mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-02-03 12:31:15 +00:00
Merge branch 'master' of github.com:isledecomp/isle-portable into webgl
This commit is contained in:
commit
c715b38162
2
.github/workflows/ci.yml
vendored
2
.github/workflows/ci.yml
vendored
@ -66,7 +66,7 @@ jobs:
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y \
|
||||
libx11-dev libxext-dev libxrandr-dev libxrender-dev libxfixes-dev libxi-dev libxinerama-dev \
|
||||
libxcursor-dev libwayland-dev libxkbcommon-dev wayland-protocols libgl1-mesa-dev libglew-dev qt6-base-dev \
|
||||
libxcursor-dev libwayland-dev libxkbcommon-dev wayland-protocols libgl1-mesa-dev qt6-base-dev \
|
||||
libasound2-dev
|
||||
|
||||
- name: Install macOS dependencies (brew)
|
||||
|
||||
2
.github/workflows/release.yml
vendored
2
.github/workflows/release.yml
vendored
@ -45,7 +45,7 @@ jobs:
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y \
|
||||
libx11-dev libxext-dev libxrandr-dev libxrender-dev libxfixes-dev libxi-dev libxinerama-dev \
|
||||
libxcursor-dev libwayland-dev libxkbcommon-dev wayland-protocols libgl1-mesa-dev libglew-dev qt6-base-dev \
|
||||
libxcursor-dev libwayland-dev libxkbcommon-dev wayland-protocols libgl1-mesa-dev qt6-base-dev \
|
||||
libasound2-dev
|
||||
|
||||
- name: Install macOS dependencies (brew)
|
||||
|
||||
@ -657,6 +657,7 @@ MxResult IsleApp::SetupWindow()
|
||||
#ifdef MINIWIN
|
||||
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
#endif
|
||||
|
||||
window = SDL_CreateWindowWithProperties(props);
|
||||
|
||||
@ -32,14 +32,16 @@ target_compile_definitions(miniwin PRIVATE
|
||||
)
|
||||
|
||||
find_package(OpenGL)
|
||||
find_package(GLEW)
|
||||
if(OpenGL_FOUND AND GLEW_FOUND)
|
||||
message(STATUS "Found OpenGL and GLEW: enabling OpenGL 1.x renderer")
|
||||
target_sources(miniwin PRIVATE src/d3drm/backends/opengl1/renderer.cpp)
|
||||
if(OpenGL_FOUND)
|
||||
message(STATUS "Found OpenGL: enabling OpenGL 1.x renderer")
|
||||
target_sources(miniwin PRIVATE
|
||||
src/d3drm/backends/opengl1/actual.cpp
|
||||
src/d3drm/backends/opengl1/renderer.cpp
|
||||
)
|
||||
target_compile_definitions(miniwin PRIVATE USE_OPENGL1)
|
||||
target_link_libraries(miniwin PRIVATE OpenGL::GL GLEW::GLEW)
|
||||
target_link_libraries(miniwin PRIVATE OpenGL::GL)
|
||||
else()
|
||||
message(STATUS "🧩 OpenGL 1.x support not enabled — needs OpenGL and GLEW")
|
||||
message(STATUS "🧩 OpenGL 1.x support not enabled — needs OpenGL")
|
||||
endif()
|
||||
|
||||
if(EMSCRIPTEN)
|
||||
|
||||
354
miniwin/src/d3drm/backends/opengl1/actual.cpp
Normal file
354
miniwin/src/d3drm/backends/opengl1/actual.cpp
Normal file
@ -0,0 +1,354 @@
|
||||
// This file cannot include any minwin headers.
|
||||
|
||||
#include "actual.h"
|
||||
|
||||
#include "structs.h"
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#include <algorithm>
|
||||
#include <cstring>
|
||||
#include <vector>
|
||||
|
||||
// GL extension API functions.
|
||||
bool g_useVBOs;
|
||||
PFNGLGENBUFFERSPROC mwglGenBuffers;
|
||||
PFNGLBINDBUFFERPROC mwglBindBuffer;
|
||||
PFNGLBUFFERDATAPROC mwglBufferData;
|
||||
PFNGLDELETEBUFFERSPROC mwglDeleteBuffers;
|
||||
|
||||
void GL11_InitState()
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glFrontFace(GL_CW);
|
||||
}
|
||||
|
||||
void GL11_LoadExtensions()
|
||||
{
|
||||
g_useVBOs = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object");
|
||||
|
||||
if (g_useVBOs) {
|
||||
// Load the required GL function pointers.
|
||||
mwglGenBuffers = (PFNGLGENBUFFERSPROC) SDL_GL_GetProcAddress("glGenBuffersARB");
|
||||
mwglBindBuffer = (PFNGLBINDBUFFERPROC) SDL_GL_GetProcAddress("glBindBufferARB");
|
||||
mwglBufferData = (PFNGLBUFFERDATAPROC) SDL_GL_GetProcAddress("glBufferDataARB");
|
||||
mwglDeleteBuffers = (PFNGLDELETEBUFFERSPROC) SDL_GL_GetProcAddress("glDeleteBuffersARB");
|
||||
}
|
||||
}
|
||||
|
||||
void GL11_DestroyTexture(GLuint texId)
|
||||
{
|
||||
glDeleteTextures(1, &texId);
|
||||
}
|
||||
|
||||
GLuint GL11_UploadTextureData(void* pixels, int width, int height)
|
||||
{
|
||||
GLuint texId;
|
||||
glGenTextures(1, &texId);
|
||||
glBindTexture(GL_TEXTURE_2D, texId);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
return texId;
|
||||
}
|
||||
|
||||
void GL11_UploadMesh(GLMeshCacheEntry& cache, bool hasTexture)
|
||||
{
|
||||
if (g_useVBOs) {
|
||||
mwglGenBuffers(1, &cache.vboPositions);
|
||||
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboPositions);
|
||||
mwglBufferData(
|
||||
GL_ARRAY_BUFFER_ARB,
|
||||
cache.positions.size() * sizeof(GL11_BridgeVector),
|
||||
cache.positions.data(),
|
||||
GL_STATIC_DRAW_ARB
|
||||
);
|
||||
|
||||
mwglGenBuffers(1, &cache.vboNormals);
|
||||
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboNormals);
|
||||
mwglBufferData(
|
||||
GL_ARRAY_BUFFER_ARB,
|
||||
cache.normals.size() * sizeof(GL11_BridgeVector),
|
||||
cache.normals.data(),
|
||||
GL_STATIC_DRAW_ARB
|
||||
);
|
||||
|
||||
if (hasTexture) {
|
||||
mwglGenBuffers(1, &cache.vboTexcoords);
|
||||
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboTexcoords);
|
||||
mwglBufferData(
|
||||
GL_ARRAY_BUFFER_ARB,
|
||||
cache.texcoords.size() * sizeof(GL11_BridgeTexCoord),
|
||||
cache.texcoords.data(),
|
||||
GL_STATIC_DRAW_ARB
|
||||
);
|
||||
}
|
||||
|
||||
mwglGenBuffers(1, &cache.ibo);
|
||||
mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, cache.ibo);
|
||||
mwglBufferData(
|
||||
GL_ELEMENT_ARRAY_BUFFER_ARB,
|
||||
cache.indices.size() * sizeof(cache.indices[0]),
|
||||
cache.indices.data(),
|
||||
GL_STATIC_DRAW_ARB
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void GL11_DestroyMesh(GLMeshCacheEntry& cache)
|
||||
{
|
||||
if (g_useVBOs) {
|
||||
mwglDeleteBuffers(1, &cache.vboPositions);
|
||||
mwglDeleteBuffers(1, &cache.vboNormals);
|
||||
mwglDeleteBuffers(1, &cache.vboTexcoords);
|
||||
mwglDeleteBuffers(1, &cache.ibo);
|
||||
}
|
||||
}
|
||||
|
||||
void GL11_BeginFrame(const Matrix4x4* projection)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
||||
|
||||
// Disable all lights and reset global ambient
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
glDisable(GL_LIGHT0 + i);
|
||||
}
|
||||
const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zeroAmbient);
|
||||
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
||||
|
||||
// Projection and view
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf((const GLfloat*) projection);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
void GL11_UploadLight(int lightIdx, GL11_BridgeSceneLight* l)
|
||||
{
|
||||
// Setup light
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
GLenum lightId = GL_LIGHT0 + lightIdx++;
|
||||
const FColor& c = l->color;
|
||||
GLfloat col[4] = {c.r, c.g, c.b, c.a};
|
||||
const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
|
||||
if (l->positional == 0.f && l->directional == 0.f) {
|
||||
// Ambient light only
|
||||
glLightfv(lightId, GL_AMBIENT, col);
|
||||
const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
glLightfv(lightId, GL_DIFFUSE, black);
|
||||
glLightfv(lightId, GL_SPECULAR, black);
|
||||
const GLfloat dummyPos[4] = {0.f, 0.f, 1.f, 0.f};
|
||||
glLightfv(lightId, GL_POSITION, dummyPos);
|
||||
}
|
||||
else {
|
||||
glLightfv(lightId, GL_AMBIENT, zeroAmbient);
|
||||
glLightfv(lightId, GL_DIFFUSE, col);
|
||||
if (l->directional == 1.0f) {
|
||||
glLightfv(lightId, GL_SPECULAR, col);
|
||||
}
|
||||
else {
|
||||
const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
glLightfv(lightId, GL_SPECULAR, black);
|
||||
}
|
||||
|
||||
GLfloat pos[4];
|
||||
if (l->directional == 1.f) {
|
||||
pos[0] = -l->direction.x;
|
||||
pos[1] = -l->direction.y;
|
||||
pos[2] = -l->direction.z;
|
||||
pos[3] = 0.f;
|
||||
}
|
||||
else {
|
||||
pos[0] = l->position.x;
|
||||
pos[1] = l->position.y;
|
||||
pos[2] = l->position.z;
|
||||
pos[3] = 1.f;
|
||||
}
|
||||
glLightfv(lightId, GL_POSITION, pos);
|
||||
}
|
||||
glEnable(lightId);
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void GL11_EnableTransparency()
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthMask(GL_FALSE);
|
||||
}
|
||||
|
||||
#define NO_TEXTURE_ID 0xffffffff
|
||||
|
||||
void GL11_SubmitDraw(
|
||||
GLMeshCacheEntry& mesh,
|
||||
const Matrix4x4& modelViewMatrix,
|
||||
const Appearance& appearance,
|
||||
GLuint texId
|
||||
)
|
||||
{
|
||||
glLoadMatrixf(&modelViewMatrix[0][0]);
|
||||
glEnable(GL_NORMALIZE);
|
||||
|
||||
glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a);
|
||||
|
||||
if (appearance.shininess != 0.0f) {
|
||||
GLfloat whiteSpec[] = {1.f, 1.f, 1.f, 1.f};
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, appearance.shininess);
|
||||
}
|
||||
else {
|
||||
GLfloat noSpec[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, 0.0f);
|
||||
}
|
||||
|
||||
if (mesh.flat) {
|
||||
glShadeModel(GL_FLAT);
|
||||
}
|
||||
else {
|
||||
glShadeModel(GL_SMOOTH);
|
||||
}
|
||||
|
||||
// Bind texture if present
|
||||
if (appearance.textureId != NO_TEXTURE_ID) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, texId);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
else {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
if (g_useVBOs) {
|
||||
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboPositions);
|
||||
glVertexPointer(3, GL_FLOAT, 0, nullptr);
|
||||
|
||||
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboNormals);
|
||||
glNormalPointer(GL_FLOAT, 0, nullptr);
|
||||
|
||||
if (appearance.textureId != NO_TEXTURE_ID) {
|
||||
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboTexcoords);
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
|
||||
}
|
||||
|
||||
mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh.ibo);
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
|
||||
|
||||
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
|
||||
mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
||||
}
|
||||
else {
|
||||
glVertexPointer(3, GL_FLOAT, 0, mesh.positions.data());
|
||||
glNormalPointer(GL_FLOAT, 0, mesh.normals.data());
|
||||
if (appearance.textureId != NO_TEXTURE_ID) {
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords.data());
|
||||
}
|
||||
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, mesh.indices.data());
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void GL11_Resize(int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void GL11_Clear(float r, float g, float b)
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
glClearColor(r, g, b, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
void GL11_Draw2DImage(
|
||||
GLuint texId,
|
||||
const SDL_Rect& srcRect,
|
||||
const SDL_Rect& dstRect,
|
||||
float left,
|
||||
float right,
|
||||
float bottom,
|
||||
float top
|
||||
)
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glOrtho(left, right, bottom, top, -1, 1);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, texId);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
GLint boundTexture = 0;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture);
|
||||
|
||||
GLfloat texW, texH;
|
||||
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &texW);
|
||||
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &texH);
|
||||
|
||||
float u1 = srcRect.x / texW;
|
||||
float v1 = srcRect.y / texH;
|
||||
float u2 = (srcRect.x + srcRect.w) / texW;
|
||||
float v2 = (srcRect.y + srcRect.h) / texH;
|
||||
|
||||
float x1 = (float) dstRect.x;
|
||||
float y1 = (float) dstRect.y;
|
||||
float x2 = x1 + dstRect.w;
|
||||
float y2 = y1 + dstRect.h;
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(u1, v1);
|
||||
glVertex2f(x1, y1);
|
||||
glTexCoord2f(u2, v1);
|
||||
glVertex2f(x2, y1);
|
||||
glTexCoord2f(u2, v2);
|
||||
glVertex2f(x2, y2);
|
||||
glTexCoord2f(u1, v2);
|
||||
glVertex2f(x1, y2);
|
||||
glEnd();
|
||||
|
||||
// Restore state
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void GL11_Download(SDL_Surface* target)
|
||||
{
|
||||
glFinish();
|
||||
glReadPixels(0, 0, target->w, target->h, GL_RGBA, GL_UNSIGNED_BYTE, target->pixels);
|
||||
}
|
||||
88
miniwin/src/d3drm/backends/opengl1/actual.h
Normal file
88
miniwin/src/d3drm/backends/opengl1/actual.h
Normal file
@ -0,0 +1,88 @@
|
||||
#pragma once
|
||||
|
||||
#include "structs.h"
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <stdint.h>
|
||||
#include <vector>
|
||||
|
||||
// We don't want to transitively include windows.h, but we need GLuint
|
||||
typedef unsigned int GLuint;
|
||||
struct IDirect3DRMTexture;
|
||||
struct MeshGroup;
|
||||
|
||||
typedef float Matrix4x4[4][4];
|
||||
|
||||
struct GL11_BridgeVector {
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
struct GL11_BridgeTexCoord {
|
||||
float u, v;
|
||||
};
|
||||
|
||||
struct GL11_BridgeSceneLight {
|
||||
FColor color;
|
||||
GL11_BridgeVector position;
|
||||
float positional;
|
||||
GL11_BridgeVector direction;
|
||||
float directional;
|
||||
};
|
||||
|
||||
struct GL11_BridgeSceneVertex {
|
||||
GL11_BridgeVector position;
|
||||
GL11_BridgeVector normal;
|
||||
float tu, tv;
|
||||
};
|
||||
|
||||
struct GLTextureCacheEntry {
|
||||
IDirect3DRMTexture* texture;
|
||||
Uint32 version;
|
||||
GLuint glTextureId;
|
||||
};
|
||||
|
||||
struct GLMeshCacheEntry {
|
||||
const MeshGroup* meshGroup;
|
||||
int version;
|
||||
bool flat;
|
||||
|
||||
// non-VBO cache
|
||||
std::vector<GL11_BridgeVector> positions;
|
||||
std::vector<GL11_BridgeVector> normals;
|
||||
std::vector<GL11_BridgeTexCoord> texcoords;
|
||||
std::vector<uint16_t> indices;
|
||||
|
||||
// VBO cache
|
||||
GLuint vboPositions;
|
||||
GLuint vboNormals;
|
||||
GLuint vboTexcoords;
|
||||
GLuint ibo;
|
||||
};
|
||||
|
||||
void GL11_InitState();
|
||||
void GL11_LoadExtensions();
|
||||
void GL11_DestroyTexture(GLuint texId);
|
||||
GLuint GL11_UploadTextureData(void* pixels, int width, int height);
|
||||
void GL11_UploadMesh(GLMeshCacheEntry& cache, bool hasTexture);
|
||||
void GL11_DestroyMesh(GLMeshCacheEntry& cache);
|
||||
void GL11_BeginFrame(const Matrix4x4* projection);
|
||||
void GL11_UploadLight(int lightIdx, GL11_BridgeSceneLight* l);
|
||||
void GL11_EnableTransparency();
|
||||
void GL11_SubmitDraw(
|
||||
GLMeshCacheEntry& mesh,
|
||||
const Matrix4x4& modelViewMatrix,
|
||||
const Appearance& appearance,
|
||||
GLuint texId
|
||||
);
|
||||
void GL11_Resize(int width, int height);
|
||||
void GL11_Clear(float r, float g, float b);
|
||||
void GL11_Draw2DImage(
|
||||
GLuint texId,
|
||||
const SDL_Rect& srcRect,
|
||||
const SDL_Rect& dstRect,
|
||||
float left,
|
||||
float right,
|
||||
float bottom,
|
||||
float top
|
||||
);
|
||||
void GL11_Download(SDL_Surface* target);
|
||||
@ -1,5 +1,4 @@
|
||||
#include <GL/glew.h>
|
||||
// must come after GLEW
|
||||
#include "actual.h"
|
||||
#include "d3drmrenderer_opengl1.h"
|
||||
#include "ddraw_impl.h"
|
||||
#include "ddsurface_impl.h"
|
||||
@ -11,8 +10,20 @@
|
||||
#include <cstring>
|
||||
#include <vector>
|
||||
|
||||
static_assert(sizeof(Matrix4x4) == sizeof(D3DRMMATRIX4D), "Matrix4x4 is wrong size");
|
||||
static_assert(sizeof(GL11_BridgeVector) == sizeof(D3DVECTOR), "GL11_BridgeVector is wrong size");
|
||||
static_assert(sizeof(GL11_BridgeTexCoord) == sizeof(TexCoord), "GL11_BridgeTexCoord is wrong size");
|
||||
static_assert(sizeof(GL11_BridgeSceneLight) == sizeof(SceneLight), "GL11_BridgeSceneLight is wrong size");
|
||||
static_assert(sizeof(GL11_BridgeSceneVertex) == sizeof(D3DRMVERTEX), "GL11_BridgeSceneVertex is wrong size");
|
||||
|
||||
Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
|
||||
{
|
||||
// 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_COMPATIBILITY);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
||||
@ -28,8 +39,6 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
|
||||
testWindow = true;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
|
||||
SDL_GLContext context = SDL_GL_CreateContext(window);
|
||||
if (!context) {
|
||||
SDL_Log("SDL_GL_CreateContext: %s", SDL_GetError());
|
||||
@ -47,18 +56,7 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
GLenum err = glewInit();
|
||||
if (err != GLEW_OK) {
|
||||
SDL_Log("glewInit: %s", glewGetErrorString(err));
|
||||
if (testWindow) {
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glFrontFace(GL_CW);
|
||||
GL11_InitState();
|
||||
|
||||
if (testWindow) {
|
||||
SDL_DestroyWindow(window);
|
||||
@ -74,7 +72,7 @@ OpenGL1Renderer::OpenGL1Renderer(DWORD width, DWORD height, SDL_GLContext contex
|
||||
m_virtualWidth = width;
|
||||
m_virtualHeight = height;
|
||||
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
|
||||
m_useVBOs = GLEW_ARB_vertex_buffer_object;
|
||||
GL11_LoadExtensions();
|
||||
}
|
||||
|
||||
OpenGL1Renderer::~OpenGL1Renderer()
|
||||
@ -114,7 +112,7 @@ void OpenGL1Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* t
|
||||
auto* ctx = static_cast<TextureDestroyContextGL*>(arg);
|
||||
auto& cache = ctx->renderer->m_textures[ctx->textureId];
|
||||
if (cache.glTextureId != 0) {
|
||||
glDeleteTextures(1, &cache.glTextureId);
|
||||
GL11_DestroyTexture(cache.glTextureId);
|
||||
cache.glTextureId = 0;
|
||||
cache.texture = nullptr;
|
||||
}
|
||||
@ -133,15 +131,13 @@ Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
|
||||
auto& tex = m_textures[i];
|
||||
if (tex.texture == texture) {
|
||||
if (tex.version != texture->m_version) {
|
||||
glDeleteTextures(1, &tex.glTextureId);
|
||||
glGenTextures(1, &tex.glTextureId);
|
||||
glBindTexture(GL_TEXTURE_2D, tex.glTextureId);
|
||||
GL11_DestroyTexture(tex.glTextureId);
|
||||
|
||||
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
|
||||
if (!surf) {
|
||||
return NO_TEXTURE_ID;
|
||||
}
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
|
||||
tex.glTextureId = GL11_UploadTextureData(surf->pixels, surf->w, surf->h);
|
||||
SDL_DestroySurface(surf);
|
||||
|
||||
tex.version = texture->m_version;
|
||||
@ -151,14 +147,12 @@ Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
|
||||
}
|
||||
|
||||
GLuint texId;
|
||||
glGenTextures(1, &texId);
|
||||
glBindTexture(GL_TEXTURE_2D, texId);
|
||||
|
||||
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
|
||||
if (!surf) {
|
||||
return NO_TEXTURE_ID;
|
||||
}
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
|
||||
texId = GL11_UploadTextureData(surf->pixels, surf->w, surf->h);
|
||||
SDL_DestroySurface(surf);
|
||||
|
||||
for (Uint32 i = 0; i < m_textures.size(); ++i) {
|
||||
@ -206,52 +200,19 @@ GLMeshCacheEntry GLUploadMesh(const MeshGroup& meshGroup, bool useVBOs)
|
||||
if (meshGroup.texture) {
|
||||
cache.texcoords.resize(vertices.size());
|
||||
std::transform(vertices.begin(), vertices.end(), cache.texcoords.begin(), [](const D3DRMVERTEX& v) {
|
||||
return v.texCoord;
|
||||
return GL11_BridgeTexCoord{v.texCoord.u, v.texCoord.v};
|
||||
});
|
||||
}
|
||||
cache.positions.resize(vertices.size());
|
||||
std::transform(vertices.begin(), vertices.end(), cache.positions.begin(), [](const D3DRMVERTEX& v) {
|
||||
return v.position;
|
||||
return GL11_BridgeVector{v.position.x, v.position.y, v.position.z};
|
||||
});
|
||||
cache.normals.resize(vertices.size());
|
||||
std::transform(vertices.begin(), vertices.end(), cache.normals.begin(), [](const D3DRMVERTEX& v) {
|
||||
return v.normal;
|
||||
return GL11_BridgeVector{v.normal.x, v.normal.y, v.normal.z};
|
||||
});
|
||||
|
||||
if (useVBOs) {
|
||||
glGenBuffers(1, &cache.vboPositions);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cache.vboPositions);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
cache.positions.size() * sizeof(D3DVECTOR),
|
||||
cache.positions.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
|
||||
glGenBuffers(1, &cache.vboNormals);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cache.vboNormals);
|
||||
glBufferData(GL_ARRAY_BUFFER, cache.normals.size() * sizeof(D3DVECTOR), cache.normals.data(), GL_STATIC_DRAW);
|
||||
|
||||
if (meshGroup.texture) {
|
||||
glGenBuffers(1, &cache.vboTexcoords);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cache.vboTexcoords);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
cache.texcoords.size() * sizeof(TexCoord),
|
||||
cache.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
|
||||
);
|
||||
}
|
||||
GL11_UploadMesh(cache, meshGroup.texture != nullptr);
|
||||
|
||||
return cache;
|
||||
}
|
||||
@ -269,12 +230,7 @@ void OpenGL1Renderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh)
|
||||
auto* ctx = static_cast<GLMeshDestroyContext*>(arg);
|
||||
auto& cache = ctx->renderer->m_meshs[ctx->id];
|
||||
cache.meshGroup = nullptr;
|
||||
if (ctx->renderer->m_useVBOs) {
|
||||
glDeleteBuffers(1, &cache.vboPositions);
|
||||
glDeleteBuffers(1, &cache.vboNormals);
|
||||
glDeleteBuffers(1, &cache.vboTexcoords);
|
||||
glDeleteBuffers(1, &cache.ibo);
|
||||
}
|
||||
GL11_DestroyMesh(cache);
|
||||
delete ctx;
|
||||
},
|
||||
ctx
|
||||
@ -329,90 +285,23 @@ const char* OpenGL1Renderer::GetName()
|
||||
|
||||
HRESULT OpenGL1Renderer::BeginFrame()
|
||||
{
|
||||
m_dirty = true;
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
||||
|
||||
// Disable all lights and reset global ambient
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
glDisable(GL_LIGHT0 + i);
|
||||
}
|
||||
const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zeroAmbient);
|
||||
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
||||
|
||||
// Setup lights
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
GL11_BeginFrame((Matrix4x4*) &m_projection[0][0]);
|
||||
|
||||
int lightIdx = 0;
|
||||
for (const auto& l : m_lights) {
|
||||
if (lightIdx > 7) {
|
||||
break;
|
||||
}
|
||||
GLenum lightId = GL_LIGHT0 + lightIdx++;
|
||||
const FColor& c = l.color;
|
||||
GLfloat col[4] = {c.r, c.g, c.b, c.a};
|
||||
GL11_UploadLight(lightIdx, (GL11_BridgeSceneLight*) &l);
|
||||
|
||||
if (l.positional == 0.f && l.directional == 0.f) {
|
||||
// Ambient light only
|
||||
glLightfv(lightId, GL_AMBIENT, col);
|
||||
const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
glLightfv(lightId, GL_DIFFUSE, black);
|
||||
glLightfv(lightId, GL_SPECULAR, black);
|
||||
const GLfloat dummyPos[4] = {0.f, 0.f, 1.f, 0.f};
|
||||
glLightfv(lightId, GL_POSITION, dummyPos);
|
||||
}
|
||||
else {
|
||||
glLightfv(lightId, GL_AMBIENT, zeroAmbient);
|
||||
glLightfv(lightId, GL_DIFFUSE, col);
|
||||
if (l.directional == 1.0f) {
|
||||
glLightfv(lightId, GL_SPECULAR, col);
|
||||
}
|
||||
else {
|
||||
const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
glLightfv(lightId, GL_SPECULAR, black);
|
||||
}
|
||||
|
||||
GLfloat pos[4];
|
||||
if (l.directional == 1.f) {
|
||||
pos[0] = -l.direction.x;
|
||||
pos[1] = -l.direction.y;
|
||||
pos[2] = -l.direction.z;
|
||||
pos[3] = 0.f;
|
||||
}
|
||||
else {
|
||||
pos[0] = l.position.x;
|
||||
pos[1] = l.position.y;
|
||||
pos[2] = l.position.z;
|
||||
pos[3] = 1.f;
|
||||
}
|
||||
glLightfv(lightId, GL_POSITION, pos);
|
||||
}
|
||||
glEnable(lightId);
|
||||
lightIdx++;
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
// Projection and view
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(&m_projection[0][0]);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
return DD_OK;
|
||||
}
|
||||
|
||||
void OpenGL1Renderer::EnableTransparency()
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthMask(GL_FALSE);
|
||||
GL11_EnableTransparency();
|
||||
}
|
||||
|
||||
void OpenGL1Renderer::SubmitDraw(
|
||||
@ -426,75 +315,14 @@ void OpenGL1Renderer::SubmitDraw(
|
||||
{
|
||||
auto& mesh = m_meshs[meshId];
|
||||
|
||||
glLoadMatrixf(&modelViewMatrix[0][0]);
|
||||
glEnable(GL_NORMALIZE);
|
||||
|
||||
glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a);
|
||||
|
||||
if (appearance.shininess != 0.0f) {
|
||||
GLfloat whiteSpec[] = {1.f, 1.f, 1.f, 1.f};
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, appearance.shininess);
|
||||
}
|
||||
else {
|
||||
GLfloat noSpec[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, 0.0f);
|
||||
}
|
||||
|
||||
if (mesh.flat) {
|
||||
glShadeModel(GL_FLAT);
|
||||
}
|
||||
else {
|
||||
glShadeModel(GL_SMOOTH);
|
||||
}
|
||||
|
||||
// Bind texture if present
|
||||
if (appearance.textureId != NO_TEXTURE_ID) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
auto& tex = m_textures[appearance.textureId];
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, tex.glTextureId);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GL11_SubmitDraw(mesh, modelViewMatrix, appearance, tex.glTextureId);
|
||||
}
|
||||
else {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GL11_SubmitDraw(mesh, modelViewMatrix, appearance, 0);
|
||||
}
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
if (m_useVBOs) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
|
||||
glVertexPointer(3, GL_FLOAT, 0, nullptr);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals);
|
||||
glNormalPointer(GL_FLOAT, 0, nullptr);
|
||||
|
||||
if (appearance.textureId != NO_TEXTURE_ID) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords);
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo);
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
else {
|
||||
glVertexPointer(3, GL_FLOAT, 0, mesh.positions.data());
|
||||
glNormalPointer(GL_FLOAT, 0, mesh.normals.data());
|
||||
if (appearance.textureId != NO_TEXTURE_ID) {
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords.data());
|
||||
}
|
||||
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, mesh.indices.data());
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
HRESULT OpenGL1Renderer::FinalizeFrame()
|
||||
@ -509,16 +337,13 @@ void OpenGL1Renderer::Resize(int width, int height, const ViewportTransform& vie
|
||||
m_viewportTransform = viewportTransform;
|
||||
SDL_DestroySurface(m_renderedImage);
|
||||
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
GL11_Resize(width, height);
|
||||
}
|
||||
|
||||
void OpenGL1Renderer::Clear(float r, float g, float b)
|
||||
{
|
||||
m_dirty = true;
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
glClearColor(r, g, b, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
GL11_Clear(r, g, b);
|
||||
}
|
||||
|
||||
void OpenGL1Renderer::Flip()
|
||||
@ -532,73 +357,18 @@ void OpenGL1Renderer::Flip()
|
||||
void OpenGL1Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
|
||||
{
|
||||
m_dirty = true;
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
float left = -m_viewportTransform.offsetX / m_viewportTransform.scale;
|
||||
float right = (m_width - m_viewportTransform.offsetX) / m_viewportTransform.scale;
|
||||
float top = -m_viewportTransform.offsetY / m_viewportTransform.scale;
|
||||
float bottom = (m_height - m_viewportTransform.offsetY) / m_viewportTransform.scale;
|
||||
glOrtho(left, right, bottom, top, -1, 1);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, m_textures[textureId].glTextureId);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
GLint boundTexture = 0;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture);
|
||||
|
||||
GLfloat texW, texH;
|
||||
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &texW);
|
||||
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &texH);
|
||||
|
||||
float u1 = srcRect.x / texW;
|
||||
float v1 = srcRect.y / texH;
|
||||
float u2 = (srcRect.x + srcRect.w) / texW;
|
||||
float v2 = (srcRect.y + srcRect.h) / texH;
|
||||
|
||||
float x1 = (float) dstRect.x;
|
||||
float y1 = (float) dstRect.y;
|
||||
float x2 = x1 + dstRect.w;
|
||||
float y2 = y1 + dstRect.h;
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(u1, v1);
|
||||
glVertex2f(x1, y1);
|
||||
glTexCoord2f(u2, v1);
|
||||
glVertex2f(x2, y1);
|
||||
glTexCoord2f(u2, v2);
|
||||
glVertex2f(x2, y2);
|
||||
glTexCoord2f(u1, v2);
|
||||
glVertex2f(x1, y2);
|
||||
glEnd();
|
||||
|
||||
// Restore state
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
GL11_Draw2DImage(m_textures[textureId].glTextureId, srcRect, dstRect, left, right, bottom, top);
|
||||
}
|
||||
|
||||
void OpenGL1Renderer::Download(SDL_Surface* target)
|
||||
{
|
||||
glFinish();
|
||||
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
|
||||
GL11_Download(m_renderedImage);
|
||||
|
||||
SDL_Rect srcRect = {
|
||||
static_cast<int>(m_viewportTransform.offsetX),
|
||||
|
||||
@ -30,6 +30,12 @@ struct SceneLightGLES2 {
|
||||
|
||||
Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height)
|
||||
{
|
||||
// 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);
|
||||
@ -41,8 +47,6 @@ Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height)
|
||||
testWindow = true;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
|
||||
SDL_GLContext context = SDL_GL_CreateContext(window);
|
||||
if (!context) {
|
||||
if (testWindow) {
|
||||
|
||||
@ -1,44 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "../d3drm/backends/opengl1/actual.h"
|
||||
#include "d3drmrenderer.h"
|
||||
#include "d3drmtexture_impl.h"
|
||||
#include "ddraw_impl.h"
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/gl.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <vector>
|
||||
|
||||
DEFINE_GUID(OpenGL1_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03);
|
||||
|
||||
struct GLTextureCacheEntry {
|
||||
IDirect3DRMTexture* texture;
|
||||
Uint32 version;
|
||||
GLuint glTextureId;
|
||||
};
|
||||
|
||||
struct GLMeshCacheEntry {
|
||||
const MeshGroup* meshGroup;
|
||||
int version;
|
||||
bool flat;
|
||||
|
||||
// non-VBO cache
|
||||
std::vector<D3DVECTOR> positions;
|
||||
std::vector<D3DVECTOR> normals;
|
||||
std::vector<TexCoord> texcoords;
|
||||
std::vector<uint16_t> indices;
|
||||
|
||||
// VBO cache
|
||||
GLuint vboPositions;
|
||||
GLuint vboNormals;
|
||||
GLuint vboTexcoords;
|
||||
GLuint ibo;
|
||||
};
|
||||
|
||||
class OpenGL1Renderer : public Direct3DRMRenderer {
|
||||
public:
|
||||
static Direct3DRMRenderer* Create(DWORD width, DWORD height);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user