isle-portable/miniwin/src/d3drm/backends/opengl1/actual.cpp

357 lines
8.9 KiB
C++

// This file cannot include any minwin headers.
#include "actual.h"
#include "structs.h"
#include <SDL3/SDL.h>
#include <SDL3/SDL_opengl.h>
#include <algorithm>
#include <cstring>
#include <vector>
// GL extension API functions.
bool g_useVBOs;
PFNGLGENBUFFERSPROC mwglGenBuffers;
PFNGLBINDBUFFERPROC mwglBindBuffer;
PFNGLBUFFERDATAPROC mwglBufferData;
PFNGLDELETEBUFFERSPROC mwglDeleteBuffers;
void GL11_InitState()
{
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
}
void GL11_LoadExtensions()
{
g_useVBOs = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object");
if (g_useVBOs) {
// Load the required GL function pointers.
mwglGenBuffers = (PFNGLGENBUFFERSPROC) SDL_GL_GetProcAddress("glGenBuffersARB");
mwglBindBuffer = (PFNGLBINDBUFFERPROC) SDL_GL_GetProcAddress("glBindBufferARB");
mwglBufferData = (PFNGLBUFFERDATAPROC) SDL_GL_GetProcAddress("glBufferDataARB");
mwglDeleteBuffers = (PFNGLDELETEBUFFERSPROC) SDL_GL_GetProcAddress("glDeleteBuffersARB");
}
}
void GL11_DestroyTexture(GLuint texId)
{
glDeleteTextures(1, &texId);
}
GLuint GL11_UploadTextureData(void* pixels, int width, int height, bool isUi)
{
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
if (isUi) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return texId;
}
void GL11_UploadMesh(GLMeshCacheEntry& cache, bool hasTexture)
{
if (g_useVBOs) {
mwglGenBuffers(1, &cache.vboPositions);
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboPositions);
mwglBufferData(
GL_ARRAY_BUFFER_ARB,
cache.positions.size() * sizeof(GL11_BridgeVector),
cache.positions.data(),
GL_STATIC_DRAW_ARB
);
mwglGenBuffers(1, &cache.vboNormals);
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboNormals);
mwglBufferData(
GL_ARRAY_BUFFER_ARB,
cache.normals.size() * sizeof(GL11_BridgeVector),
cache.normals.data(),
GL_STATIC_DRAW_ARB
);
if (hasTexture) {
mwglGenBuffers(1, &cache.vboTexcoords);
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboTexcoords);
mwglBufferData(
GL_ARRAY_BUFFER_ARB,
cache.texcoords.size() * sizeof(GL11_BridgeTexCoord),
cache.texcoords.data(),
GL_STATIC_DRAW_ARB
);
}
mwglGenBuffers(1, &cache.ibo);
mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, cache.ibo);
mwglBufferData(
GL_ELEMENT_ARRAY_BUFFER_ARB,
cache.indices.size() * sizeof(cache.indices[0]),
cache.indices.data(),
GL_STATIC_DRAW_ARB
);
}
}
void GL11_DestroyMesh(GLMeshCacheEntry& cache)
{
if (g_useVBOs) {
mwglDeleteBuffers(1, &cache.vboPositions);
mwglDeleteBuffers(1, &cache.vboNormals);
mwglDeleteBuffers(1, &cache.vboTexcoords);
mwglDeleteBuffers(1, &cache.ibo);
}
}
void GL11_BeginFrame(const Matrix4x4* projection)
{
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
// Disable all lights and reset global ambient
for (int i = 0; i < 8; ++i) {
glDisable(GL_LIGHT0 + i);
}
const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zeroAmbient);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
// Projection and view
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((const GLfloat*) projection);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void GL11_UploadLight(int lightIdx, GL11_BridgeSceneLight* l)
{
// Setup light
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
GLenum lightId = GL_LIGHT0 + lightIdx++;
const FColor& c = l->color;
GLfloat col[4] = {c.r, c.g, c.b, c.a};
const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
if (l->positional == 0.f && l->directional == 0.f) {
// Ambient light only
glLightfv(lightId, GL_AMBIENT, col);
const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
glLightfv(lightId, GL_DIFFUSE, black);
glLightfv(lightId, GL_SPECULAR, black);
const GLfloat dummyPos[4] = {0.f, 0.f, 1.f, 0.f};
glLightfv(lightId, GL_POSITION, dummyPos);
}
else {
glLightfv(lightId, GL_AMBIENT, zeroAmbient);
glLightfv(lightId, GL_DIFFUSE, col);
if (l->directional == 1.0f) {
glLightfv(lightId, GL_SPECULAR, col);
}
else {
const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
glLightfv(lightId, GL_SPECULAR, black);
}
GLfloat pos[4];
if (l->directional == 1.f) {
pos[0] = -l->direction.x;
pos[1] = -l->direction.y;
pos[2] = -l->direction.z;
pos[3] = 0.f;
}
else {
pos[0] = l->position.x;
pos[1] = l->position.y;
pos[2] = l->position.z;
pos[3] = 1.f;
}
glLightfv(lightId, GL_POSITION, pos);
}
glEnable(lightId);
glPopMatrix();
}
void GL11_EnableTransparency()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
}
#define NO_TEXTURE_ID 0xffffffff
void GL11_SubmitDraw(
GLMeshCacheEntry& mesh,
const Matrix4x4& modelViewMatrix,
const Appearance& appearance,
GLuint texId
)
{
glLoadMatrixf(&modelViewMatrix[0][0]);
glEnable(GL_NORMALIZE);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a);
if (appearance.shininess != 0.0f) {
GLfloat whiteSpec[] = {1.f, 1.f, 1.f, 1.f};
glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec);
glMaterialf(GL_FRONT, GL_SHININESS, appearance.shininess);
}
else {
GLfloat noSpec[] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec);
glMaterialf(GL_FRONT, GL_SHININESS, 0.0f);
}
if (mesh.flat) {
glShadeModel(GL_FLAT);
}
else {
glShadeModel(GL_SMOOTH);
}
// Bind texture if present
if (appearance.textureId != NO_TEXTURE_ID) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texId);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
else {
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
if (g_useVBOs) {
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboPositions);
glVertexPointer(3, GL_FLOAT, 0, nullptr);
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboNormals);
glNormalPointer(GL_FLOAT, 0, nullptr);
if (appearance.textureId != NO_TEXTURE_ID) {
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboTexcoords);
glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
}
mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
mwglBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
else {
glVertexPointer(3, GL_FLOAT, 0, mesh.positions.data());
glNormalPointer(GL_FLOAT, 0, mesh.normals.data());
if (appearance.textureId != NO_TEXTURE_ID) {
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords.data());
}
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, mesh.indices.data());
}
glPopMatrix();
}
void GL11_Resize(int width, int height)
{
glViewport(0, 0, width, height);
}
void GL11_Clear(float r, float g, float b)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearColor(r, g, b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void GL11_Draw2DImage(
GLTextureCacheEntry& cache,
const SDL_Rect& srcRect,
const SDL_Rect& dstRect,
float left,
float right,
float bottom,
float top
)
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(left, right, bottom, top, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_LIGHTING);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, cache.glTextureId);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float u1 = srcRect.x / cache.width;
float v1 = srcRect.y / cache.height;
float u2 = (srcRect.x + srcRect.w) / cache.width;
float v2 = (srcRect.y + srcRect.h) / cache.height;
float x1 = (float) dstRect.x;
float y1 = (float) dstRect.y;
float x2 = x1 + dstRect.w;
float y2 = y1 + dstRect.h;
glBegin(GL_QUADS);
glTexCoord2f(u1, v1);
glVertex2f(x1, y1);
glTexCoord2f(u2, v1);
glVertex2f(x2, y1);
glTexCoord2f(u2, v2);
glVertex2f(x2, y2);
glTexCoord2f(u1, v2);
glVertex2f(x1, y2);
glEnd();
// Restore state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
void GL11_Download(SDL_Surface* target)
{
glFinish();
glReadPixels(0, 0, target->w, target->h, GL_RGBA, GL_UNSIGNED_BYTE, target->pixels);
}