Add an OpenGL ES 2.0 renderer (#287)

This commit is contained in:
Anders Jenbo 2025-06-17 03:47:23 +02:00 committed by GitHub
parent 1689a0063f
commit eab95514d6
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GPG Key ID: B5690EEEBB952194
10 changed files with 753 additions and 35 deletions

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@ -648,6 +648,9 @@ MxResult IsleApp::SetupWindow()
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, g_targetHeight);
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN, m_fullScreen);
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, WINDOW_TITLE);
#ifdef MINIWIN
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
#endif
window = SDL_CreateWindowWithProperties(props);
#ifdef MINIWIN

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@ -30,12 +30,22 @@ add_library(miniwin STATIC EXCLUDE_FROM_ALL
find_package(OpenGL)
find_package(GLEW)
if(OpenGL_FOUND AND GLEW_FOUND)
message(STATUS "Found OpenGL and GLEW: enabling OpenGL 1.x renderer")
target_sources(miniwin PRIVATE src/d3drm/backends/opengl1/renderer.cpp)
target_compile_definitions(miniwin PRIVATE USE_OPENGL1)
# Find and link OpenGL (1.5)
target_link_libraries(miniwin PRIVATE OpenGL::GL GLEW::GLEW)
else()
message(STATUS "🧩 OpenGL 1.x support not enabled — needs OpenGL and GLEW")
endif()
find_library(OPENGL_ES2_LIBRARY NAMES GLESv2)
if(OPENGL_ES2_LIBRARY)
message(STATUS "Found OpenGL: enabling OpenGL ES 2.x renderer")
target_sources(miniwin PRIVATE src/d3drm/backends/opengles2/renderer.cpp)
target_compile_definitions(miniwin PRIVATE USE_OPENGLES2)
target_link_libraries(miniwin PRIVATE OpenGL::GL)
# Glew is used for getting a FBO for off screen rendering
target_link_libraries(miniwin PRIVATE GLEW::GLEW)
else()
message(STATUS "🧩 OpenGL ES 2.x support not enabled")
endif()
target_compile_definitions(miniwin PUBLIC MINIWIN)

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@ -1,19 +1,21 @@
#include <GL/glew.h>
// must come after GLEW
#include "d3drmrenderer_opengl1.h"
#include "ddraw_impl.h"
#include "ddsurface_impl.h"
#include "mathutils.h"
#include "meshutils.h"
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstring>
#include <vector>
Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_Window* window = DDWindow;
bool testWindow = false;
@ -30,7 +32,10 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
return nullptr;
}
SDL_GL_MakeCurrent(window, context);
if (!SDL_GL_MakeCurrent(window, context)) {
return nullptr;
}
GLenum err = glewInit();
if (err != GLEW_OK) {
if (testWindow) {
@ -68,7 +73,7 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
GLuint depthRb;
glGenRenderbuffers(1, &depthRb);
glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
@ -84,8 +89,8 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
}
OpenGL1Renderer::OpenGL1Renderer(
int width,
int height,
DWORD width,
DWORD height,
SDL_GLContext context,
GLuint fbo,
GLuint colorTex,
@ -99,9 +104,10 @@ OpenGL1Renderer::OpenGL1Renderer(
OpenGL1Renderer::~OpenGL1Renderer()
{
if (m_renderedImage) {
SDL_DestroySurface(m_renderedImage);
}
SDL_DestroySurface(m_renderedImage);
glDeleteFramebuffers(1, &m_fbo);
glDeleteRenderbuffers(1, &m_depthRb);
glDeleteTextures(1, &m_colorTex);
}
void OpenGL1Renderer::PushLights(const SceneLight* lightsArray, size_t count)
@ -155,8 +161,7 @@ Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
glGenTextures(1, &tex.glTextureId);
glBindTexture(GL_TEXTURE_2D, tex.glTextureId);
SDL_Surface* surf =
SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888); // Why are the colors backwarsd?
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888);
if (!surf) {
return NO_TEXTURE_ID;
}
@ -175,8 +180,7 @@ Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
SDL_Surface* surf =
SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888); // Why are the colors backwarsd?
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888);
if (!surf) {
return NO_TEXTURE_ID;
}
@ -227,7 +231,7 @@ GLMeshCacheEntry GLUploadMesh(const MeshGroup& meshGroup, bool useVBOs)
});
}
if (meshGroup.texture != nullptr) {
if (meshGroup.texture) {
cache.texcoords.resize(vertices.size());
std::transform(vertices.begin(), vertices.end(), cache.texcoords.begin(), [](const D3DRMVERTEX& v) {
return v.texCoord;
@ -347,8 +351,8 @@ void OpenGL1Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
{
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_24; // Todo add support for other depths
helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32;
halDesc->dwDeviceZBufferBitDepth = DDBD_16;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
@ -363,10 +367,6 @@ const char* OpenGL1Renderer::GetName()
HRESULT OpenGL1Renderer::BeginFrame()
{
if (!DDBackBuffer) {
return DDERR_GENERIC;
}
SDL_GL_MakeCurrent(DDWindow, m_context);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, m_width, m_height);
@ -466,6 +466,8 @@ void OpenGL1Renderer::SubmitDraw(
const Appearance& appearance
)
{
auto& mesh = m_meshs[meshId];
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
@ -485,8 +487,6 @@ void OpenGL1Renderer::SubmitDraw(
glMaterialf(GL_FRONT, GL_SHININESS, 0.0f);
}
auto& mesh = m_meshs[meshId];
if (mesh.flat) {
glShadeModel(GL_FLAT);
}

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@ -0,0 +1,595 @@
#include "d3drmrenderer_opengles2.h"
#include "meshutils.h"
#include <GLES2/gl2.h>
#include <SDL3/SDL.h>
#include <algorithm>
#include <string>
static GLuint CompileShader(GLenum type, const char* source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glDeleteShader(shader);
SDL_Log("CompileShader (%s)", SDL_GetError());
return 0;
}
return shader;
}
struct SceneLightGLES2 {
float color[4];
float position[4];
float direction[4];
};
Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_Window* window = DDWindow;
bool testWindow = false;
if (!window) {
window = SDL_CreateWindow("OpenGL ES 2.0 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
testWindow = true;
}
SDL_GLContext context = SDL_GL_CreateContext(window);
if (!context) {
if (testWindow) {
SDL_DestroyWindow(window);
}
return nullptr;
}
if (!SDL_GL_MakeCurrent(window, context)) {
return nullptr;
}
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
// Setup FBO
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Create color texture
GLuint colorTex;
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
// Create depth renderbuffer
GLuint depthRb;
glGenRenderbuffers(1, &depthRb);
glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return nullptr;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
const char* vertexShaderSource = R"(
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord;
uniform mat4 u_modelViewMatrix;
uniform mat3 u_normalMatrix;
uniform mat4 u_projectionMatrix;
varying vec3 v_viewPos;
varying vec3 v_normal;
varying vec2 v_texCoord;
void main() {
vec4 viewPos = u_modelViewMatrix * vec4(a_position, 1.0);
gl_Position = u_projectionMatrix * viewPos;
v_viewPos = viewPos.xyz;
v_normal = normalize(u_normalMatrix * a_normal);
v_texCoord = a_texCoord;
}
)";
const char* fragmentShaderSource = R"(
precision mediump float;
struct SceneLight {
vec4 color;
vec4 position;
vec4 direction;
};
uniform SceneLight u_lights[3];
uniform int u_lightCount;
varying vec3 v_viewPos;
varying vec3 v_normal;
varying vec2 v_texCoord;
uniform float u_shininess;
uniform vec4 u_color;
uniform int u_useTexture;
uniform sampler2D u_texture;
void main() {
vec3 diffuse = vec3(0.0);
vec3 specular = vec3(0.0);
for (int i = 0; i < 3; ++i) {
if (i >= u_lightCount) break;
vec3 lightColor = u_lights[i].color.rgb;
if (u_lights[i].position.w == 0.0 && u_lights[i].direction.w == 0.0) {
diffuse += lightColor;
continue;
}
vec3 lightVec;
if (u_lights[i].direction.w == 1.0) {
lightVec = -normalize(u_lights[i].direction.xyz);
}
else {
lightVec = u_lights[i].position.xyz - v_viewPos;
}
lightVec = normalize(lightVec);
float dotNL = max(dot(v_normal, lightVec), 0.0);
if (dotNL > 0.0) {
// Diffuse contribution
diffuse += dotNL * lightColor;
// Specular
if (u_shininess > 0.0 && u_lights[i].direction.w == 1.0) {
vec3 viewVec = normalize(-v_viewPos); // Assuming camera at origin
vec3 H = normalize(lightVec + viewVec);
float dotNH = max(dot(v_normal, H), 0.0);
float spec = pow(dotNH, u_shininess);
specular += spec * lightColor;
}
}
}
vec4 finalColor = u_color;
finalColor.rgb = clamp(diffuse * u_color.rgb + specular, 0.0, 1.0);
if (u_useTexture != 0) {
vec4 texel = texture2D(u_texture, v_texCoord);
finalColor.rgb = clamp(texel.rgb * finalColor.rgb, 0.0, 1.0);
}
gl_FragColor = finalColor;
}
)";
GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vs);
glAttachShader(shaderProgram, fs);
glBindAttribLocation(shaderProgram, 0, "a_position");
glBindAttribLocation(shaderProgram, 1, "a_normal");
glBindAttribLocation(shaderProgram, 2, "a_texCoord");
glLinkProgram(shaderProgram);
glDeleteShader(vs);
glDeleteShader(fs);
if (testWindow) {
SDL_DestroyWindow(window);
}
return new OpenGLES2Renderer(width, height, context, fbo, colorTex, depthRb, shaderProgram);
}
OpenGLES2Renderer::OpenGLES2Renderer(
DWORD width,
DWORD height,
SDL_GLContext context,
GLuint fbo,
GLuint colorTex,
GLuint depthRb,
GLuint shaderProgram
)
: m_width(width), m_height(height), m_context(context), m_fbo(fbo), m_colorTex(colorTex), m_depthRb(depthRb),
m_shaderProgram(shaderProgram)
{
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_ABGR8888);
}
OpenGLES2Renderer::~OpenGLES2Renderer()
{
SDL_DestroySurface(m_renderedImage);
glDeleteFramebuffers(1, &m_fbo);
glDeleteRenderbuffers(1, &m_depthRb);
glDeleteProgram(m_shaderProgram);
glDeleteTextures(1, &m_colorTex);
}
void OpenGLES2Renderer::PushLights(const SceneLight* lightsArray, size_t count)
{
if (count > 3) {
SDL_Log("Unsupported number of lights (%d)", static_cast<int>(count));
count = 3;
}
m_lights.assign(lightsArray, lightsArray + count);
}
void OpenGLES2Renderer::SetFrustumPlanes(const Plane* frustumPlanes)
{
}
void OpenGLES2Renderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
{
memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
m_projection[1][1] *= -1.0f; // OpenGL is upside down
}
struct TextureDestroyContextGLS2 {
OpenGLES2Renderer* renderer;
Uint32 textureId;
};
void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
{
auto* ctx = new TextureDestroyContextGLS2{this, id};
texture->AddDestroyCallback(
[](IDirect3DRMObject* obj, void* arg) {
auto* ctx = static_cast<TextureDestroyContextGLS2*>(arg);
auto& cache = ctx->renderer->m_textures[ctx->textureId];
if (cache.glTextureId != 0) {
glDeleteTextures(1, &cache.glTextureId);
cache.glTextureId = 0;
cache.texture = nullptr;
}
delete ctx;
},
ctx
);
}
Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (tex.texture == texture) {
if (tex.version != texture->m_version) {
glDeleteTextures(1, &tex.glTextureId);
glGenTextures(1, &tex.glTextureId);
glBindTexture(GL_TEXTURE_2D, tex.glTextureId);
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888);
if (!surf) {
return NO_TEXTURE_ID;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
SDL_DestroySurface(surf);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
tex.version = texture->m_version;
}
return i;
}
}
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888);
if (!surf) {
return NO_TEXTURE_ID;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
SDL_DestroySurface(surf);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (!tex.texture) {
tex.texture = texture;
tex.version = texture->m_version;
tex.glTextureId = texId;
AddTextureDestroyCallback(i, texture);
return i;
}
}
m_textures.push_back({texture, texture->m_version, texId});
AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture);
return (Uint32) (m_textures.size() - 1);
}
GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup)
{
GLES2MeshCacheEntry cache{&meshGroup, meshGroup.version};
cache.flat = meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT;
std::vector<D3DRMVERTEX> vertices;
if (cache.flat) {
FlattenSurfaces(
meshGroup.vertices.data(),
meshGroup.vertices.size(),
meshGroup.indices.data(),
meshGroup.indices.size(),
meshGroup.texture != nullptr,
vertices,
cache.indices
);
}
else {
vertices = meshGroup.vertices;
cache.indices.resize(meshGroup.indices.size());
std::transform(meshGroup.indices.begin(), meshGroup.indices.end(), cache.indices.begin(), [](DWORD index) {
return static_cast<uint16_t>(index);
});
}
std::vector<TexCoord> texcoords;
if (meshGroup.texture) {
texcoords.resize(vertices.size());
std::transform(vertices.begin(), vertices.end(), texcoords.begin(), [](const D3DRMVERTEX& v) {
return v.texCoord;
});
}
std::vector<D3DVECTOR> positions(vertices.size());
std::transform(vertices.begin(), vertices.end(), positions.begin(), [](const D3DRMVERTEX& v) {
return v.position;
});
std::vector<D3DVECTOR> normals(vertices.size());
std::transform(vertices.begin(), vertices.end(), normals.begin(), [](const D3DRMVERTEX& v) { return v.normal; });
glGenBuffers(1, &cache.vboPositions);
glBindBuffer(GL_ARRAY_BUFFER, cache.vboPositions);
glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(D3DVECTOR), positions.data(), GL_STATIC_DRAW);
glGenBuffers(1, &cache.vboNormals);
glBindBuffer(GL_ARRAY_BUFFER, cache.vboNormals);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(D3DVECTOR), normals.data(), GL_STATIC_DRAW);
if (meshGroup.texture) {
glGenBuffers(1, &cache.vboTexcoords);
glBindBuffer(GL_ARRAY_BUFFER, cache.vboTexcoords);
glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(TexCoord), texcoords.data(), GL_STATIC_DRAW);
}
glGenBuffers(1, &cache.ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache.ibo);
glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
cache.indices.size() * sizeof(cache.indices[0]),
cache.indices.data(),
GL_STATIC_DRAW
);
return cache;
}
struct GLES2MeshDestroyContext {
OpenGLES2Renderer* renderer;
Uint32 id;
};
void OpenGLES2Renderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh)
{
auto* ctx = new GLES2MeshDestroyContext{this, id};
mesh->AddDestroyCallback(
[](IDirect3DRMObject*, void* arg) {
auto* ctx = static_cast<GLES2MeshDestroyContext*>(arg);
auto& cache = ctx->renderer->m_meshs[ctx->id];
cache.meshGroup = nullptr;
glDeleteBuffers(1, &cache.vboPositions);
glDeleteBuffers(1, &cache.vboNormals);
glDeleteBuffers(1, &cache.vboTexcoords);
glDeleteBuffers(1, &cache.ibo);
delete ctx;
},
ctx
);
}
Uint32 OpenGLES2Renderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup)
{
for (Uint32 i = 0; i < m_meshs.size(); ++i) {
auto& cache = m_meshs[i];
if (cache.meshGroup == meshGroup) {
if (cache.version != meshGroup->version) {
cache = std::move(GLES2UploadMesh(*meshGroup));
}
return i;
}
}
auto newCache = GLES2UploadMesh(*meshGroup);
for (Uint32 i = 0; i < m_meshs.size(); ++i) {
auto& cache = m_meshs[i];
if (!cache.meshGroup) {
cache = std::move(newCache);
AddMeshDestroyCallback(i, mesh);
return i;
}
}
m_meshs.push_back(std::move(newCache));
AddMeshDestroyCallback((Uint32) (m_meshs.size() - 1), mesh);
return (Uint32) (m_meshs.size() - 1);
}
DWORD OpenGLES2Renderer::GetWidth()
{
return m_width;
}
DWORD OpenGLES2Renderer::GetHeight()
{
return m_height;
}
void OpenGLES2Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
{
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_16;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
memset(helDesc, 0, sizeof(D3DDEVICEDESC));
}
const char* OpenGLES2Renderer::GetName()
{
return "OpenGL ES 2.0 HAL";
}
HRESULT OpenGLES2Renderer::BeginFrame()
{
SDL_GL_MakeCurrent(DDWindow, m_context);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glUseProgram(m_shaderProgram);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SceneLightGLES2 lightData[3];
int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
for (int i = 0; i < lightCount; ++i) {
const auto& src = m_lights[i];
lightData[i].color[0] = src.color.r;
lightData[i].color[1] = src.color.g;
lightData[i].color[2] = src.color.b;
lightData[i].color[3] = src.color.a;
lightData[i].position[0] = src.position.x;
lightData[i].position[1] = src.position.y;
lightData[i].position[2] = src.position.z;
lightData[i].position[3] = src.positional;
lightData[i].direction[0] = src.direction.x;
lightData[i].direction[1] = src.direction.y;
lightData[i].direction[2] = src.direction.z;
lightData[i].direction[3] = src.directional;
}
for (int i = 0; i < lightCount; ++i) {
std::string base = "u_lights[" + std::to_string(i) + "]";
glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".color").c_str()), 1, lightData[i].color);
glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".position").c_str()), 1, lightData[i].position);
glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".direction").c_str()), 1, lightData[i].direction);
}
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_lightCount"), lightCount);
return DD_OK;
}
void OpenGLES2Renderer::EnableTransparency()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
}
void OpenGLES2Renderer::SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
)
{
auto& mesh = m_meshs[meshId];
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"), 1, GL_FALSE, &modelViewMatrix[0][0]);
glUniformMatrix3fv(glGetUniformLocation(m_shaderProgram, "u_normalMatrix"), 1, GL_FALSE, &normalMatrix[0][0]);
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"), 1, GL_FALSE, &m_projection[0][0]);
glUniform4f(
glGetUniformLocation(m_shaderProgram, "u_color"),
appearance.color.r / 255.0f,
appearance.color.g / 255.0f,
appearance.color.b / 255.0f,
appearance.color.a / 255.0f
);
glUniform1f(glGetUniformLocation(m_shaderProgram, "u_shininess"), appearance.shininess);
if (appearance.textureId != NO_TEXTURE_ID) {
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_textures[appearance.textureId].glTextureId);
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0);
}
else {
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 0);
}
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
GLint posLoc = glGetAttribLocation(m_shaderProgram, "a_position");
glEnableVertexAttribArray(posLoc);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals);
GLint normLoc = glGetAttribLocation(m_shaderProgram, "a_normal");
glEnableVertexAttribArray(normLoc);
glVertexAttribPointer(normLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
if (appearance.textureId != NO_TEXTURE_ID) {
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords);
glEnableVertexAttribArray(texLoc);
glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(posLoc);
glDisableVertexAttribArray(normLoc);
glDisableVertexAttribArray(texLoc);
}
HRESULT OpenGLES2Renderer::FinalizeFrame()
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Composite onto SDL backbuffer
SDL_BlitSurface(m_renderedImage, nullptr, DDBackBuffer, nullptr);
return DD_OK;
}

View File

@ -351,8 +351,9 @@ void Direct3DRMSDL3GPURenderer::PushLights(const SceneLight* vertices, size_t co
SDL_LogError(LOG_CATEGORY_MINIWIN, "Unsupported number of lights (%d)", static_cast<int>(count));
count = 3;
}
memcpy(&m_fragmentShadingData.lights, vertices, sizeof(SceneLight) * count);
m_fragmentShadingData.lightCount = count;
int lightCount = std::min(static_cast<int>(count), 3);
memcpy(&m_fragmentShadingData.lights, vertices, sizeof(SceneLight) * lightCount);
m_fragmentShadingData.lightCount = lightCount;
}
void Direct3DRMSDL3GPURenderer::SetFrustumPlanes(const Plane* frustumPlanes)

View File

@ -668,7 +668,7 @@ void Direct3DRMSoftwareRenderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC*
helDesc->dcmColorModel = D3DCOLORMODEL::RGB;
helDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
helDesc->dwDeviceZBufferBitDepth = DDBD_32;
helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
helDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
helDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
helDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;

View File

@ -10,6 +10,9 @@
#ifdef USE_OPENGL1
#include "d3drmrenderer_opengl1.h"
#endif
#ifdef USE_OPENGLES2
#include "d3drmrenderer_opengles2.h"
#endif
#include "d3drmrenderer_sdl3gpu.h"
#include "d3drmrenderer_software.h"
#include "d3drmtexture_impl.h"
@ -144,6 +147,11 @@ HRESULT Direct3DRMImpl::CreateDeviceFromSurface(
else if (SDL_memcmp(&guid, &SOFTWARE_GUID, sizeof(GUID)) == 0) {
renderer = new Direct3DRMSoftwareRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#ifdef USE_OPENGLES2
else if (SDL_memcmp(&guid, &OpenGLES2_GUID, sizeof(GUID)) == 0) {
renderer = OpenGLES2Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
#ifdef USE_OPENGL1
else if (SDL_memcmp(&guid, &OpenGL1_GUID, sizeof(GUID)) == 0) {
renderer = OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);

View File

@ -1,6 +1,9 @@
#ifdef USE_OPENGL1
#include "d3drmrenderer_opengl1.h"
#endif
#ifdef USE_OPENGLES2
#include "d3drmrenderer_opengles2.h"
#endif
#include "d3drmrenderer_sdl3gpu.h"
#include "d3drmrenderer_software.h"
#include "ddpalette_impl.h"
@ -217,6 +220,9 @@ void EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx, Direct3DRMRenderer* devi
HRESULT DirectDrawImpl::EnumDevices(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMSDL3GPU_EnumDevice(cb, ctx);
#ifdef USE_OPENGLES2
OpenGLES2Renderer_EnumDevice(cb, ctx);
#endif
#ifdef USE_OPENGL1
OpenGL1Renderer_EnumDevice(cb, ctx);
#endif
@ -292,13 +298,13 @@ HRESULT DirectDrawImpl::SetCooperativeLevel(HWND hWnd, DDSCLFlags dwFlags)
DDWindow = sdlWindow;
DDRenderer = SDL_CreateRenderer(DDWindow, NULL);
SDL_PropertiesID prop = SDL_GetRendererProperties(DDRenderer);
SDL_SetRenderLogicalPresentation(DDRenderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
}
return DD_OK;
}
HRESULT DirectDrawImpl::SetDisplayMode(DWORD dwWidth, DWORD dwHeight, DWORD dwBPP)
{
SDL_SetRenderLogicalPresentation(DDRenderer, dwWidth, dwHeight, SDL_LOGICAL_PRESENTATION_LETTERBOX);
return DD_OK;
}
@ -317,6 +323,11 @@ HRESULT DirectDrawImpl::CreateDevice(
if (SDL_memcmp(&guid, &SDL3_GPU_GUID, sizeof(GUID)) == 0) {
renderer = Direct3DRMSDL3GPURenderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#ifdef USE_OPENGLES2
else if (SDL_memcmp(&guid, &OpenGLES2_GUID, sizeof(GUID)) == 0) {
renderer = OpenGLES2Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
#ifdef USE_OPENGL1
else if (SDL_memcmp(&guid, &OpenGL1_GUID, sizeof(GUID)) == 0) {
renderer = OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);

View File

@ -4,7 +4,7 @@
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include <GL/glew.h>
#include <GL/gl.h>
#include <SDL3/SDL.h>
#include <vector>
@ -37,8 +37,9 @@ struct GLMeshCacheEntry {
class OpenGL1Renderer : public Direct3DRMRenderer {
public:
static Direct3DRMRenderer* Create(DWORD width, DWORD height);
OpenGL1Renderer(int width, int height, SDL_GLContext context, GLuint fbo, GLuint colorTex, GLuint depthRb);
OpenGL1Renderer(DWORD width, DWORD height, SDL_GLContext context, GLuint fbo, GLuint colorTex, GLuint depthRb);
~OpenGL1Renderer() override;
void PushLights(const SceneLight* lightsArray, size_t count) override;
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
void SetFrustumPlanes(const Plane* frustumPlanes) override;
@ -61,17 +62,18 @@ public:
private:
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
std::vector<GLTextureCacheEntry> m_textures;
std::vector<GLMeshCacheEntry> m_meshs;
D3DRMMATRIX4D m_projection;
SDL_Surface* m_renderedImage;
int m_width, m_height;
DWORD m_width, m_height;
bool m_useVBOs;
std::vector<SceneLight> m_lights;
SDL_GLContext m_context;
GLuint m_fbo = 0;
GLuint m_colorTex = 0;
GLuint m_depthRb = 0;
GLuint m_fbo;
GLuint m_colorTex;
GLuint m_depthRb;
};
inline static void OpenGL1Renderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)

View File

@ -0,0 +1,88 @@
#pragma once
#include "d3drmrenderer.h"
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include <GLES2/gl2.h>
#include <SDL3/SDL.h>
#include <vector>
DEFINE_GUID(OpenGLES2_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04);
struct GLES2TextureCacheEntry {
IDirect3DRMTexture* texture;
Uint32 version;
GLuint glTextureId;
};
struct GLES2MeshCacheEntry {
const MeshGroup* meshGroup;
int version;
bool flat;
std::vector<uint16_t> indices;
GLuint vboPositions;
GLuint vboNormals;
GLuint vboTexcoords;
GLuint ibo;
};
class OpenGLES2Renderer : public Direct3DRMRenderer {
public:
static Direct3DRMRenderer* Create(DWORD width, DWORD height);
OpenGLES2Renderer(
DWORD width,
DWORD height,
SDL_GLContext context,
GLuint fbo,
GLuint colorTex,
GLuint vertexBuffer,
GLuint shaderProgram
);
~OpenGLES2Renderer() override;
void PushLights(const SceneLight* lightsArray, size_t count) override;
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
void SetFrustumPlanes(const Plane* frustumPlanes) override;
Uint32 GetTextureId(IDirect3DRMTexture* texture) override;
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
DWORD GetWidth() override;
DWORD GetHeight() override;
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
const char* GetName() override;
HRESULT BeginFrame() override;
void EnableTransparency() override;
void SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
) override;
HRESULT FinalizeFrame() override;
private:
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
std::vector<GLES2TextureCacheEntry> m_textures;
std::vector<GLES2MeshCacheEntry> m_meshs;
D3DRMMATRIX4D m_projection;
SDL_Surface* m_renderedImage;
DWORD m_width, m_height;
std::vector<SceneLight> m_lights;
SDL_GLContext m_context;
GLuint m_fbo;
GLuint m_colorTex;
GLuint m_depthRb;
GLuint m_shaderProgram;
};
inline static void OpenGLES2Renderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMRenderer* device = OpenGLES2Renderer::Create(640, 480);
if (device) {
EnumDevice(cb, ctx, device, OpenGLES2_GUID);
delete device;
}
}