Merge branch 'master' into replace-si

This commit is contained in:
Christian Semmler 2025-08-15 09:30:39 -07:00 committed by GitHub
commit 9eca37692b
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
41 changed files with 1854 additions and 14 deletions

View File

@ -47,6 +47,7 @@ jobs:
- { name: 'Emscripten', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, emsdk: true, werror: true, clang-tidy: false, cmake-wrapper: 'emcmake' }
- { name: 'Nintendo 3DS', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, n3ds: true, werror: true, clang-tidy: false, container: 'devkitpro/devkitarm:latest', cmake-args: '-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake' }
- { name: 'Xbox One', os: 'windows-latest', generator: 'Visual Studio 17 2022', dx5: false, config: false, msvc: true, werror: false, clang-tidy: false, vc-arch: 'amd64', cmake-args: '-DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0.26100.0', xbox-one: true}
- { name: 'Android', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, android: true, werror: true, clang-tidy: false,}
steps:
- name: Setup vcvars
if: ${{ !!matrix.msvc }}
@ -114,7 +115,41 @@ jobs:
with:
lfs: ${{ matrix.build-assets }}
- name: Setup Java (Android)
if: ${{ matrix.android }}
uses: actions/setup-java@v4
with:
distribution: 'temurin'
java-version: '17'
- name: Get CMake (Android)
if: ${{ matrix.android }}
uses: lukka/get-cmake@latest
with:
cmakeVersion: 3.30.5
- name: Build (Android)
if: ${{ matrix.android }}
env:
SIGNING_KEY_ALIAS: ${{ secrets.keyAlias }}
SIGNING_KEY_PASSWORD: ${{ secrets.keyPassword }}
SIGNING_STORE_PASSWORD: ${{ secrets.keystorePassword }}
SIGNING_STORE_FILE: ${{ github.workspace }}/release.keystore
run: |
echo "${{ secrets.keystore }}" | base64 -d > release.keystore
cd android-project
./gradlew $([ -n "$SIGNING_KEY_ALIAS" ] && echo packageRelease || echo assembleDebug ) \
--info \
-PcmakeArgs="-DCMAKE_BUILD_TYPE=Release \
-DISLE_USE_DX5=${{ !!matrix.dx5 }} \
-DISLE_BUILD_CONFIG=${{ !!matrix.config }} \
-DENABLE_CLANG_TIDY=${{ !!matrix.clang-tidy }} \
-DISLE_WERROR=${{ !!matrix.werror }} \
-DISLE_DEBUG=${{ matrix.debug || 'OFF' }} \
-Werror=dev"
- name: Configure (CMake)
if: ${{ !matrix.android }}
run: |
${{ matrix.cmake-wrapper || '' }} cmake -S . -B build -G "${{ matrix.generator }}" \
${{ matrix.cmake-args || '' }} \
@ -128,10 +163,11 @@ jobs:
-Werror=dev
- name: Build (CMake)
if: ${{ !matrix.android }}
run: cmake --build build --verbose --config Release
- name: Package (CPack)
if: ${{ !matrix.n3ds }}
if: ${{ !matrix.n3ds && !matrix.android }}
run: |
cd build
success=0
@ -180,6 +216,12 @@ jobs:
mv *.3dsx dist/
mv *.cia dist/
- name: Package (Android)
if: ${{ matrix.android }}
run: |
mkdir -p build/dist
mv android-project/app/build/outputs/apk/*/*.apk build/dist/
- name: Package Assets Separately
if: matrix.build-assets
run: (cd build/assets && zip -r ../dist/isle-assets.zip .)
@ -193,6 +235,7 @@ jobs:
build/dist/*.AppImage
build/dist/*.3dsx
build/dist/*.cia
build/dist/*.apk
flatpak:
name: "Flatpak (${{ matrix.arch }})"

2
.gitignore vendored
View File

@ -6,12 +6,14 @@ Release/
/.idea
.env
.venv
.gradle
env/
venv/
ENV/
VENV/
env.bak/
venv.bak/
local.properties
/build/
/build_debug/
/legobin/

View File

@ -73,22 +73,28 @@ if (DOWNLOAD_DEPENDENCIES)
# FetchContent downloads and configures dependencies
message(STATUS "Fetching SDL3 and iniparser. This might take a while...")
include(FetchContent)
if (WINDOWS_STORE)
FetchContent_Declare(
SDL3
GIT_REPOSITORY "https://github.com/Helloyunho/SDL3-uwp.git"
GIT_TAG "main"
EXCLUDE_FROM_ALL
)
if(ANDROID)
# Built by Gradle
find_package(SDL3 REQUIRED CONFIG COMPONENTS Shared)
else()
FetchContent_Declare(
if (WINDOWS_STORE)
FetchContent_Declare(
SDL3
GIT_REPOSITORY "https://github.com/Helloyunho/SDL3-uwp.git"
GIT_TAG "main"
EXCLUDE_FROM_ALL
)
else()
FetchContent_Declare(
SDL3
GIT_REPOSITORY "https://github.com/libsdl-org/SDL.git"
GIT_TAG "main"
EXCLUDE_FROM_ALL
)
)
endif()
FetchContent_MakeAvailable(SDL3)
endif()
FetchContent_MakeAvailable(SDL3)
FetchContent_Declare(
iniparser
@ -501,6 +507,13 @@ if (ISLE_EXTENSIONS)
endif()
if (ISLE_BUILD_APP)
if (ANDROID)
function(add_executable TARGET PLATFORM)
add_library(${TARGET} SHARED ${ARGN})
endfunction()
endif()
add_executable(isle WIN32
ISLE/res/isle.rc
ISLE/isleapp.cpp
@ -580,6 +593,11 @@ if (ISLE_BUILD_APP)
ISLE/ios/config.cpp
)
endif()
if (ANDROID)
target_sources(isle PRIVATE
ISLE/android/config.cpp
)
endif()
if(Python3_FOUND)
if(NOT DEFINED PYTHON_PIL_AVAILABLE)
execute_process(
@ -742,7 +760,7 @@ endif()
set(install_extra_targets)
if(DOWNLOAD_DEPENDENCIES)
get_property(sdl3_type TARGET SDL3::SDL3 PROPERTY TYPE)
if(sdl3_type STREQUAL "SHARED_LIBRARY")
if(sdl3_type STREQUAL "SHARED_LIBRARY" AND NOT ANDROID)
list(APPEND install_extra_targets "SDL3-shared")
endif()
endif()

30
ISLE/android/config.cpp Normal file
View File

@ -0,0 +1,30 @@
#include "config.h"
#include "mxstring.h"
#include <SDL3/SDL_filesystem.h>
#include <SDL3/SDL_log.h>
#include <SDL3/SDL_system.h>
#include <iniparser.h>
void Android_SetupDefaultConfigOverrides(dictionary* p_dictionary)
{
SDL_Log("Overriding default config for Android");
const char* data = SDL_GetAndroidExternalStoragePath();
MxString savedata = MxString(data) + "/saves/";
if (!SDL_GetPathInfo(savedata.GetData(), NULL)) {
SDL_CreateDirectory(savedata.GetData());
}
iniparser_set(p_dictionary, "isle:diskpath", data);
iniparser_set(p_dictionary, "isle:cdpath", data);
iniparser_set(p_dictionary, "isle:mediapath", data);
iniparser_set(p_dictionary, "isle:savepath", savedata.GetData());
// Default to Virtual Mouse
char buf[16];
iniparser_set(p_dictionary, "isle:Touch Scheme", SDL_itoa(0, buf, 10));
}

8
ISLE/android/config.h Normal file
View File

@ -0,0 +1,8 @@
#ifndef ANDROID_CONFIG_H
#define ANDROID_CONFIG_H
#include "dictionary.h"
void Android_SetupDefaultConfigOverrides(dictionary* p_dictionary);
#endif // ANDROID_CONFIG_H

View File

@ -72,6 +72,10 @@
#include "ios/config.h"
#endif
#ifdef ANDROID
#include "android/config.h"
#endif
DECOMP_SIZE_ASSERT(IsleApp, 0x8c)
// GLOBAL: ISLE 0x410030
@ -1027,6 +1031,13 @@ bool IsleApp::LoadConfig()
{
#ifdef IOS
const char* prefPath = SDL_GetUserFolder(SDL_FOLDER_DOCUMENTS);
#elif defined(ANDROID)
// SDL_GetAndroidExternalStoragePath() returns without a trailing / resulting in "filesisle.ini" :(
const char* androidPath = SDL_GetAndroidExternalStoragePath();
size_t len = SDL_strlen(androidPath) + 2;
char* prefPath = new char[len];
SDL_strlcpy(prefPath, androidPath, len);
SDL_strlcat(prefPath, "/", len);
#else
char* prefPath = SDL_GetPrefPath("isledecomp", "isle");
#endif
@ -1128,6 +1139,9 @@ bool IsleApp::LoadConfig()
#endif
#ifdef IOS
IOS_SetupDefaultConfigOverrides(dict);
#endif
#ifdef ANDROID
Android_SetupDefaultConfigOverrides(dict);
#endif
iniparser_dump_ini(dict, iniFP);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "New config written at '%s'", iniConfig);

View File

@ -17,6 +17,7 @@ Please note: this project is primarily dedicated to achieving platform independe
| Nintendo 3DS | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
| Xbox One | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
| iOS | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
| Android | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
We are actively working to support more platforms. If you have experience with a particular platform, we encourage you to contribute to `isle-portable`. You can find a [list of ongoing efforts](https://github.com/isledecomp/isle-portable/wiki/Work%E2%80%90in%E2%80%90progress-ports) in our Wiki.
@ -43,7 +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 | - | - |

5
android-project/.gitignore vendored Normal file
View File

@ -0,0 +1,5 @@
.cxx
.gradle
local.properties
build
*.aar

View File

@ -0,0 +1,101 @@
plugins {
id 'com.android.application'
}
def androidProject = projectDir.parentFile
android {
namespace "org.legoisland.isle"
compileSdk 35
defaultConfig {
applicationId 'org.legoisland.isle'
minSdk 21
targetSdk 35
versionCode 1
versionName '1.0'
externalNativeBuild {
cmake {
arguments '-DANDROID_STL=c++_shared', "-DFETCHCONTENT_BASE_DIR=${androidProject}/build/_deps"
if (project.hasProperty('cmakeArgs')) {
project.cmakeArgs.split(" ").each {arg -> arguments arg}
}
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
}
}
}
externalNativeBuild {
cmake {
version "3.30.5"
path '../../CMakeLists.txt'
}
}
signingConfigs {
register("release") {
enableV4Signing = true
keyAlias = System.getenv("SIGNING_KEY_ALIAS")
keyPassword = System.getenv("SIGNING_KEY_PASSWORD")
System.getenv("SIGNING_STORE_FILE")?.with { storeFile = file(it) }
storePassword = System.getenv("SIGNING_STORE_PASSWORD")
}
}
buildTypes {
release {
minifyEnabled true
signingConfig = signingConfigs.getByName("release")
// proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
}
}
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
buildFeatures {
prefab true
}
}
afterEvaluate {
def androidPath = System.getenv("ANDROID_HOME") ?: android.sdkDirectory
def ndkPath = System.getenv("ANDROID_NDK_HOME") ?: android.ndkDirectory
tasks.named('compileSDL3AndroidArchive').configure {
environment "ANDROID_HOME", androidPath
environment "ANDROID_NDK_HOME", ndkPath
}
}
def aarDest = project.providers.provider { file("${projectDir}/libs/SDL3.aar") }
tasks.register('downloadSDL3', Exec) {
workingDir = androidProject
commandLine 'cmake', '-P', 'downloadSDL3.cmake'
}
tasks.register('compileSDL3AndroidArchive', Exec) {
workingDir = androidProject
dependsOn(downloadSDL3)
def sdl3Dir = "build/_deps/sdl3-src"
commandLine 'python', "${sdl3Dir}/build-scripts/build-release.py",
'--actions', 'android',
'--fast', '--force',
"--root=${sdl3Dir}"
doLast {
def aarFile = file("${androidProject}/${sdl3Dir}/build-android").listFiles().find {
it.name.endsWith(".aar")
}
aarDest.get().parentFile.mkdirs()
aarFile.renameTo(aarDest.get())
}
}
tasks.register('ensureSDL3') {
// if DOWNLOAD_DEPENDENCIES=OFF download the version appropriate
// 'devel android zip' and place the .aar at `aarDest`
if (aarDest.get().exists()) { return false }
dependsOn(compileSDL3AndroidArchive)
}
dependencies {
implementation files('libs/SDL3.aar').builtBy(ensureSDL3)
}

View File

@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools">
<!-- OpenGL ES 3.0 -->
<uses-feature
android:glEsVersion="0x00030000"
android:required="false" />
<!-- Touchscreen support -->
<uses-feature
android:name="android.hardware.touchscreen"
android:required="false" />
<!-- Game controller support -->
<uses-feature
android:name="android.hardware.bluetooth"
android:required="false" />
<uses-feature
android:name="android.hardware.gamepad"
android:required="false" />
<uses-feature
android:name="android.hardware.usb.host"
android:required="false" />
<!-- External mouse input events -->
<uses-feature
android:name="android.hardware.type.pc"
android:required="false" />
<!-- Allow access to the vibrator -->
<uses-permission android:name="android.permission.VIBRATE" />
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:roundIcon="@mipmap/ic_launcher_round"
android:label="@string/app_name"
android:supportsRtl="true"
android:hardwareAccelerated="true"
tools:targetApi="31">
<activity
android:name="org.legoisland.isle.IsleActivity"
android:exported="true"
android:configChanges="layoutDirection|locale|orientation|uiMode|screenLayout|screenSize|smallestScreenSize|keyboard|keyboardHidden|navigation"
android:preferMinimalPostProcessing="true"
android:screenOrientation="landscape"
android:launchMode="singleInstance">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<intent-filter>
<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
</intent-filter>
</activity>
</application>
</manifest>

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

View File

@ -0,0 +1,9 @@
package org.legoisland.isle;
import org.libsdl.app.SDLActivity;
public class IsleActivity extends SDLActivity {
protected String[] getLibraries() {
return new String[] { "SDL3", "lego1", "isle" };
}
}

View File

@ -0,0 +1,141 @@
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportWidth="180"
android:viewportHeight="180">
<group android:scaleX="0.47"
android:scaleY="0.47"
android:translateX="47.7"
android:translateY="47.7">
<path
android:pathData="M16.09,16.09m-16.09,0a16.09,16.09 0,1 1,32.18 0a16.09,16.09 0,1 1,-32.18 0"
android:strokeWidth="6.09858"
android:fillColor="#ffff00"/>
<path
android:pathData="M9.23,38.09L9.23,65.53"
android:strokeLineJoin="round"
android:strokeWidth="9.15"
android:fillColor="#ffff00"
android:strokeColor="#ffff00"
android:strokeLineCap="round"/>
<path
android:pathData="m66.61,9.11l-27.44,0"
android:strokeLineJoin="round"
android:strokeWidth="9.15"
android:fillColor="#ffff00"
android:strokeColor="#ffff00"
android:strokeLineCap="round"/>
<path
android:pathData="M21.86,39.44 L29.29,61.95"
android:strokeLineJoin="round"
android:strokeWidth="9.15"
android:fillColor="#ffff00"
android:strokeColor="#ffff00"
android:strokeLineCap="round"/>
<path
android:pathData="m33.06,32.76 l19.56,13.39"
android:strokeLineJoin="round"
android:strokeWidth="9.15"
android:fillColor="#ffff00"
android:strokeColor="#ffff00"
android:strokeLineCap="round"/>
<path
android:pathData="m38.74,20.71 l22.48,7.51"
android:strokeLineJoin="round"
android:strokeWidth="9.15"
android:fillColor="#ffff00"
android:strokeColor="#ffff00"
android:strokeLineCap="round"/>
<path
android:pathData="M31.84,157.94l131.47,0l0,18.05l-131.47,0z"
android:strokeLineJoin="round"
android:strokeWidth="8.01"
android:fillColor="#ffff00"
android:strokeColor="#ffff00"
android:strokeLineCap="butt"/>
<path
android:pathData="M31.84,79.75l131.47,0l0,18.05l-131.47,0z"
android:strokeLineJoin="round"
android:strokeWidth="8.01"
android:fillColor="#ffff00"
android:strokeColor="#ffff00"
android:strokeLineCap="butt"/>
<path
android:pathData="M31.84,131.88l131.47,0l0,18.05l-131.47,0z"
android:strokeLineJoin="round"
android:strokeWidth="8.01"
android:fillColor="#ff0000"
android:strokeColor="#ff0000"
android:strokeLineCap="butt"/>
<path
android:pathData="M31.84,105.81l131.47,0l0,18.05l-131.47,0z"
android:strokeLineJoin="round"
android:strokeWidth="8.01"
android:fillColor="#0000ff"
android:strokeColor="#0000ff"
android:strokeLineCap="butt"/>
<path
android:pathData="M70.06,80.85l55.04,0l0,68.99l-55.04,0z"
android:strokeLineJoin="miter"
android:strokeWidth="8.91"
android:fillColor="#000000"
android:strokeColor="#000000"
android:strokeLineCap="butt"/>
<path
android:pathData="M72.74,85.31l20.36,0l0,24.52l-20.36,0z"
android:strokeLineJoin="round"
android:strokeWidth="3.04"
android:fillColor="#00ffff"
android:strokeColor="#00ffff"
android:strokeLineCap="butt"/>
<path
android:pathData="M101.96,85.31l20.36,0l0,24.52l-20.36,0z"
android:strokeLineJoin="round"
android:strokeWidth="3.04"
android:fillColor="#00ffff"
android:strokeColor="#00ffff"
android:strokeLineCap="butt"/>
<path
android:pathData="M72.89,116.22l20.06,0l0,30.02l-20.06,0z"
android:strokeLineJoin="round"
android:strokeWidth="3.34"
android:fillColor="#00ffff"
android:strokeColor="#00ffff"
android:strokeLineCap="butt"/>
<path
android:pathData="M102.11,116.22l20.06,0l0,30.02l-20.06,0z"
android:strokeLineJoin="round"
android:strokeWidth="3.34"
android:fillColor="#00ffff"
android:strokeColor="#00ffff"
android:strokeLineCap="butt"/>
<path
android:pathData="M131.19,7.33L131.19,55.6"
android:strokeLineJoin="round"
android:strokeWidth="4.57"
android:fillColor="#ff0000"
android:strokeColor="#000000"
android:strokeLineCap="round"/>
<path
android:pathData="m111.99,3.21 l38.38,29.26"
android:strokeLineJoin="round"
android:strokeWidth="4.57"
android:fillColor="#ff0000"
android:strokeColor="#000000"
android:strokeLineCap="round"/>
<path
android:pathData="m115.82,19.64 l30.2,23.02"
android:strokeLineJoin="round"
android:strokeWidth="4.57"
android:fillColor="#ff0000"
android:strokeColor="#000000"
android:strokeLineCap="round"/>
<path
android:pathData="M19.99,75.94H173.06L150.4,51.32h-7.63l-5.02,6.19h-7.47l-4.27,-8.06h-7.59l-4.57,8.06h-8l-4.69,-8.06h-7.44l-4.18,8.06h-8.45l-3.9,-8.06h-7.23l-4.36,8.06h-8.61l-5.45,-6.19h-6.08z"
android:strokeLineJoin="round"
android:strokeWidth="3.04929"
android:fillColor="#ff0000"
android:strokeColor="#ff0000"
android:strokeLineCap="butt"/>
</group>
</vector>

View File

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@color/ic_launcher_background"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>

View File

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@color/ic_launcher_background"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="ic_launcher_background">#39A0D9</color>
</resources>

View File

@ -0,0 +1,3 @@
<resources>
<string name="app_name">Lego Island</string>
</resources>

View File

@ -0,0 +1,8 @@
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar">
<!-- Customize your theme here. -->
</style>
</resources>

View File

@ -0,0 +1,4 @@
plugins {
id 'com.android.application' version '8.7.0' apply false
id 'com.android.library' version '8.7.0' apply false
}

View File

@ -0,0 +1,13 @@
cmake_minimum_required(VERSION 3.25...4.0 FATAL_ERROR)
include(FetchContent)
set(FETCHCONTENT_BASE_DIR "build/_deps")
FetchContent_Populate(
SDL3
GIT_REPOSITORY "https://github.com/libsdl-org/SDL.git"
GIT_TAG "main"
SOURCE_DIR "build/_deps/sdl3-src"
BINARY_DIR "build/_deps/sdl3-build"
)

View File

@ -0,0 +1,21 @@
# Project-wide Gradle settings.
# IDE (e.g. Android Studio) users:
# Gradle settings configured through the IDE *will override*
# any settings specified in this file.
# For more details on how to configure your build environment visit
# http://www.gradle.org/docs/current/userguide/build_environment.html
# Specifies the JVM arguments used for the daemon process.
# The setting is particularly useful for tweaking memory settings.
org.gradle.jvmargs=-Xmx2048m -Dfile.encoding=UTF-8
# When configured, Gradle will run in incubating parallel mode.
# This option should only be used with decoupled projects. More details, visit
# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
# org.gradle.parallel=true
# AndroidX package structure to make it clearer which packages are bundled with the
# Android operating system, and which are packaged with your app"s APK
# https://developer.android.com/topic/libraries/support-library/androidx-rn
android.useAndroidX=true
# Enables namespacing of each library's R class so that its R class includes only the
# resources declared in the library itself and none from the library's dependencies,
# thereby reducing the size of the R class for that library
android.nonTransitiveRClass=true

Binary file not shown.

View File

@ -0,0 +1,5 @@
distributionBase=GRADLE_USER_HOME
distributionUrl=https\://services.gradle.org/distributions/gradle-8.12-bin.zip
distributionPath=wrapper/dists
zipStorePath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME

185
android-project/gradlew vendored Executable file
View File

@ -0,0 +1,185 @@
#!/usr/bin/env sh
#
# Copyright 2015 the original author or authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn () {
echo "$*"
}
die () {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
NONSTOP* )
nonstop=true
;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin or MSYS, switch paths to Windows format before running java
if [ "$cygwin" = "true" -o "$msys" = "true" ] ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=`expr $i + 1`
done
case $i in
0) set -- ;;
1) set -- "$args0" ;;
2) set -- "$args0" "$args1" ;;
3) set -- "$args0" "$args1" "$args2" ;;
4) set -- "$args0" "$args1" "$args2" "$args3" ;;
5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Escape application args
save () {
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
echo " "
}
APP_ARGS=`save "$@"`
# Collect all arguments for the java command, following the shell quoting and substitution rules
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
exec "$JAVACMD" "$@"

89
android-project/gradlew.bat vendored Normal file
View File

@ -0,0 +1,89 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto execute
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %*
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

View File

@ -0,0 +1,16 @@
pluginManagement {
repositories {
gradlePluginPortal()
google()
mavenCentral()
}
}
dependencyResolutionManagement {
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
repositories {
google()
mavenCentral()
}
}
rootProject.name = "legoisland"
include ':app'

View File

@ -44,7 +44,19 @@ if(NOT WINDOWS_STORE)
message(STATUS "🧩 OpenGL 1.x support not enabled — needs OpenGL")
endif()
find_library(OPENGL_ES3_LIBRARY NAMES GLESv2)
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")
target_sources(miniwin PRIVATE src/d3drm/backends/opengles3/renderer.cpp)

View File

@ -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);
}

1
settings.gradle Normal file
View File

@ -0,0 +1 @@
includeBuild('android-project')