mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-11 10:31:16 +00:00
Rendering refactoring (#459)
* Hint texture intent to renderer * improve transparancy for 32bit rendering * Align OpenGL ES 2.0 with SDL_GPU's 2D rendering
This commit is contained in:
parent
a258a89b1f
commit
225adda309
@ -926,7 +926,7 @@ LPDIRECTDRAWSURFACE MxDisplaySurface::VTable0x44(
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transparentColor = RGB555_CREATE(0x1f, 0, 0x1f);
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break;
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default:
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transparentColor = RGB8888_CREATE(0xff, 0, 0xff, 0);
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transparentColor = RGB8888_CREATE(0, 0, 0, 0);
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break;
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}
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@ -971,25 +971,11 @@ LPDIRECTDRAWSURFACE MxDisplaySurface::VTable0x44(
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surfacePtr += adjustedPitch;
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}
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if (p_transparent && surface) {
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DDCOLORKEY key;
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key.dwColorSpaceLowValue = key.dwColorSpaceHighValue = transparentColor;
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surface->SetColorKey(DDCKEY_SRCBLT, &key);
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}
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surface->Unlock(ddsd.lpSurface);
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if (p_transparent && surface) {
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if (p_transparent && surface && bytesPerPixel != 4) {
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DDCOLORKEY key;
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if (bytesPerPixel == 1) {
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key.dwColorSpaceLowValue = key.dwColorSpaceHighValue = 0;
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}
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else if (bytesPerPixel == 2) {
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key.dwColorSpaceLowValue = key.dwColorSpaceHighValue = RGB555_CREATE(0x1f, 0, 0x1f);
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}
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else {
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key.dwColorSpaceLowValue = key.dwColorSpaceHighValue = RGB8888_CREATE(0xff, 0, 0xff, 0);
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}
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key.dwColorSpaceLowValue = key.dwColorSpaceHighValue = transparentColor;
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surface->SetColorKey(DDCKEY_SRCBLT, &key);
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}
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}
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@ -76,7 +76,7 @@ void DirectX9Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture*
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);
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}
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Uint32 DirectX9Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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Uint32 DirectX9Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi)
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{
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auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
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auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
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@ -216,24 +216,6 @@ Uint32 DirectX9Renderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshG
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return static_cast<Uint32>(m_meshs.size() - 1);
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}
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void DirectX9Renderer::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;
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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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memset(helDesc, 0, sizeof(D3DDEVICEDESC));
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}
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const char* DirectX9Renderer::GetName()
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{
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return "DirectX 9 HAL";
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}
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HRESULT DirectX9Renderer::BeginFrame()
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{
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return Actual_BeginFrame();
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@ -122,7 +122,7 @@ void OpenGL1Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* t
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);
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}
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Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi)
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{
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auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
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auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
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@ -265,24 +265,6 @@ Uint32 OpenGL1Renderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGr
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return (Uint32) (m_meshs.size() - 1);
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}
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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;
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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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memset(helDesc, 0, sizeof(D3DDEVICEDESC));
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}
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const char* OpenGL1Renderer::GetName()
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{
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return "OpenGL 1.1 HAL";
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}
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HRESULT OpenGL1Renderer::BeginFrame()
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{
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GL11_BeginFrame((Matrix4x4*) &m_projection[0][0]);
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@ -181,14 +181,88 @@ Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height)
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return new OpenGLES2Renderer(width, height, context, shaderProgram);
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}
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GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup, bool forceUV = false)
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{
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GLES2MeshCacheEntry cache{&meshGroup, meshGroup.version};
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cache.flat = meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT;
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std::vector<D3DRMVERTEX> vertices;
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if (cache.flat) {
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FlattenSurfaces(
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meshGroup.vertices.data(),
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meshGroup.vertices.size(),
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meshGroup.indices.data(),
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meshGroup.indices.size(),
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meshGroup.texture != nullptr || forceUV,
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vertices,
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cache.indices
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);
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}
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else {
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vertices = meshGroup.vertices;
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cache.indices.resize(meshGroup.indices.size());
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std::transform(meshGroup.indices.begin(), meshGroup.indices.end(), cache.indices.begin(), [](DWORD index) {
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return static_cast<uint16_t>(index);
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});
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}
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std::vector<TexCoord> texcoords;
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if (meshGroup.texture || forceUV) {
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texcoords.resize(vertices.size());
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std::transform(vertices.begin(), vertices.end(), texcoords.begin(), [](const D3DRMVERTEX& v) {
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return v.texCoord;
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});
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}
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std::vector<D3DVECTOR> positions(vertices.size());
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std::transform(vertices.begin(), vertices.end(), positions.begin(), [](const D3DRMVERTEX& v) {
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return v.position;
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});
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std::vector<D3DVECTOR> normals(vertices.size());
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std::transform(vertices.begin(), vertices.end(), normals.begin(), [](const D3DRMVERTEX& v) { return v.normal; });
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glGenBuffers(1, &cache.vboPositions);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboPositions);
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glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(D3DVECTOR), positions.data(), GL_STATIC_DRAW);
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glGenBuffers(1, &cache.vboNormals);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboNormals);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(D3DVECTOR), normals.data(), GL_STATIC_DRAW);
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if (meshGroup.texture || forceUV) {
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glGenBuffers(1, &cache.vboTexcoords);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboTexcoords);
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glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(TexCoord), texcoords.data(), GL_STATIC_DRAW);
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}
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glGenBuffers(1, &cache.ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache.ibo);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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cache.indices.size() * sizeof(cache.indices[0]),
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cache.indices.data(),
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GL_STATIC_DRAW
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);
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return cache;
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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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m_width = width;
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m_height = height;
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m_virtualWidth = width;
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m_virtualHeight = height;
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m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
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ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f};
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Resize(width, height, viewportTransform);
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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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{{1.0f, 1.0f, 0.0f}, {0, 0, -1}, {1.0f, 1.0f}},
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{{0.0f, 1.0f, 0.0f}, {0, 0, -1}, {0.0f, 1.0f}}
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};
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m_uiMesh.indices = {0, 1, 2, 0, 2, 3};
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m_uiMeshCache = GLES2UploadMesh(m_uiMesh, true);
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}
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OpenGLES2Renderer::~OpenGLES2Renderer()
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@ -239,7 +313,48 @@ void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture*
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);
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}
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Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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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)
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{
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auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
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auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
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@ -249,31 +364,18 @@ Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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if (tex.texture == texture) {
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if (tex.version != texture->m_version) {
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glDeleteTextures(1, &tex.glTextureId);
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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 = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
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if (!surf) {
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return NO_TEXTURE_ID;
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if (UploadTexture(surface->m_surface, tex.glTextureId, isUi)) {
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tex.version = texture->m_version;
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}
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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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SDL_DestroySurface(surf);
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tex.version = texture->m_version;
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}
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return i;
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}
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}
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GLuint texId;
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
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if (!surf) {
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if (!UploadTexture(surface->m_surface, texId, isUi)) {
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return NO_TEXTURE_ID;
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}
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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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for (Uint32 i = 0; i < m_textures.size(); ++i) {
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auto& tex = m_textures[i];
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@ -281,85 +383,20 @@ Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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tex.texture = texture;
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tex.version = texture->m_version;
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tex.glTextureId = texId;
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tex.width = surf->w;
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tex.height = surf->h;
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tex.width = surface->m_surface->w;
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tex.height = surface->m_surface->h;
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AddTextureDestroyCallback(i, texture);
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return i;
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}
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}
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m_textures.push_back({texture, texture->m_version, texId, (uint16_t) surf->w, (uint16_t) surf->h});
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SDL_DestroySurface(surf);
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m_textures.push_back(
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{texture, texture->m_version, texId, (uint16_t) surface->m_surface->w, (uint16_t) surface->m_surface->h}
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);
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AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture);
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return (Uint32) (m_textures.size() - 1);
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}
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GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup)
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{
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GLES2MeshCacheEntry cache{&meshGroup, meshGroup.version};
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cache.flat = meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT;
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std::vector<D3DRMVERTEX> vertices;
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if (cache.flat) {
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FlattenSurfaces(
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meshGroup.vertices.data(),
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meshGroup.vertices.size(),
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meshGroup.indices.data(),
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meshGroup.indices.size(),
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meshGroup.texture != nullptr,
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vertices,
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cache.indices
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);
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}
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else {
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vertices = meshGroup.vertices;
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cache.indices.resize(meshGroup.indices.size());
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std::transform(meshGroup.indices.begin(), meshGroup.indices.end(), cache.indices.begin(), [](DWORD index) {
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return static_cast<uint16_t>(index);
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});
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}
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std::vector<TexCoord> texcoords;
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if (meshGroup.texture) {
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texcoords.resize(vertices.size());
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std::transform(vertices.begin(), vertices.end(), texcoords.begin(), [](const D3DRMVERTEX& v) {
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return v.texCoord;
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});
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}
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std::vector<D3DVECTOR> positions(vertices.size());
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std::transform(vertices.begin(), vertices.end(), positions.begin(), [](const D3DRMVERTEX& v) {
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return v.position;
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});
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std::vector<D3DVECTOR> normals(vertices.size());
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std::transform(vertices.begin(), vertices.end(), normals.begin(), [](const D3DRMVERTEX& v) { return v.normal; });
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glGenBuffers(1, &cache.vboPositions);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboPositions);
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glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(D3DVECTOR), positions.data(), GL_STATIC_DRAW);
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glGenBuffers(1, &cache.vboNormals);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboNormals);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(D3DVECTOR), normals.data(), GL_STATIC_DRAW);
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if (meshGroup.texture) {
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glGenBuffers(1, &cache.vboTexcoords);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboTexcoords);
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glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(TexCoord), texcoords.data(), GL_STATIC_DRAW);
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}
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glGenBuffers(1, &cache.ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache.ibo);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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cache.indices.size() * sizeof(cache.indices[0]),
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cache.indices.data(),
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GL_STATIC_DRAW
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);
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return cache;
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}
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struct GLES2MeshDestroyContext {
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OpenGLES2Renderer* renderer;
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Uint32 id;
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@ -411,37 +448,11 @@ Uint32 OpenGLES2Renderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* mesh
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return (Uint32) (m_meshs.size() - 1);
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}
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void OpenGLES2Renderer::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_16;
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const char* extensions = (const char*) glGetString(GL_EXTENSIONS);
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if (extensions) {
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if (strstr(extensions, "GL_OES_depth24")) {
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halDesc->dwDeviceZBufferBitDepth |= DDBD_24;
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}
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if (strstr(extensions, "GL_OES_depth32")) {
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halDesc->dwDeviceZBufferBitDepth |= DDBD_32;
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}
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}
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helDesc->dwDeviceRenderBitDepth = DDBD_32;
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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()
|
||||
{
|
||||
m_dirty = true;
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
@ -516,8 +527,6 @@ void OpenGLES2Renderer::SubmitDraw(
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_textures[appearance.textureId].glTextureId);
|
||||
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
}
|
||||
else {
|
||||
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 0);
|
||||
@ -543,7 +552,6 @@ void OpenGLES2Renderer::SubmitDraw(
|
||||
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);
|
||||
}
|
||||
@ -562,7 +570,9 @@ void OpenGLES2Renderer::Resize(int width, int height, const ViewportTransform& v
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
m_viewportTransform = viewportTransform;
|
||||
SDL_DestroySurface(m_renderedImage);
|
||||
if (m_renderedImage) {
|
||||
SDL_DestroySurface(m_renderedImage);
|
||||
}
|
||||
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
}
|
||||
@ -584,35 +594,6 @@ void OpenGLES2Renderer::Flip()
|
||||
}
|
||||
}
|
||||
|
||||
void CreateOrthoMatrix(float left, float right, float bottom, float top, D3DRMMATRIX4D& outMatrix)
|
||||
{
|
||||
float near = -1.0f;
|
||||
float far = 1.0f;
|
||||
float rl = right - left;
|
||||
float tb = top - bottom;
|
||||
float fn = far - near;
|
||||
|
||||
outMatrix[0][0] = 2.0f / rl;
|
||||
outMatrix[0][1] = 0.0f;
|
||||
outMatrix[0][2] = 0.0f;
|
||||
outMatrix[0][3] = 0.0f;
|
||||
|
||||
outMatrix[1][0] = 0.0f;
|
||||
outMatrix[1][1] = 2.0f / tb;
|
||||
outMatrix[1][2] = 0.0f;
|
||||
outMatrix[1][3] = 0.0f;
|
||||
|
||||
outMatrix[2][0] = 0.0f;
|
||||
outMatrix[2][1] = 0.0f;
|
||||
outMatrix[2][2] = -2.0f / fn;
|
||||
outMatrix[2][3] = 0.0f;
|
||||
|
||||
outMatrix[3][0] = -(right + left) / rl;
|
||||
outMatrix[3][1] = -(top + bottom) / tb;
|
||||
outMatrix[3][2] = -(far + near) / fn;
|
||||
outMatrix[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
|
||||
{
|
||||
m_dirty = true;
|
||||
@ -632,17 +613,29 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
|
||||
glUniform4f(glGetUniformLocation(m_shaderProgram, "u_color"), 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glUniform1f(glGetUniformLocation(m_shaderProgram, "u_shininess"), 0.0f);
|
||||
|
||||
float left = -m_viewportTransform.offsetX / m_viewportTransform.scale;
|
||||
float right = (m_width - m_viewportTransform.offsetX) / m_viewportTransform.scale;
|
||||
float top = -m_viewportTransform.offsetY / m_viewportTransform.scale;
|
||||
float bottom = (m_height - m_viewportTransform.offsetY) / m_viewportTransform.scale;
|
||||
const GLES2TextureCacheEntry& texture = m_textures[textureId];
|
||||
float scaleX = static_cast<float>(dstRect.w) / srcRect.w;
|
||||
float scaleY = static_cast<float>(dstRect.h) / srcRect.h;
|
||||
SDL_Rect expandedDstRect = {
|
||||
static_cast<int>(std::round(dstRect.x - srcRect.x * scaleX)),
|
||||
static_cast<int>(std::round(dstRect.y - srcRect.y * scaleY)),
|
||||
static_cast<int>(std::round(texture.width * scaleX)),
|
||||
static_cast<int>(std::round(texture.height * scaleY))
|
||||
};
|
||||
|
||||
D3DRMMATRIX4D projection;
|
||||
CreateOrthoMatrix(left, right, bottom, top, projection);
|
||||
D3DRMMATRIX4D modelView, projection;
|
||||
Create2DTransformMatrix(
|
||||
expandedDstRect,
|
||||
m_viewportTransform.scale,
|
||||
m_viewportTransform.offsetX,
|
||||
m_viewportTransform.offsetY,
|
||||
modelView
|
||||
);
|
||||
|
||||
D3DRMMATRIX4D identity = {{1.f, 0.f, 0.f, 0.f}, {0.f, 1.f, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"), 1, GL_FALSE, &identity[0][0]);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"), 1, GL_FALSE, &modelView[0][0]);
|
||||
Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
|
||||
glUniformMatrix3fv(glGetUniformLocation(m_shaderProgram, "u_normalMatrix"), 1, GL_FALSE, &identity[0][0]);
|
||||
CreateOrthographicProjection((float) m_width, (float) m_height, projection);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"), 1, GL_FALSE, &projection[0][0]);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
@ -650,42 +643,34 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1);
|
||||
const GLES2TextureCacheEntry& texture = m_textures[textureId];
|
||||
glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
|
||||
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
float texW = texture.width;
|
||||
float texH = texture.height;
|
||||
|
||||
float u1 = srcRect.x / texW;
|
||||
float v1 = srcRect.y / texH;
|
||||
float u2 = (srcRect.x + srcRect.w) / texW;
|
||||
float v2 = (srcRect.y + srcRect.h) / texH;
|
||||
|
||||
float x1 = static_cast<float>(dstRect.x);
|
||||
float y1 = static_cast<float>(dstRect.y);
|
||||
float x2 = x1 + dstRect.w;
|
||||
float y2 = y1 + dstRect.h;
|
||||
|
||||
GLfloat vertices[] = {x1, y1, u1, v1, x2, y1, u2, v1, x1, y2, u1, v2, x2, y2, u2, v2};
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glScissor(
|
||||
static_cast<int>(std::round(dstRect.x * m_viewportTransform.scale + m_viewportTransform.offsetX)),
|
||||
m_height - static_cast<int>(
|
||||
std::round((dstRect.y + dstRect.h) * m_viewportTransform.scale + m_viewportTransform.offsetY)
|
||||
),
|
||||
static_cast<int>(std::round(dstRect.w * m_viewportTransform.scale)),
|
||||
static_cast<int>(std::round(dstRect.h * m_viewportTransform.scale))
|
||||
);
|
||||
|
||||
GLint posLoc = glGetAttribLocation(m_shaderProgram, "a_position");
|
||||
GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
|
||||
glEnableVertexAttribArray(posLoc);
|
||||
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||
|
||||
GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
|
||||
glEnableVertexAttribArray(texLoc);
|
||||
glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||
|
||||
glVertexAttribPointer(posLoc, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), vertices);
|
||||
glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), vertices + 2);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glDisableVertexAttribArray(posLoc);
|
||||
glDisableVertexAttribArray(texLoc);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glUseProgram(0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
void OpenGLES2Renderer::Download(SDL_Surface* target)
|
||||
|
||||
@ -533,7 +533,7 @@ SDL_GPUTexture* Direct3DRMSDL3GPURenderer::CreateTextureFromSurface(SDL_Surface*
|
||||
return texptr;
|
||||
}
|
||||
|
||||
Uint32 Direct3DRMSDL3GPURenderer::GetTextureId(IDirect3DRMTexture* iTexture)
|
||||
Uint32 Direct3DRMSDL3GPURenderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi)
|
||||
{
|
||||
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
|
||||
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
|
||||
@ -585,7 +585,7 @@ SDL3MeshCache Direct3DRMSDL3GPURenderer::UploadMesh(const MeshGroup& meshGroup)
|
||||
meshGroup.vertices.size(),
|
||||
meshGroup.indices.data(),
|
||||
meshGroup.indices.size(),
|
||||
meshGroup.texture != nullptr,
|
||||
true,
|
||||
finalVertices,
|
||||
newIndices
|
||||
);
|
||||
@ -712,24 +712,6 @@ Uint32 Direct3DRMSDL3GPURenderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGro
|
||||
return (Uint32) (m_meshs.size() - 1);
|
||||
}
|
||||
|
||||
void Direct3DRMSDL3GPURenderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
|
||||
{
|
||||
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
|
||||
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
|
||||
halDesc->dwDeviceZBufferBitDepth = DDBD_32; // Todo add support for other depths
|
||||
halDesc->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* Direct3DRMSDL3GPURenderer::GetName()
|
||||
{
|
||||
return "SDL3 GPU HAL";
|
||||
}
|
||||
|
||||
void PackNormalMatrix(const Matrix3x3& normalMatrix3x3, D3DRMMATRIX4D& packedNormalMatrix4x4)
|
||||
{
|
||||
for (int row = 0; row < 3; ++row) {
|
||||
@ -940,37 +922,6 @@ void Direct3DRMSDL3GPURenderer::Flip()
|
||||
m_cmdbuf = nullptr;
|
||||
}
|
||||
|
||||
// TODO use SDL_SetGPUScissor(SDL_GPURenderPass *render_pass, const SDL_Rect *scissor) when srcRect isn't 100% of
|
||||
// texture
|
||||
|
||||
void Create2DTransformMatrix(
|
||||
const SDL_Rect& dstRect,
|
||||
float scale,
|
||||
float offsetX,
|
||||
float offsetY,
|
||||
D3DRMMATRIX4D& outMatrix
|
||||
)
|
||||
{
|
||||
float x = static_cast<float>(dstRect.x) * scale + offsetX;
|
||||
float y = static_cast<float>(dstRect.y) * scale + offsetY;
|
||||
float w = static_cast<float>(dstRect.w) * scale;
|
||||
float h = static_cast<float>(dstRect.h) * scale;
|
||||
|
||||
D3DVALUE tmp[4][4] = {{w, 0, 0, 0}, {0, h, 0, 0}, {0, 0, 1, 0}, {x, y, 0, 1}};
|
||||
memcpy(outMatrix, tmp, sizeof(tmp));
|
||||
}
|
||||
|
||||
void CreateOrthographicProjection(float width, float height, D3DRMMATRIX4D& outProj)
|
||||
{
|
||||
D3DVALUE tmp[4][4] = {
|
||||
{2.0f / width, 0.0f, 0.0f, 0.0f},
|
||||
{0.0f, -2.0f / height, 0.0f, 0.0f},
|
||||
{0.0f, 0.0f, 1.0f, 0.0f},
|
||||
{-1.0f, 1.0f, 0.0f, 1.0f}
|
||||
};
|
||||
memcpy(outProj, tmp, sizeof(tmp));
|
||||
}
|
||||
|
||||
void Direct3DRMSDL3GPURenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
|
||||
{
|
||||
if (!m_renderPass) {
|
||||
|
||||
@ -554,7 +554,7 @@ void Direct3DRMSoftwareRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DR
|
||||
);
|
||||
}
|
||||
|
||||
Uint32 Direct3DRMSoftwareRenderer::GetTextureId(IDirect3DRMTexture* iTexture)
|
||||
Uint32 Direct3DRMSoftwareRenderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi)
|
||||
{
|
||||
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
|
||||
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
|
||||
@ -664,24 +664,6 @@ Uint32 Direct3DRMSoftwareRenderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGr
|
||||
return (Uint32) (m_meshs.size() - 1);
|
||||
}
|
||||
|
||||
void Direct3DRMSoftwareRenderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
|
||||
{
|
||||
memset(halDesc, 0, sizeof(D3DDEVICEDESC));
|
||||
|
||||
helDesc->dcmColorModel = D3DCOLORMODEL::RGB;
|
||||
helDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
|
||||
helDesc->dwDeviceZBufferBitDepth = DDBD_32;
|
||||
helDesc->dwDeviceRenderBitDepth = DDBD_32;
|
||||
helDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
|
||||
helDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
|
||||
helDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
|
||||
}
|
||||
|
||||
const char* Direct3DRMSoftwareRenderer::GetName()
|
||||
{
|
||||
return "Miniwin Emulation";
|
||||
}
|
||||
|
||||
HRESULT Direct3DRMSoftwareRenderer::BeginFrame()
|
||||
{
|
||||
if (!m_renderedImage || !SDL_LockSurface(m_renderedImage)) {
|
||||
|
||||
@ -207,14 +207,18 @@ HRESULT DirectDrawImpl::GetCaps(LPDDCAPS lpDDDriverCaps, LPDDCAPS lpDDHELCaps)
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx, Direct3DRMRenderer* device, GUID deviceGuid)
|
||||
void EnumDevice(
|
||||
LPD3DENUMDEVICESCALLBACK cb,
|
||||
void* ctx,
|
||||
const char* name,
|
||||
D3DDEVICEDESC* halDesc,
|
||||
D3DDEVICEDESC* helDesc,
|
||||
GUID deviceGuid
|
||||
)
|
||||
{
|
||||
D3DDEVICEDESC halDesc = {};
|
||||
D3DDEVICEDESC helDesc = {};
|
||||
device->GetDesc(&halDesc, &helDesc);
|
||||
char* deviceNameDup = SDL_strdup(device->GetName());
|
||||
char* deviceNameDup = SDL_strdup(name);
|
||||
char* deviceDescDup = SDL_strdup("Miniwin driver");
|
||||
cb(&deviceGuid, deviceNameDup, deviceDescDup, &halDesc, &helDesc, ctx);
|
||||
cb(&deviceGuid, deviceNameDup, deviceDescDup, halDesc, helDesc, ctx);
|
||||
SDL_free(deviceDescDup);
|
||||
SDL_free(deviceNameDup);
|
||||
}
|
||||
|
||||
@ -62,7 +62,7 @@ HRESULT FrameBufferImpl::Blt(
|
||||
if (!surface) {
|
||||
return DDERR_GENERIC;
|
||||
}
|
||||
Uint32 textureId = DDRenderer->GetTextureId(surface->ToTexture());
|
||||
Uint32 textureId = DDRenderer->GetTextureId(surface->ToTexture(), true);
|
||||
SDL_Rect srcRect =
|
||||
lpSrcRect ? ConvertRect(lpSrcRect) : SDL_Rect{0, 0, surface->m_surface->w, surface->m_surface->h};
|
||||
SDL_Rect dstRect =
|
||||
|
||||
@ -31,14 +31,12 @@ class Direct3DRMRenderer : public IDirect3DDevice2 {
|
||||
virtual void PushLights(const SceneLight* vertices, size_t count) = 0;
|
||||
virtual void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) = 0;
|
||||
virtual void SetFrustumPlanes(const Plane* frustumPlanes) = 0;
|
||||
virtual Uint32 GetTextureId(IDirect3DRMTexture* texture) = 0;
|
||||
virtual Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUi = false) = 0;
|
||||
virtual Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) = 0;
|
||||
int GetWidth() { return m_width; }
|
||||
int GetHeight() { return m_height; }
|
||||
int GetVirtualWidth() { return m_virtualWidth; }
|
||||
int GetVirtualHeight() { return m_virtualHeight; }
|
||||
virtual void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) = 0;
|
||||
virtual const char* GetName() = 0;
|
||||
virtual HRESULT BeginFrame() = 0;
|
||||
virtual void EnableTransparency() = 0;
|
||||
virtual void SubmitDraw(
|
||||
|
||||
@ -18,10 +18,8 @@ class DirectX9Renderer : public Direct3DRMRenderer {
|
||||
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 GetTextureId(IDirect3DRMTexture* texture, bool isUi) override;
|
||||
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
|
||||
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
|
||||
const char* GetName() override;
|
||||
HRESULT BeginFrame() override;
|
||||
void EnableTransparency() override;
|
||||
void SubmitDraw(
|
||||
@ -52,8 +50,21 @@ class DirectX9Renderer : public Direct3DRMRenderer {
|
||||
inline static void DirectX9Renderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
|
||||
{
|
||||
Direct3DRMRenderer* device = DirectX9Renderer::Create(640, 480);
|
||||
if (device) {
|
||||
EnumDevice(cb, ctx, device, DirectX9_GUID);
|
||||
delete device;
|
||||
if (!device) {
|
||||
return;
|
||||
}
|
||||
delete device;
|
||||
|
||||
D3DDEVICEDESC halDesc = {};
|
||||
halDesc.dcmColorModel = D3DCOLOR_RGB;
|
||||
halDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
|
||||
halDesc.dwDeviceZBufferBitDepth = DDBD_24;
|
||||
halDesc.dwDeviceRenderBitDepth = DDBD_32;
|
||||
halDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
|
||||
halDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
|
||||
halDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
|
||||
|
||||
D3DDEVICEDESC helDesc = {};
|
||||
|
||||
EnumDevice(cb, ctx, "DirectX 9 HAL", &halDesc, &helDesc, DirectX9_GUID);
|
||||
}
|
||||
|
||||
@ -18,10 +18,8 @@ class OpenGL1Renderer : public Direct3DRMRenderer {
|
||||
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 GetTextureId(IDirect3DRMTexture* texture, bool isUi) override;
|
||||
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
|
||||
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
|
||||
const char* GetName() override;
|
||||
HRESULT BeginFrame() override;
|
||||
void EnableTransparency() override;
|
||||
void SubmitDraw(
|
||||
@ -57,8 +55,21 @@ class OpenGL1Renderer : public Direct3DRMRenderer {
|
||||
inline static void OpenGL1Renderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
|
||||
{
|
||||
Direct3DRMRenderer* device = OpenGL1Renderer::Create(640, 480);
|
||||
if (device) {
|
||||
EnumDevice(cb, ctx, device, OpenGL1_GUID);
|
||||
delete device;
|
||||
if (!device) {
|
||||
return;
|
||||
}
|
||||
delete device;
|
||||
|
||||
D3DDEVICEDESC halDesc = {};
|
||||
halDesc.dcmColorModel = D3DCOLORMODEL::RGB;
|
||||
halDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
|
||||
halDesc.dwDeviceZBufferBitDepth = DDBD_24;
|
||||
halDesc.dwDeviceRenderBitDepth = DDBD_32;
|
||||
halDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
|
||||
halDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
|
||||
halDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
|
||||
|
||||
D3DDEVICEDESC helDesc = {};
|
||||
|
||||
EnumDevice(cb, ctx, "OpenGL 1.1 HAL", &halDesc, &helDesc, OpenGL1_GUID);
|
||||
}
|
||||
|
||||
@ -39,10 +39,8 @@ class OpenGLES2Renderer : public Direct3DRMRenderer {
|
||||
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 GetTextureId(IDirect3DRMTexture* texture, bool isUi) override;
|
||||
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
|
||||
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
|
||||
const char* GetName() override;
|
||||
HRESULT BeginFrame() override;
|
||||
void EnableTransparency() override;
|
||||
void SubmitDraw(
|
||||
@ -64,10 +62,12 @@ class OpenGLES2Renderer : public Direct3DRMRenderer {
|
||||
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
|
||||
void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
|
||||
|
||||
MeshGroup m_uiMesh;
|
||||
GLES2MeshCacheEntry m_uiMeshCache;
|
||||
std::vector<GLES2TextureCacheEntry> m_textures;
|
||||
std::vector<GLES2MeshCacheEntry> m_meshs;
|
||||
D3DRMMATRIX4D m_projection;
|
||||
SDL_Surface* m_renderedImage;
|
||||
SDL_Surface* m_renderedImage = nullptr;
|
||||
bool m_dirty = false;
|
||||
std::vector<SceneLight> m_lights;
|
||||
SDL_GLContext m_context;
|
||||
@ -78,8 +78,32 @@ class OpenGLES2Renderer : public Direct3DRMRenderer {
|
||||
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;
|
||||
if (!device) {
|
||||
return;
|
||||
}
|
||||
|
||||
D3DDEVICEDESC halDesc = {};
|
||||
halDesc.dcmColorModel = D3DCOLOR_RGB;
|
||||
halDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
|
||||
halDesc.dwDeviceZBufferBitDepth = DDBD_16;
|
||||
halDesc.dwDeviceRenderBitDepth = DDBD_32;
|
||||
halDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
|
||||
halDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
|
||||
halDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
|
||||
|
||||
const char* extensions = (const char*) glGetString(GL_EXTENSIONS);
|
||||
if (extensions) {
|
||||
if (strstr(extensions, "GL_OES_depth24")) {
|
||||
halDesc.dwDeviceZBufferBitDepth |= DDBD_24;
|
||||
}
|
||||
if (strstr(extensions, "GL_OES_depth32")) {
|
||||
halDesc.dwDeviceZBufferBitDepth |= DDBD_32;
|
||||
}
|
||||
}
|
||||
|
||||
delete device;
|
||||
|
||||
D3DDEVICEDESC helDesc = {};
|
||||
|
||||
EnumDevice(cb, ctx, "OpenGL ES 2.0 HAL", &halDesc, &helDesc, OpenGLES2_GUID);
|
||||
}
|
||||
|
||||
@ -47,12 +47,10 @@ class Direct3DRMSDL3GPURenderer : public Direct3DRMRenderer {
|
||||
static Direct3DRMRenderer* Create(DWORD width, DWORD height);
|
||||
~Direct3DRMSDL3GPURenderer() override;
|
||||
void PushLights(const SceneLight* vertices, size_t count) override;
|
||||
Uint32 GetTextureId(IDirect3DRMTexture* texture) override;
|
||||
Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUi) override;
|
||||
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
|
||||
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
|
||||
void SetFrustumPlanes(const Plane* frustumPlanes) override;
|
||||
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
|
||||
const char* GetName() override;
|
||||
HRESULT BeginFrame() override;
|
||||
void EnableTransparency() override;
|
||||
void SubmitDraw(
|
||||
@ -122,8 +120,21 @@ class Direct3DRMSDL3GPURenderer : public Direct3DRMRenderer {
|
||||
inline static void Direct3DRMSDL3GPU_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
|
||||
{
|
||||
Direct3DRMRenderer* device = Direct3DRMSDL3GPURenderer::Create(640, 480);
|
||||
if (device) {
|
||||
EnumDevice(cb, ctx, device, SDL3_GPU_GUID);
|
||||
delete device;
|
||||
if (!device) {
|
||||
return;
|
||||
}
|
||||
delete device;
|
||||
|
||||
D3DDEVICEDESC halDesc = {};
|
||||
halDesc.dcmColorModel = D3DCOLOR_RGB;
|
||||
halDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
|
||||
halDesc.dwDeviceZBufferBitDepth = DDBD_32;
|
||||
halDesc.dwDeviceRenderBitDepth = DDBD_32;
|
||||
halDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
|
||||
halDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
|
||||
halDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
|
||||
|
||||
D3DDEVICEDESC helDesc = {};
|
||||
|
||||
EnumDevice(cb, ctx, "SDL3 GPU HAL", &halDesc, &helDesc, SDL3_GPU_GUID);
|
||||
}
|
||||
|
||||
@ -29,12 +29,10 @@ class Direct3DRMSoftwareRenderer : public Direct3DRMRenderer {
|
||||
Direct3DRMSoftwareRenderer(DWORD width, DWORD height);
|
||||
~Direct3DRMSoftwareRenderer() override;
|
||||
void PushLights(const SceneLight* vertices, size_t count) override;
|
||||
Uint32 GetTextureId(IDirect3DRMTexture* texture) override;
|
||||
Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUi) override;
|
||||
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
|
||||
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
|
||||
void SetFrustumPlanes(const Plane* frustumPlanes) override;
|
||||
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
|
||||
const char* GetName() override;
|
||||
HRESULT BeginFrame() override;
|
||||
void EnableTransparency() override;
|
||||
void SubmitDraw(
|
||||
@ -87,8 +85,16 @@ class Direct3DRMSoftwareRenderer : public Direct3DRMRenderer {
|
||||
|
||||
inline static void Direct3DRMSoftware_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
|
||||
{
|
||||
Direct3DRMRenderer* device = nullptr;
|
||||
device = new Direct3DRMSoftwareRenderer(640, 480);
|
||||
EnumDevice(cb, ctx, device, SOFTWARE_GUID);
|
||||
delete device;
|
||||
D3DDEVICEDESC halDesc = {};
|
||||
|
||||
D3DDEVICEDESC helDesc = {};
|
||||
helDesc.dcmColorModel = D3DCOLOR_RGB;
|
||||
helDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
|
||||
helDesc.dwDeviceZBufferBitDepth = DDBD_32;
|
||||
helDesc.dwDeviceRenderBitDepth = DDBD_32;
|
||||
helDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
|
||||
helDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
|
||||
helDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
|
||||
|
||||
EnumDevice(cb, ctx, "Miniwin Emulation", &halDesc, &helDesc, SOFTWARE_GUID);
|
||||
}
|
||||
|
||||
@ -56,4 +56,11 @@ HRESULT DirectDrawEnumerate(LPDDENUMCALLBACKA cb, void* context);
|
||||
|
||||
HRESULT DirectDrawCreate(LPGUID lpGuid, LPDIRECTDRAW* lplpDD, IUnknown* pUnkOuter);
|
||||
|
||||
void EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx, Direct3DRMRenderer* device, GUID deviceGuid);
|
||||
void EnumDevice(
|
||||
LPD3DENUMDEVICESCALLBACK cb,
|
||||
void* ctx,
|
||||
const char* name,
|
||||
D3DDEVICEDESC* halDesc,
|
||||
D3DDEVICEDESC* helDesc,
|
||||
GUID deviceGuid
|
||||
);
|
||||
|
||||
@ -75,3 +75,31 @@ void FlattenSurfaces(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Create2DTransformMatrix(
|
||||
const SDL_Rect& dstRect,
|
||||
float scale,
|
||||
float offsetX,
|
||||
float offsetY,
|
||||
D3DRMMATRIX4D& outMatrix
|
||||
)
|
||||
{
|
||||
float x = static_cast<float>(dstRect.x) * scale + offsetX;
|
||||
float y = static_cast<float>(dstRect.y) * scale + offsetY;
|
||||
float w = static_cast<float>(dstRect.w) * scale;
|
||||
float h = static_cast<float>(dstRect.h) * scale;
|
||||
|
||||
D3DVALUE tmp[4][4] = {{w, 0, 0, 0}, {0, h, 0, 0}, {0, 0, 1, 0}, {x, y, 0, 1}};
|
||||
memcpy(outMatrix, tmp, sizeof(tmp));
|
||||
}
|
||||
|
||||
void CreateOrthographicProjection(float width, float height, D3DRMMATRIX4D& outProj)
|
||||
{
|
||||
D3DVALUE tmp[4][4] = {
|
||||
{2.0f / width, 0.0f, 0.0f, 0.0f},
|
||||
{0.0f, -2.0f / height, 0.0f, 0.0f},
|
||||
{0.0f, 0.0f, 1.0f, 0.0f},
|
||||
{-1.0f, 1.0f, 0.0f, 1.0f}
|
||||
};
|
||||
memcpy(outProj, tmp, sizeof(tmp));
|
||||
}
|
||||
|
||||
@ -13,3 +13,13 @@ void FlattenSurfaces(
|
||||
std::vector<D3DRMVERTEX>& dedupedVertices,
|
||||
std::vector<uint16_t>& newIndices
|
||||
);
|
||||
|
||||
void Create2DTransformMatrix(
|
||||
const SDL_Rect& dstRect,
|
||||
float scale,
|
||||
float offsetX,
|
||||
float offsetY,
|
||||
D3DRMMATRIX4D& outMatrix
|
||||
);
|
||||
|
||||
void CreateOrthographicProjection(float width, float height, D3DRMMATRIX4D& outProj);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user