More OpenGL cleanup and tweaks
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ff5a0189e0
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24dcd35522
1 changed files with 17 additions and 38 deletions
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@ -122,9 +122,7 @@ void main() \
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static void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void* userParam)
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{
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if (type == GL_DEBUG_TYPE_ERROR)
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printf("GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
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( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
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type, severity, message);
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printf("GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n", ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ), type, severity, message);
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}
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static GLuint CompileShader(const char *vertex_shader_source, const char *fragment_shader_source)
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@ -190,7 +188,6 @@ BOOL Backend_Init(SDL_Window *p_window)
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if (!GLEW_VERSION_3_2)
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return FALSE;
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// During init, enable debug output
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(MessageCallback, 0);
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@ -295,7 +292,7 @@ void Backend_DrawScreen(void)
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SDL_GL_SwapWindow(window);
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// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
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// the buffer should always be cleared
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// the buffer should always be cleared, even if it seems unnecessary
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glClear(GL_COLOR_BUFFER_BIT);
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// Switch back to our framebuffer
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@ -352,9 +349,16 @@ void Backend_Unlock(Backend_Surface *surface)
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static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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{
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if (source_surface == NULL || destination_surface == NULL)
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return;
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if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
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return;
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination_surface->texture_id, 0);
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glViewport(0, 0, destination_surface->width, destination_surface->height);
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// Switch to colour-key shader if we have to
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glUseProgram(colour_key ? program_texture_colour_key : program_texture);
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@ -397,33 +401,26 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backen
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void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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{
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if (source_surface == NULL || destination_surface == NULL)
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return;
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination_surface->texture_id, 0);
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glViewport(0, 0, destination_surface->width, destination_surface->height);
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BlitCommon(source_surface, rect, destination_surface, x, y, colour_key);
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}
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void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
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{
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if (source_surface == NULL)
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return;
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// Point our framebuffer to the screen texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
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glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
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BlitCommon(source_surface, rect, &framebuffer_surface, x, y, colour_key);
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}
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static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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if (surface == NULL)
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return;
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if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
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return;
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
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glViewport(0, 0, surface->width, surface->height);
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glUseProgram(program_colour_fill);
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// Disable texture coordinate array, since this doesn't use textures
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@ -445,40 +442,22 @@ static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigne
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vertex_buffer.vertexes[3][0] = vertex_left;
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vertex_buffer.vertexes[3][1] = vertex_bottom;
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer.vertexes), &vertex_buffer);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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if (surface == NULL)
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return;
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
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glViewport(0, 0, surface->width, surface->height);
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ColourFillCommon(surface, rect, red, green, blue);
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}
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void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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// Point our framebuffer to the screen texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
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glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
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ColourFillCommon(&framebuffer_surface, rect, red, green, blue);
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}
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void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
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{
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if (surface == NULL)
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return;
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
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glViewport(0, 0, surface->width, surface->height);
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BlitCommon(&framebuffer_surface, rect, surface, rect->left, rect->top, FALSE);
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}
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