ref: 5dbca99e1933cfa789aca0d5cac2245f18c165eb
dir: /src/Backends/Window/SDL2-OpenGL3.cpp/
#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();
}