#pragma once #include "d3drmrenderer.h" #include "d3drmtexture_impl.h" #include "ddraw_impl.h" #if defined(__APPLE__) #include #if TARGET_OS_IOS #include #else #include #endif #else #include #endif #include #include DEFINE_GUID(OpenGLES3_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04); struct GLES3TextureCacheEntry { IDirect3DRMTexture* texture; Uint32 version; GLuint glTextureId; uint16_t width; uint16_t height; }; struct GLES3MeshCacheEntry { const MeshGroup* meshGroup; int version; bool flat; std::vector indices; GLuint vboPositions; GLuint vboNormals; GLuint vboTexcoords; GLuint ibo; GLuint vao; }; class OpenGLES3Renderer : public Direct3DRMRenderer { public: static Direct3DRMRenderer* Create(DWORD width, DWORD height, DWORD msaaSamples, float anisotropic); OpenGLES3Renderer( DWORD width, DWORD height, DWORD msaaSamples, float anisotropic, SDL_GLContext context, GLuint shaderProgram ); ~OpenGLES3Renderer() override; void PushLights(const SceneLight* lightsArray, size_t count) override; void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override; void SetFrustumPlanes(const Plane* frustumPlanes) override; Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUI, float scaleX, float scaleY) override; Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override; HRESULT BeginFrame() override; void EnableTransparency() override; void SubmitDraw( DWORD meshId, const D3DRMMATRIX4D& modelViewMatrix, const D3DRMMATRIX4D& worldMatrix, const D3DRMMATRIX4D& viewMatrix, const Matrix3x3& normalMatrix, const Appearance& appearance ) override; HRESULT FinalizeFrame() override; void Resize(int width, int height, const ViewportTransform& viewportTransform) override; void Clear(float r, float g, float b) override; void Flip() override; void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override; void Download(SDL_Surface* target) override; void SetDither(bool dither) override; private: void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture); void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh); GLES3MeshCacheEntry GLES3UploadMesh(const MeshGroup& meshGroup, bool forceUV = false); bool UploadTexture(SDL_Surface* source, GLuint& outTexId, bool isUI); MeshGroup m_uiMesh; GLES3MeshCacheEntry m_uiMeshCache; std::vector m_textures; std::vector m_meshs; D3DRMMATRIX4D m_projection; SDL_Surface* m_renderedImage = nullptr; bool m_dirty = false; std::vector m_lights; SDL_GLContext m_context; uint32_t m_msaa; float m_anisotropic; GLuint m_fbo; GLuint m_resolveFBO; GLuint m_colorTarget; GLuint m_resolveColor = 0; GLuint m_depthTarget; GLuint m_shaderProgram; GLuint m_dummyTexture; GLint m_posLoc; GLint m_normLoc; GLint m_texLoc; GLint m_colorLoc; GLint m_shinLoc; GLint m_lightCountLoc; GLint m_useTextureLoc; GLint m_textureLoc; GLint u_lightLocs[3][3]; GLint m_modelViewMatrixLoc; GLint m_normalMatrixLoc; GLint m_projectionMatrixLoc; ViewportTransform m_viewportTransform; }; inline static void OpenGLES3Renderer_EnumDevice(const IDirect3DMiniwin* d3d, LPD3DENUMDEVICESCALLBACK cb, void* ctx) { Direct3DRMRenderer* device = OpenGLES3Renderer::Create(640, 480, d3d->GetMSAASamples(), d3d->GetAnisotropic()); if (!device) { return; } delete device; D3DDEVICEDESC halDesc = {}; halDesc.dcmColorModel = D3DCOLOR_RGB; halDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH; halDesc.dwDeviceZBufferBitDepth = DDBD_24; halDesc.dwDeviceRenderBitDepth = DDBD_32; halDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE; halDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND; halDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR; D3DDEVICEDESC helDesc = {}; EnumDevice(cb, ctx, "OpenGL ES 3.0 HAL", &halDesc, &helDesc, OpenGLES3_GUID); }