mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-11 10:31:16 +00:00
Implement OpenGL 1.5 backend renderer (#223)
This commit is contained in:
parent
1ab11ed091
commit
b169a4d637
4
.github/workflows/ci.yml
vendored
4
.github/workflows/ci.yml
vendored
@ -64,7 +64,7 @@ jobs:
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sudo apt-get update
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sudo apt-get install -y \
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libx11-dev libxext-dev libxrandr-dev libxrender-dev libxfixes-dev libxi-dev libxinerama-dev \
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libxcursor-dev libwayland-dev libxkbcommon-dev wayland-protocols
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libxcursor-dev libwayland-dev libxkbcommon-dev wayland-protocols libgl1-mesa-dev libglew-dev
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- name: Install macOS dependencies (brew)
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if: ${{ matrix.brew }}
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@ -122,7 +122,7 @@ jobs:
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run: |
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action_headers=$(find LEGO1/lego/legoomni/include/actions \
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-name '*.h' -print0 | xargs -0 echo)
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python3 tools/ncc/ncc.py \
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--clang-lib ${{ env.LLVM_PATH }}/lib/libclang.so \
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--recurse \
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@ -23,6 +23,18 @@ add_library(miniwin STATIC EXCLUDE_FROM_ALL
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src/d3drm/backends/sdl3gpu/shaders/generated/ShaderIndex.cpp
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)
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find_package(OpenGL)
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find_package(GLEW)
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if(OpenGL_FOUND AND GLEW_FOUND)
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target_sources(miniwin PRIVATE src/d3drm/backends/opengl15/renderer.cpp)
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target_compile_definitions(miniwin PRIVATE USE_OPENGL15)
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# Find and link OpenGL (1.5)
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target_link_libraries(miniwin PRIVATE OpenGL::GL)
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# Glew is used for getting a FBO for off screen rendering
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target_include_directories(miniwin PRIVATE ${GLEW_INCLUDE_DIRS})
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target_link_libraries(miniwin PRIVATE ${GLEW_LIBRARIES})
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endif()
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# Force reported render mods from MiniWin
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target_compile_definitions(miniwin PRIVATE MINIWIN_PIXELFORMAT=SDL_PIXELFORMAT_RGB565)
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target_compile_definitions(miniwin PUBLIC MINIWIN)
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257
miniwin/src/d3drm/backends/opengl15/renderer.cpp
Normal file
257
miniwin/src/d3drm/backends/opengl15/renderer.cpp
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@ -0,0 +1,257 @@
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#include "d3drmrenderer_opengl15.h"
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#include "ddraw_impl.h"
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#include <GL/glew.h>
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#include <cstring>
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#include <vector>
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Direct3DRMRenderer* OpenGL15Renderer::Create(DWORD width, DWORD height)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_Window* window = DDWindow;
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bool testWindow = false;
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if (!window) {
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window = SDL_CreateWindow("OpenGL 1.5 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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testWindow = true;
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}
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SDL_GLContext context = SDL_GL_CreateContext(window);
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if (!context) {
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return nullptr;
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}
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SDL_GL_MakeCurrent(window, context);
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return nullptr;
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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// Setup FBO
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GLuint fbo;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Create color texture
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GLuint colorTex;
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glGenTextures(1, &colorTex);
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glBindTexture(GL_TEXTURE_2D, colorTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
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// Create depth renderbuffer
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GLuint depthRb;
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glGenRenderbuffers(1, &depthRb);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return nullptr;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return new OpenGL15Renderer(width, height, context, fbo, colorTex, depthRb);
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}
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OpenGL15Renderer::OpenGL15Renderer(
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int width,
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int height,
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SDL_GLContext context,
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GLuint fbo,
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GLuint colorTex,
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GLuint depthRb
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)
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: m_width(width), m_height(height), m_context(context), m_fbo(fbo), m_colorTex(colorTex), m_depthRb(depthRb)
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{
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m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_ABGR8888);
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}
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OpenGL15Renderer::~OpenGL15Renderer()
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{
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if (m_renderedImage) {
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SDL_DestroySurface(m_renderedImage);
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}
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}
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void OpenGL15Renderer::SetBackbuffer(SDL_Surface* surface)
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{
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m_backbuffer = surface;
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}
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void OpenGL15Renderer::PushVertices(const PositionColorVertex* verts, size_t count)
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{
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m_vertices.assign(verts, verts + count);
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}
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void OpenGL15Renderer::PushLights(const SceneLight* lightsArray, size_t count)
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{
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m_lights.assign(lightsArray, lightsArray + count);
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}
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void OpenGL15Renderer::SetProjection(D3DRMMATRIX4D perspective, D3DVALUE front, D3DVALUE back)
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{
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memcpy(&m_projection, perspective, sizeof(D3DRMMATRIX4D));
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m_projection[1][1] *= -1.0f; // OpenGL is upside down
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}
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Uint32 OpenGL15Renderer::GetTextureId(IDirect3DRMTexture* texture)
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{
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return NO_TEXTURE_ID; // Stub
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}
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DWORD OpenGL15Renderer::GetWidth()
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{
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return m_width;
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}
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DWORD OpenGL15Renderer::GetHeight()
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{
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return m_height;
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}
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void OpenGL15Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
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{
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halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
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halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
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halDesc->dwDeviceZBufferBitDepth = DDBD_24; // Todo add support for other depths
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helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32;
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halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
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halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
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halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
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memset(helDesc, 0, sizeof(D3DDEVICEDESC));
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}
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const char* OpenGL15Renderer::GetName()
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{
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return "OpenGL 1.5 Renderer";
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}
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HRESULT OpenGL15Renderer::Render()
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{
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if (!m_backbuffer) {
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return DDERR_GENERIC;
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}
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SDL_GL_MakeCurrent(DDWindow, m_context);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glViewport(0, 0, m_width, m_height);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Disable all lights and reset global ambient
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for (int i = 0; i < 8; ++i) {
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glDisable(GL_LIGHT0 + i);
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}
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const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zeroAmbient);
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// Setup lights
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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int lightIdx = 0;
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for (const auto& l : m_lights) {
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if (lightIdx > 7) {
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break;
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}
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GLenum lightId = GL_LIGHT0 + lightIdx++;
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const FColor& c = l.color;
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GLfloat col[4] = {c.r, c.g, c.b, c.a};
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GLfloat pos[4];
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if (l.positional == 0.f && l.directional == 0.f) {
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// Ambient light only
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glLightfv(lightId, GL_AMBIENT, col);
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const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
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glLightfv(lightId, GL_DIFFUSE, black);
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glLightfv(lightId, GL_SPECULAR, black);
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const GLfloat dummyPos[4] = {0.f, 0.f, 1.f, 0.f};
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glLightfv(lightId, GL_POSITION, dummyPos);
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}
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else {
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glLightfv(lightId, GL_AMBIENT, zeroAmbient);
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glLightfv(lightId, GL_DIFFUSE, col);
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glLightfv(lightId, GL_SPECULAR, col);
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if (l.directional == 1.f) {
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pos[0] = -l.direction.x;
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pos[1] = -l.direction.y;
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pos[2] = -l.direction.z;
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pos[3] = 0.f;
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}
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else {
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pos[0] = l.position.x;
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pos[1] = l.position.y;
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pos[2] = l.position.z;
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pos[3] = 1.f;
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}
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glLightfv(lightId, GL_POSITION, pos);
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}
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glEnable(lightId);
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}
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glPopMatrix();
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// Projection and view
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(&m_projection[0][0]);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// Render geometry
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glBegin(GL_TRIANGLES);
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for (const auto& v : m_vertices) {
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glColor4ub(v.colors.r, v.colors.g, v.colors.b, v.colors.a);
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glNormal3f(v.normals.x, v.normals.y, v.normals.z);
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glTexCoord2f(v.texCoord.u, v.texCoord.v);
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// Set per-vertex specular material
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glMaterialf(GL_FRONT, GL_SHININESS, v.shininess);
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if (v.shininess != 0.0f) {
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GLfloat whiteSpec[] = {v.shininess, v.shininess, v.shininess, v.shininess};
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glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec);
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}
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else {
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GLfloat noSpec[] = {0.f, 0.f, 0.f, 1.f};
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glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec);
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}
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glVertex3f(v.position.x, v.position.y, v.position.z);
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}
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glEnd();
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glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Composite onto SDL backbuffer
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SDL_BlitSurface(m_renderedImage, nullptr, m_backbuffer, nullptr);
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return DD_OK;
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}
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@ -388,36 +388,7 @@ HRESULT Direct3DRMSDL3GPURenderer::Render()
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SDL_DestroySurface(m_renderedImage);
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SDL_UnmapGPUTransferBuffer(m_device, m_downloadTransferBuffer);
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m_renderedImage = convertedRender;
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return Blit();
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}
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SDL_BlitSurface(m_renderedImage, nullptr, m_backbuffer, nullptr);
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HRESULT Direct3DRMSDL3GPURenderer::Blit()
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{
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// Blit the render back to our backbuffer
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SDL_Rect srcRect{0, 0, (int) m_width, (int) m_height};
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const SDL_PixelFormatDetails* details = SDL_GetPixelFormatDetails(m_backbuffer->format);
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if (details->Amask != 0) {
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// Backbuffer supports transparnacy
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SDL_Surface* convertedRender = SDL_ConvertSurface(m_renderedImage, m_backbuffer->format);
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SDL_DestroySurface(m_renderedImage);
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m_renderedImage = convertedRender;
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return DD_OK;
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}
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if (m_renderedImage->format == m_backbuffer->format) {
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// No conversion needed
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SDL_BlitSurface(m_renderedImage, &srcRect, m_backbuffer, &srcRect);
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return DD_OK;
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}
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// Convert backbuffer to a format that supports transparancy
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SDL_Surface* tempBackbuffer = SDL_ConvertSurface(m_backbuffer, m_renderedImage->format);
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SDL_BlitSurface(m_renderedImage, &srcRect, tempBackbuffer, &srcRect);
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// Then convert the result back to the backbuffer format and write it back
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SDL_Surface* newBackBuffer = SDL_ConvertSurface(tempBackbuffer, m_backbuffer->format);
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SDL_DestroySurface(tempBackbuffer);
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SDL_BlitSurface(newBackBuffer, &srcRect, m_backbuffer, &srcRect);
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SDL_DestroySurface(newBackBuffer);
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return DD_OK;
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}
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@ -7,6 +7,9 @@
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#include "d3drmmesh_impl.h"
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#include "d3drmobject_impl.h"
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#include "d3drmrenderer.h"
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#ifdef USE_OPENGL15
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#include "d3drmrenderer_opengl15.h"
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#endif
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#include "d3drmrenderer_sdl3gpu.h"
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#include "d3drmrenderer_software.h"
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#include "d3drmtexture_impl.h"
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@ -141,6 +144,11 @@ HRESULT Direct3DRMImpl::CreateDeviceFromSurface(
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else if (SDL_memcmp(&guid, &SOFTWARE_GUID, sizeof(GUID)) == 0) {
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renderer = new Direct3DRMSoftwareRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight);
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}
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#ifdef USE_OPENGL15
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else if (SDL_memcmp(&guid, &OPENGL15_GUID, sizeof(GUID)) == 0) {
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renderer = OpenGL15Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
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}
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#endif
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else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Device GUID not recognized");
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return E_NOINTERFACE;
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@ -1,3 +1,6 @@
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#ifdef USE_OPENGL15
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#include "d3drmrenderer_opengl15.h"
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#endif
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#include "d3drmrenderer_sdl3gpu.h"
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#include "d3drmrenderer_software.h"
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#include "ddpalette_impl.h"
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@ -224,6 +227,9 @@ void EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx, Direct3DRMRenderer* devi
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HRESULT DirectDrawImpl::EnumDevices(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
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{
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Direct3DRMSDL3GPU_EnumDevice(cb, ctx);
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#ifdef USE_OPENGL15
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OpenGL15Renderer_EnumDevice(cb, ctx);
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#endif
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Direct3DRMSoftware_EnumDevice(cb, ctx);
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return S_OK;
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@ -314,6 +320,11 @@ HRESULT DirectDrawImpl::CreateDevice(
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if (SDL_memcmp(&guid, &SDL3_GPU_GUID, sizeof(GUID)) == 0) {
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renderer = Direct3DRMSDL3GPURenderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
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}
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#ifdef USE_OPENGL15
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else if (SDL_memcmp(&guid, &OPENGL15_GUID, sizeof(GUID)) == 0) {
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renderer = OpenGL15Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
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}
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#endif
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else if (SDL_memcmp(&guid, &SOFTWARE_GUID, sizeof(GUID)) == 0) {
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renderer = new Direct3DRMSoftwareRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight);
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}
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49
miniwin/src/internal/d3drmrenderer_opengl15.h
Normal file
49
miniwin/src/internal/d3drmrenderer_opengl15.h
Normal file
@ -0,0 +1,49 @@
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#pragma once
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#include "d3drmrenderer.h"
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#include "d3drmtexture_impl.h"
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#include "ddraw_impl.h"
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#include <GL/glew.h>
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#include <SDL3/SDL.h>
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#include <vector>
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DEFINE_GUID(OPENGL15_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03);
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class OpenGL15Renderer : public Direct3DRMRenderer {
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public:
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static Direct3DRMRenderer* Create(DWORD width, DWORD height);
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OpenGL15Renderer(int width, int height, SDL_GLContext context, GLuint fbo, GLuint colorTex, GLuint depthRb);
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~OpenGL15Renderer() override;
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void SetBackbuffer(SDL_Surface* surface) override;
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void PushVertices(const PositionColorVertex* verts, size_t count) override;
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void PushLights(const SceneLight* lightsArray, size_t count) override;
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void SetProjection(D3DRMMATRIX4D perspective, D3DVALUE front, D3DVALUE back) override;
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Uint32 GetTextureId(IDirect3DRMTexture* texture) override;
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DWORD GetWidth() override;
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DWORD GetHeight() override;
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void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
|
||||
const char* GetName() override;
|
||||
HRESULT Render() override;
|
||||
|
||||
private:
|
||||
SDL_GLContext m_context;
|
||||
D3DRMMATRIX4D m_projection;
|
||||
SDL_Surface* m_backbuffer = nullptr;
|
||||
SDL_Surface* m_renderedImage;
|
||||
int m_width, m_height;
|
||||
std::vector<PositionColorVertex> m_vertices;
|
||||
std::vector<SceneLight> m_lights;
|
||||
GLuint m_fbo = 0;
|
||||
GLuint m_colorTex = 0;
|
||||
GLuint m_depthRb = 0;
|
||||
};
|
||||
|
||||
inline static void OpenGL15Renderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
|
||||
{
|
||||
Direct3DRMRenderer* device = OpenGL15Renderer::Create(640, 480);
|
||||
if (device) {
|
||||
EnumDevice(cb, ctx, device, OPENGL15_GUID);
|
||||
delete device;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user