ref: 187847fbcc663b96ee94ec400bd067d64e8b5433
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 #define SPRITEBATCH_IMPLEMENTATION #include "../../../external/cute_spritebatch.h" #include "../Misc.h" #include "Window/OpenGL.h" #define TOTAL_VBOS 8 #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; unsigned int width; unsigned int height; unsigned char *pixels; } RenderBackend_Surface; typedef struct RenderBackend_Glyph { unsigned char *pixels; unsigned int width; unsigned int height; unsigned int pitch; } RenderBackend_Glyph; 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 GLuint program_texture; static GLuint program_texture_colour_key; static GLuint program_colour_fill; static GLuint program_glyph; static GLint program_colour_fill_uniform_colour; static GLint program_glyph_uniform_colour; #ifndef USE_OPENGLES2 static GLuint vertex_array_id; #endif static GLuint vertex_buffer_ids[TOTAL_VBOS]; static GLuint framebuffer_id; static VertexBufferSlot *local_vertex_buffer; static unsigned long local_vertex_buffer_size; static unsigned long current_vertex_buffer_slot; static RenderMode last_render_mode; static GLuint last_source_texture; static GLuint last_destination_texture; static RenderBackend_Surface framebuffer; static unsigned char glyph_colour_channels[3]; static RenderBackend_Surface *glyph_destination_surface; static spritebatch_t glyph_batcher; static int actual_screen_width; static int actual_screen_height; #ifdef USE_OPENGLES2 static const GLchar *vertex_shader_plain = " \ #version 100\n \ attribute vec2 input_vertex_coordinates; \ void main() \ { \ gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \ } \ "; static const GLchar *vertex_shader_texture = " \ #version 100\n \ attribute vec2 input_vertex_coordinates; \ attribute vec2 input_texture_coordinates; \ varying vec2 texture_coordinates; \ void main() \ { \ texture_coordinates = input_texture_coordinates; \ gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \ } \ "; 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 \ in vec2 input_vertex_coordinates; \ void main() \ { \ gl_Position = vec4(input_vertex_coordinates.xy, 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.xy, 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 = 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 /* 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); } */ //////////////////////// // 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[0x200]; glGetShaderInfoLog(vertex_shader, sizeof(buffer), NULL, buffer); Backend_ShowMessageBox("Vertex shader error", 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_ShowMessageBox("Fragment shader error", 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_ShowMessageBox("Shader linker error", buffer); return 0; } return program_id; } ////////////////////////////// // Vertex buffer management // ////////////////////////////// static VertexBufferSlot* GetVertexBufferSlot(unsigned int slots_needed) { // Check if buffer needs expanding if (current_vertex_buffer_slot + slots_needed > local_vertex_buffer_size) { local_vertex_buffer_size = 1; while (current_vertex_buffer_slot + slots_needed > local_vertex_buffer_size) local_vertex_buffer_size <<= 1; VertexBufferSlot *realloc_result = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot)); if (realloc_result != NULL) { local_vertex_buffer = realloc_result; } else { Backend_PrintError("Couldn't expand vertex buffer"); return NULL; } } current_vertex_buffer_slot += slots_needed; return &local_vertex_buffer[current_vertex_buffer_slot - slots_needed]; } static void FlushVertexBuffer(void) { static unsigned long vertex_buffer_size[TOTAL_VBOS]; static unsigned int current_vertex_buffer = 0; if (current_vertex_buffer_slot == 0) return; // Select new VBO glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_ids[current_vertex_buffer]); 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)); // Upload vertex buffer to VBO, growing it if necessary if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer]) { vertex_buffer_size[current_vertex_buffer] = local_vertex_buffer_size; glBufferData(GL_ARRAY_BUFFER, vertex_buffer_size[current_vertex_buffer] * sizeof(VertexBufferSlot), local_vertex_buffer, GL_STREAM_DRAW); } else { glBufferSubData(GL_ARRAY_BUFFER, 0, current_vertex_buffer_slot * sizeof(VertexBufferSlot), local_vertex_buffer); } if (++current_vertex_buffer >= TOTAL_VBOS) current_vertex_buffer = 0; glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot); current_vertex_buffer_slot = 0; } //////////////////// // Glyph-batching // //////////////////// // Blit the glyphs in the batch static void GlyphBatch_Draw(spritebatch_sprite_t *sprites, int count, int texture_w, int texture_h, void *udata) { static unsigned char last_red; static unsigned char last_green; static unsigned char last_blue; (void)texture_h; (void)udata; if (glyph_destination_surface == NULL) return; GLuint texture_id = (GLuint)sprites[0].texture_id; // Flush vertex data if a context-change is needed if (last_render_mode != MODE_DRAW_GLYPH || last_destination_texture != glyph_destination_surface->texture_id || last_source_texture != texture_id || last_red != glyph_colour_channels[0] || last_green != glyph_colour_channels[1] || last_blue != glyph_colour_channels[2]) { FlushVertexBuffer(); last_render_mode = MODE_DRAW_GLYPH; last_destination_texture = glyph_destination_surface->texture_id; last_source_texture = texture_id; last_red = glyph_colour_channels[0]; last_green = glyph_colour_channels[1]; last_blue = glyph_colour_channels[2]; glUseProgram(program_glyph); glUniform4f(program_glyph_uniform_colour, glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f); // Point our framebuffer to the destination texture glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glyph_destination_surface->texture_id, 0); glViewport(0, 0, glyph_destination_surface->width, glyph_destination_surface->height); glEnable(GL_BLEND); // Enable texture coordinates, since this uses textures glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES); glBindTexture(GL_TEXTURE_2D, texture_id); } // Add data to the vertex queue VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(count); if (vertex_buffer_slot != NULL) { for (int i = 0; i < count; ++i) { RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)sprites[i].image_id; const GLfloat texture_left = sprites[i].minx; const GLfloat texture_right = texture_left + ((GLfloat)glyph->width / (GLfloat)texture_w); // Account for width not matching pitch const GLfloat texture_top = sprites[i].maxy; const GLfloat texture_bottom = sprites[i].miny; const GLfloat vertex_left = (sprites[i].x * (2.0f / glyph_destination_surface->width)) - 1.0f; const GLfloat vertex_right = ((sprites[i].x + glyph->width) * (2.0f / glyph_destination_surface->width)) - 1.0f; const GLfloat vertex_top = (sprites[i].y * (2.0f / glyph_destination_surface->height)) - 1.0f; const GLfloat vertex_bottom = ((sprites[i].y + glyph->height) * (2.0f / glyph_destination_surface->height)) - 1.0f; vertex_buffer_slot[i].vertices[0][0].texture.x = texture_left; vertex_buffer_slot[i].vertices[0][0].texture.y = texture_top; vertex_buffer_slot[i].vertices[0][1].texture.x = texture_right; vertex_buffer_slot[i].vertices[0][1].texture.y = texture_top; vertex_buffer_slot[i].vertices[0][2].texture.x = texture_right; vertex_buffer_slot[i].vertices[0][2].texture.y = texture_bottom; vertex_buffer_slot[i].vertices[1][0].texture.x = texture_left; vertex_buffer_slot[i].vertices[1][0].texture.y = texture_top; vertex_buffer_slot[i].vertices[1][1].texture.x = texture_right; vertex_buffer_slot[i].vertices[1][1].texture.y = texture_bottom; vertex_buffer_slot[i].vertices[1][2].texture.x = texture_left; vertex_buffer_slot[i].vertices[1][2].texture.y = texture_bottom; vertex_buffer_slot[i].vertices[0][0].position.x = vertex_left; vertex_buffer_slot[i].vertices[0][0].position.y = vertex_top; vertex_buffer_slot[i].vertices[0][1].position.x = vertex_right; vertex_buffer_slot[i].vertices[0][1].position.y = vertex_top; vertex_buffer_slot[i].vertices[0][2].position.x = vertex_right; vertex_buffer_slot[i].vertices[0][2].position.y = vertex_bottom; vertex_buffer_slot[i].vertices[1][0].position.x = vertex_left; vertex_buffer_slot[i].vertices[1][0].position.y = vertex_top; vertex_buffer_slot[i].vertices[1][1].position.x = vertex_right; vertex_buffer_slot[i].vertices[1][1].position.y = vertex_bottom; vertex_buffer_slot[i].vertices[1][2].position.x = vertex_left; vertex_buffer_slot[i].vertices[1][2].position.y = vertex_bottom; } } } // Upload the glyph's pixels static void GlyphBatch_GetPixels(SPRITEBATCH_U64 image_id, void *buffer, int bytes_to_fill, void *udata) { (void)udata; RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)image_id; memcpy(buffer, glyph->pixels, bytes_to_fill); } // Create a texture atlas, and upload pixels to it static SPRITEBATCH_U64 GlyphBatch_CreateTexture(void *pixels, int w, int h, void *udata) { (void)udata; GLuint texture_id; glGenTextures(1, &texture_id); glBindTexture(GL_TEXTURE_2D, texture_id); #ifdef USE_OPENGLES2 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, pixels); #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 (SPRITEBATCH_U64)texture_id; } // Destroy texture atlas static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata) { (void)udata; GLuint gl_texture_id = (GLuint)texture_id; // Flush the vertex buffer if we're about to destroy its texture // TODO - This leaves `last_source_texture`/`last_destination_texture` dangling if (gl_texture_id == last_source_texture || gl_texture_id == last_destination_texture) FlushVertexBuffer(); glDeleteTextures(1, &gl_texture_id); } #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, int screen_width, int screen_height, bool fullscreen) { #ifndef USE_OPENGLES2 glad_set_post_callback(PostGLCallCallback); #endif actual_screen_width = screen_width; 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 Objects glGenBuffers(TOTAL_VBOS, vertex_buffer_ids); // Set up the vertex attributes glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_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 = CompileShader(vertex_shader_texture, fragment_shader_glyph); if (program_texture != 0 && program_texture_colour_key != 0 && program_colour_fill != 0 && program_glyph != 0) { // Get shader uniforms program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour"); program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "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.texture_id); glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id); #ifdef USE_OPENGLES2 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); #endif 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); #ifndef USE_OPENGLES2 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); #endif framebuffer.width = screen_width; framebuffer.height = screen_height; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0); glViewport(0, 0, framebuffer.width, framebuffer.height); // Set-up glyph-batcher spritebatch_config_t config; spritebatch_set_default_config(&config); config.pixel_stride = 1; config.atlas_width_in_pixels = 256; config.atlas_height_in_pixels = 256; config.lonely_buffer_count_till_flush = 4; // Start making atlases immediately config.batch_callback = GlyphBatch_Draw; config.get_pixels_callback = GlyphBatch_GetPixels; config.generate_texture_callback = GlyphBatch_CreateTexture; config.delete_texture_callback = GlyphBatch_DestroyTexture; spritebatch_init(&glyph_batcher, &config, NULL); return &framebuffer; } if (program_glyph != 0) glDeleteProgram(program_glyph); if (program_colour_fill != 0) glDeleteProgram(program_colour_fill); if (program_texture_colour_key != 0) glDeleteProgram(program_texture_colour_key); if (program_texture != 0) glDeleteProgram(program_texture); glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids); #ifndef USE_OPENGLES2 glDeleteVertexArrays(1, &vertex_array_id); #endif } return NULL; } void RenderBackend_Deinit(void) { free(local_vertex_buffer); spritebatch_term(&glyph_batcher); glDeleteTextures(1, &framebuffer.texture_id); glDeleteFramebuffers(1, &framebuffer_id); glDeleteProgram(program_glyph); glDeleteProgram(program_colour_fill); glDeleteProgram(program_texture_colour_key); glDeleteProgram(program_texture); glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids); #ifndef USE_OPENGLES2 glDeleteVertexArrays(1, &vertex_array_id); #endif WindowBackend_OpenGL_DestroyWindow(); } void RenderBackend_DrawScreen(void) { spritebatch_tick(&glyph_batcher); FlushVertexBuffer(); last_render_mode = MODE_BLANK; last_source_texture = 0; last_destination_texture = 0; glUseProgram(program_texture); glDisable(GL_BLEND); // Enable texture coordinates, since this uses textures glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES); // Target actual screen, and not our framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); // Do some viewport trickery, to fit the framebuffer in the center of the screen GLint x; GLint y; GLsizei width; GLsizei height; if ((float)actual_screen_width / (float)actual_screen_height > (float)framebuffer.width / (float)framebuffer.height) { y = 0; height = actual_screen_height; width = framebuffer.width * ((float)actual_screen_height / (float)framebuffer.height); x = (actual_screen_width - width) / 2; } else { x = 0; width = actual_screen_width; height = framebuffer.height * ((float)actual_screen_width / (float)framebuffer.width); y = (actual_screen_height - height) / 2; } glViewport(x, y, width, height); // Draw framebuffer to screen glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id); VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1); if (vertex_buffer_slot != NULL) { vertex_buffer_slot->vertices[0][0].texture.x = 0.0f; vertex_buffer_slot->vertices[0][0].texture.y = 1.0f; vertex_buffer_slot->vertices[0][1].texture.x = 1.0f; vertex_buffer_slot->vertices[0][1].texture.y = 1.0f; vertex_buffer_slot->vertices[0][2].texture.x = 1.0f; vertex_buffer_slot->vertices[0][2].texture.y = 0.0f; vertex_buffer_slot->vertices[1][0].texture.x = 0.0f; vertex_buffer_slot->vertices[1][0].texture.y = 1.0f; vertex_buffer_slot->vertices[1][1].texture.x = 1.0f; vertex_buffer_slot->vertices[1][1].texture.y = 0.0f; vertex_buffer_slot->vertices[1][2].texture.x = 0.0f; vertex_buffer_slot->vertices[1][2].texture.y = 0.0f; vertex_buffer_slot->vertices[0][0].position.x = -1.0f; vertex_buffer_slot->vertices[0][0].position.y = -1.0f; vertex_buffer_slot->vertices[0][1].position.x = 1.0f; vertex_buffer_slot->vertices[0][1].position.y = -1.0f; vertex_buffer_slot->vertices[0][2].position.x = 1.0f; vertex_buffer_slot->vertices[0][2].position.y = 1.0f; vertex_buffer_slot->vertices[1][0].position.x = -1.0f; vertex_buffer_slot->vertices[1][0].position.y = -1.0f; vertex_buffer_slot->vertices[1][1].position.x = 1.0f; vertex_buffer_slot->vertices[1][1].position.y = 1.0f; vertex_buffer_slot->vertices[1][2].position.x = -1.0f; vertex_buffer_slot->vertices[1][2].position.y = 1.0f; } FlushVertexBuffer(); WindowBackend_OpenGL_Display(); // 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); } //////////////////////// // Surface management // //////////////////////// RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height, bool render_target) { (void)render_target; 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, 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); surface->width = width; surface->height = height; return surface; } void RenderBackend_FreeSurface(RenderBackend_Surface *surface) { if (surface == NULL) return; // Flush the vertex buffer if we're about to destroy its texture // TODO - This leaves `last_source_texture`/`last_destination_texture` dangling if (surface->texture_id == last_source_texture || surface->texture_id == last_destination_texture) FlushVertexBuffer(); 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; } unsigned char* RenderBackend_LockSurface(RenderBackend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height) { if (surface == NULL) return NULL; surface->pixels = (unsigned char*)malloc(width * height * 3); *pitch = width * 3; return surface->pixels; } void RenderBackend_UnlockSurface(RenderBackend_Surface *surface, unsigned int width, unsigned int height) { if (surface == NULL) return; // 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(); glBindTexture(GL_TEXTURE_2D, surface->texture_id); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); free(surface->pixels); glBindTexture(GL_TEXTURE_2D, last_source_texture); } ///////////// // Drawing // ///////////// void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool colour_key) { if (source_surface == NULL || destination_surface == NULL) return; 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); // 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(ATTRIBUTE_INPUT_TEXTURE_COORDINATES); glBindTexture(GL_TEXTURE_2D, source_surface->texture_id); } // Add data to the vertex queue 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; VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1); if (vertex_buffer_slot != NULL) { 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; 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; } } 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; if (surface == NULL) return; // 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); glUseProgram(program_colour_fill); glDisable(GL_BLEND); // Disable texture coordinate array, since this doesn't use textures glDisableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES); glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f); } // Add data to the vertex queue 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; VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1); if (vertex_buffer_slot != NULL) { 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_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch) { RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph)); if (glyph != NULL) { glyph->pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this) glyph->pixels = (unsigned char*)malloc(glyph->pitch * height); if (glyph->pixels != NULL) { for (unsigned int y = 0; y < height; ++y) { const unsigned char *source_pointer = &pixels[y * pitch]; unsigned char *destination_pointer = &glyph->pixels[y * glyph->pitch]; memcpy(destination_pointer, source_pointer, width); } glyph->width = width; glyph->height = height; return glyph; } free(glyph); } return NULL; } void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph) { if (glyph == NULL) return; free(glyph->pixels); free(glyph); } void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels) { glyph_destination_surface = destination_surface; memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels)); } void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y) { spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->pitch, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0); } void RenderBackend_FlushGlyphs(void) { spritebatch_defrag(&glyph_batcher); spritebatch_flush(&glyph_batcher); } /////////// // Misc. // /////////// void RenderBackend_HandleRenderTargetLoss(void) { // No problem for us } void RenderBackend_HandleWindowResize(unsigned int width, unsigned int height) { actual_screen_width = width; actual_screen_height = height; }