Implement vertex batching in the OpenGL renderer

Finally, the performance issue is fixed. I can move back up to OpenGL
3.2 now, and reenable the core profile.
This commit is contained in:
Clownacy 2019-08-10 18:01:48 +01:00
parent d5ceed4f97
commit 3b20c5f3b8

View file

@ -12,6 +12,16 @@
#include "../../Font.h"
typedef enum RenderMode
{
MODE_BLANK,
MODE_DRAW_SURFACE,
MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
MODE_COLOUR_FILL,
MODE_DRAW_GLYPH,
MODE_DRAW_GLYPH_LCD
} RenderMode;
typedef struct Backend_Surface
{
GLuint texture_id;
@ -34,11 +44,16 @@ typedef struct Coordinate2D
GLfloat y;
} Coordinate2D;
typedef struct VertexBuffer
typedef struct Vertex
{
Coordinate2D vertexes[4];
Coordinate2D texture_coordinates[4];
} VertexBuffer;
Coordinate2D vertex_coordinate;
Coordinate2D texture_coordinate;
} Vertex;
typedef struct VertexBufferSlot
{
Vertex vertices[2][3];
} VertexBufferSlot;
static SDL_Window *window;
static SDL_GLContext context;
@ -58,10 +73,14 @@ static GLuint vertex_array_id;
static GLuint vertex_buffer_id;
static GLuint framebuffer_id;
static VertexBuffer vertex_buffer;
static VertexBufferSlot *vertex_buffer;
static Backend_Surface framebuffer_surface;
static unsigned long current_vertex_buffer_slot;
static RenderMode last_render_mode;
static const GLchar *vertex_shader_plain = " \
#version 140\n \
in vec2 input_vertex_coordinates; \
@ -217,6 +236,54 @@ static void SetFramebufferTarget(Backend_Surface *surface)
}
}
static VertexBufferSlot* GetVertexBufferSlot(void)
{
static unsigned long max_slots = 0;
if (current_vertex_buffer_slot >= max_slots)
{
if (max_slots == 0)
max_slots = 1;
else
max_slots <<= 1;
vertex_buffer = (VertexBufferSlot*)realloc(vertex_buffer, max_slots * sizeof(VertexBufferSlot));
glBufferData(GL_ARRAY_BUFFER, max_slots * sizeof(VertexBufferSlot), NULL, GL_STREAM_DRAW);
}
return &vertex_buffer[current_vertex_buffer_slot++];
}
static void FlushVertexBuffer(void)
{
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexBufferSlot) * current_vertex_buffer_slot, vertex_buffer);
if (last_render_mode == MODE_DRAW_GLYPH_LCD)
{
// Here we're going to draw with per-component alpha.
// Since OpenGL doesn't really support this, we have to do it manually:
// Step one: attenuate the destination pixels by the alpha
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glUseProgram(program_glyph_subpixel_part1);
glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
// Step two: add the new pixels on top of them
glBlendFunc(GL_ONE, GL_ONE);
glUseProgram(program_glyph_subpixel_part2);
}
else if (last_render_mode == MODE_DRAW_GLYPH)
{
// Here, we just use a regular alpha channel
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(program_glyph_normal);
}
glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
current_vertex_buffer_slot = 0;
}
SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
@ -247,27 +314,19 @@ BOOL Backend_Init(SDL_Window *p_window)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (GLEW_ARB_compatibility)
{
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vertex_buffer.vertexes);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, vertex_buffer.texture_coordinates);
}
else
{
// Set up Vertex Array Object
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
// Set up Vertex Array Object
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
// Set up Vertex Buffer Object
glGenBuffers(1, &vertex_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
// Set up Vertex Buffer Object
glGenBuffers(1, &vertex_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, 1 * sizeof(VertexBufferSlot), NULL, GL_STREAM_DRAW);
// Set up the vertex attributes
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offsetof(VertexBuffer, vertexes));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offsetof(VertexBuffer, texture_coordinates));
}
// Set up the vertex attributes
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
// Set up our shaders
program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
@ -322,6 +381,9 @@ void Backend_Deinit(void)
void Backend_DrawScreen(void)
{
FlushVertexBuffer();
last_render_mode = MODE_BLANK;
glUseProgram(program_texture);
glDisable(GL_BLEND);
@ -337,28 +399,38 @@ void Backend_DrawScreen(void)
// Draw framebuffer to screen
glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
vertex_buffer.texture_coordinates[0].x = 0.0f;
vertex_buffer.texture_coordinates[0].y = 1.0f;
vertex_buffer.texture_coordinates[1].x = 1.0f;
vertex_buffer.texture_coordinates[1].y = 1.0f;
vertex_buffer.texture_coordinates[2].x = 1.0f;
vertex_buffer.texture_coordinates[2].y = 0.0f;
vertex_buffer.texture_coordinates[3].x = 0.0f;
vertex_buffer.texture_coordinates[3].y = 0.0f;
// static VertexBufferSlot buffer;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
vertex_buffer.vertexes[0].x = -1.0f;
vertex_buffer.vertexes[0].y = -1.0f;
vertex_buffer.vertexes[1].x = 1.0f;
vertex_buffer.vertexes[1].y = -1.0f;
vertex_buffer.vertexes[2].x = 1.0f;
vertex_buffer.vertexes[2].y = 1.0f;
vertex_buffer.vertexes[3].x = -1.0f;
vertex_buffer.vertexes[3].y = 1.0f;
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 0.0f;
if (!GLEW_ARB_compatibility)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 0.0f;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = 1.0f;
FlushVertexBuffer();
SDL_GL_SwapWindow(window);
@ -416,31 +488,50 @@ void Backend_Unlock(Backend_Surface *surface)
if (surface == NULL)
return;
GLint previously_bound_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
glBindTexture(GL_TEXTURE_2D, surface->texture_id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surface->width, surface->height, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels);
free(surface->pixels);
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)
{
static Backend_Surface *last_source_surface;
static Backend_Surface *last_destination_surface;
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
SetFramebufferTarget(destination_surface);
const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
// Switch to colour-key shader if we have to
glUseProgram(colour_key ? program_texture_colour_key : program_texture);
if (last_render_mode != render_mode || last_source_surface != source_surface || last_destination_surface != destination_surface)
{
FlushVertexBuffer();
glDisable(GL_BLEND);
last_render_mode = render_mode;
last_source_surface = source_surface;
last_destination_surface = destination_surface;
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
// Point our framebuffer to the destination texture
SetFramebufferTarget(destination_surface);
glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
// 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(2);
glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
}
const GLfloat texture_left = (GLfloat)rect->left / (GLfloat)source_surface->width;
const GLfloat texture_right = (GLfloat)rect->right / (GLfloat)source_surface->width;
@ -452,28 +543,35 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backen
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;
vertex_buffer.texture_coordinates[0].x = texture_left;
vertex_buffer.texture_coordinates[0].y = texture_top;
vertex_buffer.texture_coordinates[1].x = texture_right;
vertex_buffer.texture_coordinates[1].y = texture_top;
vertex_buffer.texture_coordinates[2].x = texture_right;
vertex_buffer.texture_coordinates[2].y = texture_bottom;
vertex_buffer.texture_coordinates[3].x = texture_left;
vertex_buffer.texture_coordinates[3].y = texture_bottom;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
vertex_buffer.vertexes[0].x = vertex_left;
vertex_buffer.vertexes[0].y = vertex_top;
vertex_buffer.vertexes[1].x = vertex_right;
vertex_buffer.vertexes[1].y = vertex_top;
vertex_buffer.vertexes[2].x = vertex_right;
vertex_buffer.vertexes[2].y = vertex_bottom;
vertex_buffer.vertexes[3].x = vertex_left;
vertex_buffer.vertexes[3].y = vertex_bottom;
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = texture_bottom;
if (!GLEW_ARB_compatibility)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = texture_bottom;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
@ -488,42 +586,62 @@ void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, lon
static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
static Backend_Surface *last_surface;
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (surface == NULL)
return;
if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
return;
// Point our framebuffer to the destination texture
SetFramebufferTarget(surface);
if (last_render_mode != MODE_COLOUR_FILL || last_surface != surface || last_red != red || last_green != green || last_blue != blue)
{
FlushVertexBuffer();
glUseProgram(program_colour_fill);
last_render_mode = MODE_COLOUR_FILL;
last_surface = surface;
last_red = red;
last_green = green;
last_blue = blue;
glDisable(GL_BLEND);
// Point our framebuffer to the destination texture
SetFramebufferTarget(surface);
// Disable texture coordinate array, since this doesn't use textures
glDisableVertexAttribArray(2);
glUseProgram(program_colour_fill);
glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
glDisable(GL_BLEND);
// Disable texture coordinate array, since this doesn't use textures
glDisableVertexAttribArray(2);
glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
current_vertex_buffer_slot = 0;
}
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;
vertex_buffer.vertexes[0].x = vertex_left;
vertex_buffer.vertexes[0].y = vertex_top;
vertex_buffer.vertexes[1].x = vertex_right;
vertex_buffer.vertexes[1].y = vertex_top;
vertex_buffer.vertexes[2].x = vertex_right;
vertex_buffer.vertexes[2].y = vertex_bottom;
vertex_buffer.vertexes[3].x = vertex_left;
vertex_buffer.vertexes[3].y = vertex_bottom;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (!GLEW_ARB_compatibility)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
@ -583,6 +701,9 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
break;
}
GLint previously_bound_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
glGenTextures(1, &glyph->texture_id);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
if (pixel_mode == FONT_PIXEL_MODE_LCD)
@ -601,6 +722,8 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
free(buffer);
glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
return glyph;
}
@ -615,69 +738,84 @@ void Backend_UnloadGlyph(Backend_Glyph *glyph)
static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
{
static Backend_Surface *last_surface;
static Backend_Glyph *last_glyph;
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (glyph == NULL || surface == NULL)
return;
// Point our framebuffer to the destination texture
SetFramebufferTarget(surface);
const RenderMode render_mode = (glyph->pixel_mode == FONT_PIXEL_MODE_LCD ? MODE_DRAW_GLYPH_LCD : MODE_DRAW_GLYPH);
glEnable(GL_BLEND);
if (last_render_mode != render_mode || last_surface != surface || last_glyph != glyph || last_red != colours[0] || last_green != colours[1] || last_blue != colours[2])
{
FlushVertexBuffer();
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
last_render_mode = render_mode;
last_surface = surface;
last_glyph = glyph;
last_red = colours[0];
last_green = colours[1];
last_blue = colours[2];
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
if (glyph->pixel_mode == FONT_PIXEL_MODE_LCD)
{
glUseProgram(program_glyph_subpixel_part2);
glUniform4f(program_glyph_subpixel_part2_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
}
else
{
glUseProgram(program_glyph_normal);
glUniform4f(program_glyph_normal_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
}
// Point our framebuffer to the destination texture
SetFramebufferTarget(surface);
glEnable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
}
const GLfloat vertex_left = (x * (2.0f / surface->width)) - 1.0f;
const GLfloat vertex_right = ((x + glyph->width) * (2.0f / surface->width)) - 1.0f;
const GLfloat vertex_top = (y * (2.0f / surface->height)) - 1.0f;
const GLfloat vertex_bottom = ((y + glyph->height) * (2.0f / surface->height)) - 1.0f;
vertex_buffer.texture_coordinates[0].x = 0.0f;
vertex_buffer.texture_coordinates[0].y = 0.0f;
vertex_buffer.texture_coordinates[1].x = 1.0f;
vertex_buffer.texture_coordinates[1].y = 0.0f;
vertex_buffer.texture_coordinates[2].x = 1.0f;
vertex_buffer.texture_coordinates[2].y = 1.0f;
vertex_buffer.texture_coordinates[3].x = 0.0f;
vertex_buffer.texture_coordinates[3].y = 1.0f;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
vertex_buffer.vertexes[0].x = vertex_left;
vertex_buffer.vertexes[0].y = vertex_top;
vertex_buffer.vertexes[1].x = vertex_right;
vertex_buffer.vertexes[1].y = vertex_top;
vertex_buffer.vertexes[2].x = vertex_right;
vertex_buffer.vertexes[2].y = vertex_bottom;
vertex_buffer.vertexes[3].x = vertex_left;
vertex_buffer.vertexes[3].y = vertex_bottom;
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 1.0f;
if (!GLEW_ARB_compatibility)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 1.0f;
if (glyph->pixel_mode == FONT_PIXEL_MODE_LCD)
{
// Here we're going to draw with per-component alpha.
// Since OpenGL doesn't really support this, we have to do it manually:
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
// Step one: attenuate the destination pixels by the alpha
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glUseProgram(program_glyph_subpixel_part1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// Step two: add the new pixels on top of them
glBlendFunc(GL_ONE, GL_ONE);
glUseProgram(program_glyph_subpixel_part2);
glUniform4f(program_glyph_subpixel_part2_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
else
{
// Here, we just use a regular alpha channel
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(program_glyph_normal);
glUniform4f(program_glyph_normal_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)