Backport some OpenGL 2.1 fixes
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9948fa8b07
commit
d6888040a2
1 changed files with 27 additions and 18 deletions
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@ -71,6 +71,16 @@ static GLuint CompileShader(const char *fragment_shader_source)
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return program_id;
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}
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static void SetRenderTarget(Backend_Surface *surface)
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{
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0);
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glViewport(0, 0, surface->width, surface->height);
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glLoadIdentity();
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glOrtho(0.0, surface->width, 0.0, surface->height, 1.0, -1.0);
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}
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SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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@ -84,8 +94,8 @@ BOOL Backend_Init(SDL_Window *p_window)
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{
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window = p_window;
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int screen_width, screen_height;
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SDL_GetWindowSize(window, &screen_width, &screen_height);
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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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@ -96,12 +106,6 @@ BOOL Backend_Init(SDL_Window *p_window)
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if (!GLEW_EXT_framebuffer_object)
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return FALSE;
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// glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glOrtho(0.0, screen_width, 0.0, screen_height, 1.0, -1.0);
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// glMatrixMode(GL_PROJECTION);
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// glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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@ -127,12 +131,12 @@ BOOL Backend_Init(SDL_Window *p_window)
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// Set up framebuffer screen texture (used for screen-to-surface blitting)
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glGenTextures(1, &framebuffer_surface.texture_id);
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glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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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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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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framebuffer_surface.width = screen_width;
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framebuffer_surface.height = screen_height;
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framebuffer_surface.width = window_width;
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framebuffer_surface.height = window_height;
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return TRUE;
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}
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@ -153,6 +157,11 @@ void Backend_DrawScreen(void)
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// Target actual screen, and not our framebuffer
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
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glLoadIdentity();
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glOrtho(0.0, framebuffer_surface.width, 0.0, framebuffer_surface.height, 1.0, -1.0);
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// Draw framebuffer to screen
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glPushMatrix();
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glLoadIdentity();
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@ -248,7 +257,7 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, long x
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void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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{
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// Point our framebuffer to the destination texture
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, destination_surface->texture_id, 0);
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SetRenderTarget(destination_surface);
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BlitCommon(source_surface, rect, x, y, colour_key);
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}
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@ -256,7 +265,7 @@ void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Sur
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void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
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{
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// Point our framebuffer to the screen texture
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
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SetRenderTarget(&framebuffer_surface);
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BlitCommon(source_surface, rect, x, y, colour_key);
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}
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@ -284,7 +293,7 @@ static void ColourFillCommon(const RECT *rect, unsigned char red, unsigned char
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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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// Point our framebuffer to the destination texture
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0);
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SetRenderTarget(surface);
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ColourFillCommon(rect, red, green, blue);
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}
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@ -292,7 +301,7 @@ void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned cha
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void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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// Point our framebuffer to the screen texture
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
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SetRenderTarget(&framebuffer_surface);
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ColourFillCommon(rect, red, green, blue);
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}
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@ -300,7 +309,7 @@ void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned ch
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void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
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{
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// Point our framebuffer to the destination texture
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0);
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SetRenderTarget(surface);
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BlitCommon(&framebuffer_surface, rect, rect->left, rect->top, FALSE);
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}
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@ -407,7 +416,7 @@ static void DrawGlyphCommon(Backend_Glyph *glyph, long x, long y, const unsigned
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void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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// Point our framebuffer to the destination texture
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface->texture_id, 0);
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SetRenderTarget(surface);
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DrawGlyphCommon(glyph, x, y, colours);
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}
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@ -415,7 +424,7 @@ void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, l
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void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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// Point our framebuffer to the screen texture
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
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SetRenderTarget(&framebuffer_surface);
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DrawGlyphCommon(glyph, x, y, colours);
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}
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