#include // must come after GLEW #include "d3drmrenderer_opengl1.h" #include "ddraw_impl.h" #include "ddsurface_impl.h" #include "mathutils.h" #include "meshutils.h" #include #include #include #include Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height) { 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); SDL_Window* window = DDWindow; bool testWindow = false; if (!window) { window = SDL_CreateWindow("OpenGL 1.1 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL); if (!window) { SDL_Log("SDL_CreateWindow: %s", SDL_GetError()); return nullptr; } testWindow = true; } SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GLContext context = SDL_GL_CreateContext(window); if (!context) { SDL_Log("SDL_GL_CreateContext: %s", SDL_GetError()); if (testWindow) { SDL_DestroyWindow(window); } return nullptr; } if (!SDL_GL_MakeCurrent(window, context)) { SDL_Log("SDL_GL_MakeCurrent: %s", SDL_GetError()); if (testWindow) { SDL_DestroyWindow(window); } return nullptr; } GLenum err = glewInit(); if (err != GLEW_OK) { SDL_Log("glewInit: %s", glewGetErrorString(err)); if (testWindow) { SDL_DestroyWindow(window); } return nullptr; } glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CW); if (testWindow) { SDL_DestroyWindow(window); } 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); m_useVBOs = GLEW_ARB_vertex_buffer_object; } OpenGL1Renderer::~OpenGL1Renderer() { SDL_DestroySurface(m_renderedImage); } 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) { glDeleteTextures(1, &cache.glTextureId); cache.glTextureId = 0; cache.texture = nullptr; } delete ctx; }, ctx ); } Uint32 OpenGL1Renderer::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_RGBA32); if (!surf) { return NO_TEXTURE_ID; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels); SDL_DestroySurface(surf); 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_RGBA32); if (!surf) { return NO_TEXTURE_ID; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels); SDL_DestroySurface(surf); 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); } 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 v.texCoord; }); } cache.positions.resize(vertices.size()); std::transform(vertices.begin(), vertices.end(), cache.positions.begin(), [](const D3DRMVERTEX& v) { return v.position; }); cache.normals.resize(vertices.size()); std::transform(vertices.begin(), vertices.end(), cache.normals.begin(), [](const D3DRMVERTEX& v) { return v.normal; }); if (useVBOs) { glGenBuffers(1, &cache.vboPositions); glBindBuffer(GL_ARRAY_BUFFER, cache.vboPositions); glBufferData( GL_ARRAY_BUFFER, cache.positions.size() * sizeof(D3DVECTOR), cache.positions.data(), GL_STATIC_DRAW ); glGenBuffers(1, &cache.vboNormals); glBindBuffer(GL_ARRAY_BUFFER, cache.vboNormals); glBufferData(GL_ARRAY_BUFFER, cache.normals.size() * sizeof(D3DVECTOR), cache.normals.data(), GL_STATIC_DRAW); if (meshGroup.texture) { glGenBuffers(1, &cache.vboTexcoords); glBindBuffer(GL_ARRAY_BUFFER, cache.vboTexcoords); glBufferData( GL_ARRAY_BUFFER, cache.texcoords.size() * sizeof(TexCoord), cache.texcoords.data(), GL_STATIC_DRAW ); } glGenBuffers(1, &cache.ibo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache.ibo); glBufferData( GL_ELEMENT_ARRAY_BUFFER, cache.indices.size() * sizeof(cache.indices[0]), cache.indices.data(), GL_STATIC_DRAW ); } 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; if (ctx->renderer->m_useVBOs) { glDeleteBuffers(1, &cache.vboPositions); glDeleteBuffers(1, &cache.vboNormals); glDeleteBuffers(1, &cache.vboTexcoords); glDeleteBuffers(1, &cache.ibo); } 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); } void OpenGL1Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) { 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; memset(helDesc, 0, sizeof(D3DDEVICEDESC)); } const char* OpenGL1Renderer::GetName() { return "OpenGL 1.1 HAL"; } HRESULT OpenGL1Renderer::BeginFrame() { m_dirty = true; glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // 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); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); // 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}; 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); if (l.directional == 1.0f) { glLightfv(lightId, GL_SPECULAR, col); } else { const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f}; glLightfv(lightId, GL_SPECULAR, black); } GLfloat pos[4]; 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 OpenGL1Renderer::EnableTransparency() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(GL_FALSE); } 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]; glLoadMatrixf(&modelViewMatrix[0][0]); glEnable(GL_NORMALIZE); glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a); if (appearance.shininess != 0.0f) { GLfloat whiteSpec[] = {1.f, 1.f, 1.f, 1.f}; glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec); glMaterialf(GL_FRONT, GL_SHININESS, appearance.shininess); } else { GLfloat noSpec[] = {0.0f, 0.0f, 0.0f, 0.0f}; glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec); glMaterialf(GL_FRONT, GL_SHININESS, 0.0f); } if (mesh.flat) { glShadeModel(GL_FLAT); } else { glShadeModel(GL_SMOOTH); } // Bind texture if present if (appearance.textureId != NO_TEXTURE_ID) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); auto& tex = m_textures[appearance.textureId]; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tex.glTextureId); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } else { glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); if (m_useVBOs) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions); glVertexPointer(3, GL_FLOAT, 0, nullptr); glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals); glNormalPointer(GL_FLOAT, 0, nullptr); if (appearance.textureId != NO_TEXTURE_ID) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords); glTexCoordPointer(2, GL_FLOAT, 0, nullptr); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo); glDrawElements(GL_TRIANGLES, static_cast(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } else { glVertexPointer(3, GL_FLOAT, 0, mesh.positions.data()); glNormalPointer(GL_FLOAT, 0, mesh.normals.data()); if (appearance.textureId != NO_TEXTURE_ID) { glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords.data()); } glDrawElements(GL_TRIANGLES, static_cast(mesh.indices.size()), GL_UNSIGNED_SHORT, mesh.indices.data()); } glPopMatrix(); } 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); glViewport(0, 0, m_width, m_height); } void OpenGL1Renderer::Clear(float r, float g, float b) { m_dirty = true; glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glClearColor(r, g, b, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } 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; glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); 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; glOrtho(left, right, bottom, top, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glDisable(GL_LIGHTING); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_textures[textureId].glTextureId); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GLint boundTexture = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture); GLfloat texW, texH; glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &texW); glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &texH); float u1 = srcRect.x / texW; float v1 = srcRect.y / texH; float u2 = (srcRect.x + srcRect.w) / texW; float v2 = (srcRect.y + srcRect.h) / texH; float x1 = (float) dstRect.x; float y1 = (float) dstRect.y; float x2 = x1 + dstRect.w; float y2 = y1 + dstRect.h; glBegin(GL_QUADS); glTexCoord2f(u1, v1); glVertex2f(x1, y1); glTexCoord2f(u2, v1); glVertex2f(x2, y1); glTexCoord2f(u2, v2); glVertex2f(x2, y2); glTexCoord2f(u1, v2); glVertex2f(x1, y2); glEnd(); // Restore state glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); } void OpenGL1Renderer::Download(SDL_Surface* target) { glFinish(); glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels); 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); }