Render backend API simplification part 4: OpenGL3
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1 changed files with 14 additions and 50 deletions
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@ -74,13 +74,12 @@ static GLuint vertex_buffer_id;
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static GLuint framebuffer_id;
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static VertexBufferSlot *vertex_buffer;
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static Backend_Surface framebuffer_surface;
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static unsigned long current_vertex_buffer_slot;
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static RenderMode last_render_mode;
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static Backend_Surface framebuffer;
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static const GLchar *vertex_shader_plain = " \
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#version 150 core\n \
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in vec2 input_vertex_coordinates; \
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@ -282,7 +281,7 @@ SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
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}
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BOOL Backend_Init(SDL_Window *p_window)
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Backend_Surface* Backend_Init(SDL_Window *p_window)
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{
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window = p_window;
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@ -339,8 +338,8 @@ BOOL Backend_Init(SDL_Window *p_window)
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
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// Set up framebuffer screen texture (used for screen-to-surface blitting)
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glGenTextures(1, &framebuffer_surface.texture_id);
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glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
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glGenTextures(1, &framebuffer.texture_id);
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glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -348,15 +347,15 @@ BOOL Backend_Init(SDL_Window *p_window)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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framebuffer_surface.width = window_width;
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framebuffer_surface.height = window_height;
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framebuffer.width = window_width;
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framebuffer.height = window_height;
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return TRUE;
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return &framebuffer;
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}
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void Backend_Deinit(void)
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{
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glDeleteTextures(1, &framebuffer_surface.texture_id);
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glDeleteTextures(1, &framebuffer.texture_id);
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glDeleteFramebuffers(1, &framebuffer_id);
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glDeleteProgram(program_glyph_subpixel_part2);
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glDeleteProgram(program_glyph_subpixel_part1);
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@ -384,10 +383,10 @@ void Backend_DrawScreen(void)
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// Target actual screen, and not our framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
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glViewport(0, 0, framebuffer.width, framebuffer.height);
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// Draw framebuffer to screen
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glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
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glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
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// static VertexBufferSlot buffer;
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VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
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@ -488,7 +487,7 @@ void Backend_UnlockSurface(Backend_Surface *surface)
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glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
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}
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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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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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static Backend_Surface *last_source_surface;
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static Backend_Surface *last_destination_surface;
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@ -565,17 +564,7 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backen
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vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
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}
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void Backend_BlitToSurface(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y)
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{
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BlitCommon(source_surface, rect, destination_surface, x, y, TRUE);
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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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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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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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static Backend_Surface *last_surface;
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static unsigned char last_red;
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@ -636,21 +625,6 @@ static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigne
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vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
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}
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void Backend_ColourFillToSurface(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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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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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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BlitCommon(&framebuffer_surface, rect, surface, rect->left, rect->top, FALSE);
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}
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BOOL Backend_SupportsSubpixelGlyph(void)
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{
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return TRUE;
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@ -728,7 +702,7 @@ void Backend_UnloadGlyph(Backend_Glyph *glyph)
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free(glyph);
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}
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static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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static Backend_Surface *last_surface;
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static Backend_Glyph *last_glyph;
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@ -811,16 +785,6 @@ static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long
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vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
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}
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void Backend_DrawGlyphToSurface(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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DrawGlyphCommon(surface, glyph, x, y, colours);
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}
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void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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DrawGlyphCommon(&framebuffer_surface, glyph, x, y, colours);
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}
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void Backend_HandleDeviceLoss(void)
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{
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// No problem for us
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