#include "d3drmrenderer_opengles2.h" #include "meshutils.h" #if defined(__APPLE__) #include #if defined(TARGET_OS_IOS) #include #include #else #include #include #define GL_DEPTH_COMPONENT24_OES GL_DEPTH_COMPONENT24 #define GL_DEPTH_COMPONENT32_OES GL_DEPTH_COMPONENT32 #endif #else #include #include #endif #include #include #include 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 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 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(index); }); } std::vector 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 positions(vertices.size()); std::transform(vertices.begin(), vertices.end(), positions.begin(), [](const D3DRMVERTEX& v) { return v.position; }); std::vector 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(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(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(iTexture); auto surface = static_cast(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(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(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(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(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(dstRect.w) / srcRect.w; float scaleY = static_cast(dstRect.h) / srcRect.h; expandedDstRect = { static_cast(std::round(dstRect.x - srcRect.x * scaleX)), static_cast(std::round(dstRect.y - srcRect.y * scaleY)), static_cast(std::round(texture.width * scaleX)), static_cast(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(std::round(dstRect.x * m_viewportTransform.scale + m_viewportTransform.offsetX)), m_height - static_cast( std::round((dstRect.y + dstRect.h) * m_viewportTransform.scale + m_viewportTransform.offsetY) ), static_cast(std::round(dstRect.w * m_viewportTransform.scale)), static_cast(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(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(m_viewportTransform.offsetX), static_cast(m_viewportTransform.offsetY), static_cast(target->w * m_viewportTransform.scale), static_cast(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); } }