#include "d3drmrenderer_opengl15.h" #include "ddraw_impl.h" #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_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::SetBackbuffer(SDL_Surface* surface) { m_backbuffer = surface; } void OpenGL15Renderer::PushVertices(const PositionColorVertex* verts, size_t count) { m_vertices.assign(verts, verts + count); } void OpenGL15Renderer::PushLights(const SceneLight* lightsArray, size_t count) { m_lights.assign(lightsArray, lightsArray + count); } void OpenGL15Renderer::SetProjection(D3DRMMATRIX4D perspective, D3DVALUE front, D3DVALUE back) { memcpy(&m_projection, perspective, sizeof(D3DRMMATRIX4D)); m_projection[1][1] *= -1.0f; // OpenGL is upside down } Uint32 OpenGL15Renderer::GetTextureId(IDirect3DRMTexture* texture) { return NO_TEXTURE_ID; // Stub } 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_16 | 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 Renderer"; } HRESULT OpenGL15Renderer::Render() { if (!m_backbuffer) { return DDERR_GENERIC; } 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(); // Render geometry glBegin(GL_TRIANGLES); for (const auto& v : m_vertices) { glColor4ub(v.colors.r, v.colors.g, v.colors.b, v.colors.a); glNormal3f(v.normals.x, v.normals.y, v.normals.z); glTexCoord2f(v.texCoord.u, v.texCoord.v); // Set per-vertex specular material glMaterialf(GL_FRONT, GL_SHININESS, v.shininess); if (v.shininess != 0.0f) { GLfloat whiteSpec[] = {v.shininess, v.shininess, v.shininess, v.shininess}; glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec); } else { GLfloat noSpec[] = {0.f, 0.f, 0.f, 1.f}; glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec); } glVertex3f(v.position.x, v.position.y, v.position.z); } glEnd(); 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, m_backbuffer, nullptr); return DD_OK; }