mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-12 18:51:15 +00:00
414 lines
11 KiB
C++
414 lines
11 KiB
C++
#include "actual.h"
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#include "d3drmrenderer_opengl1.h"
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#include "ddraw_impl.h"
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#include "ddsurface_impl.h"
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#include "mathutils.h"
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#include "meshutils.h"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstring>
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#include <vector>
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static_assert(sizeof(Matrix4x4) == sizeof(D3DRMMATRIX4D), "Matrix4x4 is wrong size");
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static_assert(sizeof(GL11_BridgeVector) == sizeof(D3DVECTOR), "GL11_BridgeVector is wrong size");
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static_assert(sizeof(GL11_BridgeTexCoord) == sizeof(TexCoord), "GL11_BridgeTexCoord is wrong size");
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static_assert(sizeof(GL11_BridgeSceneLight) == sizeof(SceneLight), "GL11_BridgeSceneLight is wrong size");
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static_assert(sizeof(GL11_BridgeSceneVertex) == sizeof(D3DRMVERTEX), "GL11_BridgeSceneVertex is wrong size");
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Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height)
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{
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// We have to reset the attributes here after having enumerated the
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// OpenGL ES 2.0 renderer, or else SDL gets very confused by SDL_GL_DEPTH_SIZE
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// call below when on an EGL-based backend, and crashes with EGL_BAD_MATCH.
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SDL_GL_ResetAttributes();
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// But ResetAttributes resets it to 16.
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#ifndef __PSP__
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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#endif
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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if (!DDWindow) {
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SDL_Log("No window handler");
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return nullptr;
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}
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SDL_GLContext context = SDL_GL_CreateContext(DDWindow);
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if (!context) {
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SDL_Log("SDL_GL_CreateContext: %s", SDL_GetError());
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return nullptr;
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}
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if (!SDL_GL_MakeCurrent(DDWindow, context)) {
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SDL_GL_DestroyContext(context);
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SDL_Log("SDL_GL_MakeCurrent: %s", SDL_GetError());
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return nullptr;
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}
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GL11_InitState();
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return new OpenGL1Renderer(width, height, context);
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}
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OpenGL1Renderer::OpenGL1Renderer(DWORD width, DWORD height, SDL_GLContext context) : m_context(context)
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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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GL11_LoadExtensions();
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m_useVBOs = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object");
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m_useNPOT = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object");
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}
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OpenGL1Renderer::~OpenGL1Renderer()
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{
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SDL_DestroySurface(m_renderedImage);
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SDL_GL_DestroyContext(m_context);
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}
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void OpenGL1Renderer::PushLights(const SceneLight* lightsArray, size_t count)
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{
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if (count > 8) {
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SDL_Log("Unsupported number of lights (%d)", static_cast<int>(count));
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count = 8;
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}
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m_lights.assign(lightsArray, lightsArray + count);
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}
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void OpenGL1Renderer::SetFrustumPlanes(const Plane* frustumPlanes)
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{
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}
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void OpenGL1Renderer::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 TextureDestroyContextGL {
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OpenGL1Renderer* renderer;
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Uint32 textureId;
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};
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void OpenGL1Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
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{
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auto* ctx = new TextureDestroyContextGL{this, id};
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texture->AddDestroyCallback(
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[](IDirect3DRMObject* obj, void* arg) {
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auto* ctx = static_cast<TextureDestroyContextGL*>(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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GL11_DestroyTexture(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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static int NextPowerOfTwo(int v)
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{
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int power = 1;
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while (power < v) {
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power <<= 1;
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}
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return power;
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}
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static Uint32 UploadTextureData(SDL_Surface* src, bool useNPOT, bool isUi)
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{
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SDL_Surface* working = src;
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if (src->format != SDL_PIXELFORMAT_RGBA32) {
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working = SDL_ConvertSurface(src, SDL_PIXELFORMAT_RGBA32);
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if (!working) {
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SDL_Log("SDL_ConvertSurface failed: %s", SDL_GetError());
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return NO_TEXTURE_ID;
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}
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}
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SDL_Surface* finalSurface = working;
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// Resize to next power-of-two if needed and NPOT isn't supported
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int newW = NextPowerOfTwo(working->w);
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int newH = NextPowerOfTwo(working->h);
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if (!useNPOT && (newW != working->w || newH != working->h)) {
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SDL_Surface* resized = SDL_CreateSurface(newW, newH, working->format);
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if (!resized) {
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SDL_Log("SDL_CreateSurface (resize) failed: %s", SDL_GetError());
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if (working != src) {
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SDL_DestroySurface(working);
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}
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return NO_TEXTURE_ID;
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}
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SDL_Rect srcRect = {0, 0, working->w, working->h};
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SDL_Rect dstRect = {0, 0, newW, newH};
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SDL_BlitSurfaceScaled(working, &srcRect, resized, &dstRect, SDL_SCALEMODE_NEAREST);
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if (working != src) {
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SDL_DestroySurface(working);
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}
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finalSurface = resized;
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}
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Uint32 texId = GL11_UploadTextureData(finalSurface->pixels, finalSurface->w, finalSurface->h, isUi);
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if (finalSurface != src) {
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SDL_DestroySurface(finalSurface);
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}
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return texId;
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}
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Uint32 OpenGL1Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi)
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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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GL11_DestroyTexture(tex.glTextureId);
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tex.glTextureId = UploadTextureData(surface->m_surface, m_useNPOT, isUi);
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tex.version = texture->m_version;
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tex.width = surface->m_surface->w;
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tex.height = surface->m_surface->h;
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}
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return i;
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}
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}
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GLuint texId = UploadTextureData(surface->m_surface, m_useNPOT, isUi);
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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 = surface->m_surface->w;
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tex.height = surface->m_surface->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, surface->m_surface->w, surface->m_surface->h});
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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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GLMeshCacheEntry GLUploadMesh(const MeshGroup& meshGroup, bool useVBOs)
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{
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GLMeshCacheEntry 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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if (meshGroup.texture) {
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cache.texcoords.resize(vertices.size());
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std::transform(vertices.begin(), vertices.end(), cache.texcoords.begin(), [](const D3DRMVERTEX& v) {
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return GL11_BridgeTexCoord{v.texCoord.u, v.texCoord.v};
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});
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}
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cache.positions.resize(vertices.size());
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std::transform(vertices.begin(), vertices.end(), cache.positions.begin(), [](const D3DRMVERTEX& v) {
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return GL11_BridgeVector{v.position.x, v.position.y, v.position.z};
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});
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cache.normals.resize(vertices.size());
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std::transform(vertices.begin(), vertices.end(), cache.normals.begin(), [](const D3DRMVERTEX& v) {
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return GL11_BridgeVector{v.normal.x, v.normal.y, v.normal.z};
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});
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GL11_UploadMesh(cache, meshGroup.texture != nullptr);
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return cache;
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}
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struct GLMeshDestroyContext {
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OpenGL1Renderer* renderer;
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Uint32 id;
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};
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void OpenGL1Renderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh)
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{
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auto* ctx = new GLMeshDestroyContext{this, id};
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mesh->AddDestroyCallback(
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[](IDirect3DRMObject*, void* arg) {
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auto* ctx = static_cast<GLMeshDestroyContext*>(arg);
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auto& cache = ctx->renderer->m_meshs[ctx->id];
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cache.meshGroup = nullptr;
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GL11_DestroyMesh(cache);
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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 OpenGL1Renderer::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(GLUploadMesh(*meshGroup, m_useVBOs));
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}
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return i;
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}
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}
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auto newCache = GLUploadMesh(*meshGroup, m_useVBOs);
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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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HRESULT OpenGL1Renderer::BeginFrame()
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{
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GL11_BeginFrame((Matrix4x4*) &m_projection[0][0]);
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int lightIdx = 0;
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for (const auto& l : m_lights) {
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if (lightIdx > 7) {
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break;
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}
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GL11_UploadLight(lightIdx, (GL11_BridgeSceneLight*) &l);
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lightIdx++;
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}
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return DD_OK;
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}
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void OpenGL1Renderer::EnableTransparency()
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{
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GL11_EnableTransparency();
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}
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void OpenGL1Renderer::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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// Bind texture if present
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if (appearance.textureId != NO_TEXTURE_ID) {
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auto& tex = m_textures[appearance.textureId];
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GL11_SubmitDraw(mesh, modelViewMatrix, appearance, tex.glTextureId);
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}
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else {
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GL11_SubmitDraw(mesh, modelViewMatrix, appearance, 0);
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}
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}
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HRESULT OpenGL1Renderer::FinalizeFrame()
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{
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return DD_OK;
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}
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void OpenGL1Renderer::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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GL11_Resize(width, height);
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}
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void OpenGL1Renderer::Clear(float r, float g, float b)
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{
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m_dirty = true;
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GL11_Clear(r, g, b);
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}
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void OpenGL1Renderer::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 OpenGL1Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
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{
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m_dirty = true;
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float left = -m_viewportTransform.offsetX / m_viewportTransform.scale;
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float right = (m_width - m_viewportTransform.offsetX) / m_viewportTransform.scale;
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float top = -m_viewportTransform.offsetY / m_viewportTransform.scale;
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float bottom = (m_height - m_viewportTransform.offsetY) / m_viewportTransform.scale;
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GL11_Draw2DImage(m_textures[textureId], srcRect, dstRect, left, right, bottom, top);
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}
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void OpenGL1Renderer::Download(SDL_Surface* target)
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{
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GL11_Download(m_renderedImage);
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SDL_Rect srcRect = {
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static_cast<int>(m_viewportTransform.offsetX),
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static_cast<int>(m_viewportTransform.offsetY),
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static_cast<int>(target->w * m_viewportTransform.scale),
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static_cast<int>(target->h * m_viewportTransform.scale),
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};
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SDL_Surface* bufferClone = SDL_CreateSurface(target->w, target->h, SDL_PIXELFORMAT_RGBA32);
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if (!bufferClone) {
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SDL_Log("SDL_CreateSurface: %s", SDL_GetError());
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return;
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}
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SDL_BlitSurfaceScaled(m_renderedImage, &srcRect, bufferClone, nullptr, SDL_SCALEMODE_NEAREST);
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// Flip image vertically into target
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SDL_Rect rowSrc = {0, 0, bufferClone->w, 1};
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SDL_Rect rowDst = {0, 0, bufferClone->w, 1};
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for (int y = 0; y < bufferClone->h; ++y) {
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rowSrc.y = y;
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rowDst.y = bufferClone->h - 1 - y;
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SDL_BlitSurface(bufferClone, &rowSrc, target, &rowDst);
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}
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SDL_DestroySurface(bufferClone);
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}
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