switch to colour-key shader if we have to glUseProgram(colour_key ? program_texture_colour_key.id : program_texture.id); glUniform2f(colour_key ? program_texture_colour_key.uniforms.texture_coordinate_transform : program_texture.uniforms.texture_coordinate_transform, 1.0f / source_surface->width, 1.0f / source_surface->height); glUniformMatrix4fv(colour_key ? program_texture_colour_key.uniforms.vertex_transform : program_texture.uniforms.vertex_transform, 1, GL_FALSE, vertex_transform); glDisable(GL_BLEND); // Enable texture coordinates, since this uses textures glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES); glBindTexture(GL_TEXTURE_2D, source_surface->texture_id); } // Add data to the vertex queue VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(); if (vertex_buffer_slot != NULL) { const GLfloat vertex_left = destination_rect->left; const GLfloat vertex_top = destination_rect->top; const GLfloat vertex_right = destination_rect->right; const GLfloat vertex_bottom = destination_rect->bottom; vertex_buffer_slot->vertices[0][0].position.x = vertex_left; vertex_buffer_slot->vertices[0][0].position.y = vertex_top; vertex_buffer_slot->vertices[0][1].position.x = vertex_right; vertex_buffer_slot->vertices[0][1].position.y = vertex_top; vertex_buffer_slot->vertices[0][2].position.x = vertex_right; vertex_buffer_slot->vertices[0][2].position.y = vertex_bottom; vertex_buffer_slot->vertices[1][0].position.x = vertex_left; vertex_buffer_slot->vertices[1][0].position.y = vertex_top; vertex_buffer_slot->vertices[1][1].position.x = vertex_right; vertex_buffer_slot->vertices[1][1].position.y = vertex_bottom; vertex_buffer_slot->vertices[1][2].position.x = vertex_left; vertex_buffer_slot->vertices[1][2].position.y = vertex_bottom; const GLfloat texture_left = source_rect->left; const GLfloat texture_top = source_rect->top; const GLfloat texture_right = source_rect->right; const GLfloat texture_bottom = source_rect->bottom; vertex_buffer_slot->vertices[0][0].texture.x = texture_left; vertex_buffer_slot->vertices[0][0].texture.y = texture_top; vertex_buffer_slot->vertices[0][1].texture.x = texture_right; vertex_buffer_slot->vertices[0][1].texture.y = texture_top; vertex_buffer_slot->vertices[0][2].texture.x = texture_right; vertex_buffer_slot->vertices[0][2].texture.y = texture_bottom; vertex_buffer_slot->vertices[1][0].texture.x = texture_left; vertex_buffer_slot->vertices[1][0].texture.y = texture_top; vertex_buffer_slot->vertices[1][1].texture.x = texture_right; vertex_buffer_slot->vertices[1][1].texture.y = texture_bottom; vertex_buffer_slot->vertices[1][2].texture.x = texture_left; vertex_buffer_slot->vertices[1][2].texture.y = texture_bottom; } } void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool colour_key) { const RenderBackend_Rect destination_rect = {x, y, x + (rect->right - rect->left), y + (rect->bottom - rect->top)}; Blit(source_surface, rect, destination_surface, &destination_rect, colour_key); } void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue) { static unsigned char last_red; static unsigned char last_green; static unsigned char last_blue; // Flush vertex data if a context-change is needed if (last_render_mode != MODE_COLOUR_FILL || last_destination_texture != surface->texture_id || last_red != red || last_green != green || last_blue != blue) { FlushVertexBuffer(); last_render_mode = MODE_COLOUR_FILL; last_source_texture = 0; last_destination_texture = surface->texture_id; 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); const GLfloat vertex_transform[4 * 4] = { 2.0f / surface->width, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f / surface->height, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; glUseProgram(program_colour_fill.id); glUniformMatrix4fv(program_colour_fill.uniforms.vertex_transform, 1, GL_FALSE, vertex_transform); glDisable(GL_BLEND); // Disable texture coordinate array, since this doesn't use textures glDisableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES); glUniform4f(program_colour_fill.uniforms.colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f); } // Add data to the vertex queue VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(); if (vertex_buffer_slot != NULL) { const GLfloat vertex_left = rect->left; const GLfloat vertex_top = rect->top; const GLfloat vertex_right = rect->right; const GLfloat vertex_bottom = rect->bottom; vertex_buffer_slot->vertices[0][0].position.x = vertex_left; vertex_buffer_slot->vertices[0][0].position.y = vertex_top; vertex_buffer_slot->vertices[0][1].position.x = vertex_right; vertex_buffer_slot->vertices[0][1].position.y = vertex_top; vertex_buffer_slot->vertices[0][2].position.x = vertex_right; vertex_buffer_slot->vertices[0][2].position.y = vertex_bottom; vertex_buffer_slot->vertices[1][0].position.x = vertex_left; vertex_buffer_slot->vertices[1][0].position.y = vertex_top; vertex_buffer_slot->vertices[1][1].position.x = vertex_right; vertex_buffer_slot->vertices[1][1].position.y = vertex_bottom; vertex_buffer_slot->vertices[1][2].position.x = vertex_left; vertex_buffer_slot->vertices[1][2].position.y = vertex_bottom; } } ////////////////////// // Glyph management // ////////////////////// RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t width, size_t height) { RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas)); if (atlas != NULL) { atlas->width = width; atlas->height = height; glGenTextures(1, &atlas->texture_id); glBindTexture(GL_TEXTURE_2D, atlas->texture_id); #ifdef USE_OPENGLES2 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, 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, last_source_texture); } return atlas; } void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas) { glDeleteTextures(1, &atlas->texture_id); free(atlas); } void RenderBackend_UploadGlyph(RenderBackend_GlyphAtlas *atlas, size_t x, size_t y, const unsigned char *pixels, size_t width, size_t height, size_t pitch) { #ifdef USE_OPENGLES2 unsigned char *buffer = (unsigned char*)malloc(width * height); if (buffer == NULL) return; for (size_t y = 0; y < height; ++y) memcpy (&buffer[y * width], &pixels[y * pitch], width); #else const unsigned char *buffer = pixels; glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch); #endif SetTextureUploadAlignment(width); glBindTexture(GL_TEXTURE_2D, atlas->texture_id); #ifdef USE_OPENGLES2 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, buffer); #else glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RED, GL_UNSIGNED_BYTE, buffer); #endif glBindTexture(GL_TEXTURE_2D, last_source_texture); #ifdef USE_OPENGLES2 free(buffer); #else glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); #endif } void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, unsigned char red, unsigned char green, unsigned char blue) { static unsigned char last_red; static unsigned char last_green; static unsigned char last_blue; // Flush vertex data if a context-change is needed if (last_render_mode != MODE_DRAW_GLYPH || last_source_texture != atlas->texture_id || last_destination_texture != destination_surface->texture_id || last_red != red || last_green != green || last_blue != blue) { FlushVertexBuffer(); last_render_mode = MODE_DRAW_GLYPH; last_source_texture = atlas->texture_id; last_destination_texture = destination_surface->texture_id; last_red = red; last_green = green; last_blue = blue; const GLfloat vertex_transform[4 * 4] = { 2.0f / destination_surface->width, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f / destination_surface->height, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; glUseProgram(program_glyph.id); glUniform2f(program_glyph.uniforms.texture_coordinate_transform, 1.0f / atlas->width, 1.0f / atlas->height); glUniform4f(program_glyph.uniforms.colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f); glUniformMatrix4fv(program_glyph.uniforms.vertex_transform, 1, GL_FALSE, vertex_transform); // 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); glEnable(GL_BLEND); // Enable texture coordinates, since this uses textures glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES); glBindTexture(GL_TEXTURE_2D, atlas->texture_id); } } void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height) { // Add data to the vertex queue VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(); if (vertex_buffer_slot != NULL) { const GLfloat vertex_left = x; const GLfloat vertex_top = y; const GLfloat vertex_right = x + glyph_width; const GLfloat vertex_bottom = y + glyph_height; vertex_buffer_slot->vertices[0][0].position.x = vertex_left; vertex_buffer_slot->vertices[0][0].position.y = vertex_top; vertex_buffer_slot->vertices[0][1].position.x = vertex_right; vertex_buffer_slot->vertices[0][1].position.y = vertex_top; vertex_buffer_slot->vertices[0][2].position.x = vertex_right; vertex_buffer_slot->vertices[0][2].position.y = vertex_bottom; vertex_buffer_slot->vertices[1][0].position.x = vertex_left; vertex_buffer_slot->vertices[1][0].position.y = vertex_top; vertex_buffer_slot->vertices[1][1].position.x = vertex_right; vertex_buffer_slot->vertices[1][1].position.y = vertex_bottom; vertex_buffer_slot->vertices[1][2].position.x = vertex_left; vertex_buffer_slot->vertices[1][2].position.y = vertex_bottom; const GLfloat texture_left = glyph_x; const GLfloat texture_top = glyph_y; const GLfloat texture_right = glyph_x + glyph_width; const GLfloat texture_bottom = glyph_y + glyph_height; vertex_buffer_slot->vertices[0][0].texture.x = texture_left; vertex_buffer_slot->vertices[0][0].texture.y = texture_top; vertex_buffer_slot->vertices[0][1].texture.x = texture_right; vertex_buffer_slot->vertices[0][1].texture.y = texture_top; vertex_buffer_slot->vertices[0][2].texture.x = texture_right; vertex_buffer_slot->vertices[0][2].texture.y = texture_bottom; vertex_buffer_slot->vertices[1][0].texture.x = texture_left; vertex_buffer_slot->vertices[1][0].texture.y = texture_top; vertex_buffer_slot->vertices[1][1].texture.x = texture_right; vertex_buffer_slot->vertices[1][1].texture.y = texture_bottom; vertex_buffer_slot->vertices[1][2].texture.x = texture_left; vertex_buffer_slot->vertices[1][2].texture.y = texture_bottom; } } /////////// // Misc. // /////////// void RenderBackend_HandleRenderTargetLoss(void) { // No problem for us } void RenderBackend_HandleWindowResize(size_t width, size_t height) { size_t upscale_factor = MAX(1, MIN((width + framebuffer_surface->width / 2) / framebuffer_surface->width, (height + framebuffer_surface->height / 2) / framebuffer_surface->height)); size_t upscaled_framebuffer_width = framebuffer_surface->width * upscale_factor; size_t upscaled_framebuffer_height = framebuffer_surface->height * upscale_factor; if (upscaled_framebuffer_surface != NULL) { RenderBackend_FreeSurface(upscaled_framebuffer_surface); upscaled_framebuffer_surface = NULL; } // Create rect that forces 4:3 no matter what size the window is if (width * upscaled_framebuffer_height >= upscaled_framebuffer_width * height) // Fancy way to do `if (width / height >= upscaled_framebuffer->width / upscaled_framebuffer->height)` without floats { window_rect.right = (height * upscaled_framebuffer_width) / upscaled_framebuffer_height; window_rect.bottom = height; } else { window_rect.right = width; window_rect.bottom = (width * upscaled_framebuffer_height) / upscaled_framebuffer_width; } window_rect.left = (width - window_rect.right) / 2; window_rect.top = (height - window_rect.bottom) / 2; window_rect.right += window_rect.left; window_rect.bottom += window_rect.top; window_surface.width = width; window_surface.height = height; if ((window_rect.right - window_rect.left) % framebuffer_surface->width != 0 || (window_rect.bottom - window_rect.top) % framebuffer_surface->height != 0) { upscaled_framebuffer_surface = CreateSurface(upscaled_framebuffer_width, upscaled_framebuffer_height, true); if (upscaled_framebuffer_surface == NULL) Backend_PrintError("Couldn't regenerate upscaled framebuffer"); } }