580 lines
16 KiB
C++
580 lines
16 KiB
C++
#include "../Rendering.h"
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#include <stddef.h>
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#include <stdlib.h>
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#include <GL/glew.h>
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#include "SDL.h"
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#include "../../WindowsWrapper.h"
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#include "../../Font.h"
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typedef struct Backend_Surface
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{
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GLuint texture_id;
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unsigned int width;
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unsigned int height;
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unsigned char *pixels;
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} Backend_Surface;
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typedef struct Backend_Glyph
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{
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GLuint texture_id;
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unsigned int width;
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unsigned int height;
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} Backend_Glyph;
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static SDL_Window *window;
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static SDL_GLContext context;
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static GLuint program_texture;
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static GLuint program_texture_colour_key;
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static GLuint program_colour_fill;
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static GLuint program_glyph;
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static GLint uniform_colour_fill_colour;
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static GLint uniform_glyph_colour;
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static GLuint framebuffer_id;
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static GLfloat vertex_buffer[4][2];
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static GLfloat texture_coordinate_buffer[4][2];
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static Backend_Surface framebuffer_surface;
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static const GLchar *vertex_shader_plain = " \
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#version 120\n \
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void main() \
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{ \
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gl_Position = gl_ModelViewMatrix * gl_Vertex; \
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} \
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";
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static const GLchar *vertex_shader_texture = " \
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#version 120\n \
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void main() \
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{ \
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gl_TexCoord[0] = gl_MultiTexCoord0; \
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gl_Position = gl_ModelViewMatrix * gl_Vertex; \
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} \
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";
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static const GLchar *fragment_shader_texture = " \
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#version 120\n \
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uniform sampler2D tex; \
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void main() \
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{ \
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gl_FragColor = texture2D(tex, gl_TexCoord[0].st); \
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} \
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";
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static const GLchar *fragment_shader_texture_colour_key = " \
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#version 120\n \
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uniform sampler2D tex; \
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void main() \
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{ \
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vec4 colour = texture2D(tex, gl_TexCoord[0].st); \
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\
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if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \
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discard; \
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\
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gl_FragColor = colour; \
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} \
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";
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static const GLchar *fragment_shader_colour_fill = " \
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#version 120\n \
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uniform vec4 colour; \
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void main() \
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{ \
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gl_FragColor = colour; \
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} \
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";
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static const GLchar *fragment_shader_glyph = " \
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#version 120\n \
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uniform sampler2D tex; \
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uniform vec4 colour; \
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void main() \
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{ \
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gl_FragColor = colour * texture2D(tex, gl_TexCoord[0].st); \
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} \
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";
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static GLuint CompileShader(const char *vertex_shader_source, const char *fragment_shader_source)
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{
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GLint shader_status;
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GLuint program_id = glCreateProgram();
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_status);
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if (shader_status != GL_TRUE)
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return 0;
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glAttachShader(program_id, vertex_shader);
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &shader_status);
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if (shader_status != GL_TRUE)
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return 0;
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glAttachShader(program_id, fragment_shader);
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glLinkProgram(program_id);
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glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status);
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if (shader_status != GL_TRUE)
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return 0;
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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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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
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}
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BOOL Backend_Init(SDL_Window *p_window)
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{
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window = p_window;
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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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if (glewInit() != GLEW_OK)
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return FALSE;
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// Check if the platform supports OpenGL 2.1
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if (!GLEW_VERSION_2_1)
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return FALSE;
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// Check for framebuffer object extension (is part of the core spec in OpenGL 3.0, but not 2.1)
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if (!GLEW_EXT_framebuffer_object)
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return FALSE;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertex_buffer);
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glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinate_buffer);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Set up our shaders
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program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
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program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
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program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
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program_glyph = CompileShader(vertex_shader_texture, fragment_shader_glyph);
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if (program_texture == 0 || program_texture_colour_key == 0 || program_colour_fill == 0 || program_glyph == 0)
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printf("Failed to compile shaders\n");
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// Get shader uniforms
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uniform_colour_fill_colour = glGetUniformLocation(program_colour_fill, "colour");
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uniform_glyph_colour = glGetUniformLocation(program_glyph, "colour");
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// Set up framebuffer (used for surface-to-surface blitting)
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glGenFramebuffersEXT(1, &framebuffer_id);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_id);
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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, 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 = 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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void Backend_Deinit(void)
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{
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glDeleteTextures(1, &framebuffer_surface.texture_id);
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glDeleteFramebuffersEXT(1, &framebuffer_id);
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glDeleteProgram(program_glyph);
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glDeleteProgram(program_colour_fill);
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glDeleteProgram(program_texture_colour_key);
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glDeleteProgram(program_texture);
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SDL_GL_DeleteContext(context);
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}
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void Backend_DrawScreen(void)
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{
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glUseProgram(program_texture);
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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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// Draw framebuffer to screen
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glLoadIdentity();
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glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
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texture_coordinate_buffer[0][0] = 0.0f;
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texture_coordinate_buffer[0][1] = 1.0f;
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texture_coordinate_buffer[1][0] = 1.0f;
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texture_coordinate_buffer[1][1] = 1.0f;
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texture_coordinate_buffer[2][0] = 1.0f;
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texture_coordinate_buffer[2][1] = 0.0f;
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texture_coordinate_buffer[3][0] = 0.0f;
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texture_coordinate_buffer[3][1] = 0.0f;
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vertex_buffer[0][0] = -1.0f;
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vertex_buffer[0][1] = -1.0f;
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vertex_buffer[1][0] = 1.0f;
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vertex_buffer[1][1] = -1.0f;
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vertex_buffer[2][0] = 1.0f;
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vertex_buffer[2][1] = 1.0f;
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vertex_buffer[3][0] = -1.0f;
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vertex_buffer[3][1] = 1.0f;
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glDrawArrays(GL_QUADS, 0, 4);
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SDL_GL_SwapWindow(window);
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// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
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// the buffer should always be cleared
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glClear(GL_COLOR_BUFFER_BIT);
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// Switch back to our framebuffer
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_id);
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}
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
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{
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Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
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if (surface == NULL)
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return NULL;
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glGenTextures(1, &surface->texture_id);
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glBindTexture(GL_TEXTURE_2D, surface->texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, 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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surface->width = width;
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surface->height = height;
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return surface;
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}
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void Backend_FreeSurface(Backend_Surface *surface)
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{
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if (surface == NULL)
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return;
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glDeleteTextures(1, &surface->texture_id);
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free(surface);
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}
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unsigned char* Backend_Lock(Backend_Surface *surface, unsigned int *pitch)
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{
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if (surface == NULL)
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return NULL;
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surface->pixels = (unsigned char*)malloc(surface->width * surface->height * 3);
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*pitch = surface->width * 3;
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return surface->pixels;
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}
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void Backend_Unlock(Backend_Surface *surface)
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{
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if (surface == NULL)
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return;
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glBindTexture(GL_TEXTURE_2D, surface->texture_id);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surface->width, surface->height, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels);
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free(surface->pixels);
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}
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static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
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{
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if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
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return;
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// Switch to colour-key shader if we have to
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glUseProgram(colour_key ? program_texture_colour_key : program_texture);
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glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
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const GLfloat texture_left = (GLfloat)rect->left / (GLfloat)source_surface->width;
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const GLfloat texture_right = (GLfloat)rect->right / (GLfloat)source_surface->width;
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const GLfloat texture_top = (GLfloat)rect->top / (GLfloat)source_surface->height;
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const GLfloat texture_bottom = (GLfloat)rect->bottom / (GLfloat)source_surface->height;
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const GLfloat vertex_left = (GLfloat)x;
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const GLfloat vertex_right = (GLfloat)x + (rect->right - rect->left);
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const GLfloat vertex_top = (GLfloat)y;
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const GLfloat vertex_bottom = (GLfloat)y + (rect->bottom - rect->top);
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texture_coordinate_buffer[0][0] = texture_left;
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texture_coordinate_buffer[0][1] = texture_top;
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texture_coordinate_buffer[1][0] = texture_right;
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texture_coordinate_buffer[1][1] = texture_top;
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texture_coordinate_buffer[2][0] = texture_right;
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texture_coordinate_buffer[2][1] = texture_bottom;
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texture_coordinate_buffer[3][0] = texture_left;
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texture_coordinate_buffer[3][1] = texture_bottom;
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vertex_buffer[0][0] = vertex_left;
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vertex_buffer[0][1] = vertex_top;
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vertex_buffer[1][0] = vertex_right;
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vertex_buffer[1][1] = vertex_top;
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vertex_buffer[2][0] = vertex_right;
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vertex_buffer[2][1] = vertex_bottom;
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vertex_buffer[3][0] = vertex_left;
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vertex_buffer[3][1] = vertex_bottom;
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glDrawArrays(GL_QUADS, 0, 4);
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}
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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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if (source_surface == NULL || destination_surface == NULL)
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return;
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// Point our framebuffer to the destination texture
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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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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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if (source_surface == NULL)
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return;
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// Point our framebuffer to the screen texture
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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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static void ColourFillCommon(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
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return;
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glUseProgram(program_colour_fill);
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glUniform4f(uniform_colour_fill_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
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vertex_buffer[0][0] = (GLfloat)rect->left;
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vertex_buffer[0][1] = (GLfloat)rect->top;
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vertex_buffer[1][0] = (GLfloat)rect->right;
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vertex_buffer[1][1] = (GLfloat)rect->top;
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vertex_buffer[2][0] = (GLfloat)rect->right;
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vertex_buffer[2][1] = (GLfloat)rect->bottom;
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vertex_buffer[3][0] = (GLfloat)rect->left;
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vertex_buffer[3][1] = (GLfloat)rect->bottom;
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glDrawArrays(GL_QUADS, 0, 4);
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}
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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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if (surface == NULL)
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return;
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// Point our framebuffer to the destination texture
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SetRenderTarget(surface);
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ColourFillCommon(rect, red, green, blue);
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}
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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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SetRenderTarget(&framebuffer_surface);
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ColourFillCommon(rect, red, green, blue);
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}
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void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
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{
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if (surface == NULL)
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return;
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// Point our framebuffer to the destination texture
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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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BOOL Backend_SupportsSubpixelGlyph(void)
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{
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return FALSE; // Per-component alpha is available as an extension, but I haven't looked into it yet
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}
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Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch, unsigned short total_greys, unsigned char pixel_mode)
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{
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Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
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if (glyph == NULL)
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return NULL;
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const int destination_pitch = ((width * 2) + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
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unsigned char *buffer = (unsigned char*)malloc(destination_pitch * height);
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if (buffer == NULL)
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{
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free(glyph);
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return NULL;
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}
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switch (pixel_mode)
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{
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// FONT_PIXEL_MODE_LCD is unsupported
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case FONT_PIXEL_MODE_GRAY:
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for (unsigned int y = 0; y < height; ++y)
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{
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const unsigned char *source_pointer = pixels + y * pitch;
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unsigned char *destination_pointer = buffer + y * destination_pitch;
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for (unsigned int x = 0; x < width; ++x)
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{
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = (unsigned char)(pow((double)*source_pointer++ / (total_greys - 1), 1.0 / 1.8) * 255.0);
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}
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}
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break;
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case FONT_PIXEL_MODE_MONO:
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for (unsigned int y = 0; y < height; ++y)
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{
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const unsigned char *source_pointer = pixels + y * pitch;
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unsigned char *destination_pointer = buffer + y * destination_pitch;
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for (unsigned int x = 0; x < width; ++x)
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{
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = *source_pointer++ ? 0xFF : 0;
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}
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}
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break;
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}
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glGenTextures(1, &glyph->texture_id);
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glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8_ALPHA8, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, buffer);
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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_Glyph *glyph, long x, long y, const unsigned char *colours)
|
|
{
|
|
glUseProgram(program_glyph);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
|
|
|
|
const GLfloat vertex_left = (GLfloat)x;
|
|
const GLfloat vertex_right = (GLfloat)x + glyph->width;
|
|
const GLfloat vertex_top = (GLfloat)y;
|
|
const GLfloat vertex_bottom = (GLfloat)y + glyph->height;
|
|
|
|
glUniform4f(uniform_glyph_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
|
|
|
|
texture_coordinate_buffer[0][0] = 0.0f;
|
|
texture_coordinate_buffer[0][1] = 0.0f;
|
|
texture_coordinate_buffer[1][0] = 1.0f;
|
|
texture_coordinate_buffer[1][1] = 0.0f;
|
|
texture_coordinate_buffer[2][0] = 1.0f;
|
|
texture_coordinate_buffer[2][1] = 1.0f;
|
|
texture_coordinate_buffer[3][0] = 0.0f;
|
|
texture_coordinate_buffer[3][1] = 1.0f;
|
|
|
|
vertex_buffer[0][0] = vertex_left;
|
|
vertex_buffer[0][1] = vertex_top;
|
|
vertex_buffer[1][0] = vertex_right;
|
|
vertex_buffer[1][1] = vertex_top;
|
|
vertex_buffer[2][0] = vertex_right;
|
|
vertex_buffer[2][1] = vertex_bottom;
|
|
vertex_buffer[3][0] = vertex_left;
|
|
vertex_buffer[3][1] = vertex_bottom;
|
|
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
}
|
|
|
|
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
|
|
SetRenderTarget(surface);
|
|
|
|
DrawGlyphCommon(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
|
|
SetRenderTarget(&framebuffer_surface);
|
|
|
|
DrawGlyphCommon(glyph, x, y, colours);
|
|
}
|
|
|
|
void Backend_HandleDeviceLoss(void)
|
|
{
|
|
// No problem for us
|
|
}
|
|
|
|
void Backend_HandleWindowResize(void)
|
|
{
|
|
// No problem for us
|
|
}
|