Backport some OpenGL 2.1 fixes

This commit is contained in:
Clownacy 2019-07-24 22:08:37 +01:00
parent 9948fa8b07
commit d6888040a2

View file

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