DoukutsuNikki/src/Backends/Rendering/OpenGL3.cpp

1098 lines
34 KiB
C++

// Dual OpenGL 3.2 and OpenGL ES 2.0 renderer
#include "../Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#ifdef USE_OPENGLES2
#include <GLES2/gl2.h>
#else
#include <glad/glad.h>
#endif
#define SPRITEBATCH_IMPLEMENTATION
#include "../../../external/cute_spritebatch.h"
#include "../Misc.h"
#include "Window/OpenGL.h"
#define TOTAL_VBOS 8
#define ATTRIBUTE_INPUT_VERTEX_COORDINATES 1
#define ATTRIBUTE_INPUT_TEXTURE_COORDINATES 2
typedef enum RenderMode
{
MODE_BLANK,
MODE_DRAW_SURFACE,
MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
MODE_COLOUR_FILL,
MODE_DRAW_GLYPH
} RenderMode;
typedef struct RenderBackend_Surface
{
GLuint texture_id;
unsigned int width;
unsigned int height;
unsigned char *pixels;
} RenderBackend_Surface;
typedef struct RenderBackend_Glyph
{
unsigned char *pixels;
unsigned int width;
unsigned int height;
unsigned int pitch;
} RenderBackend_Glyph;
typedef struct Coordinate2D
{
GLfloat x;
GLfloat y;
} Coordinate2D;
typedef struct Vertex
{
Coordinate2D position;
Coordinate2D texture;
} Vertex;
typedef struct VertexBufferSlot
{
Vertex vertices[2][3];
} VertexBufferSlot;
static GLuint program_texture;
static GLuint program_colour_fill;
static GLuint program_glyph;
static GLint program_colour_fill_uniform_colour;
static GLint program_glyph_uniform_colour;
#ifndef USE_OPENGLES2
static GLuint vertex_array_id;
#endif
static GLuint vertex_buffer_ids[TOTAL_VBOS];
static GLuint framebuffer_id;
static VertexBufferSlot *local_vertex_buffer;
static unsigned long local_vertex_buffer_size;
static unsigned long current_vertex_buffer_slot;
static RenderMode last_render_mode;
static GLuint last_source_texture;
static GLuint last_destination_texture;
static RenderBackend_Surface framebuffer;
static unsigned char glyph_colour_channels[3];
static RenderBackend_Surface *glyph_destination_surface;
static spritebatch_t glyph_batcher;
static int actual_screen_width;
static int actual_screen_height;
#ifdef USE_OPENGLES2
static const GLchar *vertex_shader_plain = " \
#version 100\n \
attribute vec2 input_vertex_coordinates; \
void main() \
{ \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \
} \
";
static const GLchar *vertex_shader_texture = " \
#version 100\n \
attribute vec2 input_vertex_coordinates; \
attribute vec2 input_texture_coordinates; \
varying vec2 texture_coordinates; \
void main() \
{ \
texture_coordinates = input_texture_coordinates; \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \
} \
";
static const GLchar *fragment_shader_texture = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = texture2D(tex, texture_coordinates); \
} \
";
static const GLchar *fragment_shader_colour_fill = " \
#version 100\n \
precision mediump float; \
uniform vec4 colour; \
void main() \
{ \
gl_FragColor = colour; \
} \
";
static const GLchar *fragment_shader_glyph = " \
#version 100\n \
precision mediump float; \
uniform sampler2D tex; \
uniform vec4 colour; \
varying vec2 texture_coordinates; \
void main() \
{ \
gl_FragColor = colour * texture2D(tex, texture_coordinates).r; \
} \
";
#else
static const GLchar *vertex_shader_plain = " \
#version 150 core\n \
in vec2 input_vertex_coordinates; \
void main() \
{ \
gl_Position = vec4(input_vertex_coordinates.xy, 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.xy, 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 = texture(tex, texture_coordinates); \
} \
";
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 * texture(tex, texture_coordinates).r; \
} \
";
#endif
/*
static void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void* userParam)
{
(void)source;
(void)type;
(void)id;
(void)length;
(void)userParam;
if (severity != GL_DEBUG_SEVERITY_NOTIFICATION)
Backend_PrintInfo("OpenGL debug: %s", message);
}
*/
////////////////////////
// Shader compilation //
////////////////////////
static GLuint CompileShader(const char *vertex_shader_source, const char *fragment_shader_source)
{
GLint shader_status;
GLuint program_id = glCreateProgram();
// Compile vertex shader
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)
{
char buffer[0x200];
glGetShaderInfoLog(vertex_shader, sizeof(buffer), NULL, buffer);
Backend_ShowMessageBox("Vertex shader error", buffer);
return 0;
}
glAttachShader(program_id, vertex_shader);
// Compile fragment 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)
{
char buffer[0x400];
glGetShaderInfoLog(fragment_shader, sizeof(buffer), NULL, buffer);
Backend_ShowMessageBox("Fragment shader error", buffer);
return 0;
}
glAttachShader(program_id, fragment_shader);
// Link shaders
glBindAttribLocation(program_id, ATTRIBUTE_INPUT_VERTEX_COORDINATES, "input_vertex_coordinates");
glBindAttribLocation(program_id, ATTRIBUTE_INPUT_TEXTURE_COORDINATES, "input_texture_coordinates");
glLinkProgram(program_id);
glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status);
if (shader_status != GL_TRUE)
{
char buffer[0x400];
glGetProgramInfoLog(program_id, sizeof(buffer), NULL, buffer);
Backend_ShowMessageBox("Shader linker error", buffer);
return 0;
}
return program_id;
}
//////////////////////////////
// Vertex buffer management //
//////////////////////////////
static VertexBufferSlot* GetVertexBufferSlot(unsigned int slots_needed)
{
// Check if buffer needs expanding
if (current_vertex_buffer_slot + slots_needed > local_vertex_buffer_size)
{
local_vertex_buffer_size = 1;
while (current_vertex_buffer_slot + slots_needed > local_vertex_buffer_size)
local_vertex_buffer_size <<= 1;
VertexBufferSlot *realloc_result = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
if (realloc_result != NULL)
{
local_vertex_buffer = realloc_result;
}
else
{
Backend_PrintError("Couldn't expand vertex buffer");
return NULL;
}
}
current_vertex_buffer_slot += slots_needed;
return &local_vertex_buffer[current_vertex_buffer_slot - slots_needed];
}
static void FlushVertexBuffer(void)
{
static unsigned long vertex_buffer_size[TOTAL_VBOS];
static unsigned int current_vertex_buffer = 0;
if (current_vertex_buffer_slot == 0)
return;
// Select new VBO
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_ids[current_vertex_buffer]);
glVertexAttribPointer(ATTRIBUTE_INPUT_VERTEX_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
glVertexAttribPointer(ATTRIBUTE_INPUT_TEXTURE_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture));
// Upload vertex buffer to VBO, growing it if necessary
if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer])
{
vertex_buffer_size[current_vertex_buffer] = local_vertex_buffer_size;
glBufferData(GL_ARRAY_BUFFER, vertex_buffer_size[current_vertex_buffer] * sizeof(VertexBufferSlot), local_vertex_buffer, GL_STREAM_DRAW);
}
else
{
glBufferSubData(GL_ARRAY_BUFFER, 0, current_vertex_buffer_slot * sizeof(VertexBufferSlot), local_vertex_buffer);
}
if (++current_vertex_buffer >= TOTAL_VBOS)
current_vertex_buffer = 0;
glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
current_vertex_buffer_slot = 0;
}
////////////////////
// Glyph-batching //
////////////////////
// Blit the glyphs in the batch
static void GlyphBatch_Draw(spritebatch_sprite_t *sprites, int count, int texture_w, int texture_h, void *udata)
{
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
(void)texture_h;
(void)udata;
if (glyph_destination_surface == NULL)
return;
GLuint texture_id = (GLuint)sprites[0].texture_id;
// Flush vertex data if a context-change is needed
if (last_render_mode != MODE_DRAW_GLYPH || last_destination_texture != glyph_destination_surface->texture_id || last_source_texture != texture_id || last_red != glyph_colour_channels[0] || last_green != glyph_colour_channels[1] || last_blue != glyph_colour_channels[2])
{
FlushVertexBuffer();
last_render_mode = MODE_DRAW_GLYPH;
last_destination_texture = glyph_destination_surface->texture_id;
last_source_texture = texture_id;
last_red = glyph_colour_channels[0];
last_green = glyph_colour_channels[1];
last_blue = glyph_colour_channels[2];
glUseProgram(program_glyph);
glUniform4f(program_glyph_uniform_colour, glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f);
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glyph_destination_surface->texture_id, 0);
glViewport(0, 0, glyph_destination_surface->width, glyph_destination_surface->height);
glEnable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES);
glBindTexture(GL_TEXTURE_2D, texture_id);
}
// Add data to the vertex queue
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(count);
if (vertex_buffer_slot != NULL)
{
for (int i = 0; i < count; ++i)
{
RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)sprites[i].image_id;
const GLfloat texture_left = sprites[i].minx;
const GLfloat texture_right = texture_left + ((GLfloat)glyph->width / (GLfloat)texture_w); // Account for width not matching pitch
const GLfloat texture_top = sprites[i].maxy;
const GLfloat texture_bottom = sprites[i].miny;
const GLfloat vertex_left = (sprites[i].x * (2.0f / glyph_destination_surface->width)) - 1.0f;
const GLfloat vertex_right = ((sprites[i].x + glyph->width) * (2.0f / glyph_destination_surface->width)) - 1.0f;
const GLfloat vertex_top = (sprites[i].y * (2.0f / glyph_destination_surface->height)) - 1.0f;
const GLfloat vertex_bottom = ((sprites[i].y + glyph->height) * (2.0f / glyph_destination_surface->height)) - 1.0f;
vertex_buffer_slot[i].vertices[0][0].texture.x = texture_left;
vertex_buffer_slot[i].vertices[0][0].texture.y = texture_top;
vertex_buffer_slot[i].vertices[0][1].texture.x = texture_right;
vertex_buffer_slot[i].vertices[0][1].texture.y = texture_top;
vertex_buffer_slot[i].vertices[0][2].texture.x = texture_right;
vertex_buffer_slot[i].vertices[0][2].texture.y = texture_bottom;
vertex_buffer_slot[i].vertices[1][0].texture.x = texture_left;
vertex_buffer_slot[i].vertices[1][0].texture.y = texture_top;
vertex_buffer_slot[i].vertices[1][1].texture.x = texture_right;
vertex_buffer_slot[i].vertices[1][1].texture.y = texture_bottom;
vertex_buffer_slot[i].vertices[1][2].texture.x = texture_left;
vertex_buffer_slot[i].vertices[1][2].texture.y = texture_bottom;
vertex_buffer_slot[i].vertices[0][0].position.x = vertex_left;
vertex_buffer_slot[i].vertices[0][0].position.y = vertex_top;
vertex_buffer_slot[i].vertices[0][1].position.x = vertex_right;
vertex_buffer_slot[i].vertices[0][1].position.y = vertex_top;
vertex_buffer_slot[i].vertices[0][2].position.x = vertex_right;
vertex_buffer_slot[i].vertices[0][2].position.y = vertex_bottom;
vertex_buffer_slot[i].vertices[1][0].position.x = vertex_left;
vertex_buffer_slot[i].vertices[1][0].position.y = vertex_top;
vertex_buffer_slot[i].vertices[1][1].position.x = vertex_right;
vertex_buffer_slot[i].vertices[1][1].position.y = vertex_bottom;
vertex_buffer_slot[i].vertices[1][2].position.x = vertex_left;
vertex_buffer_slot[i].vertices[1][2].position.y = vertex_bottom;
}
}
}
// Upload the glyph's pixels
static void GlyphBatch_GetPixels(SPRITEBATCH_U64 image_id, void *buffer, int bytes_to_fill, void *udata)
{
(void)udata;
RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)image_id;
memcpy(buffer, glyph->pixels, bytes_to_fill);
}
// Create a texture atlas, and upload pixels to it
static SPRITEBATCH_U64 GlyphBatch_CreateTexture(void *pixels, int w, int h, void *udata)
{
(void)udata;
GLuint texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
glBindTexture(GL_TEXTURE_2D, last_source_texture);
return (SPRITEBATCH_U64)texture_id;
}
// Destroy texture atlas
static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
{
(void)udata;
GLuint gl_texture_id = (GLuint)texture_id;
// Flush the vertex buffer if we're about to destroy its texture
// TODO - This leaves `last_source_texture`/`last_destination_texture` dangling
if (gl_texture_id == last_source_texture || gl_texture_id == last_destination_texture)
FlushVertexBuffer();
glDeleteTextures(1, &gl_texture_id);
}
#ifndef USE_OPENGLES2
static const char* GetOpenGLErrorCodeDescription(GLenum error_code)
{
switch (error_code)
{
case GL_NO_ERROR:
return "No error";
case GL_INVALID_ENUM:
return "An unacceptable value was specified for enumerated argument";
case GL_INVALID_VALUE:
return "A numeric argument is out of range";
case GL_INVALID_OPERATION:
return "The specified operation is not allowed in the current state";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "The framebuffer object is not complete";
case GL_OUT_OF_MEMORY:
return "There is not enough memory left to execute the command";
/*
* For some reason glad does not define these even though they are there in OpenGL 3.2
*/
/*
case GL_STACK_UNDERFLOW:
return "An attempt has been made to perform an operation that would cause an internal stack to underflow";
case GL_STACK_OVERFLOW:
return "An attempt has been made to perform an operation that would cause an internal stack to overflow";
*/
default:
return "Unknown error";
}
}
static void PostGLCallCallback(const char *name, void *function_pointer, int length_arguments, ...)
{
(void)function_pointer;
(void)length_arguments;
GLenum error_code = glad_glGetError(); // Manually use glad_glGetError. Otherwise, glad_debug_glGetError would be called and we'd get infinite recursion into this function
if (error_code != GL_NO_ERROR)
Backend_PrintError("Error %d in %s: %s", error_code, name, GetOpenGLErrorCodeDescription(error_code));
}
#endif
///////////////////////////////////
// Render-backend initialisation //
///////////////////////////////////
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen, bool *vsync)
{
#ifndef USE_OPENGLES2
glad_set_post_callback(PostGLCallCallback);
#endif
actual_screen_width = screen_width;
actual_screen_height = screen_height;
if (WindowBackend_OpenGL_CreateWindow(window_title, &actual_screen_width, &actual_screen_height, fullscreen, *vsync))
{
Backend_PrintInfo("GL_VENDOR = %s", glGetString(GL_VENDOR));
Backend_PrintInfo("GL_RENDERER = %s", glGetString(GL_RENDERER));
Backend_PrintInfo("GL_VERSION = %s", glGetString(GL_VERSION));
Backend_PrintInfo("GL_SHADING_LANGUAGE_VERSION = %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
// We're using pre-multiplied alpha so we can blend onto textures that have their own alpha
// http://apoorvaj.io/alpha-compositing-opengl-blending-and-premultiplied-alpha.html
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_DEBUG_OUTPUT);
//glDebugMessageCallback(MessageCallback, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
#ifndef USE_OPENGLES2
// Set up Vertex Array Object
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
#endif
// Set up Vertex Buffer Objects
glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
// Set up the vertex attributes
glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
// Set up our shaders
program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
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_colour_fill != 0 && program_glyph != 0)
{
// Get shader uniforms
program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "colour");
// 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.texture_id);
glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
framebuffer.width = screen_width;
framebuffer.height = screen_height;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
glViewport(0, 0, framebuffer.width, framebuffer.height);
// Set-up glyph-batcher
spritebatch_config_t config;
spritebatch_set_default_config(&config);
config.pixel_stride = 1;
config.atlas_width_in_pixels = 256;
config.atlas_height_in_pixels = 256;
config.lonely_buffer_count_till_flush = 4; // Start making atlases immediately
config.batch_callback = GlyphBatch_Draw;
config.get_pixels_callback = GlyphBatch_GetPixels;
config.generate_texture_callback = GlyphBatch_CreateTexture;
config.delete_texture_callback = GlyphBatch_DestroyTexture;
spritebatch_init(&glyph_batcher, &config, NULL);
return &framebuffer;
}
if (program_glyph != 0)
glDeleteProgram(program_glyph);
if (program_colour_fill != 0)
glDeleteProgram(program_colour_fill);
if (program_texture != 0)
glDeleteProgram(program_texture);
glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
}
return NULL;
}
void RenderBackend_Deinit(void)
{
free(local_vertex_buffer);
spritebatch_term(&glyph_batcher);
glDeleteTextures(1, &framebuffer.texture_id);
glDeleteFramebuffers(1, &framebuffer_id);
glDeleteProgram(program_glyph);
glDeleteProgram(program_colour_fill);
glDeleteProgram(program_texture);
glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
WindowBackend_OpenGL_DestroyWindow();
}
void RenderBackend_DrawScreen(void)
{
spritebatch_tick(&glyph_batcher);
FlushVertexBuffer();
last_render_mode = MODE_BLANK;
last_source_texture = 0;
last_destination_texture = 0;
// This would be a good time to use a custom shader to divide the pixels by
// their alpha, to undo the premultiplied alpha stuff, but the framebuffer
// is pretty much guaranteed to be fully opaque, and X / 1 == X, so it'd be
// a waste of processing power.
glUseProgram(program_texture);
glDisable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES);
// Target actual screen, and not our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Do some viewport trickery, to fit the framebuffer in the center of the screen
GLint x;
GLint y;
GLsizei width;
GLsizei height;
if (actual_screen_width * framebuffer.height > framebuffer.width * actual_screen_height) // Fancy way to do `if (actual_screen_width / actual_screen_height > framebuffer.width / framebuffer.height)` without floats
{
y = 0;
height = actual_screen_height;
width = (framebuffer.width * actual_screen_height) / framebuffer.height;
x = (actual_screen_width - width) / 2;
}
else
{
x = 0;
width = actual_screen_width;
height = (framebuffer.height * actual_screen_width) / framebuffer.width;
y = (actual_screen_height - height) / 2;
}
glViewport(x, y, width, height);
// Draw framebuffer to screen
glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
if (vertex_buffer_slot != NULL)
{
vertex_buffer_slot->vertices[0][0].texture.x = 0.0f;
vertex_buffer_slot->vertices[0][0].texture.y = 1.0f;
vertex_buffer_slot->vertices[0][1].texture.x = 1.0f;
vertex_buffer_slot->vertices[0][1].texture.y = 1.0f;
vertex_buffer_slot->vertices[0][2].texture.x = 1.0f;
vertex_buffer_slot->vertices[0][2].texture.y = 0.0f;
vertex_buffer_slot->vertices[1][0].texture.x = 0.0f;
vertex_buffer_slot->vertices[1][0].texture.y = 1.0f;
vertex_buffer_slot->vertices[1][1].texture.x = 1.0f;
vertex_buffer_slot->vertices[1][1].texture.y = 0.0f;
vertex_buffer_slot->vertices[1][2].texture.x = 0.0f;
vertex_buffer_slot->vertices[1][2].texture.y = 0.0f;
vertex_buffer_slot->vertices[0][0].position.x = -1.0f;
vertex_buffer_slot->vertices[0][0].position.y = -1.0f;
vertex_buffer_slot->vertices[0][1].position.x = 1.0f;
vertex_buffer_slot->vertices[0][1].position.y = -1.0f;
vertex_buffer_slot->vertices[0][2].position.x = 1.0f;
vertex_buffer_slot->vertices[0][2].position.y = 1.0f;
vertex_buffer_slot->vertices[1][0].position.x = -1.0f;
vertex_buffer_slot->vertices[1][0].position.y = -1.0f;
vertex_buffer_slot->vertices[1][1].position.x = 1.0f;
vertex_buffer_slot->vertices[1][1].position.y = 1.0f;
vertex_buffer_slot->vertices[1][2].position.x = -1.0f;
vertex_buffer_slot->vertices[1][2].position.y = 1.0f;
}
FlushVertexBuffer();
WindowBackend_OpenGL_Display();
// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
// the buffer should always be cleared, even if it seems unnecessary
glClear(GL_COLOR_BUFFER_BIT);
// Switch back to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
}
////////////////////////
// Surface management //
////////////////////////
RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height, bool render_target)
{
(void)render_target;
RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
if (surface == NULL)
return NULL;
glGenTextures(1, &surface->texture_id);
glBindTexture(GL_TEXTURE_2D, surface->texture_id);
#ifdef USE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifndef USE_OPENGLES2
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
glBindTexture(GL_TEXTURE_2D, last_source_texture);
surface->width = width;
surface->height = height;
return surface;
}
void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
{
if (surface == NULL)
return;
// Flush the vertex buffer if we're about to destroy its texture
// TODO - This leaves `last_source_texture`/`last_destination_texture` dangling
if (surface->texture_id == last_source_texture || surface->texture_id == last_destination_texture)
FlushVertexBuffer();
glDeleteTextures(1, &surface->texture_id);
free(surface);
}
bool RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface)
{
(void)surface;
return false;
}
void RenderBackend_RestoreSurface(RenderBackend_Surface *surface)
{
(void)surface;
}
unsigned char* RenderBackend_LockSurface(RenderBackend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{
if (surface == NULL)
return NULL;
surface->pixels = (unsigned char*)malloc(width * height * 4);
*pitch = width * 4;
return surface->pixels;
}
void RenderBackend_UnlockSurface(RenderBackend_Surface *surface, unsigned int width, unsigned int height)
{
if (surface == NULL)
return;
// Flush the vertex buffer if we're about to modify its texture
if (surface->texture_id == last_source_texture || surface->texture_id == last_destination_texture)
FlushVertexBuffer();
// Pre-multiply the colour channels with the alpha, so blending works correctly
unsigned char *pixels = surface->pixels;
for (unsigned int y = 0; y < height; ++y)
{
for (unsigned int x = 0; x < width; ++x)
{
pixels[0] = (pixels[0] * pixels[3]) / 0xFF;
pixels[1] = (pixels[1] * pixels[3]) / 0xFF;
pixels[2] = (pixels[2] * pixels[3]) / 0xFF;
pixels += 4;
}
}
glBindTexture(GL_TEXTURE_2D, surface->texture_id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
free(surface->pixels);
glBindTexture(GL_TEXTURE_2D, last_source_texture);
}
/////////////
// Drawing //
/////////////
void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool alpha_blend)
{
if (source_surface == NULL || destination_surface == NULL)
return;
const RenderMode render_mode = (alpha_blend ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
// Flush vertex data if a context-change is needed
if (last_render_mode != render_mode || last_source_texture != source_surface->texture_id || last_destination_texture != destination_surface->texture_id)
{
FlushVertexBuffer();
last_render_mode = render_mode;
last_source_texture = source_surface->texture_id;
last_destination_texture = destination_surface->texture_id;
// 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);
glUseProgram(program_texture);
if (alpha_blend)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES);
glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
}
// Add data to the vertex queue
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;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
if (vertex_buffer_slot != NULL)
{
vertex_buffer_slot->vertices[0][0].texture.x = texture_left;
vertex_buffer_slot->vertices[0][0].texture.y = texture_top;
vertex_buffer_slot->vertices[0][1].texture.x = texture_right;
vertex_buffer_slot->vertices[0][1].texture.y = texture_top;
vertex_buffer_slot->vertices[0][2].texture.x = texture_right;
vertex_buffer_slot->vertices[0][2].texture.y = texture_bottom;
vertex_buffer_slot->vertices[1][0].texture.x = texture_left;
vertex_buffer_slot->vertices[1][0].texture.y = texture_top;
vertex_buffer_slot->vertices[1][1].texture.x = texture_right;
vertex_buffer_slot->vertices[1][1].texture.y = texture_bottom;
vertex_buffer_slot->vertices[1][2].texture.x = texture_left;
vertex_buffer_slot->vertices[1][2].texture.y = texture_bottom;
vertex_buffer_slot->vertices[0][0].position.x = vertex_left;
vertex_buffer_slot->vertices[0][0].position.y = vertex_top;
vertex_buffer_slot->vertices[0][1].position.x = vertex_right;
vertex_buffer_slot->vertices[0][1].position.y = vertex_top;
vertex_buffer_slot->vertices[0][2].position.x = vertex_right;
vertex_buffer_slot->vertices[0][2].position.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].position.x = vertex_left;
vertex_buffer_slot->vertices[1][0].position.y = vertex_top;
vertex_buffer_slot->vertices[1][1].position.x = vertex_right;
vertex_buffer_slot->vertices[1][1].position.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].position.x = vertex_left;
vertex_buffer_slot->vertices[1][2].position.y = vertex_bottom;
}
}
void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue, unsigned char alpha)
{
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (surface == NULL)
return;
// Flush vertex data if a context-change is needed
if (last_render_mode != MODE_COLOUR_FILL || last_destination_texture != surface->texture_id || last_red != red || last_green != green || last_blue != blue)
{
FlushVertexBuffer();
last_render_mode = MODE_COLOUR_FILL;
last_source_texture = 0;
last_destination_texture = surface->texture_id;
last_red = red;
last_green = green;
last_blue = blue;
// 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);
glUseProgram(program_colour_fill);
glDisable(GL_BLEND);
// Disable texture coordinate array, since this doesn't use textures
glDisableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES);
glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, alpha / 255.0f);
}
// Add data to the vertex queue
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;
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
if (vertex_buffer_slot != NULL)
{
vertex_buffer_slot->vertices[0][0].position.x = vertex_left;
vertex_buffer_slot->vertices[0][0].position.y = vertex_top;
vertex_buffer_slot->vertices[0][1].position.x = vertex_right;
vertex_buffer_slot->vertices[0][1].position.y = vertex_top;
vertex_buffer_slot->vertices[0][2].position.x = vertex_right;
vertex_buffer_slot->vertices[0][2].position.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].position.x = vertex_left;
vertex_buffer_slot->vertices[1][0].position.y = vertex_top;
vertex_buffer_slot->vertices[1][1].position.x = vertex_right;
vertex_buffer_slot->vertices[1][1].position.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].position.x = vertex_left;
vertex_buffer_slot->vertices[1][2].position.y = vertex_bottom;
}
}
//////////////////////
// Glyph management //
//////////////////////
RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph));
if (glyph != NULL)
{
glyph->pitch = (width + 3) & ~3; // Round up to the nearest 4 (OpenGL needs this)
glyph->pixels = (unsigned char*)malloc(glyph->pitch * height);
if (glyph->pixels != NULL)
{
for (unsigned int y = 0; y < height; ++y)
{
const unsigned char *source_pointer = &pixels[y * pitch];
unsigned char *destination_pointer = &glyph->pixels[y * glyph->pitch];
memcpy(destination_pointer, source_pointer, width);
}
glyph->width = width;
glyph->height = height;
return glyph;
}
free(glyph);
}
return NULL;
}
void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
{
if (glyph == NULL)
return;
free(glyph->pixels);
free(glyph);
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
{
glyph_destination_surface = destination_surface;
memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
}
void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
{
spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->pitch, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0);
}
void RenderBackend_FlushGlyphs(void)
{
spritebatch_defrag(&glyph_batcher);
spritebatch_flush(&glyph_batcher);
}
///////////
// Misc. //
///////////
void RenderBackend_HandleRenderTargetLoss(void)
{
// No problem for us
}
void RenderBackend_HandleWindowResize(unsigned int width, unsigned int height)
{
actual_screen_width = width;
actual_screen_height = height;
}