#pragma once #include "../d3drm/backends/opengl1/actual.h" #include "d3drmrenderer.h" #include "d3drmtexture_impl.h" #include "ddraw_impl.h" #include #include DEFINE_GUID(OpenGL1_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03); class OpenGL1Renderer : public Direct3DRMRenderer { public: static Direct3DRMRenderer* Create(DWORD width, DWORD height); OpenGL1Renderer(DWORD width, DWORD height, SDL_GLContext context); ~OpenGL1Renderer() 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) 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) override; void Download(SDL_Surface* target) override; private: void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture); void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh); std::vector m_textures; std::vector m_meshs; D3DRMMATRIX4D m_projection; SDL_Surface* m_renderedImage; bool m_useVBOs; bool m_useNPOT; bool m_dirty = false; std::vector m_lights; SDL_GLContext m_context; ViewportTransform m_viewportTransform; }; inline static void OpenGL1Renderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx) { #ifndef __PSP__ Direct3DRMRenderer* device = OpenGL1Renderer::Create(640, 480); if (!device) { return; } delete device; #endif D3DDEVICEDESC halDesc = {}; halDesc.dcmColorModel = D3DCOLORMODEL::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 1.1 HAL", &halDesc, &helDesc, OpenGL1_GUID); }