More refactoring

This commit is contained in:
Clownacy 2020-04-01 14:57:07 +01:00
parent 073712017f
commit c4aa8e28bb
11 changed files with 177 additions and 338 deletions

View file

@ -17,7 +17,6 @@ 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(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_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_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'") set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2' or 'GLFW3'")
option(LTO "Enable link-time optimisation" OFF) option(LTO "Enable link-time optimisation" OFF)
@ -320,16 +319,10 @@ else()
message(FATAL_ERROR "Invalid BACKEND_AUDIO selected") message(FATAL_ERROR "Invalid BACKEND_AUDIO selected")
endif() endif()
if(BACKEND_CONTROLLER MATCHES "SDL2")
target_sources(CSE2 PRIVATE "src/Backends/Controller/SDL2.cpp")
elseif(BACKEND_CONTROLLER MATCHES "GLFW3")
target_sources(CSE2 PRIVATE "src/Backends/Controller/GLFW3.cpp")
endif()
if(BACKEND_PLATFORM MATCHES "SDL2") if(BACKEND_PLATFORM MATCHES "SDL2")
target_sources(CSE2 PRIVATE "src/Backends/Platform/SDL2.cpp") target_sources(CSE2 PRIVATE "src/Backends/Platform/SDL2.cpp" "src/Backends/Controller/SDL2.cpp")
elseif(BACKEND_PLATFORM MATCHES "GLFW3") elseif(BACKEND_PLATFORM MATCHES "GLFW3")
target_sources(CSE2 PRIVATE "src/Backends/Platform/GLFW3.cpp") target_sources(CSE2 PRIVATE "src/Backends/Platform/GLFW3.cpp" "src/Backends/Controller/GLFW3.cpp")
endif() endif()
if(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "OpenGL3") if(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "OpenGL3")

View file

@ -210,7 +210,7 @@ void WindowSizeCallback(GLFWwindow *window, int width, int height)
(void)width; (void)width;
(void)height; (void)height;
RenderBackend_HandleWindowResize(); Backend_HandleWindowResize();
} }
void PlatformBackend_Init(void) void PlatformBackend_Init(void)

View file

@ -2,7 +2,7 @@
#include "SDL.h" #include "SDL.h"
#include "../Window.h" #include "../Rendering.h"
#include "../../WindowsWrapper.h" #include "../../WindowsWrapper.h"

View file

@ -5,22 +5,22 @@
typedef struct Backend_Surface Backend_Surface; typedef struct Backend_Surface Backend_Surface;
typedef struct Backend_Glyph Backend_Glyph; typedef struct Backend_Glyph Backend_Glyph;
Backend_Surface* RenderBackend_Init(int screen_width, int screen_height); Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
void RenderBackend_Deinit(void); void Backend_Deinit(void);
void RenderBackend_DrawScreen(void); void Backend_DrawScreen(void);
void RenderBackend_ClearScreen(void); void Backend_ClearScreen(void);
Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height); Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
void RenderBackend_FreeSurface(Backend_Surface *surface); void Backend_FreeSurface(Backend_Surface *surface);
BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface); BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
void RenderBackend_RestoreSurface(Backend_Surface *surface); void Backend_RestoreSurface(Backend_Surface *surface);
unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height); unsigned char* Backend_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 Backend_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 Backend_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); void Backend_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); Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
void RenderBackend_UnloadGlyph(Backend_Glyph *glyph); void Backend_UnloadGlyph(Backend_Glyph *glyph);
void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels); void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y); void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
void RenderBackend_FlushGlyphs(void); void Backend_FlushGlyphs(void);
void RenderBackend_HandleRenderTargetLoss(void); void Backend_HandleRenderTargetLoss(void);
void RenderBackend_HandleWindowResize(void); void Backend_HandleWindowResize(void);

View file

@ -513,108 +513,111 @@ static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
// Render-backend initialisation // Render-backend initialisation
// ==================== // ====================
Backend_Surface* RenderBackend_Init(int screen_width, int screen_height) Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{ {
printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR)); if (WindowBackend_OpenGL_CreateWindow(window_title, screen_width, screen_height, fullscreen))
printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
// 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 printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour"); printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "colour"); printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
// Set up framebuffer (used for surface-to-surface blitting) // Set up blending (only used for font-rendering)
glGenFramebuffers(1, &framebuffer_id); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
//glEnable(GL_DEBUG_OUTPUT);
//glDebugMessageCallback(MessageCallback, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 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 #ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Set up Vertex Array Object
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
#endif #endif
framebuffer.width = screen_width; // Set up Vertex Buffer Objects
framebuffer.height = screen_height; glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0); // Set up the vertex attributes
glViewport(0, 0, framebuffer.width, framebuffer.height); glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
// Set-up glyph-batcher // Set up our shaders
spritebatch_config_t config; program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
spritebatch_set_default_config(&config); program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
config.pixel_stride = 1; program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
config.atlas_width_in_pixels = 256; program_glyph = CompileShader(vertex_shader_texture, fragment_shader_glyph);
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_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
} }
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; return NULL;
} }
void RenderBackend_Deinit(void) void Backend_Deinit(void)
{ {
free(local_vertex_buffer); free(local_vertex_buffer);
@ -630,9 +633,11 @@ void RenderBackend_Deinit(void)
#ifndef USE_OPENGLES2 #ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id); glDeleteVertexArrays(1, &vertex_array_id);
#endif #endif
WindowBackend_OpenGL_DestroyWindow();
} }
void RenderBackend_DrawScreen(void) void Backend_DrawScreen(void)
{ {
spritebatch_tick(&glyph_batcher); spritebatch_tick(&glyph_batcher);
@ -688,22 +693,21 @@ void RenderBackend_DrawScreen(void)
FlushVertexBuffer(); FlushVertexBuffer();
// Switch back to our framebuffer WindowBackend_OpenGL_Display();
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
}
void RenderBackend_ClearScreen(void)
{
// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers // According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
// the buffer should always be cleared, even if it seems unnecessary // the buffer should always be cleared, even if it seems unnecessary
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// Switch back to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
} }
// ==================== // ====================
// Surface management // Surface management
// ==================== // ====================
Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height) Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
{ {
Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface)); Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
@ -733,7 +737,7 @@ Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int he
return surface; return surface;
} }
void RenderBackend_FreeSurface(Backend_Surface *surface) void Backend_FreeSurface(Backend_Surface *surface)
{ {
if (surface == NULL) if (surface == NULL)
return; return;
@ -746,19 +750,19 @@ void RenderBackend_FreeSurface(Backend_Surface *surface)
free(surface); free(surface);
} }
BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface) BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
{ {
(void)surface; (void)surface;
return FALSE; return FALSE;
} }
void RenderBackend_RestoreSurface(Backend_Surface *surface) void Backend_RestoreSurface(Backend_Surface *surface)
{ {
(void)surface; (void)surface;
} }
unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height) unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{ {
if (surface == NULL) if (surface == NULL)
return NULL; return NULL;
@ -768,7 +772,7 @@ unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int
return surface->pixels; return surface->pixels;
} }
void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height) void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
{ {
if (surface == NULL) if (surface == NULL)
return; return;
@ -788,7 +792,7 @@ void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, u
// Drawing // Drawing
// ==================== // ====================
void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key) void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{ {
if (source_surface == NULL || destination_surface == NULL) if (source_surface == NULL || destination_surface == NULL)
return; return;
@ -864,7 +868,7 @@ void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backe
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom; vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
} }
void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) void Backend_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_red;
static unsigned char last_green; static unsigned char last_green;
@ -929,7 +933,7 @@ void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsign
// Glyph management // Glyph management
// ==================== // ====================
Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch) Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{ {
Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph)); Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
@ -960,7 +964,7 @@ Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int
return NULL; return NULL;
} }
void RenderBackend_UnloadGlyph(Backend_Glyph *glyph) void Backend_UnloadGlyph(Backend_Glyph *glyph)
{ {
if (glyph == NULL) if (glyph == NULL)
return; return;
@ -969,19 +973,19 @@ void RenderBackend_UnloadGlyph(Backend_Glyph *glyph)
free(glyph); free(glyph);
} }
void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels) void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
{ {
glyph_destination_surface = destination_surface; glyph_destination_surface = destination_surface;
memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels)); memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
} }
void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y) void Backend_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); spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->pitch, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0);
} }
void RenderBackend_FlushGlyphs(void) void Backend_FlushGlyphs(void)
{ {
spritebatch_defrag(&glyph_batcher); spritebatch_defrag(&glyph_batcher);
spritebatch_flush(&glyph_batcher); spritebatch_flush(&glyph_batcher);
@ -991,12 +995,12 @@ void RenderBackend_FlushGlyphs(void)
// Misc. // Misc.
// ==================== // ====================
void RenderBackend_HandleRenderTargetLoss(void) void Backend_HandleRenderTargetLoss(void)
{ {
// No problem for us // No problem for us
} }
void RenderBackend_HandleWindowResize(void) void Backend_HandleWindowResize(void)
{ {
// No problem for us // No problem for us
} }

View file

@ -2,24 +2,6 @@
#include "../WindowsWrapper.h" #include "../WindowsWrapper.h"
#include "Rendering.h" BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
void WindowBackend_OpenGL_DestroyWindow(void);
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen); void WindowBackend_OpenGL_Display(void);
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

@ -22,7 +22,7 @@ void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods
void WindowFocusCallback(GLFWwindow *window, int focused); void WindowFocusCallback(GLFWwindow *window, int focused);
void WindowSizeCallback(GLFWwindow *window, int width, int height); void WindowSizeCallback(GLFWwindow *window, int width, int height);
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen) BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{ {
#ifdef USE_OPENGLES2 #ifdef USE_OPENGLES2
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
@ -49,8 +49,16 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
SDL_FreeSurface(icon_surface); SDL_FreeSurface(icon_surface);
#endif #endif
*/ */
if (fullscreen) if (fullscreen)
glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screen_width, screen_height, GLFW_DONT_CARE); {
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
if (monitor)
{
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
}
}
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
@ -65,7 +73,7 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
glfwSetWindowFocusCallback(window, WindowFocusCallback); glfwSetWindowFocusCallback(window, WindowFocusCallback);
glfwSetWindowSizeCallback(window, WindowSizeCallback); glfwSetWindowSizeCallback(window, WindowSizeCallback);
return RenderBackend_Init(screen_width, screen_height); return TRUE;
#ifndef USE_OPENGLES2 #ifndef USE_OPENGLES2
} }
else else
@ -86,97 +94,15 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not create window"); PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not create window");
} }
return NULL; return FALSE;
} }
void Backend_Deinit(void) void WindowBackend_OpenGL_DestroyWindow(void)
{ {
RenderBackend_Deinit();
glfwDestroyWindow(window); glfwDestroyWindow(window);
} }
void Backend_DrawScreen(void) void WindowBackend_OpenGL_Display(void)
{ {
RenderBackend_DrawScreen();
glfwSwapBuffers(window); 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

@ -17,7 +17,7 @@
static SDL_Window *window; static SDL_Window *window;
static SDL_GLContext context; static SDL_GLContext context;
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen) BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{ {
puts("Available SDL2 video drivers:"); puts("Available SDL2 video drivers:");
@ -67,7 +67,7 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
if (GLAD_GL_VERSION_3_2) if (GLAD_GL_VERSION_3_2)
{ {
#endif #endif
return RenderBackend_Init(screen_width, screen_height); return TRUE;
#ifndef USE_OPENGLES2 #ifndef USE_OPENGLES2
} }
else else
@ -100,98 +100,16 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL);
} }
return NULL; return FALSE;
} }
void Backend_Deinit(void) void WindowBackend_OpenGL_DestroyWindow(void)
{ {
RenderBackend_Deinit();
SDL_GL_DeleteContext(context); SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
} }
void Backend_DrawScreen(void) void WindowBackend_OpenGL_Display(void)
{ {
RenderBackend_DrawScreen();
SDL_GL_SwapWindow(window); 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

@ -8,7 +8,7 @@
#include "WindowsWrapper.h" #include "WindowsWrapper.h"
#include "Backends/Platform.h" #include "Backends/Platform.h"
#include "Backends/Window.h" #include "Backends/Rendering.h"
#include "Bitmap.h" #include "Bitmap.h"
#include "CommonDefines.h" #include "CommonDefines.h"
#include "Ending.h" #include "Ending.h"

View file

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

View file

@ -220,12 +220,22 @@ int main(int argc, char *argv[])
if (conf.display_mode == 1) if (conf.display_mode == 1)
{ {
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 0)) if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 0))
{
//SDL_FreeCursor(cursor);
//SDL_FreeSurface(cursor_surface);
PlatformBackend_Deinit();
return EXIT_FAILURE; return EXIT_FAILURE;
}
} }
else else
{ {
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1)) if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1))
{
//SDL_FreeCursor(cursor);
//SDL_FreeSurface(cursor_surface);
PlatformBackend_Deinit();
return EXIT_FAILURE; return EXIT_FAILURE;
}
} }
#else #else
// Doesn't handle StartDirectDraw failing // Doesn't handle StartDirectDraw failing
@ -246,7 +256,12 @@ int main(int argc, char *argv[])
#ifdef FIX_BUGS #ifdef FIX_BUGS
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2)) if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2))
{
//SDL_FreeCursor(cursor);
//SDL_FreeSurface(cursor_surface);
PlatformBackend_Deinit();
return EXIT_FAILURE; return EXIT_FAILURE;
}
#else #else
// Doesn't handle StartDirectDraw failing // Doesn't handle StartDirectDraw failing
StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2); StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2);
@ -290,8 +305,9 @@ int main(int argc, char *argv[])
// Draw to screen // Draw to screen
if (!Flip_SystemTask()) if (!Flip_SystemTask())
{ {
// SDL_FreeCursor(cursor); //SDL_FreeCursor(cursor);
// SDL_FreeSurface(cursor_surface); //SDL_FreeSurface(cursor_surface);
PlatformBackend_Deinit();
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }