Add OpenGL ES 2.0 renderer

This commit is contained in:
Clownacy 2020-01-20 13:13:56 +00:00
parent 0352af333b
commit 4cbc56e272
6 changed files with 335 additions and 2 deletions

View file

@ -14,7 +14,7 @@ set(ASSETS_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/assets")
option(JAPANESE "Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)" OFF) option(JAPANESE "Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)" OFF)
option(FIX_BUGS "Fix various bugs in the game" OFF) option(FIX_BUGS "Fix various bugs in the game" OFF)
option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF) option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF)
set(RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, or 'Software' for a handwritten software renderer") set(RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, or 'Software' for a handwritten software renderer")
option(WARNINGS "Enable common compiler warnings (for GCC-compatible compilers and MSVC only)" OFF) option(WARNINGS "Enable common compiler warnings (for GCC-compatible compilers and MSVC only)" OFF)
option(WARNINGS_ALL "Enable ALL compiler warnings (for Clang and MSVC only)" OFF) option(WARNINGS_ALL "Enable ALL compiler warnings (for Clang and MSVC only)" OFF)
@ -337,6 +337,8 @@ endif()
if(RENDERER MATCHES "OpenGL3") if(RENDERER MATCHES "OpenGL3")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/OpenGL3.cpp") target_sources(CSE2 PRIVATE "src/Backends/Rendering/OpenGL3.cpp")
elseif(RENDERER MATCHES "OpenGLES2")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/OpenGLES2.cpp")
elseif(RENDERER MATCHES "SDLTexture") elseif(RENDERER MATCHES "SDLTexture")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/SDLTexture.cpp") target_sources(CSE2 PRIVATE "src/Backends/Rendering/SDLTexture.cpp")
elseif(RENDERER MATCHES "SDLSurface") elseif(RENDERER MATCHES "SDLSurface")
@ -504,6 +506,12 @@ if(RENDERER MATCHES "OpenGL3")
target_link_libraries(CSE2 OpenGL::GL) target_link_libraries(CSE2 OpenGL::GL)
endif() endif()
if(RENDERER MATCHES "OpenGLES2")
find_package(OpenGLES2 REQUIRED)
target_include_directories(CSE2 PRIVATE ${OPENGLES2_INCLUDE_DIR})
target_link_libraries(CSE2 ${OPENGLES2_LIBRARIES})
endif()
## ##
# DoConfig # DoConfig
## ##

View file

@ -243,6 +243,11 @@ ifeq ($(RENDERER), OpenGL3)
else else
CSE2_LIBS += -lGL -ldl CSE2_LIBS += -lGL -ldl
endif endif
else ifeq ($(RENDERER), OpenGLES2)
SOURCES += src/Backends/Rendering/OpenGLES2.cpp
CSE2_CFLAGS += $(shell $(PKGCONFIG) --cflags glesv2)
CSE2_CXXFLAGS += $(shell $(PKGCONFIG) --cflags glesv2)
CSE2_LIBS += $(shell $(PKGCONFIG) --libs glesv2)
else ifeq ($(RENDERER), SDLTexture) else ifeq ($(RENDERER), SDLTexture)
SOURCES += src/Backends/Rendering/SDLTexture.cpp SOURCES += src/Backends/Rendering/SDLTexture.cpp
else ifeq ($(RENDERER), SDLSurface) else ifeq ($(RENDERER), SDLSurface)

View file

@ -64,6 +64,7 @@ Name | Function
`-DFIX_BUGS=ON` | Fix various bugs in the game `-DFIX_BUGS=ON` | Fix various bugs in the game
`-DDEBUG_SAVE=ON` | Re-enable the ability to drag-and-drop save files onto the window `-DDEBUG_SAVE=ON` | Re-enable the ability to drag-and-drop save files onto the window
`-DRENDERER=OpenGL3` | Use the hardware-accelerated OpenGL 3.2 renderer `-DRENDERER=OpenGL3` | Use the hardware-accelerated OpenGL 3.2 renderer
`-DRENDERER=OpenGLES2` | Use the hardware-accelerated OpenGL ES 2.0 renderer
`-DRENDERER=SDLTexture` | Use the hardware-accelerated SDL2 Texture API renderer (default) `-DRENDERER=SDLTexture` | Use the hardware-accelerated SDL2 Texture API renderer (default)
`-DRENDERER=SDLSurface` | Use the software-rendered SDL2 Surface API renderer `-DRENDERER=SDLSurface` | Use the software-rendered SDL2 Surface API renderer
`-DRENDERER=Software` | Use the handwritten software renderer `-DRENDERER=Software` | Use the handwritten software renderer
@ -97,6 +98,7 @@ Name | Function
`WINDOWS=1` | Build for Windows `WINDOWS=1` | Build for Windows
`DEBUG_SAVE=1` | Re-enable the ability to drag-and-drop save files onto the window `DEBUG_SAVE=1` | Re-enable the ability to drag-and-drop save files onto the window
`RENDERER=OpenGL3` | Use the hardware-accelerated OpenGL 3.2 renderer `RENDERER=OpenGL3` | Use the hardware-accelerated OpenGL 3.2 renderer
`RENDERER=OpenGLES2` | Use the hardware-accelerated OpenGL ES 2.0 renderer
`RENDERER=SDLTexture` | Use the hardware-accelerated SDL2 Texture API renderer (default) `RENDERER=SDLTexture` | Use the hardware-accelerated SDL2 Texture API renderer (default)
`RENDERER=SDLSurface` | Use the software-rendered SDL2 Surface API renderer `RENDERER=SDLSurface` | Use the software-rendered SDL2 Surface API renderer
`RENDERER=Software` | Use the hand-written software renderer `RENDERER=Software` | Use the hand-written software renderer

120
cmake/FindOpenGLES2.cmake Normal file
View file

@ -0,0 +1,120 @@
#-------------------------------------------------------------------
# This file is stolen from part of the CMake build system for OGRE (Object-oriented Graphics Rendering Engine) http://www.ogre3d.org/
#
# The contents of this file are placed in the public domain. Feel
# free to make use of it in any way you like.
#-------------------------------------------------------------------
# - Try to find OpenGLES and EGL
# Once done this will define
#
# OPENGLES2_FOUND - system has OpenGLES
# OPENGLES2_INCLUDE_DIR - the GL include directory
# OPENGLES2_LIBRARIES - Link these to use OpenGLES
#
# EGL_FOUND - system has EGL
# EGL_INCLUDE_DIR - the EGL include directory
# EGL_LIBRARIES - Link these to use EGL
# Win32, Apple, and Android are not tested!
# Linux tested and works
if(WIN32)
if(CYGWIN)
find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h)
find_library(OPENGLES2_LIBRARY libGLESv2)
else()
if(BORLAND)
set(OPENGLES2_LIBRARY import32 CACHE STRING "OpenGL ES 2.x library for Win32")
else()
# TODO
# set(OPENGLES_LIBRARY ${SOURCE_DIR}/Dependencies/lib/release/libGLESv2.lib CACHE STRING "OpenGL ES 2.x library for win32"
endif()
endif()
elseif(APPLE)
create_search_paths(/Developer/Platforms)
findpkg_framework(OpenGLES2)
set(OPENGLES2_LIBRARY "-framework OpenGLES")
else()
find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h
PATHS /usr/openwin/share/include
/opt/graphics/OpenGL/include
/opt/vc/include
/usr/X11R6/include
/usr/include
)
find_library(OPENGLES2_LIBRARY
NAMES GLESv2
PATHS /opt/graphics/OpenGL/lib
/usr/openwin/lib
/usr/shlib /usr/X11R6/lib
/opt/vc/lib
/usr/lib/aarch64-linux-gnu
/usr/lib/arm-linux-gnueabihf
/usr/lib
)
if(NOT BUILD_ANDROID)
find_path(EGL_INCLUDE_DIR EGL/egl.h
PATHS /usr/openwin/share/include
/opt/graphics/OpenGL/include
/opt/vc/include
/usr/X11R6/include
/usr/include
)
find_library(EGL_LIBRARY
NAMES EGL
PATHS /opt/graphics/OpenGL/lib
/usr/openwin/lib
/usr/shlib
/usr/X11R6/lib
/opt/vc/lib
/usr/lib/aarch64-linux-gnu
/usr/lib/arm-linux-gnueabihf
/usr/lib
)
# On Unix OpenGL usually requires X11.
# It doesn't require X11 on OSX.
if(OPENGLES2_LIBRARY)
if(NOT X11_FOUND)
include(FindX11)
endif()
if(X11_FOUND)
set(OPENGLES2_LIBRARIES ${X11_LIBRARIES})
endif()
endif()
endif()
endif()
set(OPENGLES2_LIBRARIES ${OPENGLES2_LIBRARIES} ${OPENGLES2_LIBRARY})
if(BUILD_ANDROID)
if(OPENGLES2_LIBRARY)
set(EGL_LIBRARIES)
set(OPENGLES2_FOUND TRUE)
endif()
else()
if(OPENGLES2_LIBRARY AND EGL_LIBRARY)
set(OPENGLES2_LIBRARIES ${OPENGLES2_LIBRARY} ${OPENGLES2_LIBRARIES})
set(EGL_LIBRARIES ${EGL_LIBRARY} ${EGL_LIBRARIES})
set(OPENGLES2_FOUND TRUE)
endif()
endif()
mark_as_advanced(
OPENGLES2_INCLUDE_DIR
OPENGLES2_LIBRARY
EGL_INCLUDE_DIR
EGL_LIBRARY
)
if(OPENGLES2_FOUND)
message(STATUS "Found system OpenGL ES 2 library: ${OPENGLES2_LIBRARIES}")
else()
set(OPENGLES2_LIBRARIES "")
endif()

View file

@ -1,3 +1,5 @@
// Dual OpenGL 3.2 and OpenGL ES 2.0 renderer
#include "../Rendering.h" #include "../Rendering.h"
#include <stddef.h> #include <stddef.h>
@ -5,7 +7,12 @@
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#ifdef USE_OPENGLES2
#include <GLES2/gl2.h>
#else
#include <glad/glad.h> #include <glad/glad.h>
#endif
#include "SDL.h" #include "SDL.h"
#include "../../WindowsWrapper.h" #include "../../WindowsWrapper.h"
@ -67,7 +74,9 @@ static GLint program_colour_fill_uniform_colour;
static GLint program_glyph_normal_uniform_colour; static GLint program_glyph_normal_uniform_colour;
static GLint program_glyph_subpixel_part2_uniform_colour; static GLint program_glyph_subpixel_part2_uniform_colour;
#ifndef USE_OPENGLES2
static GLuint vertex_array_id; static GLuint vertex_array_id;
#endif
static GLuint vertex_buffer_id; static GLuint vertex_buffer_id;
static GLuint framebuffer_id; static GLuint framebuffer_id;
@ -78,6 +87,100 @@ static RenderMode last_render_mode;
static Backend_Surface framebuffer; static Backend_Surface framebuffer;
#ifdef USE_OPENGLES2
static const GLchar *vertex_shader_plain = " \
#version 100\n \
attribute vec2 input_vertex_coordinates; \
void main() \
{ \
gl_Position = vec4(input_vertex_coordinates.x, input_vertex_coordinates.y, 0.0, 1.0); \
} \
";
static const GLchar *vertex_shader_texture = " \
#version 100\n \
attribute vec2 input_vertex_coordinates; \
attribute vec2 input_texture_coordinates; \
varying vec2 texture_coordinates; \
void main() \
{ \
texture_coordinates = input_texture_coordinates; \
gl_Position = vec4(input_vertex_coordinates.x, input_vertex_coordinates.y, 0.0, 1.0); \
} \
";
static const GLchar *fragment_shader_texture = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = texture2D(tex, texture_coordinates); \
} \
";
static const GLchar *fragment_shader_texture_colour_key = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
varying vec2 texture_coordinates; \
void main() \
{ \
vec4 colour = texture2D(tex, texture_coordinates); \
\
if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \
discard; \
\
gl_FragColor = colour; \
} \
";
static const GLchar *fragment_shader_colour_fill = " \
#version 100\n \
precision mediump float; \
uniform vec4 colour; \
void main() \
{ \
gl_FragColor = colour; \
} \
";
static const GLchar *fragment_shader_glyph_normal = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
uniform vec4 colour; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = colour * vec4(1.0, 1.0, 1.0, texture2D(tex, texture_coordinates).r); \
} \
";
static const GLchar *fragment_shader_glyph_subpixel_part1 = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = texture2D(tex, texture_coordinates); \
} \
";
static const GLchar *fragment_shader_glyph_subpixel_part2 = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
uniform vec4 colour; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = colour * texture2D(tex, texture_coordinates); \
} \
";
#else
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; \
@ -170,6 +273,7 @@ void main() \
fragment = colour * texture(tex, texture_coordinates); \ fragment = colour * texture(tex, texture_coordinates); \
} \ } \
"; ";
#endif
/* /*
static void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void* userParam) static void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void* userParam)
{ {
@ -195,7 +299,12 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_status); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_status);
if (shader_status != GL_TRUE) if (shader_status != GL_TRUE)
{
char buffer[0x200];
glGetShaderInfoLog(vertex_shader, sizeof(buffer), NULL, buffer);
printf("Vertex shader: %s", buffer);
return 0; return 0;
}
glAttachShader(program_id, vertex_shader); glAttachShader(program_id, vertex_shader);
@ -205,7 +314,12 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &shader_status); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &shader_status);
if (shader_status != GL_TRUE) if (shader_status != GL_TRUE)
{
char buffer[0x200];
glGetShaderInfoLog(fragment_shader, sizeof(buffer), NULL, buffer);
printf("Fragment shader: %s", buffer);
return 0; return 0;
}
glAttachShader(program_id, fragment_shader); glAttachShader(program_id, fragment_shader);
@ -216,7 +330,12 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status); glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status);
if (shader_status != GL_TRUE) if (shader_status != GL_TRUE)
{
char buffer[0x200];
glGetProgramInfoLog(program_id, sizeof(buffer), NULL, buffer);
printf("Shader linker: %s", buffer);
return 0; return 0;
}
return program_id; return program_id;
} }
@ -271,10 +390,17 @@ static void FlushVertexBuffer(void)
SDL_Window* Backend_CreateWindow(const char *title, int width, int height) SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
{ {
#ifdef USE_OPENGLES2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#endif
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);
} }
@ -292,20 +418,33 @@ Backend_Surface* Backend_Init(SDL_Window *p_window)
{ {
if (SDL_GL_MakeCurrent(window, context) == 0) if (SDL_GL_MakeCurrent(window, context) == 0)
{ {
#ifndef USE_OPENGLES2
if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
#endif
{ {
#ifndef USE_OPENGLES2
// Check if the platform supports OpenGL 3.2 // Check if the platform supports OpenGL 3.2
if (GLAD_GL_VERSION_3_2) if (GLAD_GL_VERSION_3_2)
#endif
{ {
#ifndef NDEBUG
printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
printf("GL_SHADING_LANGUAGE_VERSION = %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
#endif
//glEnable(GL_DEBUG_OUTPUT); //glEnable(GL_DEBUG_OUTPUT);
//glDebugMessageCallback(MessageCallback, 0); //glDebugMessageCallback(MessageCallback, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
#ifndef USE_OPENGLES2
// Set up Vertex Array Object // Set up Vertex Array Object
glGenVertexArrays(1, &vertex_array_id); glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id); glBindVertexArray(vertex_array_id);
#endif
// Set up Vertex Buffer Object // Set up Vertex Buffer Object
glGenBuffers(1, &vertex_buffer_id); glGenBuffers(1, &vertex_buffer_id);
@ -343,12 +482,18 @@ Backend_Surface* Backend_Init(SDL_Window *p_window)
// 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.texture_id); glGenTextures(1, &framebuffer.texture_id);
glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id); glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#else
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);
#endif
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
framebuffer.width = window_width; framebuffer.width = window_width;
framebuffer.height = window_height; framebuffer.height = window_height;
@ -378,7 +523,9 @@ Backend_Surface* Backend_Init(SDL_Window *p_window)
glDeleteProgram(program_texture); glDeleteProgram(program_texture);
glDeleteBuffers(1, &vertex_buffer_id); glDeleteBuffers(1, &vertex_buffer_id);
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id); glDeleteVertexArrays(1, &vertex_array_id);
#endif
} }
} }
} }
@ -400,7 +547,9 @@ void Backend_Deinit(void)
glDeleteProgram(program_texture_colour_key); glDeleteProgram(program_texture_colour_key);
glDeleteProgram(program_texture); glDeleteProgram(program_texture);
glDeleteBuffers(1, &vertex_buffer_id); glDeleteBuffers(1, &vertex_buffer_id);
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id); glDeleteVertexArrays(1, &vertex_array_id);
#endif
SDL_GL_DeleteContext(context); SDL_GL_DeleteContext(context);
} }
@ -475,12 +624,18 @@ Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
glGenTextures(1, &surface->texture_id); glGenTextures(1, &surface->texture_id);
glBindTexture(GL_TEXTURE_2D, surface->texture_id); glBindTexture(GL_TEXTURE_2D, surface->texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
surface->width = width; surface->width = width;
surface->height = height; surface->height = height;
@ -684,14 +839,17 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
if (glyph == NULL) if (glyph == NULL)
return NULL; return NULL;
#ifdef USE_OPENGLES2
const unsigned int destination_pitch = ((width * 3) + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
#else
const unsigned int destination_pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this) const unsigned int destination_pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
#endif
unsigned char *buffer = (unsigned char*)malloc(destination_pitch * height); unsigned char *buffer = (unsigned char*)malloc(destination_pitch * height);
switch (pixel_mode) switch (pixel_mode)
{ {
case FONT_PIXEL_MODE_LCD: case FONT_PIXEL_MODE_LCD:
case FONT_PIXEL_MODE_GRAY:
for (unsigned int y = 0; y < height; ++y) for (unsigned int y = 0; y < height; ++y)
{ {
const unsigned char *source_pointer = pixels + y * pitch; const unsigned char *source_pointer = pixels + y * pitch;
@ -701,6 +859,26 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
break; break;
case FONT_PIXEL_MODE_GRAY:
for (unsigned int y = 0; y < height; ++y)
{
const unsigned char *source_pointer = pixels + y * pitch;
unsigned char *destination_pointer = buffer + y * destination_pitch;
#ifdef USE_OPENGLES2
for (unsigned int x = 0; x < width; ++x)
{
*destination_pointer++ = *source_pointer++;
*destination_pointer++ = 0;
*destination_pointer++ = 0;
}
#else
memcpy(destination_pointer, source_pointer, width);
#endif
}
break;
case FONT_PIXEL_MODE_MONO: case FONT_PIXEL_MODE_MONO:
for (unsigned int y = 0; y < height; ++y) for (unsigned int y = 0; y < height; ++y)
{ {
@ -708,7 +886,13 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
unsigned char *destination_pointer = buffer + y * destination_pitch; unsigned char *destination_pointer = buffer + y * destination_pitch;
for (unsigned int x = 0; x < width; ++x) for (unsigned int x = 0; x < width; ++x)
{
*destination_pointer++ = (*source_pointer++ ? 0xFF : 0); *destination_pointer++ = (*source_pointer++ ? 0xFF : 0);
#ifdef USE_OPENGLES2
*destination_pointer++ = 0;
*destination_pointer++ = 0;
#endif
}
} }
break; break;
@ -719,15 +903,25 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
glGenTextures(1, &glyph->texture_id); glGenTextures(1, &glyph->texture_id);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id); glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
#ifdef USE_OPENGLES2
if (pixel_mode == FONT_PIXEL_MODE_LCD)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width / 3, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer); // OpenGL ES 2.0 doesn't support GL_RED
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
#else
if (pixel_mode == FONT_PIXEL_MODE_LCD) if (pixel_mode == FONT_PIXEL_MODE_LCD)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width / 3, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width / 3, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
else else
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, buffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
#endif
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
glyph->width = (pixel_mode == FONT_PIXEL_MODE_LCD ? width / 3 : width); glyph->width = (pixel_mode == FONT_PIXEL_MODE_LCD ? width / 3 : width);
glyph->height = height; glyph->height = height;

View file

@ -0,0 +1,4 @@
// I would use -DUSE_OPENGLES2 when RENDERER=OpenGLES2 is passed instead, but CMake likes to rebuild the entire
// project if I do that, and Make doesn't bother rebuilding anything at all. This method avoid both of those problems.
#define USE_OPENGLES2
#include "OpenGL3.cpp"