ref: 5dbca99e1933cfa789aca0d5cac2245f18c165eb
parent: b4ec82d81b803d7d750cf46c7a5a0c071dea5222
author: Clownacy <[email protected]>
date: Tue Mar 31 17:56:10 EDT 2020
Extremely horrible terrible nightmare refactoring Working on ridding CSE2 of its hard SDL2 dependency. For now, I have a rudimentary GLFW3 backend.
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -18,6 +18,7 @@
set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, or 'Software' for a handwritten software renderer")
set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'")
set(BACKEND_CONTROLLER "SDL2" CACHE STRING "Which controller backend the game should use: 'SDL2' or 'GLFW3'")
+set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2' or 'GLFW3'")
option(LTO "Enable link-time optimisation" OFF)
option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library" OFF)
@@ -164,7 +165,6 @@
"src/ValueView.cpp"
"src/ValueView.h"
"src/WindowsWrapper.h"
- "src/Backends/Platform/SDL2.cpp"
"src/Backends/Audio.h"
"src/Backends/Controller.h"
"src/Backends/Platform.h"
@@ -326,7 +326,21 @@
target_sources(CSE2 PRIVATE "src/Backends/Controller/GLFW3.cpp")
endif()
+if(BACKEND_PLATFORM MATCHES "SDL2")
+ target_sources(CSE2 PRIVATE "src/Backends/Platform/SDL2.cpp")
+elseif(BACKEND_PLATFORM MATCHES "GLFW3")
+ target_sources(CSE2 PRIVATE "src/Backends/Platform/GLFW3.cpp")
+endif()
+if(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "OpenGL3")
+ target_sources(CSE2 PRIVATE "src/Backends/Window/SDL2-OpenGL3.cpp")
+elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "OpenGL3")
+ target_sources(CSE2 PRIVATE "src/Backends/Window/GLFW3-OpenGL3.cpp")
+else()
+ message(FATAL_ERROR "Invalid BACKEND_PLATFORM/BACKEND_RENDERER combination")
+endif()
+
+
##########
# Tweaks #
##########
@@ -381,32 +395,39 @@
# Dependencies #
################
-if(NOT FORCE_LOCAL_LIBS)
- find_package(SDL2)
+if(BACKEND_PLATFORM MATCHES "GLFW3")
+ find_package(glfw3 REQUIRED)
+ target_link_libraries(CSE2 PRIVATE glfw)
endif()
-if(TARGET SDL2::SDL2)
- # CMake-generated config (Arch, vcpkg, Raspbian)
- message(STATUS "Using system SDL2 (CMake, dynamic)")
- target_link_libraries(CSE2 PRIVATE SDL2::SDL2 SDL2::SDL2main)
-elseif(TARGET SDL2::SDL2-static)
- # CMake-generated config (Arch, vcpkg, Raspbian)
- message(STATUS "Using system SDL2 (CMake, static)")
- target_link_libraries(CSE2 PRIVATE SDL2::SDL2-static SDL2::SDL2main)
-elseif(SDL2_FOUND)
- # Autotools-generated config (MSYS2)
- message(STATUS "Using system SDL2 (Autotools)")
- target_include_directories(CSE2 PRIVATE ${SDL2_INCLUDE_DIRS})
- target_link_libraries(CSE2 PRIVATE ${SDL2_LIBRARIES})
-else()
- # Compile it ourselves
- message(STATUS "Using local SDL2")
- set(SDL_SHARED_ENABLED_BY_DEFAULT OFF)
- if(MSVC)
- set(LIBC ON) # Needed to prevent possible 'symbol already defined' errors
+if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2")
+ if(NOT FORCE_LOCAL_LIBS)
+ find_package(SDL2)
endif()
- add_subdirectory("external/SDL2" EXCLUDE_FROM_ALL)
- target_link_libraries(CSE2 PRIVATE SDL2-static SDL2main)
+
+ if(TARGET SDL2::SDL2)
+ # CMake-generated config (Arch, vcpkg, Raspbian)
+ message(STATUS "Using system SDL2 (CMake, dynamic)")
+ target_link_libraries(CSE2 PRIVATE SDL2::SDL2 SDL2::SDL2main)
+ elseif(TARGET SDL2::SDL2-static)
+ # CMake-generated config (Arch, vcpkg, Raspbian)
+ message(STATUS "Using system SDL2 (CMake, static)")
+ target_link_libraries(CSE2 PRIVATE SDL2::SDL2-static SDL2::SDL2main)
+ elseif(SDL2_FOUND)
+ # Autotools-generated config (MSYS2)
+ message(STATUS "Using system SDL2 (Autotools)")
+ target_include_directories(CSE2 PRIVATE ${SDL2_INCLUDE_DIRS})
+ target_link_libraries(CSE2 PRIVATE ${SDL2_LIBRARIES})
+ else()
+ # Compile it ourselves
+ message(STATUS "Using local SDL2")
+ set(SDL_SHARED_ENABLED_BY_DEFAULT OFF)
+ if(MSVC)
+ set(LIBC ON) # Needed to prevent possible 'symbol already defined' errors
+ endif()
+ add_subdirectory("external/SDL2" EXCLUDE_FROM_ALL)
+ target_link_libraries(CSE2 PRIVATE SDL2-static SDL2main)
+ endif()
endif()
if(NOT FORCE_LOCAL_LIBS)
--- a/src/Backends/Platform.h
+++ b/src/Backends/Platform.h
@@ -5,11 +5,9 @@
extern BOOL bActive;
void PlatformBackend_Init(void);
-
-void PlatformBackend_GetBasePath(char *string_buffer);
-
+void PlatformBackend_Deinit(void);
+BOOL PlatformBackend_GetBasePath(char *string_buffer);
BOOL PlatformBackend_SystemTask(void);
-
void PlatformBackend_ShowMessageBox(const char *title, const char *message);
-
unsigned long PlatformBackend_GetTicks(void);
+void PlatformBackend_Delay(unsigned int ticks);
--- /dev/null
+++ b/src/Backends/Platform/GLFW3.cpp
@@ -1,0 +1,282 @@
+#include "../Platform.h"
+
+#include <chrono>
+#include <thread>
+
+#include <GLFW/glfw3.h>
+
+#include "../Rendering.h"
+
+#include "../../WindowsWrapper.h"
+
+#include "../../KeyControl.h"
+#include "../../Main.h"
+#include "../../Organya.h"
+#include "../../Profile.h"
+
+BOOL bActive = TRUE;
+
+extern GLFWwindow *window;
+
+void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
+{
+ (void)window;
+ (void)scancode;
+ (void)mods;
+
+ if (action == GLFW_PRESS)
+ {
+ switch (key)
+ {
+ case GLFW_KEY_ESCAPE:
+ gKey |= KEY_ESCAPE;
+ break;
+
+ case GLFW_KEY_W:
+ gKey |= KEY_MAP;
+ break;
+
+ case GLFW_KEY_LEFT:
+ gKey |= KEY_LEFT;
+ break;
+
+ case GLFW_KEY_RIGHT:
+ gKey |= KEY_RIGHT;
+ break;
+
+ case GLFW_KEY_UP:
+ gKey |= KEY_UP;
+ break;
+
+ case GLFW_KEY_DOWN:
+ gKey |= KEY_DOWN;
+ break;
+
+ case GLFW_KEY_X:
+ gKey |= KEY_X;
+ break;
+
+ case GLFW_KEY_Z:
+ gKey |= KEY_Z;
+ break;
+
+ case GLFW_KEY_S:
+ gKey |= KEY_ARMS;
+ break;
+
+ case GLFW_KEY_A:
+ gKey |= KEY_ARMSREV;
+ break;
+
+ case GLFW_KEY_LEFT_SHIFT:
+ case GLFW_KEY_RIGHT_SHIFT:
+ gKey |= KEY_SHIFT;
+ break;
+
+ case GLFW_KEY_F1:
+ gKey |= KEY_F1;
+ break;
+
+ case GLFW_KEY_F2:
+ gKey |= KEY_F2;
+ break;
+
+ case GLFW_KEY_Q:
+ gKey |= KEY_ITEM;
+ break;
+
+ case GLFW_KEY_COMMA:
+ gKey |= KEY_ALT_LEFT;
+ break;
+
+ case GLFW_KEY_PERIOD:
+ gKey |= KEY_ALT_DOWN;
+ break;
+
+ case GLFW_KEY_SLASH:
+ gKey |= KEY_ALT_RIGHT;
+ break;
+
+ case GLFW_KEY_L:
+ gKey |= KEY_L;
+ break;
+
+ case GLFW_KEY_EQUAL:
+ gKey |= KEY_PLUS;
+ break;
+
+ case GLFW_KEY_F5:
+ gbUseJoystick = FALSE;
+ break;
+ }
+ }
+ else if (action == GLFW_RELEASE)
+ {
+ switch (key)
+ {
+ case GLFW_KEY_ESCAPE:
+ gKey &= ~KEY_ESCAPE;
+ break;
+
+ case GLFW_KEY_W:
+ gKey &= ~KEY_MAP;
+ break;
+
+ case GLFW_KEY_LEFT:
+ gKey &= ~KEY_LEFT;
+ break;
+
+ case GLFW_KEY_RIGHT:
+ gKey &= ~KEY_RIGHT;
+ break;
+
+ case GLFW_KEY_UP:
+ gKey &= ~KEY_UP;
+ break;
+
+ case GLFW_KEY_DOWN:
+ gKey &= ~KEY_DOWN;
+ break;
+
+ case GLFW_KEY_X:
+ gKey &= ~KEY_X;
+ break;
+
+ case GLFW_KEY_Z:
+ gKey &= ~KEY_Z;
+ break;
+
+ case GLFW_KEY_S:
+ gKey &= ~KEY_ARMS;
+ break;
+
+ case GLFW_KEY_A:
+ gKey &= ~KEY_ARMSREV;
+ break;
+
+ case GLFW_KEY_LEFT_SHIFT:
+ case GLFW_KEY_RIGHT_SHIFT:
+ gKey &= ~KEY_SHIFT;
+ break;
+
+ case GLFW_KEY_F1:
+ gKey &= ~KEY_F1;
+ break;
+
+ case GLFW_KEY_F2:
+ gKey &= ~KEY_F2;
+ break;
+
+ case GLFW_KEY_Q:
+ gKey &= ~KEY_ITEM;
+ break;
+
+ case GLFW_KEY_COMMA:
+ gKey &= ~KEY_ALT_LEFT;
+ break;
+
+ case GLFW_KEY_PERIOD:
+ gKey &= ~KEY_ALT_DOWN;
+ break;
+
+ case GLFW_KEY_SLASH:
+ gKey &= ~KEY_ALT_RIGHT;
+ break;
+
+ case GLFW_KEY_L:
+ gKey &= ~KEY_L;
+ break;
+
+ case GLFW_KEY_EQUAL:
+ gKey &= ~KEY_PLUS;
+ break;
+ }
+ }
+}
+
+void WindowFocusCallback(GLFWwindow *window, int focused)
+{
+ (void)window;
+
+ if (focused)
+ ActiveWindow();
+ else
+ InactiveWindow();
+}
+
+void WindowSizeCallback(GLFWwindow *window, int width, int height)
+{
+ (void)window;
+ (void)width;
+ (void)height;
+
+ RenderBackend_HandleWindowResize();
+}
+
+void PlatformBackend_Init(void)
+{
+ glfwInit();
+}
+
+void PlatformBackend_Deinit(void)
+{
+ glfwTerminate();
+}
+
+BOOL PlatformBackend_GetBasePath(char *string_buffer)
+{
+ return FALSE;
+}
+
+BOOL PlatformBackend_SystemTask(void)
+{
+ if (glfwWindowShouldClose(window))
+ {
+ StopOrganyaMusic();
+ return FALSE;
+ }
+
+ while (!bActive)
+ glfwWaitEvents();
+
+ glfwPollEvents();
+/*
+ while (SDL_PollEvent(NULL) || !bActive)
+ {
+ SDL_Event event;
+
+ if (!SDL_WaitEvent(&event))
+ return FALSE;
+
+ switch (event.type)
+ {
+ case SDL_DROPFILE:
+ LoadProfile(event.drop.file);
+ SDL_free(event.drop.file);
+ break;
+
+
+ case SDL_RENDER_TARGETS_RESET:
+ Backend_HandleRenderTargetLoss();
+ break;
+
+ }
+ }
+*/
+ return TRUE;
+}
+
+void PlatformBackend_ShowMessageBox(const char *title, const char *message)
+{
+ //SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, title, message, NULL);
+}
+
+unsigned long PlatformBackend_GetTicks(void)
+{
+ return (unsigned long)(glfwGetTime() * 1000.0);
+}
+
+void PlatformBackend_Delay(unsigned int ticks)
+{
+ std::this_thread::sleep_for(std::chrono::milliseconds(ticks));
+}
--- a/src/Backends/Platform/SDL2.cpp
+++ b/src/Backends/Platform/SDL2.cpp
@@ -2,7 +2,7 @@
#include "SDL.h"
-#include "../Rendering.h"
+#include "../Window.h"
#include "../../WindowsWrapper.h"
@@ -25,13 +25,20 @@
SDL_InitSubSystem(SDL_INIT_VIDEO);
}
-void PlatformBackend_GetBasePath(char *string_buffer)
+void PlatformBackend_Deinit(void)
{
+ SDL_Quit();
+}
+
+BOOL PlatformBackend_GetBasePath(char *string_buffer)
+{
char *base_path = SDL_GetBasePath();
size_t base_path_length = strlen(base_path);
base_path[base_path_length - 1] = '\0';
strcpy(string_buffer, base_path);
SDL_free(base_path);
+
+ return TRUE;
}
BOOL PlatformBackend_SystemTask(void)
@@ -261,4 +268,9 @@
unsigned long PlatformBackend_GetTicks(void)
{
return SDL_GetTicks();
+}
+
+void PlatformBackend_Delay(unsigned int ticks)
+{
+ SDL_Delay(ticks);
}
--- a/src/Backends/Rendering.h
+++ b/src/Backends/Rendering.h
@@ -1,27 +1,26 @@
#pragma once
-#include "SDL.h"
-
#include "../WindowsWrapper.h"
typedef struct Backend_Surface Backend_Surface;
typedef struct Backend_Glyph Backend_Glyph;
-Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
-void Backend_Deinit(void);
-void Backend_DrawScreen(void);
-Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
-void Backend_FreeSurface(Backend_Surface *surface);
-BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
-void Backend_RestoreSurface(Backend_Surface *surface);
-unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
-void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
-void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
-void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
-Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
-void Backend_UnloadGlyph(Backend_Glyph *glyph);
-void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
-void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
-void Backend_FlushGlyphs(void);
-void Backend_HandleRenderTargetLoss(void);
-void Backend_HandleWindowResize(void);
+Backend_Surface* RenderBackend_Init(int screen_width, int screen_height);
+void RenderBackend_Deinit(void);
+void RenderBackend_DrawScreen(void);
+void RenderBackend_ClearScreen(void);
+Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height);
+void RenderBackend_FreeSurface(Backend_Surface *surface);
+BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface);
+void RenderBackend_RestoreSurface(Backend_Surface *surface);
+unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
+void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
+void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
+void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
+Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
+void RenderBackend_UnloadGlyph(Backend_Glyph *glyph);
+void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
+void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
+void RenderBackend_FlushGlyphs(void);
+void RenderBackend_HandleRenderTargetLoss(void);
+void RenderBackend_HandleWindowResize(void);
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -13,13 +13,13 @@
#include "../../../external/glad/include/glad/glad.h"
#endif
-#include "SDL.h"
-
#define SPRITEBATCH_IMPLEMENTATION
#include "../../../external/cute_spritebatch.h"
#include "../../WindowsWrapper.h"
+#include "../Platform.h"
+#include "../Window.h"
#include "../../Resource.h"
#define TOTAL_VBOS 8
@@ -69,9 +69,6 @@
Vertex vertices[2][3];
} VertexBufferSlot;
-static SDL_Window *window;
-static SDL_GLContext context;
-
static GLuint program_texture;
static GLuint program_texture_colour_key;
static GLuint program_colour_fill;
@@ -275,7 +272,7 @@
{
char buffer[0x200];
glGetShaderInfoLog(vertex_shader, sizeof(buffer), NULL, buffer);
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Vertex shader error", buffer, window);
+ PlatformBackend_ShowMessageBox("Vertex shader error", buffer);
return 0;
}
@@ -291,7 +288,7 @@
{
char buffer[0x200];
glGetShaderInfoLog(fragment_shader, sizeof(buffer), NULL, buffer);
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fragment shader error", buffer, window);
+ PlatformBackend_ShowMessageBox("Fragment shader error", buffer);
return 0;
}
@@ -308,7 +305,7 @@
{
char buffer[0x200];
glGetProgramInfoLog(program_id, sizeof(buffer), NULL, buffer);
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Shader linker error", buffer, window);
+ PlatformBackend_ShowMessageBox("Shader linker error", buffer);
return 0;
}
@@ -516,187 +513,108 @@
// Render-backend initialisation
// ====================
-Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
+Backend_Surface* RenderBackend_Init(int screen_width, int screen_height)
{
- puts("Available SDL2 video drivers:");
+ printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
+ printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
- for (int i = 0; i < SDL_GetNumVideoDrivers(); ++i)
- puts(SDL_GetVideoDriver(i));
+ // Set up blending (only used for font-rendering)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- printf("Selected SDL2 video driver: %s\n", SDL_GetCurrentVideoDriver());
+ //glEnable(GL_DEBUG_OUTPUT);
+ //glDebugMessageCallback(MessageCallback, 0);
-#ifdef USE_OPENGLES2
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
-#else
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+ 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
- window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, SDL_WINDOW_OPENGL);
+ // Set up Vertex Buffer Objects
+ glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
- if (window != NULL)
- {
- #ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
- size_t resource_size;
- const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
- SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
- SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
- SDL_SetWindowIcon(window, icon_surface);
- SDL_FreeSurface(icon_surface);
- #endif
+ // Set up the vertex attributes
+ glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
- if (fullscreen)
- SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
+ // 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);
- context = SDL_GL_CreateContext(window);
+ if (program_texture != 0 && program_texture_colour_key != 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");
- if (context != NULL)
- {
- if (SDL_GL_MakeCurrent(window, context) == 0)
- {
- #ifndef USE_OPENGLES2
- if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
- {
- // Check if the platform supports OpenGL 3.2
- if (GLAD_GL_VERSION_3_2)
- {
- #endif
- printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
- printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
- printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
+ // Set up framebuffer (used for surface-to-surface blitting)
+ glGenFramebuffers(1, &framebuffer_id);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
- // Set up blending (only used for font-rendering)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // 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
- //glEnable(GL_DEBUG_OUTPUT);
- //glDebugMessageCallback(MessageCallback, 0);
+ framebuffer.width = screen_width;
+ framebuffer.height = screen_height;
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
+ glViewport(0, 0, framebuffer.width, framebuffer.height);
- #ifndef USE_OPENGLES2
- // Set up Vertex Array Object
- glGenVertexArrays(1, &vertex_array_id);
- glBindVertexArray(vertex_array_id);
- #endif
+ // 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);
- // Set up Vertex Buffer Objects
- glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
+ return &framebuffer;
+ }
- // Set up the vertex attributes
- glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
+ if (program_glyph != 0)
+ glDeleteProgram(program_glyph);
- // 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_colour_fill != 0)
+ glDeleteProgram(program_colour_fill);
- if (program_texture != 0 && program_texture_colour_key != 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");
+ if (program_texture_colour_key != 0)
+ glDeleteProgram(program_texture_colour_key);
- // Set up framebuffer (used for surface-to-surface blitting)
- glGenFramebuffers(1, &framebuffer_id);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
+ if (program_texture != 0)
+ glDeleteProgram(program_texture);
- // 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
+ glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
+#ifndef USE_OPENGLES2
+ glDeleteVertexArrays(1, &vertex_array_id);
+#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_colour_key != 0)
- glDeleteProgram(program_texture_colour_key);
-
- if (program_texture != 0)
- glDeleteProgram(program_texture);
-
- glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
- #ifndef USE_OPENGLES2
- glDeleteVertexArrays(1, &vertex_array_id);
- #endif
- #ifndef USE_OPENGLES2
- }
- else
- {
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Your system does not support OpenGL 3.2", window);
- }
- }
- else
- {
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not load OpenGL functions", window);
- }
- #endif
- }
- else
- {
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "SDL_GL_MakeCurrent failed", window);
- }
-
- SDL_GL_DeleteContext(context);
- }
- else
- {
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create OpenGL context", window);
- }
-
- SDL_DestroyWindow(window);
- }
- else
- {
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL);
- }
-
return NULL;
}
-void Backend_Deinit(void)
+void RenderBackend_Deinit(void)
{
free(local_vertex_buffer);
@@ -712,11 +630,9 @@
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
- SDL_GL_DeleteContext(context);
- SDL_DestroyWindow(window);
}
-void Backend_DrawScreen(void)
+void RenderBackend_DrawScreen(void)
{
spritebatch_tick(&glyph_batcher);
@@ -772,14 +688,15 @@
FlushVertexBuffer();
- SDL_GL_SwapWindow(window);
+ // Switch back to our framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
+}
+void RenderBackend_ClearScreen(void)
+{
// 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);
}
// ====================
@@ -786,7 +703,7 @@
// Surface management
// ====================
-Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
+Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
{
Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
@@ -816,7 +733,7 @@
return surface;
}
-void Backend_FreeSurface(Backend_Surface *surface)
+void RenderBackend_FreeSurface(Backend_Surface *surface)
{
if (surface == NULL)
return;
@@ -829,7 +746,7 @@
free(surface);
}
-BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
+BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface)
{
(void)surface;
@@ -836,12 +753,12 @@
return FALSE;
}
-void Backend_RestoreSurface(Backend_Surface *surface)
+void RenderBackend_RestoreSurface(Backend_Surface *surface)
{
(void)surface;
}
-unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
+unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{
if (surface == NULL)
return NULL;
@@ -851,7 +768,7 @@
return surface->pixels;
}
-void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
+void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
{
if (surface == NULL)
return;
@@ -871,7 +788,7 @@
// Drawing
// ====================
-void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
+void RenderBackend_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;
@@ -947,7 +864,7 @@
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
-void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
static unsigned char last_red;
static unsigned char last_green;
@@ -1012,7 +929,7 @@
// Glyph management
// ====================
-Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
+Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
@@ -1043,7 +960,7 @@
return NULL;
}
-void Backend_UnloadGlyph(Backend_Glyph *glyph)
+void RenderBackend_UnloadGlyph(Backend_Glyph *glyph)
{
if (glyph == NULL)
return;
@@ -1052,7 +969,7 @@
free(glyph);
}
-void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
+void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
{
glyph_destination_surface = destination_surface;
@@ -1059,12 +976,12 @@
memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
}
-void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
+void RenderBackend_DrawGlyph(Backend_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 Backend_FlushGlyphs(void)
+void RenderBackend_FlushGlyphs(void)
{
spritebatch_defrag(&glyph_batcher);
spritebatch_flush(&glyph_batcher);
@@ -1074,12 +991,12 @@
// Misc.
// ====================
-void Backend_HandleRenderTargetLoss(void)
+void RenderBackend_HandleRenderTargetLoss(void)
{
// No problem for us
}
-void Backend_HandleWindowResize(void)
+void RenderBackend_HandleWindowResize(void)
{
// No problem for us
}
--- /dev/null
+++ b/src/Backends/Window.h
@@ -1,0 +1,25 @@
+#pragma once
+
+#include "../WindowsWrapper.h"
+
+#include "Rendering.h"
+
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
+void Backend_Deinit(void);
+void Backend_DrawScreen(void);
+void Backend_ClearScreen(void);
+Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
+void Backend_FreeSurface(Backend_Surface *surface);
+BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
+void Backend_RestoreSurface(Backend_Surface *surface);
+unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
+void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
+void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
+Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
+void Backend_UnloadGlyph(Backend_Glyph *glyph);
+void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
+void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
+void Backend_FlushGlyphs(void);
+void Backend_HandleRenderTargetLoss(void);
+void Backend_HandleWindowResize(void);
--- /dev/null
+++ b/src/Backends/Window/GLFW3-OpenGL3.cpp
@@ -1,0 +1,181 @@
+#include "../Window.h"
+
+#ifdef USE_OPENGLES2
+#include <GLES2/gl2.h>
+#else
+#include "../../../external/glad/include/glad/glad.h"
+#endif
+
+#include <GLFW/glfw3.h>
+
+#include <stddef.h>
+
+#include "../../WindowsWrapper.h"
+
+#include "../Platform.h"
+#include "../../Resource.h"
+
+// Horrible hacks
+GLFWwindow *window;
+
+void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
+void WindowFocusCallback(GLFWwindow *window, int focused);
+void WindowSizeCallback(GLFWwindow *window, int width, int height);
+
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
+{
+#ifdef USE_OPENGLES2
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_ES);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+#else
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+#endif
+
+ window = glfwCreateWindow(screen_width, screen_height, window_title, NULL, NULL);
+
+ if (window != NULL)
+ {/*
+ #ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
+ size_t resource_size;
+ const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
+ SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
+ SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
+ SDL_SetWindowIcon(window, icon_surface);
+ SDL_FreeSurface(icon_surface);
+ #endif
+*/
+ if (fullscreen)
+ glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screen_width, screen_height, GLFW_DONT_CARE);
+
+ glfwMakeContextCurrent(window);
+
+ #ifndef USE_OPENGLES2
+ if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
+ {
+ // Check if the platform supports OpenGL 3.2
+ if (GLAD_GL_VERSION_3_2)
+ {
+ #endif
+ glfwSetKeyCallback(window, KeyCallback);
+ glfwSetWindowFocusCallback(window, WindowFocusCallback);
+ glfwSetWindowSizeCallback(window, WindowSizeCallback);
+
+ return RenderBackend_Init(screen_width, screen_height);
+ #ifndef USE_OPENGLES2
+ }
+ else
+ {
+ PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Your system does not support OpenGL 3.2");
+ }
+ }
+ else
+ {
+ PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not load OpenGL functions");
+ }
+ #endif
+
+ glfwDestroyWindow(window);
+ }
+ else
+ {
+ PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not create window");
+ }
+
+ return NULL;
+}
+
+void Backend_Deinit(void)
+{
+ RenderBackend_Deinit();
+
+ glfwDestroyWindow(window);
+}
+
+void Backend_DrawScreen(void)
+{
+ RenderBackend_DrawScreen();
+
+ glfwSwapBuffers(window);
+
+ RenderBackend_ClearScreen();
+}
+
+Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
+{
+ return RenderBackend_CreateSurface(width, height);
+
+}
+
+void Backend_FreeSurface(Backend_Surface *surface)
+{
+ RenderBackend_FreeSurface(surface);
+}
+
+BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
+{
+ return RenderBackend_IsSurfaceLost(surface);
+}
+
+void Backend_RestoreSurface(Backend_Surface *surface)
+{
+ RenderBackend_RestoreSurface(surface);
+}
+
+unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
+{
+ return RenderBackend_LockSurface(surface, pitch, width, height);
+}
+
+void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
+{
+ RenderBackend_UnlockSurface(surface, width, height);
+}
+
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
+{
+ RenderBackend_Blit(source_surface, rect, destination_surface, x, y, colour_key);
+}
+
+void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+{
+ RenderBackend_ColourFill(surface, rect, red, green, blue);
+}
+
+Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
+{
+ return RenderBackend_LoadGlyph(pixels, width, height, pitch);
+}
+
+void Backend_UnloadGlyph(Backend_Glyph *glyph)
+{
+ RenderBackend_UnloadGlyph(glyph);
+}
+
+void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
+{
+ RenderBackend_PrepareToDrawGlyphs(destination_surface, colour_channels);
+}
+
+void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
+{
+ RenderBackend_DrawGlyph(glyph, x, y);
+}
+
+void Backend_FlushGlyphs(void)
+{
+ RenderBackend_FlushGlyphs();
+}
+
+void Backend_HandleRenderTargetLoss(void)
+{
+ RenderBackend_HandleRenderTargetLoss();
+}
+
+void Backend_HandleWindowResize(void)
+{
+ RenderBackend_HandleWindowResize();
+}
--- /dev/null
+++ b/src/Backends/Window/SDL2-OpenGL3.cpp
@@ -1,0 +1,197 @@
+#include "../Window.h"
+
+#ifdef USE_OPENGLES2
+#include <GLES2/gl2.h>
+#else
+#include "../../../external/glad/include/glad/glad.h"
+#endif
+
+#include "SDL.h"
+
+#include <stddef.h>
+
+#include "../../WindowsWrapper.h"
+
+#include "../../Resource.h"
+
+static SDL_Window *window;
+static SDL_GLContext context;
+
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
+{
+ puts("Available SDL2 video drivers:");
+
+ for (int i = 0; i < SDL_GetNumVideoDrivers(); ++i)
+ puts(SDL_GetVideoDriver(i));
+
+ printf("Selected SDL2 video driver: %s\n", SDL_GetCurrentVideoDriver());
+
+#ifdef USE_OPENGLES2
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#else
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#endif
+
+ window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, SDL_WINDOW_OPENGL);
+
+ if (window != NULL)
+ {
+ #ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
+ size_t resource_size;
+ const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
+ SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
+ SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
+ SDL_SetWindowIcon(window, icon_surface);
+ SDL_FreeSurface(icon_surface);
+ #endif
+
+ if (fullscreen)
+ SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
+
+ context = SDL_GL_CreateContext(window);
+
+ if (context != NULL)
+ {
+ if (SDL_GL_MakeCurrent(window, context) == 0)
+ {
+ #ifndef USE_OPENGLES2
+ if (gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
+ {
+ // Check if the platform supports OpenGL 3.2
+ if (GLAD_GL_VERSION_3_2)
+ {
+ #endif
+ return RenderBackend_Init(screen_width, screen_height);
+ #ifndef USE_OPENGLES2
+ }
+ else
+ {
+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Your system does not support OpenGL 3.2", window);
+ }
+ }
+ else
+ {
+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not load OpenGL functions", window);
+ }
+ #endif
+ }
+ else
+ {
+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "SDL_GL_MakeCurrent failed", window);
+ }
+
+ SDL_GL_DeleteContext(context);
+ }
+ else
+ {
+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create OpenGL context", window);
+ }
+
+ SDL_DestroyWindow(window);
+ }
+ else
+ {
+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL);
+ }
+
+ return NULL;
+}
+
+void Backend_Deinit(void)
+{
+ RenderBackend_Deinit();
+
+ SDL_GL_DeleteContext(context);
+ SDL_DestroyWindow(window);
+}
+
+void Backend_DrawScreen(void)
+{
+ RenderBackend_DrawScreen();
+
+ SDL_GL_SwapWindow(window);
+
+ RenderBackend_ClearScreen();
+}
+
+Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
+{
+ return RenderBackend_CreateSurface(width, height);
+
+}
+
+void Backend_FreeSurface(Backend_Surface *surface)
+{
+ RenderBackend_FreeSurface(surface);
+}
+
+BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
+{
+ return RenderBackend_IsSurfaceLost(surface);
+}
+
+void Backend_RestoreSurface(Backend_Surface *surface)
+{
+ RenderBackend_RestoreSurface(surface);
+}
+
+unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
+{
+ return RenderBackend_LockSurface(surface, pitch, width, height);
+}
+
+void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
+{
+ RenderBackend_UnlockSurface(surface, width, height);
+}
+
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
+{
+ RenderBackend_Blit(source_surface, rect, destination_surface, x, y, colour_key);
+}
+
+void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+{
+ RenderBackend_ColourFill(surface, rect, red, green, blue);
+}
+
+Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
+{
+ return RenderBackend_LoadGlyph(pixels, width, height, pitch);
+}
+
+void Backend_UnloadGlyph(Backend_Glyph *glyph)
+{
+ RenderBackend_UnloadGlyph(glyph);
+}
+
+void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
+{
+ RenderBackend_PrepareToDrawGlyphs(destination_surface, colour_channels);
+}
+
+void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
+{
+ RenderBackend_DrawGlyph(glyph, x, y);
+}
+
+void Backend_FlushGlyphs(void)
+{
+ RenderBackend_FlushGlyphs();
+}
+
+void Backend_HandleRenderTargetLoss(void)
+{
+ RenderBackend_HandleRenderTargetLoss();
+}
+
+void Backend_HandleWindowResize(void)
+{
+ RenderBackend_HandleWindowResize();
+}
--- a/src/Draw.cpp
+++ b/src/Draw.cpp
@@ -7,7 +7,8 @@
#include "WindowsWrapper.h"
-#include "Backends/Rendering.h"
+#include "Backends/Platform.h"
+#include "Backends/Window.h"
#include "Bitmap.h"
#include "CommonDefines.h"
#include "Ending.h"
@@ -58,15 +59,15 @@
return FALSE;
// Framerate limiter
- timeNow = SDL_GetTicks();
+ timeNow = PlatformBackend_GetTicks();
- if (SDL_TICKS_PASSED(timeNow, timePrev + 20))
+ if (timeNow >= timePrev + 20)
break;
- SDL_Delay(1);
+ PlatformBackend_Delay(1);
}
- if (SDL_TICKS_PASSED(timeNow, timePrev + 100))
+ if (timeNow >= timePrev + 100)
timePrev = timeNow; // If the timer is freakishly out of sync, panic and reset it, instead of spamming frames for who-knows how long
else
timePrev += 20;
--- a/src/Font.cpp
+++ b/src/Font.cpp
@@ -13,7 +13,7 @@
#include "Draw.h"
#include "File.h"
-#include "Backends/Rendering.h"
+#include "Backends/Window.h"
// Cave Story wasn't intended to use font anti-aliasing. It's only because Microsoft enabled it
// by default from Windows Vista onwards that the game started using it.
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -63,11 +63,11 @@
if (need_new_base_tick)
{
- base_tick = SDL_GetTicks();
+ base_tick = PlatformBackend_GetTicks();
need_new_base_tick = FALSE;
}
- current_tick = SDL_GetTicks();
+ current_tick = PlatformBackend_GetTicks();
++current_frame;
if (base_tick + 1000 <= current_tick)
@@ -91,8 +91,20 @@
PlatformBackend_Init();
// Get executable's path
- PlatformBackend_GetBasePath(gModulePath);
+ if (!PlatformBackend_GetBasePath(gModulePath))
+ {
+ strcpy(gModulePath, argv[0]);
+ for (size_t i = strlen(gModulePath);; --i)
+ {
+ if (i == 0 || gModulePath[i] == '\\' || gModulePath[i] == '/')
+ {
+ gModulePath[i] = '\0';
+ break;
+ }
+ }
+ }
+
// Get path of the data folder
strcpy(gDataPath, gModulePath);
strcat(gDataPath, "/data");
@@ -308,6 +320,9 @@
SDL_FreeCursor(cursor);
SDL_FreeSurface(cursor_surface);
*/
+
+ PlatformBackend_Deinit();
+
return EXIT_SUCCESS;
}