shithub: cstory

Download patch

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;
 }