mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-11 18:41:14 +00:00
357 lines
8.9 KiB
C++
357 lines
8.9 KiB
C++
// This file cannot include any minwin headers.
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#include "actual.h"
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#include "structs.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_opengl.h>
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#include <algorithm>
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#include <cstring>
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#include <vector>
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// GL extension API functions.
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bool g_useVBOs;
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PFNGLGENBUFFERSPROC mwglGenBuffers;
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PFNGLBINDBUFFERPROC mwglBindBuffer;
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PFNGLBUFFERDATAPROC mwglBufferData;
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PFNGLDELETEBUFFERSPROC mwglDeleteBuffers;
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void GL11_InitState()
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{
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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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}
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void GL11_LoadExtensions()
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{
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g_useVBOs = SDL_GL_ExtensionSupported("GL_ARB_vertex_buffer_object");
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if (g_useVBOs) {
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// Load the required GL function pointers.
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mwglGenBuffers = (PFNGLGENBUFFERSPROC) SDL_GL_GetProcAddress("glGenBuffersARB");
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mwglBindBuffer = (PFNGLBINDBUFFERPROC) SDL_GL_GetProcAddress("glBindBufferARB");
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mwglBufferData = (PFNGLBUFFERDATAPROC) SDL_GL_GetProcAddress("glBufferDataARB");
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mwglDeleteBuffers = (PFNGLDELETEBUFFERSPROC) SDL_GL_GetProcAddress("glDeleteBuffersARB");
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}
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}
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void GL11_DestroyTexture(GLuint texId)
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{
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glDeleteTextures(1, &texId);
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}
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GLuint GL11_UploadTextureData(void* pixels, int width, int height, bool isUi)
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{
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GLuint texId;
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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if (isUi) {
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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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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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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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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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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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return texId;
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}
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void GL11_UploadMesh(GLMeshCacheEntry& cache, bool hasTexture)
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{
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if (g_useVBOs) {
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mwglGenBuffers(1, &cache.vboPositions);
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mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboPositions);
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mwglBufferData(
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GL_ARRAY_BUFFER_ARB,
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cache.positions.size() * sizeof(GL11_BridgeVector),
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cache.positions.data(),
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GL_STATIC_DRAW_ARB
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);
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mwglGenBuffers(1, &cache.vboNormals);
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mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboNormals);
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mwglBufferData(
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GL_ARRAY_BUFFER_ARB,
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cache.normals.size() * sizeof(GL11_BridgeVector),
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cache.normals.data(),
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GL_STATIC_DRAW_ARB
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);
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if (hasTexture) {
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mwglGenBuffers(1, &cache.vboTexcoords);
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mwglBindBuffer(GL_ARRAY_BUFFER_ARB, cache.vboTexcoords);
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mwglBufferData(
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GL_ARRAY_BUFFER_ARB,
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cache.texcoords.size() * sizeof(GL11_BridgeTexCoord),
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cache.texcoords.data(),
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GL_STATIC_DRAW_ARB
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);
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}
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mwglGenBuffers(1, &cache.ibo);
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mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, cache.ibo);
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mwglBufferData(
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GL_ELEMENT_ARRAY_BUFFER_ARB,
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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_ARB
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);
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}
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}
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void GL11_DestroyMesh(GLMeshCacheEntry& cache)
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{
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if (g_useVBOs) {
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mwglDeleteBuffers(1, &cache.vboPositions);
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mwglDeleteBuffers(1, &cache.vboNormals);
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mwglDeleteBuffers(1, &cache.vboTexcoords);
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mwglDeleteBuffers(1, &cache.ibo);
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}
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}
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void GL11_BeginFrame(const Matrix4x4* projection)
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{
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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// Disable all lights and reset global ambient
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for (int i = 0; i < 8; ++i) {
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glDisable(GL_LIGHT0 + i);
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}
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const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zeroAmbient);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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// Projection and view
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((const GLfloat*) projection);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void GL11_UploadLight(int lightIdx, GL11_BridgeSceneLight* l)
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{
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// Setup light
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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GLenum lightId = GL_LIGHT0 + lightIdx++;
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const FColor& c = l->color;
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GLfloat col[4] = {c.r, c.g, c.b, c.a};
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const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
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if (l->positional == 0.f && l->directional == 0.f) {
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// Ambient light only
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glLightfv(lightId, GL_AMBIENT, col);
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const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
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glLightfv(lightId, GL_DIFFUSE, black);
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glLightfv(lightId, GL_SPECULAR, black);
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const GLfloat dummyPos[4] = {0.f, 0.f, 1.f, 0.f};
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glLightfv(lightId, GL_POSITION, dummyPos);
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}
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else {
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glLightfv(lightId, GL_AMBIENT, zeroAmbient);
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glLightfv(lightId, GL_DIFFUSE, col);
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if (l->directional == 1.0f) {
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glLightfv(lightId, GL_SPECULAR, col);
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}
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else {
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const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
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glLightfv(lightId, GL_SPECULAR, black);
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}
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GLfloat pos[4];
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if (l->directional == 1.f) {
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pos[0] = -l->direction.x;
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pos[1] = -l->direction.y;
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pos[2] = -l->direction.z;
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pos[3] = 0.f;
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}
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else {
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pos[0] = l->position.x;
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pos[1] = l->position.y;
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pos[2] = l->position.z;
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pos[3] = 1.f;
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}
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glLightfv(lightId, GL_POSITION, pos);
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}
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glEnable(lightId);
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glPopMatrix();
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}
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void GL11_EnableTransparency()
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_FALSE);
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}
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#define NO_TEXTURE_ID 0xffffffff
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void GL11_SubmitDraw(
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GLMeshCacheEntry& mesh,
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const Matrix4x4& modelViewMatrix,
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const Appearance& appearance,
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GLuint texId
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{
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glLoadMatrixf(&modelViewMatrix[0][0]);
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glEnable(GL_NORMALIZE);
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a);
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if (appearance.shininess != 0.0f) {
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GLfloat whiteSpec[] = {1.f, 1.f, 1.f, 1.f};
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glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec);
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glMaterialf(GL_FRONT, GL_SHININESS, appearance.shininess);
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}
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else {
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GLfloat noSpec[] = {0.0f, 0.0f, 0.0f, 0.0f};
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glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec);
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glMaterialf(GL_FRONT, GL_SHININESS, 0.0f);
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}
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if (mesh.flat) {
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glShadeModel(GL_FLAT);
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}
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else {
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glShadeModel(GL_SMOOTH);
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}
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// Bind texture if present
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if (appearance.textureId != NO_TEXTURE_ID) {
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texId);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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else {
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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if (g_useVBOs) {
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mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboPositions);
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glVertexPointer(3, GL_FLOAT, 0, nullptr);
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mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboNormals);
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glNormalPointer(GL_FLOAT, 0, nullptr);
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if (appearance.textureId != NO_TEXTURE_ID) {
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mwglBindBuffer(GL_ARRAY_BUFFER_ARB, mesh.vboTexcoords);
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glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
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}
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mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh.ibo);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
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mwglBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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mwglBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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}
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else {
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glVertexPointer(3, GL_FLOAT, 0, mesh.positions.data());
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glNormalPointer(GL_FLOAT, 0, mesh.normals.data());
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if (appearance.textureId != NO_TEXTURE_ID) {
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glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords.data());
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}
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, mesh.indices.data());
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}
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glPopMatrix();
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}
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void GL11_Resize(int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void GL11_Clear(float r, float g, float b)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glClearColor(r, g, b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void GL11_Draw2DImage(
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GLTextureCacheEntry& cache,
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const SDL_Rect& srcRect,
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const SDL_Rect& dstRect,
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float left,
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float right,
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float bottom,
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float top
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)
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{
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(left, right, bottom, top, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, cache.glTextureId);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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float u1 = srcRect.x / cache.width;
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float v1 = srcRect.y / cache.height;
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float u2 = (srcRect.x + srcRect.w) / cache.width;
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float v2 = (srcRect.y + srcRect.h) / cache.height;
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float x1 = (float) dstRect.x;
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float y1 = (float) dstRect.y;
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float x2 = x1 + dstRect.w;
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float y2 = y1 + dstRect.h;
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glBegin(GL_QUADS);
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glTexCoord2f(u1, v1);
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glVertex2f(x1, y1);
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glTexCoord2f(u2, v1);
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glVertex2f(x2, y1);
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glTexCoord2f(u2, v2);
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glVertex2f(x2, y2);
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glTexCoord2f(u1, v2);
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glVertex2f(x1, y2);
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glEnd();
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// Restore state
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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}
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void GL11_Download(SDL_Surface* target)
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{
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glFinish();
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glReadPixels(0, 0, target->w, target->h, GL_RGBA, GL_UNSIGNED_BYTE, target->pixels);
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}
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