cave-story-solaris/src/Backends/Rendering/OpenGL2.cpp
Clownacy 4c024b540f Migrated OpenGL backend to OpenGL 3.2
Goddammit 3.2 is so complex.

The reason I want 3.2 is because I'm not convinced Legacy OpenGL will
be well-supported in the future. 3.2 is about as far back as I can go
without breaking forward-compatibility (it was the first version to
introduce the Core Profile).
2019-07-31 22:33:22 +00:00

637 lines
20 KiB
C++

#include "../Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include <GL/glew.h>
#include "SDL.h"
#include "../../WindowsWrapper.h"
#include "../../Font.h"
typedef struct Backend_Surface
{
GLuint texture_id;
unsigned int width;
unsigned int height;
unsigned char *pixels;
} Backend_Surface;
typedef struct Backend_Glyph
{
GLuint texture_id;
unsigned int width;
unsigned int height;
} Backend_Glyph;
static SDL_Window *window;
static SDL_GLContext context;
static GLuint program_texture;
static GLuint program_texture_colour_key;
static GLuint program_colour_fill;
static GLuint program_glyph;
static GLint program_colour_fill_uniform_colour;
static GLint program_glyph_uniform_colour;
static GLuint framebuffer_id;
static GLuint vertex_buffer_id;
static struct
{
GLfloat vertexes[4][2];
GLfloat texture_coordinates[4][2];
} vertex_buffer;
static Backend_Surface framebuffer_surface;
static const GLchar *vertex_shader_plain = " \
#version 150 core\n \
in vec2 input_vertex_coordinates; \
void main() \
{ \
gl_Position = vec4(input_vertex_coordinates.x, input_vertex_coordinates.y, 0.0, 1.0); \
} \
";
static const GLchar *vertex_shader_texture = " \
#version 150 core\n \
in vec2 input_vertex_coordinates; \
in vec2 input_texture_coordinates; \
out vec2 texture_coordinates; \
void main() \
{ \
texture_coordinates = input_texture_coordinates; \
gl_Position = vec4(input_vertex_coordinates.x, input_vertex_coordinates.y, 0.0, 1.0); \
} \
";
static const GLchar *fragment_shader_texture = " \
#version 150 core\n \
uniform sampler2D tex; \
in vec2 texture_coordinates; \
out vec4 fragment; \
void main() \
{ \
fragment = texture2D(tex, texture_coordinates); \
} \
";
static const GLchar *fragment_shader_texture_colour_key = " \
#version 150 core\n \
uniform sampler2D tex; \
in vec2 texture_coordinates; \
out vec4 fragment; \
void main() \
{ \
vec4 colour = texture2D(tex, texture_coordinates); \
\
if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \
discard; \
\
fragment = colour; \
} \
";
static const GLchar *fragment_shader_colour_fill = " \
#version 150 core\n \
uniform vec4 colour; \
out vec4 fragment; \
void main() \
{ \
fragment = colour; \
} \
";
static const GLchar *fragment_shader_glyph = " \
#version 150 core\n \
uniform sampler2D tex; \
uniform vec4 colour; \
in vec2 texture_coordinates; \
out vec4 fragment; \
void main() \
{ \
fragment = colour * vec4(1.0, 1.0, 1.0, texture2D(tex, texture_coordinates).r); \
} \
";
static void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void* userParam)
{
if (type == GL_DEBUG_TYPE_ERROR)
printf("GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
type, severity, message);
}
static GLuint CompileShader(const char *vertex_shader_source, const char *fragment_shader_source)
{
GLint shader_status;
GLuint program_id = glCreateProgram();
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_status);
if (shader_status != GL_TRUE)
return 0;
glAttachShader(program_id, vertex_shader);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &shader_status);
if (shader_status != GL_TRUE)
return 0;
glAttachShader(program_id, fragment_shader);
glBindAttribLocation(program_id, 1, "input_vertex_coordinates");
glBindAttribLocation(program_id, 2, "input_texture_coordinates");
glLinkProgram(program_id);
glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status);
if (shader_status != GL_TRUE)
return 0;
return program_id;
}
SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
}
BOOL Backend_Init(SDL_Window *p_window)
{
window = p_window;
int window_width, window_height;
SDL_GetWindowSize(window, &window_width, &window_height);
context = SDL_GL_CreateContext(window);
if (glewInit() != GLEW_OK)
return FALSE;
// Check if the platform supports OpenGL 3.2
if (!GLEW_VERSION_3_2)
return FALSE;
// During init, enable debug output
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(MessageCallback, 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Set up VAO
GLuint vertex_array_id;
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
// Set up VBO
glGenBuffers(1, &vertex_buffer_id);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), NULL, GL_DYNAMIC_DRAW);
// Set up IBO
const GLuint indices[4] = {0, 1, 2, 3};
GLuint indices_buffer_id;
glGenBuffers(1, &indices_buffer_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// 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)
printf("Failed to compile shaders\n");
// Get shader uniforms
program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "colour");
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(sizeof(GLfloat) * 4 * 2));
// 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_surface.texture_id);
glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
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 = window_width;
framebuffer_surface.height = window_height;
return TRUE;
}
void Backend_Deinit(void)
{
glDeleteTextures(1, &framebuffer_surface.texture_id);
glDeleteFramebuffers(1, &framebuffer_id);
glDeleteProgram(program_glyph);
glDeleteProgram(program_colour_fill);
glDeleteProgram(program_texture_colour_key);
glDeleteProgram(program_texture);
SDL_GL_DeleteContext(context);
}
void Backend_DrawScreen(void)
{
glUseProgram(program_texture);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
// Target actual screen, and not our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
// Draw framebuffer to screen
glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
vertex_buffer.texture_coordinates[0][0] = 0.0f;
vertex_buffer.texture_coordinates[0][1] = 1.0f;
vertex_buffer.texture_coordinates[1][0] = 1.0f;
vertex_buffer.texture_coordinates[1][1] = 1.0f;
vertex_buffer.texture_coordinates[2][0] = 1.0f;
vertex_buffer.texture_coordinates[2][1] = 0.0f;
vertex_buffer.texture_coordinates[3][0] = 0.0f;
vertex_buffer.texture_coordinates[3][1] = 0.0f;
vertex_buffer.vertexes[0][0] = -1.0f;
vertex_buffer.vertexes[0][1] = -1.0f;
vertex_buffer.vertexes[1][0] = 1.0f;
vertex_buffer.vertexes[1][1] = -1.0f;
vertex_buffer.vertexes[2][0] = 1.0f;
vertex_buffer.vertexes[2][1] = 1.0f;
vertex_buffer.vertexes[3][0] = -1.0f;
vertex_buffer.vertexes[3][1] = 1.0f;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
SDL_GL_SwapWindow(window);
// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
// the buffer should always be cleared
glClear(GL_COLOR_BUFFER_BIT);
// Switch back to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
}
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
{
Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
if (surface == NULL)
return NULL;
glGenTextures(1, &surface->texture_id);
glBindTexture(GL_TEXTURE_2D, surface->texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, 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);
surface->width = width;
surface->height = height;
return surface;
}
void Backend_FreeSurface(Backend_Surface *surface)
{
if (surface == NULL)
return;
glDeleteTextures(1, &surface->texture_id);
free(surface);
}
unsigned char* Backend_Lock(Backend_Surface *surface, unsigned int *pitch)
{
if (surface == NULL)
return NULL;
surface->pixels = (unsigned char*)malloc(surface->width * surface->height * 3);
*pitch = surface->width * 3;
return surface->pixels;
}
void Backend_Unlock(Backend_Surface *surface)
{
if (surface == NULL)
return;
glBindTexture(GL_TEXTURE_2D, surface->texture_id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surface->width, surface->height, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels);
free(surface->pixels);
}
static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
return;
// Switch to colour-key shader if we have to
glUseProgram(colour_key ? program_texture_colour_key : program_texture);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
const GLfloat texture_left = (GLfloat)rect->left / (GLfloat)source_surface->width;
const GLfloat texture_right = (GLfloat)rect->right / (GLfloat)source_surface->width;
const GLfloat texture_top = (GLfloat)rect->top / (GLfloat)source_surface->height;
const GLfloat texture_bottom = (GLfloat)rect->bottom / (GLfloat)source_surface->height;
const GLfloat vertex_left = (x * (2.0f / destination_surface->width)) - 1.0f;
const GLfloat vertex_right = ((x + (rect->right - rect->left)) * (2.0f / destination_surface->width)) - 1.0f;
const GLfloat vertex_top = (y * (2.0f / destination_surface->height)) - 1.0f;
const GLfloat vertex_bottom = ((y + (rect->bottom - rect->top)) * (2.0f / destination_surface->height)) - 1.0f;
vertex_buffer.texture_coordinates[0][0] = texture_left;
vertex_buffer.texture_coordinates[0][1] = texture_top;
vertex_buffer.texture_coordinates[1][0] = texture_right;
vertex_buffer.texture_coordinates[1][1] = texture_top;
vertex_buffer.texture_coordinates[2][0] = texture_right;
vertex_buffer.texture_coordinates[2][1] = texture_bottom;
vertex_buffer.texture_coordinates[3][0] = texture_left;
vertex_buffer.texture_coordinates[3][1] = texture_bottom;
vertex_buffer.vertexes[0][0] = vertex_left;
vertex_buffer.vertexes[0][1] = vertex_top;
vertex_buffer.vertexes[1][0] = vertex_right;
vertex_buffer.vertexes[1][1] = vertex_top;
vertex_buffer.vertexes[2][0] = vertex_right;
vertex_buffer.vertexes[2][1] = vertex_bottom;
vertex_buffer.vertexes[3][0] = vertex_left;
vertex_buffer.vertexes[3][1] = vertex_bottom;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
}
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)
return;
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination_surface->texture_id, 0);
glViewport(0, 0, destination_surface->width, destination_surface->height);
BlitCommon(source_surface, rect, destination_surface, x, y, colour_key);
}
void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
{
if (source_surface == NULL)
return;
// Point our framebuffer to the screen texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
BlitCommon(source_surface, rect, &framebuffer_surface, x, y, colour_key);
}
static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
return;
glUseProgram(program_colour_fill);
// Disable texture coordinate array, since this doesn't use textures
glDisableVertexAttribArray(2);
glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
const GLfloat vertex_left = (rect->left * (2.0f / surface->width)) - 1.0f;
const GLfloat vertex_right = (rect->right * (2.0f / surface->width)) - 1.0f;
const GLfloat vertex_top = (rect->top * (2.0f / surface->height)) - 1.0f;
const GLfloat vertex_bottom = (rect->bottom * (2.0f / surface->height)) - 1.0f;
vertex_buffer.vertexes[0][0] = vertex_left;
vertex_buffer.vertexes[0][1] = vertex_top;
vertex_buffer.vertexes[1][0] = vertex_right;
vertex_buffer.vertexes[1][1] = vertex_top;
vertex_buffer.vertexes[2][0] = vertex_right;
vertex_buffer.vertexes[2][1] = vertex_bottom;
vertex_buffer.vertexes[3][0] = vertex_left;
vertex_buffer.vertexes[3][1] = vertex_bottom;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
}
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
if (surface == NULL)
return;
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
glViewport(0, 0, surface->width, surface->height);
ColourFillCommon(surface, rect, red, green, blue);
}
void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
// Point our framebuffer to the screen texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
ColourFillCommon(&framebuffer_surface, rect, red, green, blue);
}
void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
{
if (surface == NULL)
return;
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
glViewport(0, 0, surface->width, surface->height);
BlitCommon(&framebuffer_surface, rect, surface, rect->left, rect->top, FALSE);
}
BOOL Backend_SupportsSubpixelGlyph(void)
{
return FALSE; // Per-component alpha is available as an extension, but I haven't looked into it yet
}
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch, unsigned short total_greys, unsigned char pixel_mode)
{
Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
if (glyph == NULL)
return NULL;
const int destination_pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
unsigned char *buffer = (unsigned char*)malloc(destination_pitch * height);
if (buffer == NULL)
{
free(glyph);
return NULL;
}
switch (pixel_mode)
{
// FONT_PIXEL_MODE_LCD is unsupported
case FONT_PIXEL_MODE_GRAY:
for (unsigned int y = 0; y < height; ++y)
{
const unsigned char *source_pointer = pixels + y * pitch;
unsigned char *destination_pointer = buffer + y * destination_pitch;
for (unsigned int x = 0; x < width; ++x)
{
*destination_pointer++ = (unsigned char)(pow((double)*source_pointer++ / (total_greys - 1), 1.0 / 1.8) * 255.0);
}
}
break;
case FONT_PIXEL_MODE_MONO:
for (unsigned int y = 0; y < height; ++y)
{
const unsigned char *source_pointer = pixels + y * pitch;
unsigned char *destination_pointer = buffer + y * destination_pitch;
for (unsigned int x = 0; x < width; ++x)
{
*destination_pointer++ = *source_pointer++ ? 0xFF : 0;
}
}
break;
}
glGenTextures(1, &glyph->texture_id);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glyph->width = width;
glyph->height = height;
free(buffer);
return glyph;
}
void Backend_UnloadGlyph(Backend_Glyph *glyph)
{
if (glyph == NULL)
return;
glDeleteTextures(1, &glyph->texture_id);
free(glyph);
}
static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
{
glUseProgram(program_glyph);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
const GLfloat vertex_left = (x * (2.0f / surface->width)) - 1.0f;
const GLfloat vertex_right = ((x + glyph->width) * (2.0f / surface->width)) - 1.0f;
const GLfloat vertex_top = (y * (2.0f / surface->height)) - 1.0f;
const GLfloat vertex_bottom = ((y + glyph->height) * (2.0f / surface->height)) - 1.0f;
glUniform4f(program_glyph_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
vertex_buffer.texture_coordinates[0][0] = 0.0f;
vertex_buffer.texture_coordinates[0][1] = 0.0f;
vertex_buffer.texture_coordinates[1][0] = 1.0f;
vertex_buffer.texture_coordinates[1][1] = 0.0f;
vertex_buffer.texture_coordinates[2][0] = 1.0f;
vertex_buffer.texture_coordinates[2][1] = 1.0f;
vertex_buffer.texture_coordinates[3][0] = 0.0f;
vertex_buffer.texture_coordinates[3][1] = 1.0f;
vertex_buffer.vertexes[0][0] = vertex_left;
vertex_buffer.vertexes[0][1] = vertex_top;
vertex_buffer.vertexes[1][0] = vertex_right;
vertex_buffer.vertexes[1][1] = vertex_top;
vertex_buffer.vertexes[2][0] = vertex_right;
vertex_buffer.vertexes[2][1] = vertex_bottom;
vertex_buffer.vertexes[3][0] = vertex_left;
vertex_buffer.vertexes[3][1] = vertex_bottom;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
}
void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
{
if (glyph == NULL || surface == NULL)
return;
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
glViewport(0, 0, surface->width, surface->height);
DrawGlyphCommon(surface, glyph, x, y, colours);
}
void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
{
if (glyph == NULL)
return;
// Point our framebuffer to the screen texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
glViewport(0, 0, framebuffer_surface.width, framebuffer_surface.height);
DrawGlyphCommon(&framebuffer_surface, glyph, x, y, colours);
}
void Backend_HandleDeviceLoss(void)
{
// No problem for us
}
void Backend_HandleWindowResize(void)
{
// No problem for us
}