#include "d3drmrenderer_opengl15.h" #include "ddraw_impl.h" #include "ddsurface_impl.h" #include "mathutils.h" #include "meshutils.h" #include #include #include #include Direct3DRMRenderer* OpenGL15Renderer::Create(DWORD width, DWORD height) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_Window* window = DDWindow; bool testWindow = false; if (!window) { window = SDL_CreateWindow("OpenGL 1.5 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL); testWindow = true; } SDL_GLContext context = SDL_GL_CreateContext(window); if (!context) { if (testWindow) { SDL_DestroyWindow(window); } return nullptr; } SDL_GL_MakeCurrent(window, context); GLenum err = glewInit(); if (err != GLEW_OK) { if (testWindow) { SDL_DestroyWindow(window); } return nullptr; } glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); // Setup FBO GLuint fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Create color texture GLuint colorTex; glGenTextures(1, &colorTex); glBindTexture(GL_TEXTURE_2D, colorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); // Create depth renderbuffer GLuint depthRb; glGenRenderbuffers(1, &depthRb); glBindRenderbuffer(GL_RENDERBUFFER, depthRb); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { return nullptr; } glBindFramebuffer(GL_FRAMEBUFFER, 0); if (testWindow) { SDL_DestroyWindow(window); } return new OpenGL15Renderer(width, height, context, fbo, colorTex, depthRb); } OpenGL15Renderer::OpenGL15Renderer( int width, int height, SDL_GLContext context, GLuint fbo, GLuint colorTex, GLuint depthRb ) : m_width(width), m_height(height), m_context(context), m_fbo(fbo), m_colorTex(colorTex), m_depthRb(depthRb) { m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_ABGR8888); } OpenGL15Renderer::~OpenGL15Renderer() { if (m_renderedImage) { SDL_DestroySurface(m_renderedImage); } } void OpenGL15Renderer::PushLights(const SceneLight* lightsArray, size_t count) { m_lights.assign(lightsArray, lightsArray + count); } void OpenGL15Renderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) { memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D)); m_projection[1][1] *= -1.0f; // OpenGL is upside down } struct TextureDestroyContextGL { OpenGL15Renderer* renderer; Uint32 textureId; }; void OpenGL15Renderer::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) { glDeleteTextures(1, &cache.glTextureId); cache.glTextureId = 0; cache.texture = nullptr; } delete ctx; }, ctx ); } Uint32 OpenGL15Renderer::GetTextureId(IDirect3DRMTexture* iTexture) { 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); glGenTextures(1, &tex.glTextureId); glBindTexture(GL_TEXTURE_2D, tex.glTextureId); SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888); // Why are the colors backwarsd? if (!surf) { return NO_TEXTURE_ID; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels); SDL_DestroySurface(surf); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); tex.version = texture->m_version; } return i; } } GLuint texId; glGenTextures(1, &texId); glBindTexture(GL_TEXTURE_2D, texId); SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888); // Why are the colors backwarsd? if (!surf) { return NO_TEXTURE_ID; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels); SDL_DestroySurface(surf); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 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; AddTextureDestroyCallback(i, texture); return i; } } m_textures.push_back({texture, texture->m_version, texId}); AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture); return (Uint32) (m_textures.size() - 1); } DWORD OpenGL15Renderer::GetWidth() { return m_width; } DWORD OpenGL15Renderer::GetHeight() { return m_height; } void OpenGL15Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) { halDesc->dcmColorModel = D3DCOLORMODEL::RGB; halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH; halDesc->dwDeviceZBufferBitDepth = DDBD_24; // Todo add support for other depths helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32; halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE; halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND; halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR; memset(helDesc, 0, sizeof(D3DDEVICEDESC)); } const char* OpenGL15Renderer::GetName() { return "OpenGL 1.5 HAL"; } HRESULT OpenGL15Renderer::BeginFrame(const D3DRMMATRIX4D& viewMatrix) { if (!DDBackBuffer) { return DDERR_GENERIC; } memcpy(m_viewMatrix, viewMatrix, sizeof(D3DRMMATRIX4D)); SDL_GL_MakeCurrent(DDWindow, m_context); glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); glViewport(0, 0, m_width, m_height); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 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); // Setup lights glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); 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}; GLfloat pos[4]; 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); glLightfv(lightId, GL_SPECULAR, col); 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(); // Projection and view glMatrixMode(GL_PROJECTION); glLoadMatrixf(&m_projection[0][0]); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); return DD_OK; } void OpenGL15Renderer::SubmitDraw( const D3DRMVERTEX* vertices, const size_t vertexCount, const DWORD* indices, const size_t indexCount, const D3DRMMATRIX4D& worldMatrix, const Matrix3x3& normalMatrix, const Appearance& appearance ) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); D3DRMMATRIX4D mvMatrix; MultiplyMatrix(mvMatrix, worldMatrix, m_viewMatrix); glLoadMatrixf(&mvMatrix[0][0]); glEnable(GL_NORMALIZE); std::vector newVertices; std::vector newIndices; if (appearance.flat) { glShadeModel(GL_FLAT); // FIXME move this to a one time mesh upload stage FlattenSurfaces( vertices, vertexCount, indices, indexCount, appearance.textureId != NO_TEXTURE_ID, newVertices, newIndices ); } else { glShadeModel(GL_SMOOTH); newVertices.assign(vertices, vertices + vertexCount); newIndices.assign(indices, indices + indexCount); } // Bind texture if present std::vector texcoords; if (appearance.textureId != NO_TEXTURE_ID) { auto& tex = m_textures[appearance.textureId]; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tex.glTextureId); glEnableClientState(GL_TEXTURE_COORD_ARRAY); texcoords.resize(newVertices.size()); std::transform(newVertices.begin(), newVertices.end(), texcoords.begin(), [](const D3DRMVERTEX& v) { return v.texCoord; }); } else { glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a); float shininess = appearance.shininess; glMaterialf(GL_FRONT, GL_SHININESS, shininess); if (shininess != 0.0f) { GLfloat whiteSpec[] = {shininess, shininess, shininess, shininess}; glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec); } else { GLfloat noSpec[] = {0.0f, 0.0f, 0.0f, 0.0f}; glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec); } std::vector positions; positions.resize(newVertices.size()); std::transform(newVertices.begin(), newVertices.end(), positions.begin(), [](const D3DRMVERTEX& v) { return v.position; }); std::vector normals; normals.resize(newVertices.size()); std::transform(newVertices.begin(), newVertices.end(), normals.begin(), [](const D3DRMVERTEX& v) { return v.normal; }); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, positions.data()); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, 0, normals.data()); if (appearance.textureId != NO_TEXTURE_ID) { glTexCoordPointer(2, GL_FLOAT, 0, texcoords.data()); } // Draw triangles glDrawElements(GL_TRIANGLES, static_cast(newIndices.size()), GL_UNSIGNED_INT, newIndices.data()); glPopMatrix(); } HRESULT OpenGL15Renderer::FinalizeFrame() { glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Composite onto SDL backbuffer SDL_BlitSurface(m_renderedImage, nullptr, DDBackBuffer, nullptr); return DD_OK; }