mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-11 18:41:14 +00:00
122 lines
3.7 KiB
C++
122 lines
3.7 KiB
C++
#pragma once
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#include "d3drmrenderer.h"
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#include "d3drmtexture_impl.h"
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#include "ddraw_impl.h"
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#include <GLES3/gl3.h>
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#include <SDL3/SDL.h>
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#include <vector>
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DEFINE_GUID(OpenGLES3_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04);
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struct GLES3TextureCacheEntry {
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IDirect3DRMTexture* texture;
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Uint32 version;
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GLuint glTextureId;
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uint16_t width;
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uint16_t height;
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};
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struct GLES3MeshCacheEntry {
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const MeshGroup* meshGroup;
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int version;
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bool flat;
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std::vector<uint16_t> indices;
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GLuint vboPositions;
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GLuint vboNormals;
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GLuint vboTexcoords;
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GLuint ibo;
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GLuint vao;
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};
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class OpenGLES3Renderer : public Direct3DRMRenderer {
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public:
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static Direct3DRMRenderer* Create(DWORD width, DWORD height, DWORD msaaSamples);
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OpenGLES3Renderer(DWORD width, DWORD height, DWORD msaaSamples, SDL_GLContext context, GLuint shaderProgram);
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~OpenGLES3Renderer() override;
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void PushLights(const SceneLight* lightsArray, size_t count) override;
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void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
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void SetFrustumPlanes(const Plane* frustumPlanes) override;
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Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUI, float scaleX, float scaleY) override;
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Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
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HRESULT BeginFrame() override;
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void EnableTransparency() override;
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void 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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) override;
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HRESULT FinalizeFrame() override;
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void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
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void Clear(float r, float g, float b) override;
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void Flip() override;
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void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
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void Download(SDL_Surface* target) override;
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void SetDither(bool dither) override;
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private:
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void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
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void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
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GLES3MeshCacheEntry GLES3UploadMesh(const MeshGroup& meshGroup, bool forceUV = false);
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MeshGroup m_uiMesh;
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GLES3MeshCacheEntry m_uiMeshCache;
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std::vector<GLES3TextureCacheEntry> m_textures;
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std::vector<GLES3MeshCacheEntry> m_meshs;
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D3DRMMATRIX4D m_projection;
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SDL_Surface* m_renderedImage = nullptr;
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bool m_dirty = false;
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std::vector<SceneLight> m_lights;
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SDL_GLContext m_context;
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uint32_t m_msaa;
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GLuint m_fbo;
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GLuint m_resolveFBO;
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GLuint m_colorTarget;
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GLuint m_resolveColor = 0;
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GLuint m_depthTarget;
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GLuint m_shaderProgram;
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GLuint m_dummyTexture;
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GLint m_posLoc;
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GLint m_normLoc;
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GLint m_texLoc;
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GLint m_colorLoc;
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GLint m_shinLoc;
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GLint m_lightCountLoc;
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GLint m_useTextureLoc;
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GLint m_textureLoc;
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GLint u_lightLocs[3][3];
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GLint m_modelViewMatrixLoc;
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GLint m_normalMatrixLoc;
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GLint m_projectionMatrixLoc;
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ViewportTransform m_viewportTransform;
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};
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inline static void OpenGLES3Renderer_EnumDevice(const IDirect3DMiniwin* d3d, LPD3DENUMDEVICESCALLBACK cb, void* ctx)
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{
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Direct3DRMRenderer* device = OpenGLES3Renderer::Create(640, 480, d3d->GetMSAASamples());
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if (!device) {
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return;
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}
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delete device;
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D3DDEVICEDESC halDesc = {};
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halDesc.dcmColorModel = D3DCOLOR_RGB;
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halDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
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halDesc.dwDeviceZBufferBitDepth = DDBD_24;
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halDesc.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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D3DDEVICEDESC helDesc = {};
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EnumDevice(cb, ctx, "OpenGL ES 3.0 HAL", &halDesc, &helDesc, OpenGLES3_GUID);
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}
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