mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-13 03:01:16 +00:00
718 lines
21 KiB
C++
718 lines
21 KiB
C++
#include "d3drmrenderer_opengles2.h"
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#include "meshutils.h"
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <string>
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static GLuint CompileShader(GLenum type, const char* source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glDeleteShader(shader);
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SDL_Log("CompileShader (%s)", SDL_GetError());
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return 0;
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}
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return shader;
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}
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struct SceneLightGLES2 {
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float color[4];
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float position[4];
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float direction[4];
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};
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Direct3DRMRenderer* OpenGLES2Renderer::Create(DWORD width, DWORD height)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_Window* window = DDWindow;
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bool testWindow = false;
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if (!window) {
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window = SDL_CreateWindow("OpenGL ES 2.0 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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testWindow = true;
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}
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GLContext context = SDL_GL_CreateContext(window);
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if (!context) {
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return nullptr;
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}
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if (!SDL_GL_MakeCurrent(window, context)) {
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return nullptr;
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}
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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const char* vertexShaderSource = R"(
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attribute vec3 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_texCoord;
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uniform mat4 u_modelViewMatrix;
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uniform mat3 u_normalMatrix;
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uniform mat4 u_projectionMatrix;
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varying vec3 v_viewPos;
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varying vec3 v_normal;
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varying vec2 v_texCoord;
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void main() {
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vec4 viewPos = u_modelViewMatrix * vec4(a_position, 1.0);
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gl_Position = u_projectionMatrix * viewPos;
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v_viewPos = viewPos.xyz;
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v_normal = normalize(u_normalMatrix * a_normal);
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v_texCoord = a_texCoord;
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}
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)";
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const char* fragmentShaderSource = R"(
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precision mediump float;
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struct SceneLight {
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vec4 color;
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vec4 position;
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vec4 direction;
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};
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uniform SceneLight u_lights[3];
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uniform int u_lightCount;
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varying vec3 v_viewPos;
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varying vec3 v_normal;
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varying vec2 v_texCoord;
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uniform float u_shininess;
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uniform vec4 u_color;
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uniform int u_useTexture;
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uniform sampler2D u_texture;
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void main() {
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vec3 diffuse = vec3(0.0);
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vec3 specular = vec3(0.0);
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for (int i = 0; i < 3; ++i) {
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if (i >= u_lightCount) break;
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vec3 lightColor = u_lights[i].color.rgb;
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if (u_lights[i].position.w == 0.0 && u_lights[i].direction.w == 0.0) {
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diffuse += lightColor;
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continue;
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}
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vec3 lightVec;
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if (u_lights[i].direction.w == 1.0) {
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lightVec = -normalize(u_lights[i].direction.xyz);
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}
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else {
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lightVec = u_lights[i].position.xyz - v_viewPos;
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}
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lightVec = normalize(lightVec);
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float dotNL = max(dot(v_normal, lightVec), 0.0);
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if (dotNL > 0.0) {
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// Diffuse contribution
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diffuse += dotNL * lightColor;
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// Specular
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if (u_shininess > 0.0 && u_lights[i].direction.w == 1.0) {
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vec3 viewVec = normalize(-v_viewPos); // Assuming camera at origin
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vec3 H = normalize(lightVec + viewVec);
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float dotNH = max(dot(v_normal, H), 0.0);
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float spec = pow(dotNH, u_shininess);
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specular += spec * lightColor;
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}
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}
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}
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vec4 finalColor = u_color;
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finalColor.rgb = clamp(diffuse * u_color.rgb + specular, 0.0, 1.0);
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if (u_useTexture != 0) {
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vec4 texel = texture2D(u_texture, v_texCoord);
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finalColor.rgb = clamp(texel.rgb * finalColor.rgb, 0.0, 1.0);
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finalColor.a = texel.a;
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}
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gl_FragColor = finalColor;
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}
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)";
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GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShaderSource);
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GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vs);
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glAttachShader(shaderProgram, fs);
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glBindAttribLocation(shaderProgram, 0, "a_position");
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glBindAttribLocation(shaderProgram, 1, "a_normal");
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glBindAttribLocation(shaderProgram, 2, "a_texCoord");
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glLinkProgram(shaderProgram);
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glDeleteShader(vs);
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glDeleteShader(fs);
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return new OpenGLES2Renderer(width, height, context, shaderProgram);
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}
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OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext context, GLuint shaderProgram)
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: m_context(context), m_shaderProgram(shaderProgram)
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{
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m_width = width;
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m_height = height;
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m_virtualWidth = width;
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m_virtualHeight = height;
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m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
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}
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OpenGLES2Renderer::~OpenGLES2Renderer()
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{
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SDL_DestroySurface(m_renderedImage);
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glDeleteProgram(m_shaderProgram);
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}
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void OpenGLES2Renderer::PushLights(const SceneLight* lightsArray, size_t count)
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{
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if (count > 3) {
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SDL_Log("Unsupported number of lights (%d)", static_cast<int>(count));
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count = 3;
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}
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m_lights.assign(lightsArray, lightsArray + count);
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}
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void OpenGLES2Renderer::SetFrustumPlanes(const Plane* frustumPlanes)
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{
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}
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void OpenGLES2Renderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
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{
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memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
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}
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struct TextureDestroyContextGLS2 {
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OpenGLES2Renderer* renderer;
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Uint32 textureId;
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};
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void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
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{
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auto* ctx = new TextureDestroyContextGLS2{this, id};
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texture->AddDestroyCallback(
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[](IDirect3DRMObject* obj, void* arg) {
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auto* ctx = static_cast<TextureDestroyContextGLS2*>(arg);
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auto& cache = ctx->renderer->m_textures[ctx->textureId];
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if (cache.glTextureId != 0) {
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glDeleteTextures(1, &cache.glTextureId);
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cache.glTextureId = 0;
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cache.texture = nullptr;
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}
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delete ctx;
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},
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ctx
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);
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}
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Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
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{
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auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
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auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
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for (Uint32 i = 0; i < m_textures.size(); ++i) {
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auto& tex = m_textures[i];
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if (tex.texture == texture) {
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if (tex.version != texture->m_version) {
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glDeleteTextures(1, &tex.glTextureId);
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glGenTextures(1, &tex.glTextureId);
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glBindTexture(GL_TEXTURE_2D, tex.glTextureId);
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SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
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if (!surf) {
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return NO_TEXTURE_ID;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
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SDL_DestroySurface(surf);
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tex.version = texture->m_version;
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}
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return i;
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}
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}
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GLuint texId;
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
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if (!surf) {
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return NO_TEXTURE_ID;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
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for (Uint32 i = 0; i < m_textures.size(); ++i) {
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auto& tex = m_textures[i];
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if (!tex.texture) {
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tex.texture = texture;
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tex.version = texture->m_version;
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tex.glTextureId = texId;
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tex.width = surf->w;
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tex.height = surf->h;
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AddTextureDestroyCallback(i, texture);
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return i;
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}
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}
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m_textures.push_back({texture, texture->m_version, texId, (uint16_t) surf->w, (uint16_t) surf->h});
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SDL_DestroySurface(surf);
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AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture);
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return (Uint32) (m_textures.size() - 1);
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}
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GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup)
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{
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GLES2MeshCacheEntry cache{&meshGroup, meshGroup.version};
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cache.flat = meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT;
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std::vector<D3DRMVERTEX> vertices;
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if (cache.flat) {
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FlattenSurfaces(
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meshGroup.vertices.data(),
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meshGroup.vertices.size(),
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meshGroup.indices.data(),
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meshGroup.indices.size(),
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meshGroup.texture != nullptr,
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vertices,
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cache.indices
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);
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}
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else {
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vertices = meshGroup.vertices;
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cache.indices.resize(meshGroup.indices.size());
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std::transform(meshGroup.indices.begin(), meshGroup.indices.end(), cache.indices.begin(), [](DWORD index) {
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return static_cast<uint16_t>(index);
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});
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}
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std::vector<TexCoord> texcoords;
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if (meshGroup.texture) {
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texcoords.resize(vertices.size());
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std::transform(vertices.begin(), vertices.end(), texcoords.begin(), [](const D3DRMVERTEX& v) {
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return v.texCoord;
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});
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}
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std::vector<D3DVECTOR> positions(vertices.size());
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std::transform(vertices.begin(), vertices.end(), positions.begin(), [](const D3DRMVERTEX& v) {
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return v.position;
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});
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std::vector<D3DVECTOR> normals(vertices.size());
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std::transform(vertices.begin(), vertices.end(), normals.begin(), [](const D3DRMVERTEX& v) { return v.normal; });
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glGenBuffers(1, &cache.vboPositions);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboPositions);
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glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(D3DVECTOR), positions.data(), GL_STATIC_DRAW);
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glGenBuffers(1, &cache.vboNormals);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboNormals);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(D3DVECTOR), normals.data(), GL_STATIC_DRAW);
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if (meshGroup.texture) {
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glGenBuffers(1, &cache.vboTexcoords);
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glBindBuffer(GL_ARRAY_BUFFER, cache.vboTexcoords);
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glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(TexCoord), texcoords.data(), GL_STATIC_DRAW);
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}
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glGenBuffers(1, &cache.ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache.ibo);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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cache.indices.size() * sizeof(cache.indices[0]),
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cache.indices.data(),
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GL_STATIC_DRAW
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);
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return cache;
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}
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struct GLES2MeshDestroyContext {
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OpenGLES2Renderer* renderer;
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Uint32 id;
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};
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void OpenGLES2Renderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh)
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{
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auto* ctx = new GLES2MeshDestroyContext{this, id};
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mesh->AddDestroyCallback(
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[](IDirect3DRMObject*, void* arg) {
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auto* ctx = static_cast<GLES2MeshDestroyContext*>(arg);
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auto& cache = ctx->renderer->m_meshs[ctx->id];
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cache.meshGroup = nullptr;
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glDeleteBuffers(1, &cache.vboPositions);
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glDeleteBuffers(1, &cache.vboNormals);
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glDeleteBuffers(1, &cache.vboTexcoords);
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glDeleteBuffers(1, &cache.ibo);
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delete ctx;
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},
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ctx
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);
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}
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Uint32 OpenGLES2Renderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup)
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{
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for (Uint32 i = 0; i < m_meshs.size(); ++i) {
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auto& cache = m_meshs[i];
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if (cache.meshGroup == meshGroup) {
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if (cache.version != meshGroup->version) {
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cache = std::move(GLES2UploadMesh(*meshGroup));
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}
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return i;
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}
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}
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auto newCache = GLES2UploadMesh(*meshGroup);
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for (Uint32 i = 0; i < m_meshs.size(); ++i) {
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auto& cache = m_meshs[i];
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if (!cache.meshGroup) {
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cache = std::move(newCache);
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AddMeshDestroyCallback(i, mesh);
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return i;
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}
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}
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m_meshs.push_back(std::move(newCache));
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AddMeshDestroyCallback((Uint32) (m_meshs.size() - 1), mesh);
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return (Uint32) (m_meshs.size() - 1);
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}
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void OpenGLES2Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
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{
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halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
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halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
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halDesc->dwDeviceZBufferBitDepth = DDBD_16;
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const char* extensions = (const char*) glGetString(GL_EXTENSIONS);
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if (extensions) {
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if (strstr(extensions, "GL_OES_depth24")) {
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halDesc->dwDeviceZBufferBitDepth |= DDBD_24;
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}
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if (strstr(extensions, "GL_OES_depth32")) {
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halDesc->dwDeviceZBufferBitDepth |= DDBD_32;
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}
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}
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helDesc->dwDeviceRenderBitDepth = DDBD_32;
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halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
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halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
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halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
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memset(helDesc, 0, sizeof(D3DDEVICEDESC));
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}
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const char* OpenGLES2Renderer::GetName()
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{
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return "OpenGL ES 2.0 HAL";
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}
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HRESULT OpenGLES2Renderer::BeginFrame()
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{
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m_dirty = true;
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glUseProgram(m_shaderProgram);
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SceneLightGLES2 lightData[3];
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int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
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for (int i = 0; i < lightCount; ++i) {
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const auto& src = m_lights[i];
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lightData[i].color[0] = src.color.r;
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lightData[i].color[1] = src.color.g;
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lightData[i].color[2] = src.color.b;
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lightData[i].color[3] = src.color.a;
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lightData[i].position[0] = src.position.x;
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lightData[i].position[1] = src.position.y;
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lightData[i].position[2] = src.position.z;
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lightData[i].position[3] = src.positional;
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lightData[i].direction[0] = src.direction.x;
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lightData[i].direction[1] = src.direction.y;
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lightData[i].direction[2] = src.direction.z;
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lightData[i].direction[3] = src.directional;
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}
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for (int i = 0; i < lightCount; ++i) {
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std::string base = "u_lights[" + std::to_string(i) + "]";
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glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".color").c_str()), 1, lightData[i].color);
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glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".position").c_str()), 1, lightData[i].position);
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glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".direction").c_str()), 1, lightData[i].direction);
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}
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glUniform1i(glGetUniformLocation(m_shaderProgram, "u_lightCount"), lightCount);
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return DD_OK;
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}
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void OpenGLES2Renderer::EnableTransparency()
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_FALSE);
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}
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void OpenGLES2Renderer::SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& modelViewMatrix,
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const D3DRMMATRIX4D& worldMatrix,
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const D3DRMMATRIX4D& viewMatrix,
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const Matrix3x3& normalMatrix,
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const Appearance& appearance
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)
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{
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auto& mesh = m_meshs[meshId];
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glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"), 1, GL_FALSE, &modelViewMatrix[0][0]);
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glUniformMatrix3fv(glGetUniformLocation(m_shaderProgram, "u_normalMatrix"), 1, GL_FALSE, &normalMatrix[0][0]);
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glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"), 1, GL_FALSE, &m_projection[0][0]);
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glUniform4f(
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glGetUniformLocation(m_shaderProgram, "u_color"),
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appearance.color.r / 255.0f,
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appearance.color.g / 255.0f,
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appearance.color.b / 255.0f,
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appearance.color.a / 255.0f
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);
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glUniform1f(glGetUniformLocation(m_shaderProgram, "u_shininess"), appearance.shininess);
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if (appearance.textureId != NO_TEXTURE_ID) {
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glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_textures[appearance.textureId].glTextureId);
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glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else {
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glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
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GLint posLoc = glGetAttribLocation(m_shaderProgram, "a_position");
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glEnableVertexAttribArray(posLoc);
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glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals);
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GLint normLoc = glGetAttribLocation(m_shaderProgram, "a_normal");
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glEnableVertexAttribArray(normLoc);
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glVertexAttribPointer(normLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
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if (appearance.textureId != NO_TEXTURE_ID) {
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glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords);
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glEnableVertexAttribArray(texLoc);
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glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
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glDisableVertexAttribArray(posLoc);
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glDisableVertexAttribArray(normLoc);
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glDisableVertexAttribArray(texLoc);
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}
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HRESULT OpenGLES2Renderer::FinalizeFrame()
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{
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glUseProgram(0);
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return DD_OK;
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}
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void OpenGLES2Renderer::Resize(int width, int height, const ViewportTransform& viewportTransform)
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{
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m_width = width;
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m_height = height;
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m_viewportTransform = viewportTransform;
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SDL_DestroySurface(m_renderedImage);
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m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
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glViewport(0, 0, m_width, m_height);
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}
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void OpenGLES2Renderer::Clear(float r, float g, float b)
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{
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m_dirty = true;
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glClearColor(r, g, b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void OpenGLES2Renderer::Flip()
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{
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if (m_dirty) {
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SDL_GL_SwapWindow(DDWindow);
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m_dirty = false;
|
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}
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}
|
|
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void CreateOrthoMatrix(float left, float right, float bottom, float top, D3DRMMATRIX4D& outMatrix)
|
|
{
|
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float near = -1.0f;
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float far = 1.0f;
|
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float rl = right - left;
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float tb = top - bottom;
|
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float fn = far - near;
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outMatrix[0][0] = 2.0f / rl;
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outMatrix[0][1] = 0.0f;
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outMatrix[0][2] = 0.0f;
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outMatrix[0][3] = 0.0f;
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|
|
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outMatrix[1][0] = 0.0f;
|
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outMatrix[1][1] = 2.0f / tb;
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|
outMatrix[1][2] = 0.0f;
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|
outMatrix[1][3] = 0.0f;
|
|
|
|
outMatrix[2][0] = 0.0f;
|
|
outMatrix[2][1] = 0.0f;
|
|
outMatrix[2][2] = -2.0f / fn;
|
|
outMatrix[2][3] = 0.0f;
|
|
|
|
outMatrix[3][0] = -(right + left) / rl;
|
|
outMatrix[3][1] = -(top + bottom) / tb;
|
|
outMatrix[3][2] = -(far + near) / fn;
|
|
outMatrix[3][3] = 1.0f;
|
|
}
|
|
|
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void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
|
|
{
|
|
m_dirty = true;
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
glUseProgram(m_shaderProgram);
|
|
|
|
float color[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
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glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].color"), 1, color);
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glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].position"), 1, blank);
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|
glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].direction"), 1, blank);
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glUniform1i(glGetUniformLocation(m_shaderProgram, "u_lightCount"), 1);
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|
|
|
glUniform4f(glGetUniformLocation(m_shaderProgram, "u_color"), 1.0f, 1.0f, 1.0f, 1.0f);
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|
glUniform1f(glGetUniformLocation(m_shaderProgram, "u_shininess"), 0.0f);
|
|
|
|
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;
|
|
|
|
D3DRMMATRIX4D projection;
|
|
CreateOrthoMatrix(left, right, bottom, top, projection);
|
|
|
|
D3DRMMATRIX4D identity = {{1.f, 0.f, 0.f, 0.f}, {0.f, 1.f, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
|
|
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"), 1, GL_FALSE, &identity[0][0]);
|
|
glUniformMatrix3fv(glGetUniformLocation(m_shaderProgram, "u_normalMatrix"), 1, GL_FALSE, &identity[0][0]);
|
|
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"), 1, GL_FALSE, &projection[0][0]);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1);
|
|
const GLES2TextureCacheEntry& texture = m_textures[textureId];
|
|
glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
|
|
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
float texW = texture.width;
|
|
float texH = texture.height;
|
|
|
|
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 = static_cast<float>(dstRect.x);
|
|
float y1 = static_cast<float>(dstRect.y);
|
|
float x2 = x1 + dstRect.w;
|
|
float y2 = y1 + dstRect.h;
|
|
|
|
GLfloat vertices[] = {x1, y1, u1, v1, x2, y1, u2, v1, x1, y2, u1, v2, x2, y2, u2, v2};
|
|
|
|
GLint posLoc = glGetAttribLocation(m_shaderProgram, "a_position");
|
|
GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
|
|
|
|
glEnableVertexAttribArray(posLoc);
|
|
glEnableVertexAttribArray(texLoc);
|
|
|
|
glVertexAttribPointer(posLoc, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), vertices);
|
|
glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), vertices + 2);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glDisableVertexAttribArray(posLoc);
|
|
glDisableVertexAttribArray(texLoc);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glUseProgram(0);
|
|
}
|
|
|
|
void OpenGLES2Renderer::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<int>(m_viewportTransform.offsetX),
|
|
static_cast<int>(m_viewportTransform.offsetY),
|
|
static_cast<int>(target->w * m_viewportTransform.scale),
|
|
static_cast<int>(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);
|
|
}
|