Begin merge of Backend_Init/Backend_CreateWindow
OpenGL3+OpenGLES2 backend done so far
This commit is contained in:
parent
3baba6a727
commit
6dac8254e2
5 changed files with 129 additions and 147 deletions
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@ -14,8 +14,7 @@ typedef enum FontPixelMode
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typedef struct Backend_Surface Backend_Surface;
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typedef struct Backend_Glyph Backend_Glyph;
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SDL_Window* Backend_CreateWindow(const char *title, int width, int height);
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Backend_Surface* Backend_Init(SDL_Window *window);
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Backend_Surface* Backend_Init(const char *title, int width, int height, BOOL fullscreen);
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void Backend_Deinit(void);
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void Backend_DrawScreen(void);
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
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@ -17,6 +17,8 @@
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#include "../../WindowsWrapper.h"
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#include "../../Resource.h"
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#define TOTAL_VBOS 2
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#define ATTRIBUTE_INPUT_VERTEX_COORDINATES 1
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@ -412,7 +414,7 @@ static void FlushVertexBuffer(void)
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current_vertex_buffer_slot = 0;
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}
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SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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Backend_Surface* Backend_Init(const char *title, int width, int height, BOOL fullscreen)
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{
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#ifdef USE_OPENGLES2
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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@ -426,126 +428,138 @@ SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#endif
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return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
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}
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window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
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Backend_Surface* Backend_Init(SDL_Window *p_window)
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{
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window = p_window;
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int window_width, window_height;
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SDL_GetWindowSize(window, &window_width, &window_height);
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context = SDL_GL_CreateContext(window);
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if (context != NULL)
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if (window != NULL)
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{
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if (SDL_GL_MakeCurrent(window, context) == 0)
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#ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
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size_t resource_size;
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const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
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SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
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SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
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SDL_SetWindowIcon(window, icon_surface);
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SDL_FreeSurface(icon_surface);
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#endif
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if (fullscreen)
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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int window_width, window_height;
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SDL_GetWindowSize(window, &window_width, &window_height);
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context = SDL_GL_CreateContext(window);
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if (context != NULL)
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{
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#ifndef USE_OPENGLES2
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if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
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#endif
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if (SDL_GL_MakeCurrent(window, context) == 0)
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{
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#ifndef USE_OPENGLES2
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// Check if the platform supports OpenGL 3.2
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if (GLAD_GL_VERSION_3_2)
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if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
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#endif
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{
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#ifndef NDEBUG
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printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
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printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
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#endif
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//glEnable(GL_DEBUG_OUTPUT);
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//glDebugMessageCallback(MessageCallback, 0);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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#ifndef USE_OPENGLES2
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// Set up Vertex Array Object
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glGenVertexArrays(1, &vertex_array_id);
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glBindVertexArray(vertex_array_id);
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// Check if the platform supports OpenGL 3.2
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if (GLAD_GL_VERSION_3_2)
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#endif
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// Set up Vertex Buffer Objects
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glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
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// Set up the vertex attributes
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glEnableVertexAttribArray(1);
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// Set up our shaders
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program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
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program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
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program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
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program_glyph_normal = CompileShader(vertex_shader_texture, fragment_shader_glyph_normal);
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program_glyph_subpixel_part1 = CompileShader(vertex_shader_texture, fragment_shader_glyph_subpixel_part1);
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program_glyph_subpixel_part2 = CompileShader(vertex_shader_texture, fragment_shader_glyph_subpixel_part2);
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if (program_texture != 0 && program_texture_colour_key != 0 && program_colour_fill != 0 && program_glyph_normal != 0 && program_glyph_subpixel_part1 != 0 && program_glyph_subpixel_part2 != 0)
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{
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// Get shader uniforms
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program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
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program_glyph_normal_uniform_colour = glGetUniformLocation(program_glyph_normal, "colour");
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program_glyph_subpixel_part2_uniform_colour = glGetUniformLocation(program_glyph_subpixel_part2, "colour");
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// Set up framebuffer (used for surface-to-surface blitting)
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glGenFramebuffers(1, &framebuffer_id);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
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// Set up framebuffer screen texture (used for screen-to-surface blitting)
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glGenTextures(1, &framebuffer.texture_id);
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glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
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#ifdef USE_OPENGLES2
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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#ifndef NDEBUG
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printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
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printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
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#endif
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//glEnable(GL_DEBUG_OUTPUT);
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//glDebugMessageCallback(MessageCallback, 0);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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#ifndef USE_OPENGLES2
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// Set up Vertex Array Object
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glGenVertexArrays(1, &vertex_array_id);
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glBindVertexArray(vertex_array_id);
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#endif
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framebuffer.width = window_width;
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framebuffer.height = window_height;
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// Set up Vertex Buffer Objects
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glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
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glViewport(0, 0, framebuffer.width, framebuffer.height);
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// Set up the vertex attributes
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glEnableVertexAttribArray(1);
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return &framebuffer;
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// Set up our shaders
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program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
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program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
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program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
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program_glyph_normal = CompileShader(vertex_shader_texture, fragment_shader_glyph_normal);
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program_glyph_subpixel_part1 = CompileShader(vertex_shader_texture, fragment_shader_glyph_subpixel_part1);
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program_glyph_subpixel_part2 = CompileShader(vertex_shader_texture, fragment_shader_glyph_subpixel_part2);
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if (program_texture != 0 && program_texture_colour_key != 0 && program_colour_fill != 0 && program_glyph_normal != 0 && program_glyph_subpixel_part1 != 0 && program_glyph_subpixel_part2 != 0)
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{
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// Get shader uniforms
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program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
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program_glyph_normal_uniform_colour = glGetUniformLocation(program_glyph_normal, "colour");
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program_glyph_subpixel_part2_uniform_colour = glGetUniformLocation(program_glyph_subpixel_part2, "colour");
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// Set up framebuffer (used for surface-to-surface blitting)
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glGenFramebuffers(1, &framebuffer_id);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
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// Set up framebuffer screen texture (used for screen-to-surface blitting)
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glGenTextures(1, &framebuffer.texture_id);
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glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
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#ifdef USE_OPENGLES2
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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#endif
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#ifndef USE_OPENGLES2
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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#endif
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framebuffer.width = window_width;
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framebuffer.height = window_height;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
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glViewport(0, 0, framebuffer.width, framebuffer.height);
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return &framebuffer;
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}
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if (program_glyph_subpixel_part2 != 0)
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glDeleteProgram(program_glyph_subpixel_part2);
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if (program_glyph_subpixel_part1 != 0)
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glDeleteProgram(program_glyph_subpixel_part1);
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if (program_glyph_normal != 0)
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glDeleteProgram(program_glyph_normal);
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if (program_colour_fill != 0)
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glDeleteProgram(program_colour_fill);
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if (program_texture_colour_key != 0)
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glDeleteProgram(program_texture_colour_key);
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if (program_texture != 0)
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glDeleteProgram(program_texture);
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glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
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#ifndef USE_OPENGLES2
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glDeleteVertexArrays(1, &vertex_array_id);
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#endif
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}
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if (program_glyph_subpixel_part2 != 0)
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glDeleteProgram(program_glyph_subpixel_part2);
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if (program_glyph_subpixel_part1 != 0)
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glDeleteProgram(program_glyph_subpixel_part1);
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if (program_glyph_normal != 0)
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glDeleteProgram(program_glyph_normal);
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if (program_colour_fill != 0)
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glDeleteProgram(program_colour_fill);
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if (program_texture_colour_key != 0)
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glDeleteProgram(program_texture_colour_key);
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if (program_texture != 0)
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glDeleteProgram(program_texture);
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glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
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#ifndef USE_OPENGLES2
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glDeleteVertexArrays(1, &vertex_array_id);
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#endif
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}
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}
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SDL_GL_DeleteContext(context);
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}
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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return NULL;
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@ -568,6 +582,7 @@ void Backend_Deinit(void)
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glDeleteVertexArrays(1, &vertex_array_id);
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#endif
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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}
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void Backend_DrawScreen(void)
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10
src/Draw.cpp
10
src/Draw.cpp
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@ -84,7 +84,7 @@ BOOL Flip_SystemTask(void)
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return TRUE;
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}
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SDL_Window* CreateWindow(const char *title, int width, int height)
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BOOL StartDirectDraw(const char *title, int width, int height, int lMagnification)
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{
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#ifndef NDEBUG
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puts("Available SDL2 video drivers:");
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@ -95,11 +95,6 @@ SDL_Window* CreateWindow(const char *title, int width, int height)
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printf("Selected SDL2 video driver: %s\n", SDL_GetCurrentVideoDriver());
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#endif
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return Backend_CreateWindow(title, width, height);
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}
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BOOL StartDirectDraw(SDL_Window *window, int lMagnification)
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{
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memset(surface_metadata, 0, sizeof(surface_metadata));
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switch (lMagnification)
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@ -117,11 +112,10 @@ BOOL StartDirectDraw(SDL_Window *window, int lMagnification)
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case 2:
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magnification = 2;
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fullscreen = TRUE;
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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break;
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}
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framebuffer = Backend_Init(window);
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framebuffer = Backend_Init(title, width, height, fullscreen);
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if (framebuffer == NULL)
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return FALSE;
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@ -51,8 +51,7 @@ typedef enum SurfaceID
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} SurfaceID;
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BOOL Flip_SystemTask(void);
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SDL_Window* CreateWindow(const char *title, int width, int height);
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BOOL StartDirectDraw(SDL_Window *window, int lMagnification);
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BOOL StartDirectDraw(const char *title, int width, int height, int lMagnification);
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void EndDirectDraw(void);
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void ReleaseSurface(SurfaceID s);
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BOOL MakeSurface_Resource(const char *name, SurfaceID surf_no);
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45
src/Main.cpp
45
src/Main.cpp
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@ -193,15 +193,13 @@ int main(int argc, char *argv[])
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RECT unused_rect = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
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#ifdef _WIN32
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#ifdef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
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SDL_SetHint(SDL_HINT_WINDOWS_INTRESOURCE_ICON, "0");
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SDL_SetHint(SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL, "1");
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#endif
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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SDL_Window *window;
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switch (conf.display_mode)
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{
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case 1:
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windowHeight = WINDOW_HEIGHT * 2;
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}
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window = CreateWindow(lpWindowName, windowWidth, windowHeight);
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if (window == NULL)
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return 0;
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#ifdef FIX_BUGS
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if (conf.display_mode == 1)
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{
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if (!StartDirectDraw(window, 0))
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if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 0))
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return 0;
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}
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else
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{
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if (!StartDirectDraw(window, 1))
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if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1))
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return 0;
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}
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#else
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// Doesn't handle StartDirectDraw failing
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if (conf.display_mode == 1)
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StartDirectDraw(window, 0);
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StartDirectDraw(lpWindowName, windowWidth, windowHeight, 0);
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else
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StartDirectDraw(window, 1);
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StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1);
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#endif
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break;
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@ -251,17 +244,12 @@ int main(int argc, char *argv[])
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windowWidth = WINDOW_WIDTH * 2;
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windowHeight = WINDOW_HEIGHT * 2;
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window = CreateWindow(lpWindowName, windowWidth, windowHeight);
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if (window == NULL)
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return 0;
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#ifdef FIX_BUGS
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if (!StartDirectDraw(window, 2))
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if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2))
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return 0;
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#else
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// Doesn't handle StartDirectDraw failing
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StartDirectDraw(window, 2);
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StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2);
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#endif
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bFullscreen = TRUE;
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SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
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#endif
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// Set up the window icon and cursor
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const unsigned char *resource_data;
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// Set up the cursor
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size_t resource_size;
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SDL_RWops *rwops;
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#ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
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resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
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rwops = SDL_RWFromConstMem(resource_data, resource_size);
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SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
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SDL_SetWindowIcon(window, icon_surface);
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SDL_FreeSurface(icon_surface);
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#endif
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resource_data = FindResource("CURSOR_NORMAL", "CURSOR", &resource_size);
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rwops = SDL_RWFromConstMem(resource_data, resource_size);
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const unsigned char *resource_data = FindResource("CURSOR_NORMAL", "CURSOR", &resource_size);
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SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
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SDL_Surface *cursor_surface = SDL_LoadBMP_RW(rwops, 1);
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SDL_SetColorKey(cursor_surface, SDL_TRUE, SDL_MapRGB(cursor_surface->format, 0xFF, 0, 0xFF));
|
||||
SDL_Cursor *cursor = SDL_CreateColorCursor(cursor_surface, 0, 0);
|
||||
|
@ -315,7 +292,6 @@ int main(int argc, char *argv[])
|
|||
{
|
||||
SDL_FreeCursor(cursor);
|
||||
SDL_FreeSurface(cursor_surface);
|
||||
SDL_DestroyWindow(window);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -343,7 +319,6 @@ int main(int argc, char *argv[])
|
|||
|
||||
SDL_FreeCursor(cursor);
|
||||
SDL_FreeSurface(cursor_surface);
|
||||
SDL_DestroyWindow(window);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue