More OpenGL cleanup and tweaks

This commit is contained in:
Clownacy 2019-07-31 23:01:14 +00:00
parent ff5a0189e0
commit 24dcd35522

View file

@ -122,9 +122,7 @@ void main() \
static void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void* userParam)
{
if (type == GL_DEBUG_TYPE_ERROR)
printf("GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
type, severity, message);
printf("GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n", ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ), type, severity, message);
}
static GLuint CompileShader(const char *vertex_shader_source, const char *fragment_shader_source)
@ -190,7 +188,6 @@ BOOL Backend_Init(SDL_Window *p_window)
if (!GLEW_VERSION_3_2)
return FALSE;
// During init, enable debug output
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(MessageCallback, 0);
@ -295,7 +292,7 @@ void Backend_DrawScreen(void)
SDL_GL_SwapWindow(window);
// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
// the buffer should always be cleared
// the buffer should always be cleared, even if it seems unnecessary
glClear(GL_COLOR_BUFFER_BIT);
// Switch back to our framebuffer
@ -352,9 +349,16 @@ void Backend_Unlock(Backend_Surface *surface)
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);
@ -397,33 +401,26 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backen
void Backend_Blit(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;
// 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);
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)
{
if (source_surface == NULL)
return;
// Point our framebuffer to the screen texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
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);
// Disable texture coordinate array, since this doesn't use textures
@ -445,40 +442,22 @@ static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigne
vertex_buffer.vertexes[3][0] = vertex_left;
vertex_buffer.vertexes[3][1] = vertex_bottom;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
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)
{
if (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);
ColourFillCommon(surface, rect, red, green, blue);
}
void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
// Point our framebuffer to the screen texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
ColourFillCommon(&framebuffer_surface, rect, red, green, blue);
}
void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
{
if (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);
BlitCommon(&framebuffer_surface, rect, surface, rect->left, rect->top, FALSE);
}