mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-02-02 20:11:15 +00:00
Merge branch 'master' into master
This commit is contained in:
commit
b995b238d4
@ -455,11 +455,6 @@
|
||||
<string>Unknown - Broken</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>Fake Mosaic</string>
|
||||
</property>
|
||||
</item>
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||||
</widget>
|
||||
</item>
|
||||
<item>
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||||
|
||||
@ -48,8 +48,7 @@ class MxTransitionManager : public MxCore {
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e_mosaic,
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e_wipeDown,
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e_windows,
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e_broken, // Unknown what this is supposed to be, it locks the game up
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e_fakeMosaic
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e_broken // Unknown what this is supposed to be, it locks the game up
|
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};
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MxResult StartTransition(TransitionType p_animationType, MxS32 p_speed, MxBool p_doCopy, MxBool p_playMusicInAnim);
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@ -69,7 +68,6 @@ class MxTransitionManager : public MxCore {
|
||||
void WipeDownTransition();
|
||||
void WindowsTransition();
|
||||
void BrokenTransition();
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void FakeMosaicTransition();
|
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|
||||
void SubmitCopyRect(LPDDSURFACEDESC p_ddsc);
|
||||
void SetupCopyRect(LPDDSURFACEDESC p_ddsc);
|
||||
|
||||
@ -84,9 +84,6 @@ MxResult MxTransitionManager::Tickle()
|
||||
case e_broken:
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||||
BrokenTransition();
|
||||
break;
|
||||
case e_fakeMosaic:
|
||||
FakeMosaicTransition();
|
||||
break;
|
||||
}
|
||||
return SUCCESS;
|
||||
}
|
||||
@ -664,166 +661,3 @@ void MxTransitionManager::configureMxTransitionManager(TransitionType p_transiti
|
||||
{
|
||||
g_transitionManagerConfig = p_transitionManagerConfig;
|
||||
}
|
||||
|
||||
int g_colorOffset;
|
||||
int GetColorIndexWithLocality(int p_col, int p_row)
|
||||
{
|
||||
int islandX = p_col / 8;
|
||||
int islandY = p_row / 8; // Dvide screen in 8x6 tiles
|
||||
|
||||
int island = islandY * 8 + islandX; // tile id
|
||||
|
||||
if (SDL_rand(3) > island / 8) {
|
||||
return 6 + SDL_rand(2); // emulate sky
|
||||
}
|
||||
|
||||
if (SDL_rand(16) > 2) {
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||||
island += SDL_rand(3) - 1 + (SDL_rand(3) - 1) * 8; // blure tiles
|
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}
|
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|
||||
int hash = (island + g_colorOffset) * 2654435761u;
|
||||
int scrambled = (hash >> 16) % 32;
|
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|
||||
int finalIndex = scrambled + SDL_rand(3) - 1;
|
||||
return abs(finalIndex) % 32;
|
||||
}
|
||||
|
||||
void MxTransitionManager::FakeMosaicTransition()
|
||||
{
|
||||
static LPDIRECTDRAWSURFACE g_fakeTranstionSurface = nullptr;
|
||||
|
||||
if (m_animationTimer == 16) {
|
||||
m_animationTimer = 0;
|
||||
if (g_fakeTranstionSurface) {
|
||||
g_fakeTranstionSurface->Release();
|
||||
g_fakeTranstionSurface = nullptr;
|
||||
}
|
||||
EndTransition(TRUE);
|
||||
return;
|
||||
}
|
||||
else {
|
||||
if (m_animationTimer == 0) {
|
||||
g_colorOffset = SDL_rand(32);
|
||||
|
||||
// Same init/shuffle steps as the dissolve transition, except that
|
||||
// we are using big blocky pixels and only need 64 columns.
|
||||
MxS32 i;
|
||||
for (i = 0; i < 64; i++) {
|
||||
m_columnOrder[i] = i;
|
||||
}
|
||||
|
||||
for (i = 0; i < 64; i++) {
|
||||
MxS32 swap = SDL_rand(64);
|
||||
MxU16 t = m_columnOrder[i];
|
||||
m_columnOrder[i] = m_columnOrder[swap];
|
||||
m_columnOrder[swap] = t;
|
||||
}
|
||||
|
||||
// The same is true here. We only need 48 rows.
|
||||
for (i = 0; i < 48; i++) {
|
||||
m_randomShift[i] = SDL_rand(64);
|
||||
}
|
||||
DDSURFACEDESC mainDesc = {};
|
||||
mainDesc.dwSize = sizeof(mainDesc);
|
||||
if (m_ddSurface->GetSurfaceDesc(&mainDesc) != DD_OK) {
|
||||
return;
|
||||
}
|
||||
|
||||
DDSURFACEDESC tempDesc = {};
|
||||
tempDesc.dwSize = sizeof(tempDesc);
|
||||
tempDesc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT | DDSD_CAPS;
|
||||
tempDesc.dwWidth = 64;
|
||||
tempDesc.dwHeight = 48;
|
||||
tempDesc.ddpfPixelFormat = mainDesc.ddpfPixelFormat;
|
||||
tempDesc.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
|
||||
|
||||
if (MVideoManager()->GetDirectDraw()->CreateSurface(&tempDesc, &g_fakeTranstionSurface, nullptr) != DD_OK) {
|
||||
return;
|
||||
}
|
||||
|
||||
DWORD fillColor = 0x00000000;
|
||||
switch (mainDesc.ddpfPixelFormat.dwRGBBitCount) {
|
||||
case 8:
|
||||
fillColor = 0x10;
|
||||
break;
|
||||
case 16:
|
||||
fillColor = RGB555_CREATE(0x1f, 0, 0x1f);
|
||||
break;
|
||||
}
|
||||
|
||||
DDBLTFX bltFx = {};
|
||||
bltFx.dwSize = sizeof(bltFx);
|
||||
bltFx.dwFillColor = fillColor;
|
||||
g_fakeTranstionSurface->Blt(NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &bltFx);
|
||||
|
||||
DDCOLORKEY key = {};
|
||||
key.dwColorSpaceLowValue = key.dwColorSpaceHighValue = fillColor;
|
||||
g_fakeTranstionSurface->SetColorKey(DDCKEY_SRCBLT, &key);
|
||||
}
|
||||
|
||||
// Run one tick of the animation
|
||||
DDSURFACEDESC ddsd;
|
||||
memset(&ddsd, 0, sizeof(ddsd));
|
||||
ddsd.dwSize = sizeof(ddsd);
|
||||
|
||||
HRESULT res = g_fakeTranstionSurface->Lock(NULL, &ddsd, DDLOCK_WAIT | DDLOCK_WRITEONLY, NULL);
|
||||
if (res == DDERR_SURFACELOST) {
|
||||
g_fakeTranstionSurface->Restore();
|
||||
res = g_fakeTranstionSurface->Lock(NULL, &ddsd, DDLOCK_WAIT | DDLOCK_WRITEONLY, NULL);
|
||||
}
|
||||
|
||||
if (res == DD_OK) {
|
||||
SubmitCopyRect(&ddsd);
|
||||
|
||||
static const MxU8 g_palette[32][3] = {
|
||||
{0x00, 0x00, 0x00}, {0x12, 0x1e, 0x50}, {0x00, 0x22, 0x6c}, {0x14, 0x2d, 0x9f}, {0x0e, 0x36, 0xb0},
|
||||
{0x0e, 0x39, 0xd0}, {0x47, 0x96, 0xe2}, {0x79, 0xaa, 0xca}, {0xff, 0xff, 0xff}, {0xc9, 0xcd, 0xcb},
|
||||
{0xad, 0xad, 0xab}, {0xa6, 0x91, 0x8e}, {0xaf, 0x59, 0x49}, {0xc0, 0x00, 0x00}, {0xab, 0x18, 0x18},
|
||||
{0x61, 0x0c, 0x0c}, {0x04, 0x38, 0x12}, {0x2c, 0x67, 0x28}, {0x4a, 0xb4, 0x6b}, {0x94, 0xb7, 0x7c},
|
||||
{0xb6, 0xb9, 0x87}, {0x52, 0x4a, 0x67}, {0x87, 0x8d, 0x8a}, {0xa6, 0x91, 0x8e}, {0xf8, 0xee, 0xdc},
|
||||
{0xf4, 0xe2, 0xc3}, {0x87, 0x8d, 0x8a}, {0xba, 0x9f, 0x12}, {0xb5, 0x83, 0x00}, {0x6a, 0x44, 0x27},
|
||||
{0x36, 0x37, 0x34}, {0x2b, 0x23, 0x0f}
|
||||
};
|
||||
|
||||
MxS32 bytesPerPixel = ddsd.ddpfPixelFormat.dwRGBBitCount / 8;
|
||||
|
||||
for (MxS32 col = 0; col < 64; col++) {
|
||||
// Select 4 columns on each tick
|
||||
if (m_animationTimer * 4 > m_columnOrder[col]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_animationTimer * 4 + 3 < m_columnOrder[col]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (MxS32 row = 0; row < 48; row++) {
|
||||
MxS32 x = (m_randomShift[row] + col) % 64;
|
||||
MxU8* dest = (MxU8*) ddsd.lpSurface + row * ddsd.lPitch + x * bytesPerPixel;
|
||||
|
||||
const MxU8 paletteIndex = GetColorIndexWithLocality(col, row);
|
||||
const MxU8* color = g_palette[paletteIndex];
|
||||
switch (bytesPerPixel) {
|
||||
case 1:
|
||||
*dest = paletteIndex;
|
||||
break;
|
||||
case 2:
|
||||
*((MxU16*) dest) = RGB555_CREATE(color[2], color[1], color[0]);
|
||||
break;
|
||||
default:
|
||||
*((MxU32*) dest) = RGB8888_CREATE(color[2], color[1], color[0], 255);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SetupCopyRect(&ddsd);
|
||||
g_fakeTranstionSurface->Unlock(ddsd.lpSurface);
|
||||
|
||||
RECT srcRect = {0, 0, 64, 48};
|
||||
m_ddSurface->Blt(&g_fullScreenRect, g_fakeTranstionSurface, &srcRect, DDBLT_WAIT | DDBLT_KEYSRC, NULL);
|
||||
|
||||
m_animationTimer++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -237,14 +237,79 @@ GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup, bool forceUV = f
|
||||
return cache;
|
||||
}
|
||||
|
||||
bool 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 (strstr((const char*) glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic")) {
|
||||
GLfloat maxAniso = 0.0f;
|
||||
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
|
||||
GLfloat desiredAniso = fminf(8.0f, maxAniso);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, desiredAniso);
|
||||
}
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
if (surf != source) {
|
||||
SDL_DestroySurface(surf);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext context, GLuint shaderProgram)
|
||||
: m_context(context), m_shaderProgram(shaderProgram)
|
||||
{
|
||||
glGenFramebuffers(1, &m_fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
|
||||
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_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}},
|
||||
@ -270,6 +335,8 @@ OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext co
|
||||
m_modelViewMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix");
|
||||
m_normalMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_normalMatrix");
|
||||
m_projectionMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_projectionMatrix");
|
||||
|
||||
glUseProgram(m_shaderProgram);
|
||||
}
|
||||
|
||||
OpenGLES2Renderer::~OpenGLES2Renderer()
|
||||
@ -321,47 +388,6 @@ void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture*
|
||||
);
|
||||
}
|
||||
|
||||
bool 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 (strstr((const char*) glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic")) {
|
||||
GLfloat maxAniso = 0.0f;
|
||||
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
|
||||
GLfloat desiredAniso = fminf(8.0f, maxAniso);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, desiredAniso);
|
||||
}
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
if (surf != source) {
|
||||
SDL_DestroySurface(surf);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUI, float scaleX, float scaleY)
|
||||
{
|
||||
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
|
||||
@ -460,13 +486,13 @@ HRESULT OpenGLES2Renderer::BeginFrame()
|
||||
{
|
||||
m_dirty = true;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
glUseProgram(m_shaderProgram);
|
||||
|
||||
SceneLightGLES2 lightData[3];
|
||||
int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
|
||||
|
||||
@ -537,6 +563,9 @@ void OpenGLES2Renderer::SubmitDraw(
|
||||
}
|
||||
else {
|
||||
glUniform1i(m_useTextureLoc, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
|
||||
glUniform1i(m_textureLoc, 0);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
|
||||
@ -564,7 +593,6 @@ HRESULT OpenGLES2Renderer::FinalizeFrame()
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glUseProgram(0);
|
||||
|
||||
return DD_OK;
|
||||
}
|
||||
@ -578,12 +606,43 @@ void OpenGLES2Renderer::Resize(int width, int height, const ViewportTransform& v
|
||||
SDL_DestroySurface(m_renderedImage);
|
||||
}
|
||||
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
|
||||
|
||||
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);
|
||||
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
}
|
||||
|
||||
void OpenGLES2Renderer::Clear(float r, float g, float b)
|
||||
{
|
||||
m_dirty = true;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
glClearColor(r, g, b, 1.0f);
|
||||
@ -592,21 +651,76 @@ void OpenGLES2Renderer::Clear(float r, float g, float b)
|
||||
|
||||
void OpenGLES2Renderer::Flip()
|
||||
{
|
||||
if (m_dirty) {
|
||||
SDL_GL_SwapWindow(DDWindow);
|
||||
m_dirty = false;
|
||||
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)
|
||||
{
|
||||
m_dirty = true;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glUseProgram(m_shaderProgram);
|
||||
|
||||
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);
|
||||
@ -629,14 +743,17 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
|
||||
static_cast<int>(std::round(texture.height * scaleY))
|
||||
};
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
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;
|
||||
@ -685,6 +802,8 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
|
||||
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 = {
|
||||
|
||||
@ -72,7 +72,11 @@ class OpenGLES2Renderer : public Direct3DRMRenderer {
|
||||
bool m_dirty = false;
|
||||
std::vector<SceneLight> m_lights;
|
||||
SDL_GLContext m_context;
|
||||
GLuint m_fbo;
|
||||
GLuint m_colorTarget;
|
||||
GLuint m_depthTarget;
|
||||
GLuint m_shaderProgram;
|
||||
GLuint m_dummyTexture;
|
||||
GLint m_posLoc;
|
||||
GLint m_normLoc;
|
||||
GLint m_texLoc;
|
||||
|
||||
Loading…
Reference in New Issue
Block a user