mirror of
https://github.com/isledecomp/isle-portable.git
synced 2025-09-22 11:31:57 -04:00
Add an OpenGL ES 2.0 renderer (#287)
This commit is contained in:
parent
1689a0063f
commit
eab95514d6
@ -648,6 +648,9 @@ MxResult IsleApp::SetupWindow()
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, g_targetHeight);
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN, m_fullScreen);
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SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, WINDOW_TITLE);
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#ifdef MINIWIN
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
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#endif
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window = SDL_CreateWindowWithProperties(props);
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#ifdef MINIWIN
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@ -30,12 +30,22 @@ add_library(miniwin STATIC EXCLUDE_FROM_ALL
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find_package(OpenGL)
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find_package(GLEW)
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if(OpenGL_FOUND AND GLEW_FOUND)
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message(STATUS "Found OpenGL and GLEW: enabling OpenGL 1.x renderer")
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target_sources(miniwin PRIVATE src/d3drm/backends/opengl1/renderer.cpp)
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target_compile_definitions(miniwin PRIVATE USE_OPENGL1)
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# Find and link OpenGL (1.5)
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target_link_libraries(miniwin PRIVATE OpenGL::GL GLEW::GLEW)
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else()
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message(STATUS "🧩 OpenGL 1.x support not enabled — needs OpenGL and GLEW")
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endif()
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find_library(OPENGL_ES2_LIBRARY NAMES GLESv2)
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if(OPENGL_ES2_LIBRARY)
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message(STATUS "Found OpenGL: enabling OpenGL ES 2.x renderer")
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target_sources(miniwin PRIVATE src/d3drm/backends/opengles2/renderer.cpp)
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target_compile_definitions(miniwin PRIVATE USE_OPENGLES2)
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target_link_libraries(miniwin PRIVATE OpenGL::GL)
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# Glew is used for getting a FBO for off screen rendering
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target_link_libraries(miniwin PRIVATE GLEW::GLEW)
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else()
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message(STATUS "🧩 OpenGL ES 2.x support not enabled")
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endif()
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target_compile_definitions(miniwin PUBLIC MINIWIN)
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@ -1,19 +1,21 @@
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#include <GL/glew.h>
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// must come after GLEW
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#include "d3drmrenderer_opengl1.h"
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#include "ddraw_impl.h"
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#include "ddsurface_impl.h"
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#include "mathutils.h"
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#include "meshutils.h"
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#include <GL/glew.h>
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstring>
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#include <vector>
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Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_Window* window = DDWindow;
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bool testWindow = false;
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@ -30,7 +32,10 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
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return nullptr;
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}
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SDL_GL_MakeCurrent(window, context);
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if (!SDL_GL_MakeCurrent(window, context)) {
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return nullptr;
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}
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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if (testWindow) {
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@ -68,7 +73,7 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
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GLuint depthRb;
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glGenRenderbuffers(1, &depthRb);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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@ -84,8 +89,8 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
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}
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OpenGL1Renderer::OpenGL1Renderer(
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int width,
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int height,
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DWORD width,
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DWORD height,
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SDL_GLContext context,
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GLuint fbo,
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GLuint colorTex,
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@ -99,9 +104,10 @@ OpenGL1Renderer::OpenGL1Renderer(
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OpenGL1Renderer::~OpenGL1Renderer()
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{
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if (m_renderedImage) {
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SDL_DestroySurface(m_renderedImage);
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}
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SDL_DestroySurface(m_renderedImage);
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glDeleteFramebuffers(1, &m_fbo);
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glDeleteRenderbuffers(1, &m_depthRb);
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glDeleteTextures(1, &m_colorTex);
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}
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void OpenGL1Renderer::PushLights(const SceneLight* lightsArray, size_t count)
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@ -155,8 +161,7 @@ Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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glGenTextures(1, &tex.glTextureId);
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glBindTexture(GL_TEXTURE_2D, tex.glTextureId);
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SDL_Surface* surf =
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SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888); // Why are the colors backwarsd?
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SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888);
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if (!surf) {
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return NO_TEXTURE_ID;
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}
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@ -175,8 +180,7 @@ Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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SDL_Surface* surf =
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SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888); // Why are the colors backwarsd?
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SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888);
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if (!surf) {
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return NO_TEXTURE_ID;
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}
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@ -227,7 +231,7 @@ GLMeshCacheEntry GLUploadMesh(const MeshGroup& meshGroup, bool useVBOs)
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});
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}
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if (meshGroup.texture != nullptr) {
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if (meshGroup.texture) {
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cache.texcoords.resize(vertices.size());
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std::transform(vertices.begin(), vertices.end(), cache.texcoords.begin(), [](const D3DRMVERTEX& v) {
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return v.texCoord;
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@ -347,8 +351,8 @@ void OpenGL1Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
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{
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halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
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halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
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halDesc->dwDeviceZBufferBitDepth = DDBD_24; // Todo add support for other depths
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helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32;
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halDesc->dwDeviceZBufferBitDepth = DDBD_16;
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helDesc->dwDeviceRenderBitDepth = DDBD_32;
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halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
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halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
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halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
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@ -363,10 +367,6 @@ const char* OpenGL1Renderer::GetName()
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HRESULT OpenGL1Renderer::BeginFrame()
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{
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if (!DDBackBuffer) {
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return DDERR_GENERIC;
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}
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SDL_GL_MakeCurrent(DDWindow, m_context);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glViewport(0, 0, m_width, m_height);
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@ -466,6 +466,8 @@ void OpenGL1Renderer::SubmitDraw(
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const Appearance& appearance
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)
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{
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auto& mesh = m_meshs[meshId];
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -485,8 +487,6 @@ void OpenGL1Renderer::SubmitDraw(
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glMaterialf(GL_FRONT, GL_SHININESS, 0.0f);
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}
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auto& mesh = m_meshs[meshId];
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if (mesh.flat) {
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glShadeModel(GL_FLAT);
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}
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595
miniwin/src/d3drm/backends/opengles2/renderer.cpp
Normal file
595
miniwin/src/d3drm/backends/opengles2/renderer.cpp
Normal file
@ -0,0 +1,595 @@
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#include "d3drmrenderer_opengles2.h"
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#include "meshutils.h"
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#include <GLES2/gl2.h>
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <string>
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static GLuint CompileShader(GLenum type, const char* source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glDeleteShader(shader);
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SDL_Log("CompileShader (%s)", SDL_GetError());
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return 0;
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}
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return shader;
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}
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struct SceneLightGLES2 {
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float color[4];
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float position[4];
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float direction[4];
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};
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Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_Window* window = DDWindow;
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bool testWindow = false;
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if (!window) {
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window = SDL_CreateWindow("OpenGL ES 2.0 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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testWindow = true;
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}
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SDL_GLContext context = SDL_GL_CreateContext(window);
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if (!context) {
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return nullptr;
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}
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if (!SDL_GL_MakeCurrent(window, context)) {
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return nullptr;
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}
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glFrontFace(GL_CCW);
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// Setup FBO
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GLuint fbo;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Create color texture
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GLuint colorTex;
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glGenTextures(1, &colorTex);
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glBindTexture(GL_TEXTURE_2D, colorTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
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// Create depth renderbuffer
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GLuint depthRb;
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glGenRenderbuffers(1, &depthRb);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return nullptr;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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const char* vertexShaderSource = R"(
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attribute vec3 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_texCoord;
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uniform mat4 u_modelViewMatrix;
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uniform mat3 u_normalMatrix;
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uniform mat4 u_projectionMatrix;
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varying vec3 v_viewPos;
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varying vec3 v_normal;
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varying vec2 v_texCoord;
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void main() {
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vec4 viewPos = u_modelViewMatrix * vec4(a_position, 1.0);
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gl_Position = u_projectionMatrix * viewPos;
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v_viewPos = viewPos.xyz;
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v_normal = normalize(u_normalMatrix * a_normal);
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v_texCoord = a_texCoord;
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}
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)";
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const char* fragmentShaderSource = R"(
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precision mediump float;
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struct SceneLight {
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vec4 color;
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vec4 position;
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vec4 direction;
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};
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uniform SceneLight u_lights[3];
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uniform int u_lightCount;
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varying vec3 v_viewPos;
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varying vec3 v_normal;
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varying vec2 v_texCoord;
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uniform float u_shininess;
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uniform vec4 u_color;
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uniform int u_useTexture;
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uniform sampler2D u_texture;
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void main() {
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vec3 diffuse = vec3(0.0);
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vec3 specular = vec3(0.0);
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for (int i = 0; i < 3; ++i) {
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if (i >= u_lightCount) break;
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vec3 lightColor = u_lights[i].color.rgb;
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if (u_lights[i].position.w == 0.0 && u_lights[i].direction.w == 0.0) {
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diffuse += lightColor;
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continue;
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}
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vec3 lightVec;
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if (u_lights[i].direction.w == 1.0) {
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lightVec = -normalize(u_lights[i].direction.xyz);
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}
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else {
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lightVec = u_lights[i].position.xyz - v_viewPos;
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}
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lightVec = normalize(lightVec);
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float dotNL = max(dot(v_normal, lightVec), 0.0);
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if (dotNL > 0.0) {
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// Diffuse contribution
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diffuse += dotNL * lightColor;
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// Specular
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if (u_shininess > 0.0 && u_lights[i].direction.w == 1.0) {
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vec3 viewVec = normalize(-v_viewPos); // Assuming camera at origin
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vec3 H = normalize(lightVec + viewVec);
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float dotNH = max(dot(v_normal, H), 0.0);
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float spec = pow(dotNH, u_shininess);
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specular += spec * lightColor;
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}
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}
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}
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vec4 finalColor = u_color;
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finalColor.rgb = clamp(diffuse * u_color.rgb + specular, 0.0, 1.0);
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if (u_useTexture != 0) {
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vec4 texel = texture2D(u_texture, v_texCoord);
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finalColor.rgb = clamp(texel.rgb * finalColor.rgb, 0.0, 1.0);
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}
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gl_FragColor = finalColor;
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}
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)";
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GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShaderSource);
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GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vs);
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glAttachShader(shaderProgram, fs);
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glBindAttribLocation(shaderProgram, 0, "a_position");
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glBindAttribLocation(shaderProgram, 1, "a_normal");
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glBindAttribLocation(shaderProgram, 2, "a_texCoord");
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glLinkProgram(shaderProgram);
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glDeleteShader(vs);
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glDeleteShader(fs);
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return new OpenGLES2Renderer(width, height, context, fbo, colorTex, depthRb, shaderProgram);
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}
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OpenGLES2Renderer::OpenGLES2Renderer(
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DWORD width,
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DWORD height,
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SDL_GLContext context,
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GLuint fbo,
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GLuint colorTex,
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GLuint depthRb,
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GLuint shaderProgram
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)
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: m_width(width), m_height(height), m_context(context), m_fbo(fbo), m_colorTex(colorTex), m_depthRb(depthRb),
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m_shaderProgram(shaderProgram)
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{
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m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_ABGR8888);
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}
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OpenGLES2Renderer::~OpenGLES2Renderer()
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{
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SDL_DestroySurface(m_renderedImage);
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glDeleteFramebuffers(1, &m_fbo);
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glDeleteRenderbuffers(1, &m_depthRb);
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glDeleteProgram(m_shaderProgram);
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glDeleteTextures(1, &m_colorTex);
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}
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void OpenGLES2Renderer::PushLights(const SceneLight* lightsArray, size_t count)
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{
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if (count > 3) {
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SDL_Log("Unsupported number of lights (%d)", static_cast<int>(count));
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count = 3;
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}
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m_lights.assign(lightsArray, lightsArray + count);
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}
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void OpenGLES2Renderer::SetFrustumPlanes(const Plane* frustumPlanes)
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{
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}
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void OpenGLES2Renderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
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{
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memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
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m_projection[1][1] *= -1.0f; // OpenGL is upside down
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}
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struct TextureDestroyContextGLS2 {
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OpenGLES2Renderer* renderer;
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Uint32 textureId;
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};
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void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
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{
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auto* ctx = new TextureDestroyContextGLS2{this, id};
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texture->AddDestroyCallback(
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[](IDirect3DRMObject* obj, void* arg) {
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auto* ctx = static_cast<TextureDestroyContextGLS2*>(arg);
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auto& cache = ctx->renderer->m_textures[ctx->textureId];
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if (cache.glTextureId != 0) {
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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;
|
||||
}
|
@ -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)
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
@ -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)
|
||||
|
88
miniwin/src/internal/d3drmrenderer_opengles2.h
Normal file
88
miniwin/src/internal/d3drmrenderer_opengles2.h
Normal 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;
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user