Extremely horrible terrible nightmare refactoring

Working on ridding CSE2 of its hard SDL2 dependency.

For now, I have a rudimentary GLFW3 backend.
This commit is contained in:
Clownacy 2020-03-31 21:56:10 +01:00
parent b4ec82d81b
commit 5dbca99e19
12 changed files with 901 additions and 253 deletions

View file

@ -18,6 +18,7 @@ option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the wi
set(BACKEND_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")
set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'")
set(BACKEND_CONTROLLER "SDL2" CACHE STRING "Which controller backend the game should use: 'SDL2' or 'GLFW3'")
set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2' or 'GLFW3'")
option(LTO "Enable link-time optimisation" OFF)
option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library" OFF)
@ -164,7 +165,6 @@ add_executable(CSE2 WIN32
"src/ValueView.cpp"
"src/ValueView.h"
"src/WindowsWrapper.h"
"src/Backends/Platform/SDL2.cpp"
"src/Backends/Audio.h"
"src/Backends/Controller.h"
"src/Backends/Platform.h"
@ -326,6 +326,20 @@ elseif(BACKEND_CONTROLLER MATCHES "GLFW3")
target_sources(CSE2 PRIVATE "src/Backends/Controller/GLFW3.cpp")
endif()
if(BACKEND_PLATFORM MATCHES "SDL2")
target_sources(CSE2 PRIVATE "src/Backends/Platform/SDL2.cpp")
elseif(BACKEND_PLATFORM MATCHES "GLFW3")
target_sources(CSE2 PRIVATE "src/Backends/Platform/GLFW3.cpp")
endif()
if(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "OpenGL3")
target_sources(CSE2 PRIVATE "src/Backends/Window/SDL2-OpenGL3.cpp")
elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "OpenGL3")
target_sources(CSE2 PRIVATE "src/Backends/Window/GLFW3-OpenGL3.cpp")
else()
message(FATAL_ERROR "Invalid BACKEND_PLATFORM/BACKEND_RENDERER combination")
endif()
##########
# Tweaks #
@ -381,32 +395,39 @@ set_target_properties(CSE2 PROPERTIES
# Dependencies #
################
if(NOT FORCE_LOCAL_LIBS)
find_package(SDL2)
if(BACKEND_PLATFORM MATCHES "GLFW3")
find_package(glfw3 REQUIRED)
target_link_libraries(CSE2 PRIVATE glfw)
endif()
if(TARGET SDL2::SDL2)
# CMake-generated config (Arch, vcpkg, Raspbian)
message(STATUS "Using system SDL2 (CMake, dynamic)")
target_link_libraries(CSE2 PRIVATE SDL2::SDL2 SDL2::SDL2main)
elseif(TARGET SDL2::SDL2-static)
# CMake-generated config (Arch, vcpkg, Raspbian)
message(STATUS "Using system SDL2 (CMake, static)")
target_link_libraries(CSE2 PRIVATE SDL2::SDL2-static SDL2::SDL2main)
elseif(SDL2_FOUND)
# Autotools-generated config (MSYS2)
message(STATUS "Using system SDL2 (Autotools)")
target_include_directories(CSE2 PRIVATE ${SDL2_INCLUDE_DIRS})
target_link_libraries(CSE2 PRIVATE ${SDL2_LIBRARIES})
else()
# Compile it ourselves
message(STATUS "Using local SDL2")
set(SDL_SHARED_ENABLED_BY_DEFAULT OFF)
if(MSVC)
set(LIBC ON) # Needed to prevent possible 'symbol already defined' errors
if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2")
if(NOT FORCE_LOCAL_LIBS)
find_package(SDL2)
endif()
if(TARGET SDL2::SDL2)
# CMake-generated config (Arch, vcpkg, Raspbian)
message(STATUS "Using system SDL2 (CMake, dynamic)")
target_link_libraries(CSE2 PRIVATE SDL2::SDL2 SDL2::SDL2main)
elseif(TARGET SDL2::SDL2-static)
# CMake-generated config (Arch, vcpkg, Raspbian)
message(STATUS "Using system SDL2 (CMake, static)")
target_link_libraries(CSE2 PRIVATE SDL2::SDL2-static SDL2::SDL2main)
elseif(SDL2_FOUND)
# Autotools-generated config (MSYS2)
message(STATUS "Using system SDL2 (Autotools)")
target_include_directories(CSE2 PRIVATE ${SDL2_INCLUDE_DIRS})
target_link_libraries(CSE2 PRIVATE ${SDL2_LIBRARIES})
else()
# Compile it ourselves
message(STATUS "Using local SDL2")
set(SDL_SHARED_ENABLED_BY_DEFAULT OFF)
if(MSVC)
set(LIBC ON) # Needed to prevent possible 'symbol already defined' errors
endif()
add_subdirectory("external/SDL2" EXCLUDE_FROM_ALL)
target_link_libraries(CSE2 PRIVATE SDL2-static SDL2main)
endif()
add_subdirectory("external/SDL2" EXCLUDE_FROM_ALL)
target_link_libraries(CSE2 PRIVATE SDL2-static SDL2main)
endif()
if(NOT FORCE_LOCAL_LIBS)

View file

@ -5,11 +5,9 @@
extern BOOL bActive;
void PlatformBackend_Init(void);
void PlatformBackend_GetBasePath(char *string_buffer);
void PlatformBackend_Deinit(void);
BOOL PlatformBackend_GetBasePath(char *string_buffer);
BOOL PlatformBackend_SystemTask(void);
void PlatformBackend_ShowMessageBox(const char *title, const char *message);
unsigned long PlatformBackend_GetTicks(void);
void PlatformBackend_Delay(unsigned int ticks);

View file

@ -0,0 +1,282 @@
#include "../Platform.h"
#include <chrono>
#include <thread>
#include <GLFW/glfw3.h>
#include "../Rendering.h"
#include "../../WindowsWrapper.h"
#include "../../KeyControl.h"
#include "../../Main.h"
#include "../../Organya.h"
#include "../../Profile.h"
BOOL bActive = TRUE;
extern GLFWwindow *window;
void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
(void)window;
(void)scancode;
(void)mods;
if (action == GLFW_PRESS)
{
switch (key)
{
case GLFW_KEY_ESCAPE:
gKey |= KEY_ESCAPE;
break;
case GLFW_KEY_W:
gKey |= KEY_MAP;
break;
case GLFW_KEY_LEFT:
gKey |= KEY_LEFT;
break;
case GLFW_KEY_RIGHT:
gKey |= KEY_RIGHT;
break;
case GLFW_KEY_UP:
gKey |= KEY_UP;
break;
case GLFW_KEY_DOWN:
gKey |= KEY_DOWN;
break;
case GLFW_KEY_X:
gKey |= KEY_X;
break;
case GLFW_KEY_Z:
gKey |= KEY_Z;
break;
case GLFW_KEY_S:
gKey |= KEY_ARMS;
break;
case GLFW_KEY_A:
gKey |= KEY_ARMSREV;
break;
case GLFW_KEY_LEFT_SHIFT:
case GLFW_KEY_RIGHT_SHIFT:
gKey |= KEY_SHIFT;
break;
case GLFW_KEY_F1:
gKey |= KEY_F1;
break;
case GLFW_KEY_F2:
gKey |= KEY_F2;
break;
case GLFW_KEY_Q:
gKey |= KEY_ITEM;
break;
case GLFW_KEY_COMMA:
gKey |= KEY_ALT_LEFT;
break;
case GLFW_KEY_PERIOD:
gKey |= KEY_ALT_DOWN;
break;
case GLFW_KEY_SLASH:
gKey |= KEY_ALT_RIGHT;
break;
case GLFW_KEY_L:
gKey |= KEY_L;
break;
case GLFW_KEY_EQUAL:
gKey |= KEY_PLUS;
break;
case GLFW_KEY_F5:
gbUseJoystick = FALSE;
break;
}
}
else if (action == GLFW_RELEASE)
{
switch (key)
{
case GLFW_KEY_ESCAPE:
gKey &= ~KEY_ESCAPE;
break;
case GLFW_KEY_W:
gKey &= ~KEY_MAP;
break;
case GLFW_KEY_LEFT:
gKey &= ~KEY_LEFT;
break;
case GLFW_KEY_RIGHT:
gKey &= ~KEY_RIGHT;
break;
case GLFW_KEY_UP:
gKey &= ~KEY_UP;
break;
case GLFW_KEY_DOWN:
gKey &= ~KEY_DOWN;
break;
case GLFW_KEY_X:
gKey &= ~KEY_X;
break;
case GLFW_KEY_Z:
gKey &= ~KEY_Z;
break;
case GLFW_KEY_S:
gKey &= ~KEY_ARMS;
break;
case GLFW_KEY_A:
gKey &= ~KEY_ARMSREV;
break;
case GLFW_KEY_LEFT_SHIFT:
case GLFW_KEY_RIGHT_SHIFT:
gKey &= ~KEY_SHIFT;
break;
case GLFW_KEY_F1:
gKey &= ~KEY_F1;
break;
case GLFW_KEY_F2:
gKey &= ~KEY_F2;
break;
case GLFW_KEY_Q:
gKey &= ~KEY_ITEM;
break;
case GLFW_KEY_COMMA:
gKey &= ~KEY_ALT_LEFT;
break;
case GLFW_KEY_PERIOD:
gKey &= ~KEY_ALT_DOWN;
break;
case GLFW_KEY_SLASH:
gKey &= ~KEY_ALT_RIGHT;
break;
case GLFW_KEY_L:
gKey &= ~KEY_L;
break;
case GLFW_KEY_EQUAL:
gKey &= ~KEY_PLUS;
break;
}
}
}
void WindowFocusCallback(GLFWwindow *window, int focused)
{
(void)window;
if (focused)
ActiveWindow();
else
InactiveWindow();
}
void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
(void)window;
(void)width;
(void)height;
RenderBackend_HandleWindowResize();
}
void PlatformBackend_Init(void)
{
glfwInit();
}
void PlatformBackend_Deinit(void)
{
glfwTerminate();
}
BOOL PlatformBackend_GetBasePath(char *string_buffer)
{
return FALSE;
}
BOOL PlatformBackend_SystemTask(void)
{
if (glfwWindowShouldClose(window))
{
StopOrganyaMusic();
return FALSE;
}
while (!bActive)
glfwWaitEvents();
glfwPollEvents();
/*
while (SDL_PollEvent(NULL) || !bActive)
{
SDL_Event event;
if (!SDL_WaitEvent(&event))
return FALSE;
switch (event.type)
{
case SDL_DROPFILE:
LoadProfile(event.drop.file);
SDL_free(event.drop.file);
break;
case SDL_RENDER_TARGETS_RESET:
Backend_HandleRenderTargetLoss();
break;
}
}
*/
return TRUE;
}
void PlatformBackend_ShowMessageBox(const char *title, const char *message)
{
//SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, title, message, NULL);
}
unsigned long PlatformBackend_GetTicks(void)
{
return (unsigned long)(glfwGetTime() * 1000.0);
}
void PlatformBackend_Delay(unsigned int ticks)
{
std::this_thread::sleep_for(std::chrono::milliseconds(ticks));
}

View file

@ -2,7 +2,7 @@
#include "SDL.h"
#include "../Rendering.h"
#include "../Window.h"
#include "../../WindowsWrapper.h"
@ -25,13 +25,20 @@ void PlatformBackend_Init(void)
SDL_InitSubSystem(SDL_INIT_VIDEO);
}
void PlatformBackend_GetBasePath(char *string_buffer)
void PlatformBackend_Deinit(void)
{
SDL_Quit();
}
BOOL PlatformBackend_GetBasePath(char *string_buffer)
{
char *base_path = SDL_GetBasePath();
size_t base_path_length = strlen(base_path);
base_path[base_path_length - 1] = '\0';
strcpy(string_buffer, base_path);
SDL_free(base_path);
return TRUE;
}
BOOL PlatformBackend_SystemTask(void)
@ -262,3 +269,8 @@ unsigned long PlatformBackend_GetTicks(void)
{
return SDL_GetTicks();
}
void PlatformBackend_Delay(unsigned int ticks)
{
SDL_Delay(ticks);
}

View file

@ -1,27 +1,26 @@
#pragma once
#include "SDL.h"
#include "../WindowsWrapper.h"
typedef struct Backend_Surface Backend_Surface;
typedef struct Backend_Glyph Backend_Glyph;
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
void Backend_Deinit(void);
void Backend_DrawScreen(void);
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
void Backend_FreeSurface(Backend_Surface *surface);
BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
void Backend_RestoreSurface(Backend_Surface *surface);
unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
void Backend_UnloadGlyph(Backend_Glyph *glyph);
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
void Backend_FlushGlyphs(void);
void Backend_HandleRenderTargetLoss(void);
void Backend_HandleWindowResize(void);
Backend_Surface* RenderBackend_Init(int screen_width, int screen_height);
void RenderBackend_Deinit(void);
void RenderBackend_DrawScreen(void);
void RenderBackend_ClearScreen(void);
Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height);
void RenderBackend_FreeSurface(Backend_Surface *surface);
BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface);
void RenderBackend_RestoreSurface(Backend_Surface *surface);
unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
void RenderBackend_UnloadGlyph(Backend_Glyph *glyph);
void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
void RenderBackend_FlushGlyphs(void);
void RenderBackend_HandleRenderTargetLoss(void);
void RenderBackend_HandleWindowResize(void);

View file

@ -13,13 +13,13 @@
#include "../../../external/glad/include/glad/glad.h"
#endif
#include "SDL.h"
#define SPRITEBATCH_IMPLEMENTATION
#include "../../../external/cute_spritebatch.h"
#include "../../WindowsWrapper.h"
#include "../Platform.h"
#include "../Window.h"
#include "../../Resource.h"
#define TOTAL_VBOS 8
@ -69,9 +69,6 @@ typedef struct VertexBufferSlot
Vertex vertices[2][3];
} VertexBufferSlot;
static SDL_Window *window;
static SDL_GLContext context;
static GLuint program_texture;
static GLuint program_texture_colour_key;
static GLuint program_colour_fill;
@ -275,7 +272,7 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
{
char buffer[0x200];
glGetShaderInfoLog(vertex_shader, sizeof(buffer), NULL, buffer);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Vertex shader error", buffer, window);
PlatformBackend_ShowMessageBox("Vertex shader error", buffer);
return 0;
}
@ -291,7 +288,7 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
{
char buffer[0x200];
glGetShaderInfoLog(fragment_shader, sizeof(buffer), NULL, buffer);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fragment shader error", buffer, window);
PlatformBackend_ShowMessageBox("Fragment shader error", buffer);
return 0;
}
@ -308,7 +305,7 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
{
char buffer[0x200];
glGetProgramInfoLog(program_id, sizeof(buffer), NULL, buffer);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Shader linker error", buffer, window);
PlatformBackend_ShowMessageBox("Shader linker error", buffer);
return 0;
}
@ -516,187 +513,108 @@ static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
// Render-backend initialisation
// ====================
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
Backend_Surface* RenderBackend_Init(int screen_width, int screen_height)
{
puts("Available SDL2 video drivers:");
printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
for (int i = 0; i < SDL_GetNumVideoDrivers(); ++i)
puts(SDL_GetVideoDriver(i));
// Set up blending (only used for font-rendering)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
printf("Selected SDL2 video driver: %s\n", SDL_GetCurrentVideoDriver());
//glEnable(GL_DEBUG_OUTPUT);
//glDebugMessageCallback(MessageCallback, 0);
#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_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
#ifndef USE_OPENGLES2
// Set up Vertex Array Object
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
#endif
window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, SDL_WINDOW_OPENGL);
// Set up Vertex Buffer Objects
glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
if (window != NULL)
// Set up the vertex attributes
glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
// Set up our shaders
program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
program_glyph = CompileShader(vertex_shader_texture, fragment_shader_glyph);
if (program_texture != 0 && program_texture_colour_key != 0 && program_colour_fill != 0 && program_glyph != 0)
{
#ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
size_t resource_size;
const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
SDL_SetWindowIcon(window, icon_surface);
SDL_FreeSurface(icon_surface);
// Get shader uniforms
program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "colour");
// Set up framebuffer (used for surface-to-surface blitting)
glGenFramebuffers(1, &framebuffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
// Set up framebuffer screen texture (used for screen-to-surface blitting)
glGenTextures(1, &framebuffer.texture_id);
glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 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);
#endif
if (fullscreen)
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
framebuffer.width = screen_width;
framebuffer.height = screen_height;
context = SDL_GL_CreateContext(window);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
glViewport(0, 0, framebuffer.width, framebuffer.height);
if (context != NULL)
{
if (SDL_GL_MakeCurrent(window, context) == 0)
{
#ifndef USE_OPENGLES2
if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
{
// Check if the platform supports OpenGL 3.2
if (GLAD_GL_VERSION_3_2)
{
#endif
printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
// Set-up glyph-batcher
spritebatch_config_t config;
spritebatch_set_default_config(&config);
config.pixel_stride = 1;
config.atlas_width_in_pixels = 256;
config.atlas_height_in_pixels = 256;
config.lonely_buffer_count_till_flush = 4; // Start making atlases immediately
config.batch_callback = GlyphBatch_Draw;
config.get_pixels_callback = GlyphBatch_GetPixels;
config.generate_texture_callback = GlyphBatch_CreateTexture;
config.delete_texture_callback = GlyphBatch_DestroyTexture;
spritebatch_init(&glyph_batcher, &config, NULL);
// Set up blending (only used for font-rendering)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_DEBUG_OUTPUT);
//glDebugMessageCallback(MessageCallback, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
#ifndef USE_OPENGLES2
// Set up Vertex Array Object
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
#endif
// Set up Vertex Buffer Objects
glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
// Set up the vertex attributes
glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
// Set up our shaders
program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
program_glyph = CompileShader(vertex_shader_texture, fragment_shader_glyph);
if (program_texture != 0 && program_texture_colour_key != 0 && program_colour_fill != 0 && program_glyph != 0)
{
// Get shader uniforms
program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "colour");
// Set up framebuffer (used for surface-to-surface blitting)
glGenFramebuffers(1, &framebuffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
// Set up framebuffer screen texture (used for screen-to-surface blitting)
glGenTextures(1, &framebuffer.texture_id);
glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 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);
#endif
framebuffer.width = screen_width;
framebuffer.height = screen_height;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
glViewport(0, 0, framebuffer.width, framebuffer.height);
// Set-up glyph-batcher
spritebatch_config_t config;
spritebatch_set_default_config(&config);
config.pixel_stride = 1;
config.atlas_width_in_pixels = 256;
config.atlas_height_in_pixels = 256;
config.lonely_buffer_count_till_flush = 4; // Start making atlases immediately
config.batch_callback = GlyphBatch_Draw;
config.get_pixels_callback = GlyphBatch_GetPixels;
config.generate_texture_callback = GlyphBatch_CreateTexture;
config.delete_texture_callback = GlyphBatch_DestroyTexture;
spritebatch_init(&glyph_batcher, &config, NULL);
return &framebuffer;
}
if (program_glyph != 0)
glDeleteProgram(program_glyph);
if (program_colour_fill != 0)
glDeleteProgram(program_colour_fill);
if (program_texture_colour_key != 0)
glDeleteProgram(program_texture_colour_key);
if (program_texture != 0)
glDeleteProgram(program_texture);
glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
#ifndef USE_OPENGLES2
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Your system does not support OpenGL 3.2", window);
}
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not load OpenGL functions", window);
}
#endif
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "SDL_GL_MakeCurrent failed", window);
}
SDL_GL_DeleteContext(context);
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create OpenGL context", window);
}
SDL_DestroyWindow(window);
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL);
return &framebuffer;
}
if (program_glyph != 0)
glDeleteProgram(program_glyph);
if (program_colour_fill != 0)
glDeleteProgram(program_colour_fill);
if (program_texture_colour_key != 0)
glDeleteProgram(program_texture_colour_key);
if (program_texture != 0)
glDeleteProgram(program_texture);
glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
return NULL;
}
void Backend_Deinit(void)
void RenderBackend_Deinit(void)
{
free(local_vertex_buffer);
@ -712,11 +630,9 @@ void Backend_Deinit(void)
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void Backend_DrawScreen(void)
void RenderBackend_DrawScreen(void)
{
spritebatch_tick(&glyph_batcher);
@ -772,21 +688,22 @@ void Backend_DrawScreen(void)
FlushVertexBuffer();
SDL_GL_SwapWindow(window);
// Switch back to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
}
void RenderBackend_ClearScreen(void)
{
// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
// the buffer should always be cleared, even if it seems unnecessary
glClear(GL_COLOR_BUFFER_BIT);
// Switch back to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
}
// ====================
// Surface management
// ====================
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
{
Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
@ -816,7 +733,7 @@ Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
return surface;
}
void Backend_FreeSurface(Backend_Surface *surface)
void RenderBackend_FreeSurface(Backend_Surface *surface)
{
if (surface == NULL)
return;
@ -829,19 +746,19 @@ void Backend_FreeSurface(Backend_Surface *surface)
free(surface);
}
BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface)
{
(void)surface;
return FALSE;
}
void Backend_RestoreSurface(Backend_Surface *surface)
void RenderBackend_RestoreSurface(Backend_Surface *surface)
{
(void)surface;
}
unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{
if (surface == NULL)
return NULL;
@ -851,7 +768,7 @@ unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch
return surface->pixels;
}
void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
{
if (surface == NULL)
return;
@ -871,7 +788,7 @@ void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigne
// Drawing
// ====================
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
if (source_surface == NULL || destination_surface == NULL)
return;
@ -947,7 +864,7 @@ void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Sur
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)
void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
static unsigned char last_red;
static unsigned char last_green;
@ -1012,7 +929,7 @@ void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned cha
// Glyph management
// ====================
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
@ -1043,7 +960,7 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
return NULL;
}
void Backend_UnloadGlyph(Backend_Glyph *glyph)
void RenderBackend_UnloadGlyph(Backend_Glyph *glyph)
{
if (glyph == NULL)
return;
@ -1052,19 +969,19 @@ void Backend_UnloadGlyph(Backend_Glyph *glyph)
free(glyph);
}
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
{
glyph_destination_surface = destination_surface;
memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
}
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
{
spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->pitch, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0);
}
void Backend_FlushGlyphs(void)
void RenderBackend_FlushGlyphs(void)
{
spritebatch_defrag(&glyph_batcher);
spritebatch_flush(&glyph_batcher);
@ -1074,12 +991,12 @@ void Backend_FlushGlyphs(void)
// Misc.
// ====================
void Backend_HandleRenderTargetLoss(void)
void RenderBackend_HandleRenderTargetLoss(void)
{
// No problem for us
}
void Backend_HandleWindowResize(void)
void RenderBackend_HandleWindowResize(void)
{
// No problem for us
}

25
src/Backends/Window.h Normal file
View file

@ -0,0 +1,25 @@
#pragma once
#include "../WindowsWrapper.h"
#include "Rendering.h"
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
void Backend_Deinit(void);
void Backend_DrawScreen(void);
void Backend_ClearScreen(void);
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
void Backend_FreeSurface(Backend_Surface *surface);
BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
void Backend_RestoreSurface(Backend_Surface *surface);
unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
void Backend_UnloadGlyph(Backend_Glyph *glyph);
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
void Backend_FlushGlyphs(void);
void Backend_HandleRenderTargetLoss(void);
void Backend_HandleWindowResize(void);

View file

@ -0,0 +1,181 @@
#include "../Window.h"
#ifdef USE_OPENGLES2
#include <GLES2/gl2.h>
#else
#include "../../../external/glad/include/glad/glad.h"
#endif
#include <GLFW/glfw3.h>
#include <stddef.h>
#include "../../WindowsWrapper.h"
#include "../Platform.h"
#include "../../Resource.h"
// Horrible hacks
GLFWwindow *window;
void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
void WindowFocusCallback(GLFWwindow *window, int focused);
void WindowSizeCallback(GLFWwindow *window, int width, int height);
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
#ifdef USE_OPENGLES2
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_ES);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#else
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
#endif
window = glfwCreateWindow(screen_width, screen_height, window_title, NULL, NULL);
if (window != NULL)
{/*
#ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
size_t resource_size;
const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
SDL_SetWindowIcon(window, icon_surface);
SDL_FreeSurface(icon_surface);
#endif
*/
if (fullscreen)
glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screen_width, screen_height, GLFW_DONT_CARE);
glfwMakeContextCurrent(window);
#ifndef USE_OPENGLES2
if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
// Check if the platform supports OpenGL 3.2
if (GLAD_GL_VERSION_3_2)
{
#endif
glfwSetKeyCallback(window, KeyCallback);
glfwSetWindowFocusCallback(window, WindowFocusCallback);
glfwSetWindowSizeCallback(window, WindowSizeCallback);
return RenderBackend_Init(screen_width, screen_height);
#ifndef USE_OPENGLES2
}
else
{
PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Your system does not support OpenGL 3.2");
}
}
else
{
PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not load OpenGL functions");
}
#endif
glfwDestroyWindow(window);
}
else
{
PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not create window");
}
return NULL;
}
void Backend_Deinit(void)
{
RenderBackend_Deinit();
glfwDestroyWindow(window);
}
void Backend_DrawScreen(void)
{
RenderBackend_DrawScreen();
glfwSwapBuffers(window);
RenderBackend_ClearScreen();
}
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
{
return RenderBackend_CreateSurface(width, height);
}
void Backend_FreeSurface(Backend_Surface *surface)
{
RenderBackend_FreeSurface(surface);
}
BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
{
return RenderBackend_IsSurfaceLost(surface);
}
void Backend_RestoreSurface(Backend_Surface *surface)
{
RenderBackend_RestoreSurface(surface);
}
unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{
return RenderBackend_LockSurface(surface, pitch, width, height);
}
void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
{
RenderBackend_UnlockSurface(surface, width, height);
}
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
RenderBackend_Blit(source_surface, rect, destination_surface, x, y, colour_key);
}
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
RenderBackend_ColourFill(surface, rect, red, green, blue);
}
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
return RenderBackend_LoadGlyph(pixels, width, height, pitch);
}
void Backend_UnloadGlyph(Backend_Glyph *glyph)
{
RenderBackend_UnloadGlyph(glyph);
}
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
{
RenderBackend_PrepareToDrawGlyphs(destination_surface, colour_channels);
}
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
{
RenderBackend_DrawGlyph(glyph, x, y);
}
void Backend_FlushGlyphs(void)
{
RenderBackend_FlushGlyphs();
}
void Backend_HandleRenderTargetLoss(void)
{
RenderBackend_HandleRenderTargetLoss();
}
void Backend_HandleWindowResize(void)
{
RenderBackend_HandleWindowResize();
}

View file

@ -0,0 +1,197 @@
#include "../Window.h"
#ifdef USE_OPENGLES2
#include <GLES2/gl2.h>
#else
#include "../../../external/glad/include/glad/glad.h"
#endif
#include "SDL.h"
#include <stddef.h>
#include "../../WindowsWrapper.h"
#include "../../Resource.h"
static SDL_Window *window;
static SDL_GLContext context;
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
puts("Available SDL2 video drivers:");
for (int i = 0; i < SDL_GetNumVideoDrivers(); ++i)
puts(SDL_GetVideoDriver(i));
printf("Selected SDL2 video driver: %s\n", SDL_GetCurrentVideoDriver());
#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_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#endif
window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, SDL_WINDOW_OPENGL);
if (window != NULL)
{
#ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
size_t resource_size;
const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
SDL_SetWindowIcon(window, icon_surface);
SDL_FreeSurface(icon_surface);
#endif
if (fullscreen)
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
context = SDL_GL_CreateContext(window);
if (context != NULL)
{
if (SDL_GL_MakeCurrent(window, context) == 0)
{
#ifndef USE_OPENGLES2
if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
{
// Check if the platform supports OpenGL 3.2
if (GLAD_GL_VERSION_3_2)
{
#endif
return RenderBackend_Init(screen_width, screen_height);
#ifndef USE_OPENGLES2
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Your system does not support OpenGL 3.2", window);
}
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not load OpenGL functions", window);
}
#endif
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "SDL_GL_MakeCurrent failed", window);
}
SDL_GL_DeleteContext(context);
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create OpenGL context", window);
}
SDL_DestroyWindow(window);
}
else
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL);
}
return NULL;
}
void Backend_Deinit(void)
{
RenderBackend_Deinit();
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void Backend_DrawScreen(void)
{
RenderBackend_DrawScreen();
SDL_GL_SwapWindow(window);
RenderBackend_ClearScreen();
}
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
{
return RenderBackend_CreateSurface(width, height);
}
void Backend_FreeSurface(Backend_Surface *surface)
{
RenderBackend_FreeSurface(surface);
}
BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
{
return RenderBackend_IsSurfaceLost(surface);
}
void Backend_RestoreSurface(Backend_Surface *surface)
{
RenderBackend_RestoreSurface(surface);
}
unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{
return RenderBackend_LockSurface(surface, pitch, width, height);
}
void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
{
RenderBackend_UnlockSurface(surface, width, height);
}
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
RenderBackend_Blit(source_surface, rect, destination_surface, x, y, colour_key);
}
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
RenderBackend_ColourFill(surface, rect, red, green, blue);
}
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
return RenderBackend_LoadGlyph(pixels, width, height, pitch);
}
void Backend_UnloadGlyph(Backend_Glyph *glyph)
{
RenderBackend_UnloadGlyph(glyph);
}
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
{
RenderBackend_PrepareToDrawGlyphs(destination_surface, colour_channels);
}
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
{
RenderBackend_DrawGlyph(glyph, x, y);
}
void Backend_FlushGlyphs(void)
{
RenderBackend_FlushGlyphs();
}
void Backend_HandleRenderTargetLoss(void)
{
RenderBackend_HandleRenderTargetLoss();
}
void Backend_HandleWindowResize(void)
{
RenderBackend_HandleWindowResize();
}

View file

@ -7,7 +7,8 @@
#include "WindowsWrapper.h"
#include "Backends/Rendering.h"
#include "Backends/Platform.h"
#include "Backends/Window.h"
#include "Bitmap.h"
#include "CommonDefines.h"
#include "Ending.h"
@ -58,15 +59,15 @@ BOOL Flip_SystemTask(void)
return FALSE;
// Framerate limiter
timeNow = SDL_GetTicks();
timeNow = PlatformBackend_GetTicks();
if (SDL_TICKS_PASSED(timeNow, timePrev + 20))
if (timeNow >= timePrev + 20)
break;
SDL_Delay(1);
PlatformBackend_Delay(1);
}
if (SDL_TICKS_PASSED(timeNow, timePrev + 100))
if (timeNow >= timePrev + 100)
timePrev = timeNow; // If the timer is freakishly out of sync, panic and reset it, instead of spamming frames for who-knows how long
else
timePrev += 20;

View file

@ -13,7 +13,7 @@
#include "Draw.h"
#include "File.h"
#include "Backends/Rendering.h"
#include "Backends/Window.h"
// Cave Story wasn't intended to use font anti-aliasing. It's only because Microsoft enabled it
// by default from Windows Vista onwards that the game started using it.

View file

@ -63,11 +63,11 @@ unsigned long GetFramePerSecound(void)
if (need_new_base_tick)
{
base_tick = SDL_GetTicks();
base_tick = PlatformBackend_GetTicks();
need_new_base_tick = FALSE;
}
current_tick = SDL_GetTicks();
current_tick = PlatformBackend_GetTicks();
++current_frame;
if (base_tick + 1000 <= current_tick)
@ -91,7 +91,19 @@ int main(int argc, char *argv[])
PlatformBackend_Init();
// Get executable's path
PlatformBackend_GetBasePath(gModulePath);
if (!PlatformBackend_GetBasePath(gModulePath))
{
strcpy(gModulePath, argv[0]);
for (size_t i = strlen(gModulePath);; --i)
{
if (i == 0 || gModulePath[i] == '\\' || gModulePath[i] == '/')
{
gModulePath[i] = '\0';
break;
}
}
}
// Get path of the data folder
strcpy(gDataPath, gModulePath);
@ -308,6 +320,9 @@ int main(int argc, char *argv[])
SDL_FreeCursor(cursor);
SDL_FreeSurface(cursor_surface);
*/
PlatformBackend_Deinit();
return EXIT_SUCCESS;
}