isle-portable/miniwin/src/internal/d3drmrenderer_opengles3.h

122 lines
3.7 KiB
C++

#pragma once
#include "d3drmrenderer.h"
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include <GLES3/gl3.h>
#include <SDL3/SDL.h>
#include <vector>
DEFINE_GUID(OpenGLES3_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04);
struct GLES3TextureCacheEntry {
IDirect3DRMTexture* texture;
Uint32 version;
GLuint glTextureId;
uint16_t width;
uint16_t height;
};
struct GLES3MeshCacheEntry {
const MeshGroup* meshGroup;
int version;
bool flat;
std::vector<uint16_t> indices;
GLuint vboPositions;
GLuint vboNormals;
GLuint vboTexcoords;
GLuint ibo;
GLuint vao;
};
class OpenGLES3Renderer : public Direct3DRMRenderer {
public:
static Direct3DRMRenderer* Create(DWORD width, DWORD height, DWORD msaaSamples);
OpenGLES3Renderer(DWORD width, DWORD height, DWORD msaaSamples, SDL_GLContext context, GLuint shaderProgram);
~OpenGLES3Renderer() override;
void PushLights(const SceneLight* lightsArray, size_t count) override;
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
void SetFrustumPlanes(const Plane* frustumPlanes) override;
Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUI, float scaleX, float scaleY) override;
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
HRESULT BeginFrame() override;
void EnableTransparency() override;
void SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const D3DRMMATRIX4D& worldMatrix,
const D3DRMMATRIX4D& viewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
) override;
HRESULT FinalizeFrame() override;
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
void Download(SDL_Surface* target) override;
void SetDither(bool dither) override;
private:
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
GLES3MeshCacheEntry GLES3UploadMesh(const MeshGroup& meshGroup, bool forceUV = false);
MeshGroup m_uiMesh;
GLES3MeshCacheEntry m_uiMeshCache;
std::vector<GLES3TextureCacheEntry> m_textures;
std::vector<GLES3MeshCacheEntry> m_meshs;
D3DRMMATRIX4D m_projection;
SDL_Surface* m_renderedImage = nullptr;
bool m_dirty = false;
std::vector<SceneLight> m_lights;
SDL_GLContext m_context;
uint32_t m_msaa;
GLuint m_fbo;
GLuint m_resolveFBO;
GLuint m_colorTarget;
GLuint m_resolveColor = 0;
GLuint m_depthTarget;
GLuint m_shaderProgram;
GLuint m_dummyTexture;
GLint m_posLoc;
GLint m_normLoc;
GLint m_texLoc;
GLint m_colorLoc;
GLint m_shinLoc;
GLint m_lightCountLoc;
GLint m_useTextureLoc;
GLint m_textureLoc;
GLint u_lightLocs[3][3];
GLint m_modelViewMatrixLoc;
GLint m_normalMatrixLoc;
GLint m_projectionMatrixLoc;
ViewportTransform m_viewportTransform;
};
inline static void OpenGLES3Renderer_EnumDevice(const IDirect3DMiniwin* d3d, LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMRenderer* device = OpenGLES3Renderer::Create(640, 480, d3d->GetMSAASamples());
if (!device) {
return;
}
delete device;
D3DDEVICEDESC halDesc = {};
halDesc.dcmColorModel = D3DCOLOR_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;
D3DDEVICEDESC helDesc = {};
EnumDevice(cb, ctx, "OpenGL ES 3.0 HAL", &halDesc, &helDesc, OpenGLES3_GUID);
}