cave-story-solaris/src/Backends/Rendering/OpenGL2.cpp
Clownacy 9948fa8b07 Move the SDL_Window creation to the rendering backends
Whoops, didn't mean to commit the Main.cpp edit way back when I made
the OpenGL 2.1 backend.
2019-07-24 20:20:06 +01:00

431 lines
13 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 colour_key_program_id;
static GLuint framebuffer_id;
static Backend_Surface framebuffer_surface;
static const GLchar *fragment_shader_source = " \
#version 120\n \
uniform sampler2D tex; \
void main() \
{ \
vec4 colour = gl_Color * texture2D(tex, gl_TexCoord[0].st); \
\
if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \
discard; \
\
gl_FragColor = colour; \
} \
";
static GLuint CompileShader(const char *fragment_shader_source)
{
GLint shader_status;
GLuint program_id = glCreateProgram();
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);
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_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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 screen_width, screen_height;
SDL_GetWindowSize(window, &screen_width, &screen_height);
context = SDL_GL_CreateContext(window);
if (glewInit() != GLEW_OK)
return FALSE;
// Check for framebuffer object extension (is part of the core spec in OpenGL 3.0, but not 2.1)
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);
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 blank default texture (it seems to be black by default, which sucks for colour modulation)
const unsigned char white_pixel[3] = {0xFF, 0xFF, 0xFF};
glBindTexture(GL_TEXTURE_2D, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, white_pixel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Set up our colour-key-enabled fragment shader
colour_key_program_id = CompileShader(fragment_shader_source);
// Set up framebuffer (used for surface-to-surface blitting)
glGenFramebuffersEXT(1, &framebuffer_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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, screen_width, screen_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;
return TRUE;
}
void Backend_Deinit(void)
{
glDeleteTextures(1, &framebuffer_surface.texture_id);
glDeleteFramebuffersEXT(1, &framebuffer_id);
glDeleteProgram(colour_key_program_id);
SDL_GL_DeleteContext(context);
}
void Backend_DrawScreen(void)
{
// Disable colour-keying
glUseProgram(0);
// Target actual screen, and not our framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// Draw framebuffer to screen
glPushMatrix();
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
glPopMatrix();
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
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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)
{
glDeleteTextures(1, &surface->texture_id);
free(surface);
}
unsigned char* Backend_Lock(Backend_Surface *surface, unsigned int *pitch)
{
surface->pixels = (unsigned char*)malloc(surface->width * surface->height * 3);
*pitch = surface->width * 3;
return surface->pixels;
}
void Backend_Unlock(Backend_Surface *surface)
{
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, 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 ? colour_key_program_id : 0);
glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2f((GLfloat)rect->left / (GLfloat)source_surface->width, (GLfloat)rect->top / (GLfloat)source_surface->height);
glVertex2f((GLfloat)x, (GLfloat)y);
glTexCoord2f((GLfloat)rect->right / (GLfloat)source_surface->width, (GLfloat)rect->top / (GLfloat)source_surface->height);
glVertex2f((GLfloat)x + (rect->right - rect->left), (GLfloat)y);
glTexCoord2f((GLfloat)rect->right / (GLfloat)source_surface->width, (GLfloat)rect->bottom / (GLfloat)source_surface->height);
glVertex2f((GLfloat)x + (rect->right - rect->left), (GLfloat)y + (rect->bottom - rect->top));
glTexCoord2f((GLfloat)rect->left / (GLfloat)source_surface->width, (GLfloat)rect->bottom / (GLfloat)source_surface->height);
glVertex2f((GLfloat)x, (GLfloat)y + (rect->bottom - rect->top));
glEnd();
}
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);
BlitCommon(source_surface, rect, x, y, colour_key);
}
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);
BlitCommon(source_surface, rect, x, y, colour_key);
}
static void ColourFillCommon(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
return;
// Disable colour-keying
glUseProgram(0);
// Use blank default texture, for a solid colour-fill
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glColor3f(red / 255.0f, green / 255.0f, blue / 255.0f);
glVertex2f((GLfloat)rect->left, (GLfloat)rect->top);
glVertex2f((GLfloat)rect->right, (GLfloat)rect->top);
glVertex2f((GLfloat)rect->right, (GLfloat)rect->bottom);
glVertex2f((GLfloat)rect->left, (GLfloat)rect->bottom);
glEnd();
}
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);
ColourFillCommon(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
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, framebuffer_surface.texture_id, 0);
ColourFillCommon(rect, red, green, blue);
}
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);
BlitCommon(&framebuffer_surface, rect, 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;
unsigned char *buffer = (unsigned char*)malloc(width * height * 4);
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 * width * 4;
for (unsigned int x = 0; x < width; ++x)
{
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*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 * width * 4;
for (unsigned int x = 0; x < width; ++x)
{
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*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_RGBA8, width, height, 0, GL_RGBA, 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)
{
glDeleteTextures(1, &glyph->texture_id);
free(glyph);
}
static void DrawGlyphCommon(Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
{
// Disable colour-keying
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
glBegin(GL_QUADS);
glColor3f(colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex2f((GLfloat)x, (GLfloat)y);
glTexCoord2f(1.0f, 0.0f);
glVertex2f((GLfloat)x + glyph->width, (GLfloat)y);
glTexCoord2f(1.0f, 1.0f);
glVertex2f((GLfloat)x + glyph->width, (GLfloat)y + glyph->height);
glTexCoord2f(0.0f, 1.0f);
glVertex2f((GLfloat)x, (GLfloat)y + glyph->height);
glEnd();
}
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);
DrawGlyphCommon(glyph, x, y, colours);
}
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);
DrawGlyphCommon(glyph, x, y, colours);
}
void Backend_HandleDeviceLoss(void)
{
// No problem for us
}
void Backend_HandleWindowResize(void)
{
// No problem for us
}