isle-portable/miniwin/src/d3drm/backends/opengl1/renderer.cpp
2025-07-01 23:59:29 +02:00

414 lines
11 KiB
C++

#include "actual.h"
#include "d3drmrenderer_opengl1.h"
#include "ddraw_impl.h"
#include "ddsurface_impl.h"
#include "mathutils.h"
#include "meshutils.h"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstring>
#include <vector>
static_assert(sizeof(Matrix4x4) == sizeof(D3DRMMATRIX4D), "Matrix4x4 is wrong size");
static_assert(sizeof(GL11_BridgeVector) == sizeof(D3DVECTOR), "GL11_BridgeVector is wrong size");
static_assert(sizeof(GL11_BridgeTexCoord) == sizeof(TexCoord), "GL11_BridgeTexCoord is wrong size");
static_assert(sizeof(GL11_BridgeSceneLight) == sizeof(SceneLight), "GL11_BridgeSceneLight is wrong size");
static_assert(sizeof(GL11_BridgeSceneVertex) == sizeof(D3DRMVERTEX), "GL11_BridgeSceneVertex is wrong size");
Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
{
// We have to reset the attributes here after having enumerated the
// OpenGL ES 2.0 renderer, or else SDL gets very confused by SDL_GL_DEPTH_SIZE
// call below when on an EGL-based backend, and crashes with EGL_BAD_MATCH.
SDL_GL_ResetAttributes();
// But ResetAttributes resets it to 16.
#ifndef __PSP__
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
#endif
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);
if (!DDWindow) {
SDL_Log("No window handler");
return nullptr;
}
SDL_GLContext context = SDL_GL_CreateContext(DDWindow);
if (!context) {
SDL_Log("SDL_GL_CreateContext: %s", SDL_GetError());
return nullptr;
}
if (!SDL_GL_MakeCurrent(DDWindow, context)) {
SDL_GL_DestroyContext(context);
SDL_Log("SDL_GL_MakeCurrent: %s", SDL_GetError());
return nullptr;
}
GL11_InitState();
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);
GL11_LoadExtensions();
m_useVBOs = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object");
m_useNPOT = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object");
}
OpenGL1Renderer::~OpenGL1Renderer()
{
SDL_DestroySurface(m_renderedImage);
SDL_GL_DestroyContext(m_context);
}
void OpenGL1Renderer::PushLights(const SceneLight* lightsArray, size_t count)
{
if (count > 8) {
SDL_Log("Unsupported number of lights (%d)", static_cast<int>(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<TextureDestroyContextGL*>(arg);
auto& cache = ctx->renderer->m_textures[ctx->textureId];
if (cache.glTextureId != 0) {
GL11_DestroyTexture(cache.glTextureId);
cache.glTextureId = 0;
cache.texture = nullptr;
}
delete ctx;
},
ctx
);
}
static int NextPowerOfTwo(int v)
{
int power = 1;
while (power < v) {
power <<= 1;
}
return power;
}
static Uint32 UploadTextureData(SDL_Surface* src, bool useNPOT, bool isUi)
{
SDL_Surface* working = src;
if (src->format != SDL_PIXELFORMAT_RGBA32) {
working = SDL_ConvertSurface(src, SDL_PIXELFORMAT_RGBA32);
if (!working) {
SDL_Log("SDL_ConvertSurface failed: %s", SDL_GetError());
return NO_TEXTURE_ID;
}
}
SDL_Surface* finalSurface = working;
// Resize to next power-of-two if needed and NPOT isn't supported
int newW = NextPowerOfTwo(working->w);
int newH = NextPowerOfTwo(working->h);
if (!useNPOT && (newW != working->w || newH != working->h)) {
SDL_Surface* resized = SDL_CreateSurface(newW, newH, working->format);
if (!resized) {
SDL_Log("SDL_CreateSurface (resize) failed: %s", SDL_GetError());
if (working != src) {
SDL_DestroySurface(working);
}
return NO_TEXTURE_ID;
}
SDL_Rect srcRect = {0, 0, working->w, working->h};
SDL_Rect dstRect = {0, 0, newW, newH};
SDL_BlitSurfaceScaled(working, &srcRect, resized, &dstRect, SDL_SCALEMODE_NEAREST);
if (working != src) {
SDL_DestroySurface(working);
}
finalSurface = resized;
}
Uint32 texId = GL11_UploadTextureData(finalSurface->pixels, finalSurface->w, finalSurface->h, isUi);
if (finalSurface != src) {
SDL_DestroySurface(finalSurface);
}
return texId;
}
Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(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) {
GL11_DestroyTexture(tex.glTextureId);
tex.glTextureId = UploadTextureData(surface->m_surface, m_useNPOT, isUi);
tex.version = texture->m_version;
tex.width = surface->m_surface->w;
tex.height = surface->m_surface->h;
}
return i;
}
}
GLuint texId = UploadTextureData(surface->m_surface, m_useNPOT, isUi);
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;
tex.width = surface->m_surface->w;
tex.height = surface->m_surface->h;
AddTextureDestroyCallback(i, texture);
return i;
}
}
m_textures.push_back({texture, texture->m_version, texId, surface->m_surface->w, surface->m_surface->h});
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<D3DRMVERTEX> 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<uint16_t>(index);
});
}
if (meshGroup.texture) {
cache.texcoords.resize(vertices.size());
std::transform(vertices.begin(), vertices.end(), cache.texcoords.begin(), [](const D3DRMVERTEX& v) {
return GL11_BridgeTexCoord{v.texCoord.u, v.texCoord.v};
});
}
cache.positions.resize(vertices.size());
std::transform(vertices.begin(), vertices.end(), cache.positions.begin(), [](const D3DRMVERTEX& v) {
return GL11_BridgeVector{v.position.x, v.position.y, v.position.z};
});
cache.normals.resize(vertices.size());
std::transform(vertices.begin(), vertices.end(), cache.normals.begin(), [](const D3DRMVERTEX& v) {
return GL11_BridgeVector{v.normal.x, v.normal.y, v.normal.z};
});
GL11_UploadMesh(cache, meshGroup.texture != nullptr);
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<GLMeshDestroyContext*>(arg);
auto& cache = ctx->renderer->m_meshs[ctx->id];
cache.meshGroup = nullptr;
GL11_DestroyMesh(cache);
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);
}
HRESULT OpenGL1Renderer::BeginFrame()
{
GL11_BeginFrame((Matrix4x4*) &m_projection[0][0]);
int lightIdx = 0;
for (const auto& l : m_lights) {
if (lightIdx > 7) {
break;
}
GL11_UploadLight(lightIdx, (GL11_BridgeSceneLight*) &l);
lightIdx++;
}
return DD_OK;
}
void OpenGL1Renderer::EnableTransparency()
{
GL11_EnableTransparency();
}
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];
// Bind texture if present
if (appearance.textureId != NO_TEXTURE_ID) {
auto& tex = m_textures[appearance.textureId];
GL11_SubmitDraw(mesh, modelViewMatrix, appearance, tex.glTextureId);
}
else {
GL11_SubmitDraw(mesh, modelViewMatrix, appearance, 0);
}
}
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);
GL11_Resize(width, height);
}
void OpenGL1Renderer::Clear(float r, float g, float b)
{
m_dirty = true;
GL11_Clear(r, g, b);
}
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;
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;
GL11_Draw2DImage(m_textures[textureId], srcRect, dstRect, left, right, bottom, top);
}
void OpenGL1Renderer::Download(SDL_Surface* target)
{
GL11_Download(m_renderedImage);
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);
}