mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-12 02:41:14 +00:00
851 lines
26 KiB
C++
851 lines
26 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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// 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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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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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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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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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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return new OpenGLES2Renderer(width, height, context, shaderProgram);
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}
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GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup, bool forceUV = false)
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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 || forceUV,
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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 || forceUV) {
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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 || forceUV) {
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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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bool UploadTexture(SDL_Surface* source, GLuint& outTexId, bool isUI)
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{
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SDL_Surface* surf = source;
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if (source->format != SDL_PIXELFORMAT_RGBA32) {
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surf = SDL_ConvertSurface(source, SDL_PIXELFORMAT_RGBA32);
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if (!surf) {
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return false;
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}
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}
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glGenTextures(1, &outTexId);
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glBindTexture(GL_TEXTURE_2D, outTexId);
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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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if (isUI) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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_NEAREST);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (strstr((const char*) glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic")) {
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GLfloat maxAniso = 0.0f;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
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GLfloat desiredAniso = fminf(8.0f, maxAniso);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, desiredAniso);
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}
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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if (surf != source) {
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SDL_DestroySurface(surf);
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}
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return true;
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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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glGenFramebuffers(1, &m_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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m_virtualWidth = width;
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m_virtualHeight = height;
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ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f};
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Resize(width, height, viewportTransform);
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SDL_Surface* dummySurface = SDL_CreateSurface(1, 1, SDL_PIXELFORMAT_RGBA32);
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if (!dummySurface) {
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SDL_Log("Failed to create surface: %s", SDL_GetError());
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return;
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}
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if (!SDL_LockSurface(dummySurface)) {
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SDL_Log("Failed to lock surface: %s", SDL_GetError());
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SDL_DestroySurface(dummySurface);
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return;
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}
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((Uint32*) dummySurface->pixels)[0] = 0xFFFFFFFF;
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SDL_UnlockSurface(dummySurface);
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UploadTexture(dummySurface, m_dummyTexture, false);
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if (!m_dummyTexture) {
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SDL_DestroySurface(dummySurface);
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SDL_Log("Failed to create surface: %s", SDL_GetError());
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return;
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}
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SDL_DestroySurface(dummySurface);
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m_uiMesh.vertices = {
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{{0.0f, 0.0f, 0.0f}, {0, 0, -1}, {0.0f, 0.0f}},
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{{1.0f, 0.0f, 0.0f}, {0, 0, -1}, {1.0f, 0.0f}},
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{{1.0f, 1.0f, 0.0f}, {0, 0, -1}, {1.0f, 1.0f}},
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{{0.0f, 1.0f, 0.0f}, {0, 0, -1}, {0.0f, 1.0f}}
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};
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m_uiMesh.indices = {0, 1, 2, 0, 2, 3};
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m_uiMeshCache = GLES2UploadMesh(m_uiMesh, true);
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m_posLoc = glGetAttribLocation(m_shaderProgram, "a_position");
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m_normLoc = glGetAttribLocation(m_shaderProgram, "a_normal");
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m_texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
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m_colorLoc = glGetUniformLocation(m_shaderProgram, "u_color");
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m_shinLoc = glGetUniformLocation(m_shaderProgram, "u_shininess");
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m_lightCountLoc = glGetUniformLocation(m_shaderProgram, "u_lightCount");
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m_useTextureLoc = glGetUniformLocation(m_shaderProgram, "u_useTexture");
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m_textureLoc = glGetUniformLocation(m_shaderProgram, "u_texture");
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for (int i = 0; i < 3; ++i) {
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std::string base = "u_lights[" + std::to_string(i) + "]";
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u_lightLocs[i][0] = glGetUniformLocation(m_shaderProgram, (base + ".color").c_str());
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u_lightLocs[i][1] = glGetUniformLocation(m_shaderProgram, (base + ".position").c_str());
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u_lightLocs[i][2] = glGetUniformLocation(m_shaderProgram, (base + ".direction").c_str());
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}
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m_modelViewMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix");
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m_normalMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_normalMatrix");
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m_projectionMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_projectionMatrix");
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glUseProgram(m_shaderProgram);
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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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SDL_GL_DestroyContext(m_context);
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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, bool isUI, float scaleX, float scaleY)
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{
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SDL_GL_MakeCurrent(DDWindow, m_context);
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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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if (UploadTexture(surface->m_surface, tex.glTextureId, isUI)) {
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tex.version = texture->m_version;
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}
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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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if (!UploadTexture(surface->m_surface, texId, isUI)) {
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return NO_TEXTURE_ID;
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}
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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(
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{texture, texture->m_version, texId, (uint16_t) surface->m_surface->w, (uint16_t) surface->m_surface->h}
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);
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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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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) {
|
|
cache = std::move(GLES2UploadMesh(*meshGroup));
|
|
}
|
|
return i;
|
|
}
|
|
}
|
|
|
|
auto newCache = GLES2UploadMesh(*meshGroup);
|
|
|
|
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 OpenGLES2Renderer::BeginFrame()
|
|
{
|
|
SDL_GL_MakeCurrent(DDWindow, m_context);
|
|
m_dirty = true;
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
SceneLightGLES2 lightData[3];
|
|
int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
|
|
|
|
for (int i = 0; i < lightCount; ++i) {
|
|
const auto& src = m_lights[i];
|
|
lightData[i].color[0] = src.color.r;
|
|
lightData[i].color[1] = src.color.g;
|
|
lightData[i].color[2] = src.color.b;
|
|
lightData[i].color[3] = src.color.a;
|
|
|
|
lightData[i].position[0] = src.position.x;
|
|
lightData[i].position[1] = src.position.y;
|
|
lightData[i].position[2] = src.position.z;
|
|
lightData[i].position[3] = src.positional;
|
|
|
|
lightData[i].direction[0] = src.direction.x;
|
|
lightData[i].direction[1] = src.direction.y;
|
|
lightData[i].direction[2] = src.direction.z;
|
|
lightData[i].direction[3] = src.directional;
|
|
}
|
|
|
|
for (int i = 0; i < lightCount; ++i) {
|
|
glUniform4fv(u_lightLocs[i][0], 1, lightData[i].color);
|
|
glUniform4fv(u_lightLocs[i][1], 1, lightData[i].position);
|
|
glUniform4fv(u_lightLocs[i][2], 1, lightData[i].direction);
|
|
}
|
|
glUniform1i(m_lightCountLoc, lightCount);
|
|
return DD_OK;
|
|
}
|
|
|
|
void OpenGLES2Renderer::EnableTransparency()
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthMask(GL_FALSE);
|
|
}
|
|
|
|
void OpenGLES2Renderer::SubmitDraw(
|
|
DWORD meshId,
|
|
const D3DRMMATRIX4D& modelViewMatrix,
|
|
const D3DRMMATRIX4D& worldMatrix,
|
|
const D3DRMMATRIX4D& viewMatrix,
|
|
const Matrix3x3& normalMatrix,
|
|
const Appearance& appearance
|
|
)
|
|
{
|
|
auto& mesh = m_meshs[meshId];
|
|
|
|
glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
|
|
glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &normalMatrix[0][0]);
|
|
glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &m_projection[0][0]);
|
|
|
|
glUniform4f(
|
|
m_colorLoc,
|
|
appearance.color.r / 255.0f,
|
|
appearance.color.g / 255.0f,
|
|
appearance.color.b / 255.0f,
|
|
appearance.color.a / 255.0f
|
|
);
|
|
|
|
glUniform1f(m_shinLoc, appearance.shininess);
|
|
|
|
if (appearance.textureId != NO_TEXTURE_ID) {
|
|
glUniform1i(m_useTextureLoc, 1);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, m_textures[appearance.textureId].glTextureId);
|
|
glUniform1i(m_textureLoc, 0);
|
|
}
|
|
else {
|
|
glUniform1i(m_useTextureLoc, 0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
|
|
glUniform1i(m_textureLoc, 0);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
|
|
glEnableVertexAttribArray(m_posLoc);
|
|
glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals);
|
|
glEnableVertexAttribArray(m_normLoc);
|
|
glVertexAttribPointer(m_normLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
|
|
if (appearance.textureId != NO_TEXTURE_ID) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords);
|
|
glEnableVertexAttribArray(m_texLoc);
|
|
glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
}
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo);
|
|
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
|
|
|
|
glDisableVertexAttribArray(m_normLoc);
|
|
glDisableVertexAttribArray(m_texLoc);
|
|
}
|
|
|
|
HRESULT OpenGLES2Renderer::FinalizeFrame()
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
void OpenGLES2Renderer::Resize(int width, int height, const ViewportTransform& viewportTransform)
|
|
{
|
|
SDL_GL_MakeCurrent(DDWindow, m_context);
|
|
m_width = width;
|
|
m_height = height;
|
|
m_viewportTransform = viewportTransform;
|
|
if (m_renderedImage) {
|
|
SDL_DestroySurface(m_renderedImage);
|
|
}
|
|
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
|
|
|
// Create color texture
|
|
glGenTextures(1, &m_colorTarget);
|
|
glBindTexture(GL_TEXTURE_2D, m_colorTarget);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorTarget, 0);
|
|
|
|
// Create depth renderbuffer
|
|
glGenRenderbuffers(1, &m_depthTarget);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, m_depthTarget);
|
|
|
|
if (SDL_GL_ExtensionSupported("GL_OES_depth24")) {
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, width, height);
|
|
}
|
|
else if (SDL_GL_ExtensionSupported("GL_OES_depth32")) {
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32_OES, width, height);
|
|
}
|
|
else {
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
|
|
}
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthTarget);
|
|
|
|
glViewport(0, 0, m_width, m_height);
|
|
}
|
|
|
|
void OpenGLES2Renderer::Clear(float r, float g, float b)
|
|
{
|
|
SDL_GL_MakeCurrent(DDWindow, m_context);
|
|
m_dirty = true;
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_TRUE);
|
|
glClearColor(r, g, b, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
void OpenGLES2Renderer::Flip()
|
|
{
|
|
SDL_GL_MakeCurrent(DDWindow, m_context);
|
|
if (!m_dirty) {
|
|
return;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glFrontFace(GL_CCW);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
glUniform1f(m_shinLoc, 0.0f);
|
|
|
|
float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
glUniform4fv(u_lightLocs[0][0], 1, ambient);
|
|
glUniform4fv(u_lightLocs[0][1], 1, blank);
|
|
glUniform4fv(u_lightLocs[0][2], 1, blank);
|
|
glUniform1i(m_lightCountLoc, 1);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, m_colorTarget);
|
|
glUniform1i(m_textureLoc, 0);
|
|
glUniform1i(m_useTextureLoc, 1);
|
|
|
|
D3DRMMATRIX4D projection;
|
|
D3DRMMATRIX4D modelViewMatrix = {
|
|
{(float) m_width, 0.0f, 0.0f, 0.0f},
|
|
{0.0f, (float) -m_height, 0.0f, 0.0f},
|
|
{0.0f, 0.0f, 1.0f, 0.0f},
|
|
{0.0f, (float) m_height, 0.0f, 1.0f}
|
|
};
|
|
glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
|
|
Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
|
|
glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]);
|
|
CreateOrthographicProjection((float) m_width, (float) m_height, projection);
|
|
glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
|
|
glEnableVertexAttribArray(m_posLoc);
|
|
glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
|
|
glEnableVertexAttribArray(m_texLoc);
|
|
glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
|
|
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
|
|
|
|
glDisableVertexAttribArray(m_texLoc);
|
|
|
|
SDL_GL_SwapWindow(DDWindow);
|
|
glFrontFace(GL_CW);
|
|
m_dirty = false;
|
|
}
|
|
|
|
void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
|
|
{
|
|
SDL_GL_MakeCurrent(DDWindow, m_context);
|
|
m_dirty = true;
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
glUniform4fv(u_lightLocs[0][0], 1, ambient);
|
|
glUniform4fv(u_lightLocs[0][1], 1, blank);
|
|
glUniform4fv(u_lightLocs[0][2], 1, blank);
|
|
glUniform1i(m_lightCountLoc, 1);
|
|
|
|
glUniform4f(m_colorLoc, color.r, color.g, color.b, color.a);
|
|
glUniform1f(m_shinLoc, 0.0f);
|
|
|
|
SDL_Rect expandedDstRect;
|
|
if (textureId != NO_TEXTURE_ID) {
|
|
const GLES2TextureCacheEntry& texture = m_textures[textureId];
|
|
float scaleX = static_cast<float>(dstRect.w) / srcRect.w;
|
|
float scaleY = static_cast<float>(dstRect.h) / srcRect.h;
|
|
expandedDstRect = {
|
|
static_cast<int>(std::round(dstRect.x - srcRect.x * scaleX)),
|
|
static_cast<int>(std::round(dstRect.y - srcRect.y * scaleY)),
|
|
static_cast<int>(std::round(texture.width * scaleX)),
|
|
static_cast<int>(std::round(texture.height * scaleY))
|
|
};
|
|
|
|
glUniform1i(m_useTextureLoc, 1);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
|
|
glUniform1i(m_textureLoc, 0);
|
|
}
|
|
else {
|
|
expandedDstRect = dstRect;
|
|
glUniform1i(m_useTextureLoc, 0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
|
|
glUniform1i(m_textureLoc, 0);
|
|
}
|
|
|
|
D3DRMMATRIX4D modelView, projection;
|
|
Create2DTransformMatrix(
|
|
expandedDstRect,
|
|
m_viewportTransform.scale,
|
|
m_viewportTransform.offsetX,
|
|
m_viewportTransform.offsetY,
|
|
modelView
|
|
);
|
|
|
|
glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelView[0][0]);
|
|
Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
|
|
glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]);
|
|
CreateOrthographicProjection((float) m_width, (float) m_height, projection);
|
|
glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(
|
|
static_cast<int>(std::round(dstRect.x * m_viewportTransform.scale + m_viewportTransform.offsetX)),
|
|
m_height - static_cast<int>(
|
|
std::round((dstRect.y + dstRect.h) * m_viewportTransform.scale + m_viewportTransform.offsetY)
|
|
),
|
|
static_cast<int>(std::round(dstRect.w * m_viewportTransform.scale)),
|
|
static_cast<int>(std::round(dstRect.h * m_viewportTransform.scale))
|
|
);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
|
|
glEnableVertexAttribArray(m_posLoc);
|
|
glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
|
|
glEnableVertexAttribArray(m_texLoc);
|
|
glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
|
|
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
|
|
|
|
glDisableVertexAttribArray(m_texLoc);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
void OpenGLES2Renderer::Download(SDL_Surface* target)
|
|
{
|
|
glFinish();
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
|
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);
|
|
}
|
|
|
|
void OpenGLES2Renderer::SetDither(bool dither)
|
|
{
|
|
if (dither) {
|
|
glEnable(GL_DITHER);
|
|
}
|
|
else {
|
|
glDisable(GL_DITHER);
|
|
}
|
|
}
|