Render backend API simplification part 4: OpenGL3

This commit is contained in:
Clownacy 2019-08-13 03:07:38 +00:00
parent 1ca240d8ee
commit 2c9fbc765e

View file

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