Make OpenGL ES 2.0 renderer WebGL compatible

This commit is contained in:
Anders Jenbo 2025-06-29 04:06:15 +02:00
parent e23cae6d27
commit 770b76aa67
7 changed files with 205 additions and 187 deletions

View File

@ -221,7 +221,7 @@ void DirectX9Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_24;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;

View File

@ -314,7 +314,7 @@ void OpenGL1Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_24;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;

View File

@ -182,7 +182,7 @@ void OpenGLES2Desc::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_16;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
@ -195,6 +195,72 @@ const char* OpenGLES2Desc::GetName()
return "OpenGL ES 2.0 HAL";
}
GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup, bool forceUV = false)
{
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 || forceUV,
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 || forceUV) {
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 || forceUV) {
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;
}
OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext context, GLuint shaderProgram)
: m_context(context), m_shaderProgram(shaderProgram)
{
@ -203,6 +269,15 @@ OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext co
m_virtualWidth = width;
m_virtualHeight = height;
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
m_uiMesh.vertices = {
{{0.0f, 0.0f, 0.0f}, {0, 0, -1}, {0.0f, 0.0f}},
{{1.0f, 0.0f, 0.0f}, {0, 0, -1}, {1.0f, 0.0f}},
{{1.0f, 1.0f, 0.0f}, {0, 0, -1}, {1.0f, 1.0f}},
{{0.0f, 1.0f, 0.0f}, {0, 0, -1}, {0.0f, 1.0f}}
};
m_uiMesh.indices = {0, 1, 2, 0, 2, 3};
m_uiMeshCache = GLES2UploadMesh(m_uiMesh, true);
}
OpenGLES2Renderer::~OpenGLES2Renderer()
@ -253,6 +328,46 @@ void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture*
);
}
bool isPowerOfTwo(int x)
{
return (x & (x - 1)) == 0;
}
bool UploadTexture(SDL_Surface* source, GLuint& outTexId)
{
SDL_Surface* surf = source;
if (source->format != SDL_PIXELFORMAT_RGBA32) {
surf = SDL_ConvertSurface(source, SDL_PIXELFORMAT_RGBA32);
if (!surf) {
return false;
}
}
glGenTextures(1, &outTexId);
glBindTexture(GL_TEXTURE_2D, outTexId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
if (!isPowerOfTwo(surf->w) || !isPowerOfTwo(surf->h)) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
}
if (surf != source) {
SDL_DestroySurface(surf);
}
return true;
}
Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
@ -263,31 +378,18 @@ Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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_RGBA32);
if (!surf) {
return NO_TEXTURE_ID;
if (UploadTexture(surface->m_surface, tex.glTextureId)) {
tex.version = texture->m_version;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
SDL_DestroySurface(surf);
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_RGBA32);
if (!surf) {
if (!UploadTexture(surface->m_surface, texId)) {
return NO_TEXTURE_ID;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
@ -295,85 +397,20 @@ Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
tex.texture = texture;
tex.version = texture->m_version;
tex.glTextureId = texId;
tex.width = surf->w;
tex.height = surf->h;
tex.width = surface->m_surface->w;
tex.height = surface->m_surface->h;
AddTextureDestroyCallback(i, texture);
return i;
}
}
m_textures.push_back({texture, texture->m_version, texId, (uint16_t) surf->w, (uint16_t) surf->h});
SDL_DestroySurface(surf);
m_textures.push_back(
{texture, texture->m_version, texId, (uint16_t) surface->m_surface->w, (uint16_t) surface->m_surface->h}
);
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;
@ -523,8 +560,6 @@ 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);
@ -550,7 +585,6 @@ 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);
}
@ -591,35 +625,6 @@ 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;
@ -639,60 +644,64 @@ 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);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1);
const GLES2TextureCacheEntry& texture = m_textures[textureId];
glActiveTexture(GL_TEXTURE0);
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)

View File

@ -940,37 +940,6 @@ 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) {

View File

@ -70,6 +70,8 @@ class OpenGLES2Renderer : public Direct3DRMRenderer, public OpenGLES2Desc {
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;

View File

@ -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));
}

View File

@ -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);