#include "actual.h" #include "d3drmrenderer_opengl1.h" #include "ddraw_impl.h" #include "ddsurface_impl.h" #include "mathutils.h" #include "meshutils.h" #include #include #include #include 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. #ifndef __PSP__ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); #endif 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); 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); SDL_Log("SDL_GL_MakeCurrent: %s", SDL_GetError()); return nullptr; } GL11_InitState(); return new OpenGL1Renderer(width, height, context); } OpenGL1Renderer::OpenGL1Renderer(DWORD width, DWORD height, SDL_GLContext context) : m_context(context) { m_width = width; m_height = height; m_virtualWidth = width; m_virtualHeight = height; m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32); GL11_LoadExtensions(); m_useVBOs = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object"); m_useNPOT = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object"); } OpenGL1Renderer::~OpenGL1Renderer() { SDL_DestroySurface(m_renderedImage); SDL_GL_DestroyContext(m_context); } void OpenGL1Renderer::PushLights(const SceneLight* lightsArray, size_t count) { if (count > 8) { SDL_Log("Unsupported number of lights (%d)", static_cast(count)); count = 8; } m_lights.assign(lightsArray, lightsArray + count); } void OpenGL1Renderer::SetFrustumPlanes(const Plane* frustumPlanes) { } void OpenGL1Renderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) { memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D)); } struct TextureDestroyContextGL { OpenGL1Renderer* renderer; Uint32 textureId; }; void OpenGL1Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture) { auto* ctx = new TextureDestroyContextGL{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) { GL11_DestroyTexture(cache.glTextureId); cache.glTextureId = 0; cache.texture = nullptr; } delete ctx; }, ctx ); } static int NextPowerOfTwo(int v) { int power = 1; while (power < v) { power <<= 1; } return power; } static Uint32 UploadTextureData(SDL_Surface* src, bool useNPOT, bool isUi) { SDL_Surface* working = src; if (src->format != SDL_PIXELFORMAT_RGBA32) { working = SDL_ConvertSurface(src, SDL_PIXELFORMAT_RGBA32); if (!working) { SDL_Log("SDL_ConvertSurface failed: %s", SDL_GetError()); return NO_TEXTURE_ID; } } SDL_Surface* finalSurface = working; // Resize to next power-of-two if needed and NPOT isn't supported int newW = NextPowerOfTwo(working->w); int newH = NextPowerOfTwo(working->h); if (!useNPOT && (newW != working->w || newH != working->h)) { SDL_Surface* resized = SDL_CreateSurface(newW, newH, working->format); if (!resized) { SDL_Log("SDL_CreateSurface (resize) failed: %s", SDL_GetError()); if (working != src) { SDL_DestroySurface(working); } return NO_TEXTURE_ID; } SDL_Rect srcRect = {0, 0, working->w, working->h}; SDL_Rect dstRect = {0, 0, newW, newH}; SDL_BlitSurfaceScaled(working, &srcRect, resized, &dstRect, SDL_SCALEMODE_NEAREST); if (working != src) { SDL_DestroySurface(working); } finalSurface = resized; } Uint32 texId = GL11_UploadTextureData(finalSurface->pixels, finalSurface->w, finalSurface->h, isUi); if (finalSurface != src) { SDL_DestroySurface(finalSurface); } return texId; } Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi) { 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) { GL11_DestroyTexture(tex.glTextureId); tex.glTextureId = UploadTextureData(surface->m_surface, m_useNPOT, isUi); tex.version = texture->m_version; tex.width = surface->m_surface->w; tex.height = surface->m_surface->h; } return i; } } GLuint texId = UploadTextureData(surface->m_surface, m_useNPOT, isUi); 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, surface->m_surface->w, surface->m_surface->h}); AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture); return (Uint32) (m_textures.size() - 1); } GLMeshCacheEntry GLUploadMesh(const MeshGroup& meshGroup, bool useVBOs) { GLMeshCacheEntry 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, 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); }); } if (meshGroup.texture) { cache.texcoords.resize(vertices.size()); std::transform(vertices.begin(), vertices.end(), cache.texcoords.begin(), [](const D3DRMVERTEX& v) { 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 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 GL11_BridgeVector{v.normal.x, v.normal.y, v.normal.z}; }); GL11_UploadMesh(cache, meshGroup.texture != nullptr); return cache; } struct GLMeshDestroyContext { OpenGL1Renderer* renderer; Uint32 id; }; void OpenGL1Renderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh) { auto* ctx = new GLMeshDestroyContext{this, id}; mesh->AddDestroyCallback( [](IDirect3DRMObject*, void* arg) { auto* ctx = static_cast(arg); auto& cache = ctx->renderer->m_meshs[ctx->id]; cache.meshGroup = nullptr; GL11_DestroyMesh(cache); delete ctx; }, ctx ); } Uint32 OpenGL1Renderer::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(GLUploadMesh(*meshGroup, m_useVBOs)); } return i; } } auto newCache = GLUploadMesh(*meshGroup, m_useVBOs); 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 OpenGL1Renderer::BeginFrame() { GL11_BeginFrame((Matrix4x4*) &m_projection[0][0]); int lightIdx = 0; for (const auto& l : m_lights) { if (lightIdx > 7) { break; } GL11_UploadLight(lightIdx, (GL11_BridgeSceneLight*) &l); lightIdx++; } return DD_OK; } void OpenGL1Renderer::EnableTransparency() { GL11_EnableTransparency(); } void OpenGL1Renderer::SubmitDraw( DWORD meshId, const D3DRMMATRIX4D& modelViewMatrix, const D3DRMMATRIX4D& worldMatrix, const D3DRMMATRIX4D& viewMatrix, const Matrix3x3& normalMatrix, const Appearance& appearance ) { auto& mesh = m_meshs[meshId]; // Bind texture if present if (appearance.textureId != NO_TEXTURE_ID) { auto& tex = m_textures[appearance.textureId]; GL11_SubmitDraw(mesh, modelViewMatrix, appearance, tex.glTextureId); } else { GL11_SubmitDraw(mesh, modelViewMatrix, appearance, 0); } } HRESULT OpenGL1Renderer::FinalizeFrame() { return DD_OK; } void OpenGL1Renderer::Resize(int width, int height, const ViewportTransform& viewportTransform) { m_width = width; m_height = height; m_viewportTransform = viewportTransform; SDL_DestroySurface(m_renderedImage); m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32); GL11_Resize(width, height); } void OpenGL1Renderer::Clear(float r, float g, float b) { m_dirty = true; GL11_Clear(r, g, b); } void OpenGL1Renderer::Flip() { if (m_dirty) { SDL_GL_SwapWindow(DDWindow); m_dirty = false; } } void OpenGL1Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) { m_dirty = true; 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; GL11_Draw2DImage(m_textures[textureId], srcRect, dstRect, left, right, bottom, top); } void OpenGL1Renderer::Download(SDL_Surface* target) { GL11_Download(m_renderedImage); 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); }