Add OpenGL ES 2.0 renderer (#678)

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Anders Jenbo 2025-08-15 18:26:06 +02:00 committed by GitHub
parent 72e2848876
commit 94c2d16180
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5 changed files with 1050 additions and 1 deletions

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@ -44,7 +44,7 @@ To achieve our goal of platform independence, we need to replace any Windows-onl
| WinMM, DirectSound (Audio) | [SDL3](https://www.libsdl.org/), [miniaudio](https://miniaud.io/) | ✅ | [Remarks](https://github.com/search?q=repo%3Aisledecomp%2Fisle-portable+%22%2F%2F+%5Blibrary%3Aaudio%5D%22&type=code) |
| DirectDraw (2D video) | [SDL3](https://www.libsdl.org/) | ✅ | [Remarks](https://github.com/search?q=repo%3Aisledecomp%2Fisle-portable+%22%2F%2F+%5Blibrary%3A2d%5D%22&type=code) |
| [Smacker](https://github.com/isledecomp/isle/tree/master/3rdparty/smacker) | [libsmacker](https://github.com/foxtacles/libsmacker) | ✅ | [Remarks](https://github.com/search?q=repo%3Aisledecomp%2Fisle-portable%20%22%2F%2F%20%5Blibrary%3Alibsmacker%5D%22&type=code) |
| Direct3D (3D video) | [SDL3 (Vulkan, Metal, D3D12)](https://www.libsdl.org/), D3D9, OpenGL, OpenGL ES, Software | ✅ | [Remarks](https://github.com/search?q=repo%3Aisledecomp%2Fisle-portable+%22%2F%2F+%5Blibrary%3A3d%5D%22&type=code) |
| Direct3D (3D video) | [SDL3 (Vulkan, Metal, D3D12)](https://www.libsdl.org/), D3D9, OpenGL 1.1, OpenGL ES 2.0, OpenGL ES 3.0, Software | ✅ | [Remarks](https://github.com/search?q=repo%3Aisledecomp%2Fisle-portable+%22%2F%2F+%5Blibrary%3A3d%5D%22&type=code) |
| Direct3D Retained Mode | Custom re-implementation | ✅ | [Remarks](https://github.com/search?q=repo%3Aisledecomp%2Fisle-portable+%22%2F%2F+%5Blibrary%3Aretained%5D%22&type=code) |
| [SmartHeap](https://github.com/isledecomp/isle/tree/master/3rdparty/smartheap) | Default memory allocator | - | - |

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@ -44,6 +44,18 @@ if(NOT WINDOWS_STORE)
message(STATUS "🧩 OpenGL 1.x support not enabled — needs OpenGL")
endif()
find_library(OPENGL_ES2_LIBRARY NAMES GLESv2)
if(EMSCRIPTEN OR OPENGL_ES2_LIBRARY)
message(STATUS "Found OpenGL: enabling OpenGL ES 2.x renderer")
target_sources(miniwin PRIVATE src/d3drm/backends/opengles2/renderer.cpp)
list(APPEND GRAPHICS_BACKENDS USE_OPENGLES2)
if(OPENGL_ES2_LIBRARY)
target_link_libraries(miniwin PRIVATE ${OPENGL_ES2_LIBRARY})
endif()
else()
message(STATUS "🧩 OpenGL ES 2.x support not enabled")
endif()
find_library(OPENGL_ES3_LIBRARY NAMES GLESv3 GLESv2)
if(EMSCRIPTEN OR OPENGL_ES3_LIBRARY)
message(STATUS "Found OpenGL: enabling OpenGL ES 3.x renderer")

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@ -0,0 +1,898 @@
#include "d3drmrenderer_opengles2.h"
#include "meshutils.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SDL3/SDL.h>
#include <algorithm>
#include <string>
static GLuint CompileShader(GLenum type, const char* source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
GLint logLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
std::vector<char> log(logLength);
glGetShaderInfoLog(shader, logLength, nullptr, log.data());
SDL_Log("Shader compile error: %s", log.data());
}
else {
SDL_Log("CompileShader (%s)", SDL_GetError());
}
glDeleteShader(shader);
return 0;
}
return shader;
}
struct SceneLightGLES2 {
float color[4];
float position[4];
float direction[4];
};
Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height, float anisotropic)
{
// We have to reset the attributes here after having enumerated the
// OpenGL ES 2.0 renderer, or else SDL gets very confused by SDL_GL_DEPTH_SIZE
// call below when on an EGL-based backend, and crashes with EGL_BAD_MATCH.
SDL_GL_ResetAttributes();
// But ResetAttributes resets it to 16.
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
if (!DDWindow) {
SDL_Log("No window handler");
return nullptr;
}
SDL_GLContext context = SDL_GL_CreateContext(DDWindow);
if (!context) {
SDL_Log("SDL_GL_CreateContext: %s", SDL_GetError());
return nullptr;
}
if (!SDL_GL_MakeCurrent(DDWindow, context)) {
SDL_GL_DestroyContext(context);
return nullptr;
}
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
const char* vertexShaderSource = R"(
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord;
uniform mat4 u_modelViewMatrix;
uniform mat3 u_normalMatrix;
uniform mat4 u_projectionMatrix;
varying vec3 v_viewPos;
varying vec3 v_normal;
varying vec2 v_texCoord;
void main() {
vec4 viewPos = u_modelViewMatrix * vec4(a_position, 1.0);
gl_Position = u_projectionMatrix * viewPos;
v_viewPos = viewPos.xyz;
v_normal = normalize(u_normalMatrix * a_normal);
v_texCoord = a_texCoord;
}
)";
const char* fragmentShaderSource = R"(
precision mediump float;
struct SceneLight {
vec4 color;
vec4 position;
vec4 direction;
};
uniform SceneLight u_lights[3];
uniform int u_lightCount;
varying vec3 v_viewPos;
varying vec3 v_normal;
varying vec2 v_texCoord;
uniform float u_shininess;
uniform vec4 u_color;
uniform int u_useTexture;
uniform sampler2D u_texture;
void main() {
vec3 diffuse = vec3(0.0);
vec3 specular = vec3(0.0);
for (int i = 0; i < 3; ++i) {
if (i >= u_lightCount) break;
vec3 lightColor = u_lights[i].color.rgb;
if (u_lights[i].position.w == 0.0 && u_lights[i].direction.w == 0.0) {
diffuse += lightColor;
continue;
}
vec3 lightVec;
if (u_lights[i].direction.w == 1.0) {
lightVec = -normalize(u_lights[i].direction.xyz);
}
else {
lightVec = u_lights[i].position.xyz - v_viewPos;
}
lightVec = normalize(lightVec);
float dotNL = max(dot(v_normal, lightVec), 0.0);
if (dotNL > 0.0) {
// Diffuse contribution
diffuse += dotNL * lightColor;
// Specular
if (u_shininess > 0.0 && u_lights[i].direction.w == 1.0) {
vec3 viewVec = normalize(-v_viewPos);
vec3 H = normalize(lightVec + viewVec);
float dotNH = max(dot(v_normal, H), 0.0);
float spec = pow(dotNH, u_shininess);
specular += spec * lightColor;
}
}
}
vec4 finalColor = u_color;
finalColor.rgb = clamp(diffuse * u_color.rgb + specular, 0.0, 1.0);
if (u_useTexture != 0) {
vec4 texel = texture2D(u_texture, v_texCoord);
finalColor.rgb = clamp(texel.rgb * finalColor.rgb, 0.0, 1.0);
finalColor.a = texel.a;
}
gl_FragColor = finalColor;
}
)";
GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vs);
glAttachShader(shaderProgram, fs);
glBindAttribLocation(shaderProgram, 0, "a_position");
glBindAttribLocation(shaderProgram, 1, "a_normal");
glBindAttribLocation(shaderProgram, 2, "a_texCoord");
glLinkProgram(shaderProgram);
glDeleteShader(vs);
glDeleteShader(fs);
return new OpenGLES2Renderer(width, height, anisotropic, context, shaderProgram);
}
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;
}
bool OpenGLES2Renderer::UploadTexture(SDL_Surface* source, GLuint& outTexId, bool isUI)
{
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 (isUI) {
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_NEAREST);
}
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);
if (m_anisotropic > 1.0f) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_anisotropic);
}
glGenerateMipmap(GL_TEXTURE_2D);
}
if (surf != source) {
SDL_DestroySurface(surf);
}
return true;
}
OpenGLES2Renderer::OpenGLES2Renderer(
DWORD width,
DWORD height,
float anisotropic,
SDL_GLContext context,
GLuint shaderProgram
)
: m_context(context), m_shaderProgram(shaderProgram), m_anisotropic(anisotropic)
{
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
bool anisoAvailable = SDL_GL_ExtensionSupported("GL_EXT_texture_filter_anisotropic");
GLfloat maxAniso = 0.0f;
if (anisoAvailable) {
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
}
if (m_anisotropic > maxAniso) {
m_anisotropic = maxAniso;
}
SDL_Log(
"Anisotropic is %s. Requested: %f, active: %f, max aniso: %f",
m_anisotropic > 1.0f ? "on" : "off",
anisotropic,
m_anisotropic,
maxAniso
);
m_virtualWidth = width;
m_virtualHeight = height;
ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f};
Resize(width, height, viewportTransform);
SDL_Surface* dummySurface = SDL_CreateSurface(1, 1, SDL_PIXELFORMAT_RGBA32);
if (!dummySurface) {
SDL_Log("Failed to create surface: %s", SDL_GetError());
return;
}
if (!SDL_LockSurface(dummySurface)) {
SDL_Log("Failed to lock surface: %s", SDL_GetError());
SDL_DestroySurface(dummySurface);
return;
}
((Uint32*) dummySurface->pixels)[0] = 0xFFFFFFFF;
SDL_UnlockSurface(dummySurface);
UploadTexture(dummySurface, m_dummyTexture, false);
if (!m_dummyTexture) {
SDL_DestroySurface(dummySurface);
SDL_Log("Failed to create surface: %s", SDL_GetError());
return;
}
SDL_DestroySurface(dummySurface);
m_posLoc = glGetAttribLocation(m_shaderProgram, "a_position");
m_normLoc = glGetAttribLocation(m_shaderProgram, "a_normal");
m_texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
m_colorLoc = glGetUniformLocation(m_shaderProgram, "u_color");
m_shinLoc = glGetUniformLocation(m_shaderProgram, "u_shininess");
m_lightCountLoc = glGetUniformLocation(m_shaderProgram, "u_lightCount");
m_useTextureLoc = glGetUniformLocation(m_shaderProgram, "u_useTexture");
m_textureLoc = glGetUniformLocation(m_shaderProgram, "u_texture");
for (int i = 0; i < 3; ++i) {
std::string base = "u_lights[" + std::to_string(i) + "]";
u_lightLocs[i][0] = glGetUniformLocation(m_shaderProgram, (base + ".color").c_str());
u_lightLocs[i][1] = glGetUniformLocation(m_shaderProgram, (base + ".position").c_str());
u_lightLocs[i][2] = glGetUniformLocation(m_shaderProgram, (base + ".direction").c_str());
}
m_modelViewMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix");
m_normalMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_normalMatrix");
m_projectionMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_projectionMatrix");
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);
glUseProgram(m_shaderProgram);
}
OpenGLES2Renderer::~OpenGLES2Renderer()
{
SDL_DestroySurface(m_renderedImage);
glDeleteTextures(1, &m_dummyTexture);
glDeleteProgram(m_shaderProgram);
glDeleteTextures(1, &m_colorTarget);
glDeleteRenderbuffers(1, &m_depthTarget);
glDeleteFramebuffers(1, &m_fbo);
SDL_GL_DestroyContext(m_context);
}
void OpenGLES2Renderer::PushLights(const SceneLight* lightsArray, size_t count)
{
if (count > 3) {
SDL_Log("Unsupported number of lights (%d)", static_cast<int>(count));
count = 3;
}
m_lights.assign(lightsArray, lightsArray + count);
}
void OpenGLES2Renderer::SetFrustumPlanes(const Plane* frustumPlanes)
{
}
void OpenGLES2Renderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
{
memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
}
struct TextureDestroyContextGLS2 {
OpenGLES2Renderer* renderer;
Uint32 textureId;
};
void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
{
auto* ctx = new TextureDestroyContextGLS2{this, id};
texture->AddDestroyCallback(
[](IDirect3DRMObject* obj, void* arg) {
auto* ctx = static_cast<TextureDestroyContextGLS2*>(arg);
auto& cache = ctx->renderer->m_textures[ctx->textureId];
if (cache.glTextureId != 0) {
glDeleteTextures(1, &cache.glTextureId);
cache.glTextureId = 0;
cache.texture = nullptr;
}
delete ctx;
},
ctx
);
}
Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUI, float scaleX, float scaleY)
{
SDL_GL_MakeCurrent(DDWindow, m_context);
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (tex.texture == texture) {
if (tex.version != texture->m_version) {
glDeleteTextures(1, &tex.glTextureId);
if (UploadTexture(surface->m_surface, tex.glTextureId, isUI)) {
tex.version = texture->m_version;
}
}
return i;
}
}
GLuint texId;
if (!UploadTexture(surface->m_surface, texId, isUI)) {
return NO_TEXTURE_ID;
}
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (!tex.texture) {
tex.texture = texture;
tex.version = texture->m_version;
tex.glTextureId = texId;
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) surface->m_surface->w, (uint16_t) surface->m_surface->h}
);
AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture);
return (Uint32) (m_textures.size() - 1);
}
struct GLES2MeshDestroyContext {
OpenGLES2Renderer* renderer;
Uint32 id;
};
void OpenGLES2Renderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh)
{
auto* ctx = new GLES2MeshDestroyContext{this, id};
mesh->AddDestroyCallback(
[](IDirect3DRMObject*, void* arg) {
auto* ctx = static_cast<GLES2MeshDestroyContext*>(arg);
auto& cache = ctx->renderer->m_meshs[ctx->id];
cache.meshGroup = nullptr;
glDeleteBuffers(1, &cache.vboPositions);
glDeleteBuffers(1, &cache.vboNormals);
glDeleteBuffers(1, &cache.vboTexcoords);
glDeleteBuffers(1, &cache.ibo);
delete ctx;
},
ctx
);
}
Uint32 OpenGLES2Renderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup)
{
for (Uint32 i = 0; i < m_meshs.size(); ++i) {
auto& cache = m_meshs[i];
if (cache.meshGroup == meshGroup) {
if (cache.version != meshGroup->version) {
cache = std::move(GLES2UploadMesh(*meshGroup));
}
return i;
}
}
auto newCache = GLES2UploadMesh(*meshGroup);
for (Uint32 i = 0; i < m_meshs.size(); ++i) {
auto& cache = m_meshs[i];
if (!cache.meshGroup) {
cache = std::move(newCache);
AddMeshDestroyCallback(i, mesh);
return i;
}
}
m_meshs.push_back(std::move(newCache));
AddMeshDestroyCallback((Uint32) (m_meshs.size() - 1), mesh);
return (Uint32) (m_meshs.size() - 1);
}
HRESULT OpenGLES2Renderer::BeginFrame()
{
SDL_GL_MakeCurrent(DDWindow, m_context);
m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
SceneLightGLES2 lightData[3];
int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
for (int i = 0; i < lightCount; ++i) {
const auto& src = m_lights[i];
lightData[i].color[0] = src.color.r;
lightData[i].color[1] = src.color.g;
lightData[i].color[2] = src.color.b;
lightData[i].color[3] = src.color.a;
lightData[i].position[0] = src.position.x;
lightData[i].position[1] = src.position.y;
lightData[i].position[2] = src.position.z;
lightData[i].position[3] = src.positional;
lightData[i].direction[0] = src.direction.x;
lightData[i].direction[1] = src.direction.y;
lightData[i].direction[2] = src.direction.z;
lightData[i].direction[3] = src.directional;
}
for (int i = 0; i < lightCount; ++i) {
glUniform4fv(u_lightLocs[i][0], 1, lightData[i].color);
glUniform4fv(u_lightLocs[i][1], 1, lightData[i].position);
glUniform4fv(u_lightLocs[i][2], 1, lightData[i].direction);
}
glUniform1i(m_lightCountLoc, lightCount);
return DD_OK;
}
void OpenGLES2Renderer::EnableTransparency()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
}
void OpenGLES2Renderer::SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const D3DRMMATRIX4D& worldMatrix,
const D3DRMMATRIX4D& viewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
)
{
auto& mesh = m_meshs[meshId];
glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &normalMatrix[0][0]);
glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &m_projection[0][0]);
glUniform4f(
m_colorLoc,
appearance.color.r / 255.0f,
appearance.color.g / 255.0f,
appearance.color.b / 255.0f,
appearance.color.a / 255.0f
);
glUniform1f(m_shinLoc, appearance.shininess);
if (appearance.textureId != NO_TEXTURE_ID) {
glUniform1i(m_useTextureLoc, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_textures[appearance.textureId].glTextureId);
glUniform1i(m_textureLoc, 0);
}
else {
glUniform1i(m_useTextureLoc, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
glUniform1i(m_textureLoc, 0);
}
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
glEnableVertexAttribArray(m_posLoc);
glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals);
glEnableVertexAttribArray(m_normLoc);
glVertexAttribPointer(m_normLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
if (appearance.textureId != NO_TEXTURE_ID) {
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords);
glEnableVertexAttribArray(m_texLoc);
glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(m_normLoc);
glDisableVertexAttribArray(m_texLoc);
}
HRESULT OpenGLES2Renderer::FinalizeFrame()
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return DD_OK;
}
void OpenGLES2Renderer::Resize(int width, int height, const ViewportTransform& viewportTransform)
{
SDL_GL_MakeCurrent(DDWindow, m_context);
m_width = width;
m_height = height;
m_viewportTransform = viewportTransform;
if (m_renderedImage) {
SDL_DestroySurface(m_renderedImage);
}
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
if (m_colorTarget) {
glDeleteTextures(1, &m_colorTarget);
m_colorTarget = 0;
}
if (m_depthTarget) {
glDeleteRenderbuffers(1, &m_depthTarget);
m_depthTarget = 0;
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// Create color texture
glGenTextures(1, &m_colorTarget);
glBindTexture(GL_TEXTURE_2D, m_colorTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorTarget, 0);
// Create depth renderbuffer
glGenRenderbuffers(1, &m_depthTarget);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthTarget);
if (SDL_GL_ExtensionSupported("GL_OES_depth24")) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, width, height);
}
else if (SDL_GL_ExtensionSupported("GL_OES_depth32")) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32_OES, width, height);
}
else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthTarget);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
SDL_Log("FBO incomplete: 0x%X", status);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, m_width, m_height);
}
void OpenGLES2Renderer::Clear(float r, float g, float b)
{
SDL_GL_MakeCurrent(DDWindow, m_context);
m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearColor(r, g, b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void OpenGLES2Renderer::Flip()
{
SDL_GL_MakeCurrent(DDWindow, m_context);
if (!m_dirty) {
return;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glFrontFace(GL_CCW);
glDepthMask(GL_FALSE);
glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1f(m_shinLoc, 0.0f);
float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
glUniform4fv(u_lightLocs[0][0], 1, ambient);
glUniform4fv(u_lightLocs[0][1], 1, blank);
glUniform4fv(u_lightLocs[0][2], 1, blank);
glUniform1i(m_lightCountLoc, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_colorTarget);
glUniform1i(m_textureLoc, 0);
glUniform1i(m_useTextureLoc, 1);
D3DRMMATRIX4D projection;
D3DRMMATRIX4D modelViewMatrix = {
{(float) m_width, 0.0f, 0.0f, 0.0f},
{0.0f, (float) -m_height, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, (float) m_height, 0.0f, 1.0f}
};
glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]);
CreateOrthographicProjection((float) m_width, (float) m_height, projection);
glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
glEnableVertexAttribArray(m_posLoc);
glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
glEnableVertexAttribArray(m_texLoc);
glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(m_texLoc);
SDL_GL_SwapWindow(DDWindow);
glFrontFace(GL_CW);
m_dirty = false;
}
void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
{
SDL_GL_MakeCurrent(DDWindow, m_context);
m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
glUniform4fv(u_lightLocs[0][0], 1, ambient);
glUniform4fv(u_lightLocs[0][1], 1, blank);
glUniform4fv(u_lightLocs[0][2], 1, blank);
glUniform1i(m_lightCountLoc, 1);
glUniform4f(m_colorLoc, color.r, color.g, color.b, color.a);
glUniform1f(m_shinLoc, 0.0f);
SDL_Rect expandedDstRect;
if (textureId != NO_TEXTURE_ID) {
const GLES2TextureCacheEntry& texture = m_textures[textureId];
float scaleX = static_cast<float>(dstRect.w) / srcRect.w;
float scaleY = static_cast<float>(dstRect.h) / srcRect.h;
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))
};
glUniform1i(m_useTextureLoc, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
glUniform1i(m_textureLoc, 0);
}
else {
expandedDstRect = dstRect;
glUniform1i(m_useTextureLoc, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
glUniform1i(m_textureLoc, 0);
}
D3DRMMATRIX4D modelView, projection;
Create2DTransformMatrix(
expandedDstRect,
m_viewportTransform.scale,
m_viewportTransform.offsetX,
m_viewportTransform.offsetY,
modelView
);
glUniformMatrix4fv(m_modelViewMatrixLoc, 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(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]);
CreateOrthographicProjection((float) m_width, (float) m_height, projection);
glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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))
);
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
glEnableVertexAttribArray(m_posLoc);
glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
glEnableVertexAttribArray(m_texLoc);
glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(m_texLoc);
glDisable(GL_SCISSOR_TEST);
}
void OpenGLES2Renderer::Download(SDL_Surface* target)
{
glFinish();
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
SDL_Rect srcRect = {
static_cast<int>(m_viewportTransform.offsetX),
static_cast<int>(m_viewportTransform.offsetY),
static_cast<int>(target->w * m_viewportTransform.scale),
static_cast<int>(target->h * m_viewportTransform.scale),
};
SDL_Surface* bufferClone = SDL_CreateSurface(target->w, target->h, SDL_PIXELFORMAT_RGBA32);
if (!bufferClone) {
SDL_Log("SDL_CreateSurface: %s", SDL_GetError());
return;
}
SDL_BlitSurfaceScaled(m_renderedImage, &srcRect, bufferClone, nullptr, SDL_SCALEMODE_NEAREST);
// Flip image vertically into target
SDL_Rect rowSrc = {0, 0, bufferClone->w, 1};
SDL_Rect rowDst = {0, 0, bufferClone->w, 1};
for (int y = 0; y < bufferClone->h; ++y) {
rowSrc.y = y;
rowDst.y = bufferClone->h - 1 - y;
SDL_BlitSurface(bufferClone, &rowSrc, target, &rowDst);
}
SDL_DestroySurface(bufferClone);
}
void OpenGLES2Renderer::SetDither(bool dither)
{
if (dither) {
glEnable(GL_DITHER);
}
else {
glDisable(GL_DITHER);
}
}

View File

@ -2,6 +2,9 @@
#ifdef USE_OPENGL1
#include "d3drmrenderer_opengl1.h"
#endif
#ifdef USE_OPENGLES2
#include "d3drmrenderer_opengles2.h"
#endif
#ifdef USE_OPENGLES3
#include "d3drmrenderer_opengles3.h"
#endif
@ -44,6 +47,11 @@ Direct3DRMRenderer* CreateDirect3DRMRenderer(
);
}
#endif
#ifdef USE_OPENGLES2
if (SDL_memcmp(guid, &OpenGLES2_GUID, sizeof(GUID)) == 0) {
return OpenGLES2Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight, d3d->GetAnisotropic());
}
#endif
#ifdef USE_OPENGL1
if (SDL_memcmp(guid, &OpenGL1_GUID, sizeof(GUID)) == 0) {
return OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight, d3d->GetMSAASamples());
@ -70,6 +78,9 @@ void Direct3DRMRenderer_EnumDevices(const IDirect3DMiniwin* d3d, LPD3DENUMDEVICE
#ifdef USE_OPENGLES3
OpenGLES3Renderer_EnumDevice(d3d, cb, ctx);
#endif
#ifdef USE_OPENGLES2
OpenGLES2Renderer_EnumDevice(d3d, cb, ctx);
#endif
#ifdef USE_OPENGL1
OpenGL1Renderer_EnumDevice(d3d, cb, ctx);
#endif

View File

@ -0,0 +1,128 @@
#pragma once
#include "d3drmrenderer.h"
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include <GLES2/gl2.h>
#include <SDL3/SDL.h>
#include <vector>
DEFINE_GUID(OpenGLES2_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06);
struct GLES2TextureCacheEntry {
IDirect3DRMTexture* texture;
Uint32 version;
GLuint glTextureId;
uint16_t width;
uint16_t height;
};
struct GLES2MeshCacheEntry {
const MeshGroup* meshGroup;
int version;
bool flat;
std::vector<uint16_t> indices;
GLuint vboPositions;
GLuint vboNormals;
GLuint vboTexcoords;
GLuint ibo;
};
class OpenGLES2Renderer : public Direct3DRMRenderer {
public:
static Direct3DRMRenderer* Create(DWORD width, DWORD height, float anisotropic);
OpenGLES2Renderer(DWORD width, DWORD height, float anisotropic, SDL_GLContext context, GLuint shaderProgram);
~OpenGLES2Renderer() override;
void PushLights(const SceneLight* lightsArray, size_t count) override;
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
void SetFrustumPlanes(const Plane* frustumPlanes) override;
Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUI, float scaleX, float scaleY) override;
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
HRESULT BeginFrame() override;
void EnableTransparency() override;
void SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const D3DRMMATRIX4D& worldMatrix,
const D3DRMMATRIX4D& viewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
) override;
HRESULT FinalizeFrame() override;
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
void Download(SDL_Surface* target) override;
void SetDither(bool dither) override;
private:
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
bool UploadTexture(SDL_Surface* source, GLuint& outTexId, bool isUI);
MeshGroup m_uiMesh;
GLES2MeshCacheEntry m_uiMeshCache;
std::vector<GLES2TextureCacheEntry> m_textures;
std::vector<GLES2MeshCacheEntry> m_meshs;
D3DRMMATRIX4D m_projection;
SDL_Surface* m_renderedImage = nullptr;
bool m_dirty = false;
std::vector<SceneLight> m_lights;
SDL_GLContext m_context;
float m_anisotropic;
GLuint m_fbo;
GLuint m_colorTarget;
GLuint m_depthTarget;
GLuint m_shaderProgram;
GLuint m_dummyTexture;
GLint m_posLoc;
GLint m_normLoc;
GLint m_texLoc;
GLint m_colorLoc;
GLint m_shinLoc;
GLint m_lightCountLoc;
GLint m_useTextureLoc;
GLint m_textureLoc;
GLint u_lightLocs[3][3];
GLint m_modelViewMatrixLoc;
GLint m_normalMatrixLoc;
GLint m_projectionMatrixLoc;
ViewportTransform m_viewportTransform;
};
inline static void OpenGLES2Renderer_EnumDevice(const IDirect3DMiniwin* d3d, LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMRenderer* device = OpenGLES2Renderer::Create(640, 480, d3d->GetAnisotropic());
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);
}