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https://github.com/isledecomp/isle-portable.git
synced 2025-09-25 21:53:32 -04:00
Use FBO in WebGL (#547)
This commit is contained in:
parent
7045607c6c
commit
f8cc5b9651
@ -237,14 +237,79 @@ GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup, bool forceUV = f
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return cache;
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}
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bool UploadTexture(SDL_Surface* source, GLuint& outTexId, bool isUI)
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{
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SDL_Surface* surf = source;
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if (source->format != SDL_PIXELFORMAT_RGBA32) {
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surf = SDL_ConvertSurface(source, SDL_PIXELFORMAT_RGBA32);
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if (!surf) {
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return false;
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}
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}
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glGenTextures(1, &outTexId);
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glBindTexture(GL_TEXTURE_2D, outTexId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
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if (isUI) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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_NEAREST);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (strstr((const char*) glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic")) {
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GLfloat maxAniso = 0.0f;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
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GLfloat desiredAniso = fminf(8.0f, maxAniso);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, desiredAniso);
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}
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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if (surf != source) {
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SDL_DestroySurface(surf);
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}
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return true;
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}
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OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext context, GLuint shaderProgram)
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: m_context(context), m_shaderProgram(shaderProgram)
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{
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glGenFramebuffers(1, &m_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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m_virtualWidth = width;
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m_virtualHeight = height;
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ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f};
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Resize(width, height, viewportTransform);
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SDL_Surface* dummySurface = SDL_CreateSurface(1, 1, SDL_PIXELFORMAT_RGBA32);
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if (!dummySurface) {
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SDL_Log("Failed to create surface: %s", SDL_GetError());
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return;
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}
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if (!SDL_LockSurface(dummySurface)) {
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SDL_Log("Failed to lock surface: %s", SDL_GetError());
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SDL_DestroySurface(dummySurface);
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return;
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}
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((Uint32*) dummySurface->pixels)[0] = 0xFFFFFFFF;
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SDL_UnlockSurface(dummySurface);
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UploadTexture(dummySurface, m_dummyTexture, false);
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if (!m_dummyTexture) {
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SDL_DestroySurface(dummySurface);
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SDL_Log("Failed to create surface: %s", SDL_GetError());
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return;
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}
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SDL_DestroySurface(dummySurface);
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m_uiMesh.vertices = {
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{{0.0f, 0.0f, 0.0f}, {0, 0, -1}, {0.0f, 0.0f}},
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{{1.0f, 0.0f, 0.0f}, {0, 0, -1}, {1.0f, 0.0f}},
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@ -270,6 +335,8 @@ OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext co
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m_modelViewMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix");
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m_normalMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_normalMatrix");
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m_projectionMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_projectionMatrix");
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glUseProgram(m_shaderProgram);
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}
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OpenGLES2Renderer::~OpenGLES2Renderer()
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@ -321,47 +388,6 @@ void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture*
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);
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}
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bool UploadTexture(SDL_Surface* source, GLuint& outTexId, bool isUI)
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{
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SDL_Surface* surf = source;
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if (source->format != SDL_PIXELFORMAT_RGBA32) {
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surf = SDL_ConvertSurface(source, SDL_PIXELFORMAT_RGBA32);
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if (!surf) {
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return false;
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}
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}
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glGenTextures(1, &outTexId);
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glBindTexture(GL_TEXTURE_2D, outTexId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
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if (isUI) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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_NEAREST);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (strstr((const char*) glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic")) {
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GLfloat maxAniso = 0.0f;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
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GLfloat desiredAniso = fminf(8.0f, maxAniso);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, desiredAniso);
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}
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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if (surf != source) {
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SDL_DestroySurface(surf);
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}
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return true;
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}
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Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUI, float scaleX, float scaleY)
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{
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auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
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@ -460,13 +486,13 @@ HRESULT OpenGLES2Renderer::BeginFrame()
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{
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m_dirty = true;
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glEnable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glUseProgram(m_shaderProgram);
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SceneLightGLES2 lightData[3];
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int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
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@ -537,6 +563,9 @@ void OpenGLES2Renderer::SubmitDraw(
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}
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else {
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glUniform1i(m_useTextureLoc, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
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glUniform1i(m_textureLoc, 0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
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@ -564,7 +593,6 @@ HRESULT OpenGLES2Renderer::FinalizeFrame()
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{
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glUseProgram(0);
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return DD_OK;
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}
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@ -578,12 +606,43 @@ void OpenGLES2Renderer::Resize(int width, int height, const ViewportTransform& v
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SDL_DestroySurface(m_renderedImage);
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}
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m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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// Create color texture
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glGenTextures(1, &m_colorTarget);
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glBindTexture(GL_TEXTURE_2D, m_colorTarget);
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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_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorTarget, 0);
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// Create depth renderbuffer
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glGenRenderbuffers(1, &m_depthTarget);
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glBindRenderbuffer(GL_RENDERBUFFER, m_depthTarget);
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if (SDL_GL_ExtensionSupported("GL_OES_depth24")) {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, width, height);
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}
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else if (SDL_GL_ExtensionSupported("GL_OES_depth32")) {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32_OES, width, height);
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}
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else {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthTarget);
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glViewport(0, 0, m_width, m_height);
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}
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void OpenGLES2Renderer::Clear(float r, float g, float b)
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{
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m_dirty = true;
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glClearColor(r, g, b, 1.0f);
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@ -592,21 +651,76 @@ void OpenGLES2Renderer::Clear(float r, float g, float b)
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void OpenGLES2Renderer::Flip()
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{
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if (m_dirty) {
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SDL_GL_SwapWindow(DDWindow);
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m_dirty = false;
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if (!m_dirty) {
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return;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glFrontFace(GL_CCW);
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glDepthMask(GL_FALSE);
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glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1f(m_shinLoc, 0.0f);
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float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
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glUniform4fv(u_lightLocs[0][0], 1, ambient);
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glUniform4fv(u_lightLocs[0][1], 1, blank);
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glUniform4fv(u_lightLocs[0][2], 1, blank);
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glUniform1i(m_lightCountLoc, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_colorTarget);
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glUniform1i(m_textureLoc, 0);
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glUniform1i(m_useTextureLoc, 1);
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D3DRMMATRIX4D projection;
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D3DRMMATRIX4D modelViewMatrix = {
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{(float) m_width, 0.0f, 0.0f, 0.0f},
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{0.0f, (float) -m_height, 0.0f, 0.0f},
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{0.0f, 0.0f, 1.0f, 0.0f},
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{0.0f, (float) m_height, 0.0f, 1.0f}
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};
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glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
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Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
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glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]);
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CreateOrthographicProjection((float) m_width, (float) m_height, projection);
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glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
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glDisable(GL_SCISSOR_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
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glEnableVertexAttribArray(m_posLoc);
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glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
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glEnableVertexAttribArray(m_texLoc);
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glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
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glDisableVertexAttribArray(m_texLoc);
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SDL_GL_SwapWindow(DDWindow);
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glFrontFace(GL_CW);
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m_dirty = false;
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}
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void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
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{
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m_dirty = true;
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glUseProgram(m_shaderProgram);
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float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
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glUniform4fv(u_lightLocs[0][0], 1, ambient);
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@ -629,14 +743,17 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
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static_cast<int>(std::round(texture.height * scaleY))
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};
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(m_useTextureLoc, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
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glUniform1i(m_textureLoc, 0);
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}
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else {
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expandedDstRect = dstRect;
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glUniform1i(m_useTextureLoc, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
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glUniform1i(m_textureLoc, 0);
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}
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D3DRMMATRIX4D modelView, projection;
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@ -685,6 +802,8 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
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void OpenGLES2Renderer::Download(SDL_Surface* target)
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{
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glFinish();
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
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SDL_Rect srcRect = {
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@ -72,7 +72,11 @@ private:
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bool m_dirty = false;
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std::vector<SceneLight> m_lights;
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SDL_GLContext m_context;
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GLuint m_fbo;
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GLuint m_colorTarget;
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GLuint m_depthTarget;
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GLuint m_shaderProgram;
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GLuint m_dummyTexture;
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GLint m_posLoc;
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GLint m_normLoc;
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GLint m_texLoc;
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