isle-portable/miniwin/src/d3drm/backends/opengl15/renderer.cpp
2025-06-09 04:56:29 +02:00

414 lines
11 KiB
C++

#include "d3drmrenderer_opengl15.h"
#include "ddraw_impl.h"
#include "ddsurface_impl.h"
#include "mathutils.h"
#include "meshutils.h"
#include <GL/glew.h>
#include <algorithm>
#include <cstring>
#include <vector>
Direct3DRMRenderer* OpenGL15Renderer::Create(DWORD width, DWORD height)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_Window* window = DDWindow;
bool testWindow = false;
if (!window) {
window = SDL_CreateWindow("OpenGL 1.5 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
testWindow = true;
}
SDL_GLContext context = SDL_GL_CreateContext(window);
if (!context) {
if (testWindow) {
SDL_DestroyWindow(window);
}
return nullptr;
}
SDL_GL_MakeCurrent(window, context);
GLenum err = glewInit();
if (err != GLEW_OK) {
if (testWindow) {
SDL_DestroyWindow(window);
}
return nullptr;
}
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
// Setup FBO
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Create color texture
GLuint colorTex;
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
// Create depth renderbuffer
GLuint depthRb;
glGenRenderbuffers(1, &depthRb);
glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return nullptr;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (testWindow) {
SDL_DestroyWindow(window);
}
return new OpenGL15Renderer(width, height, context, fbo, colorTex, depthRb);
}
OpenGL15Renderer::OpenGL15Renderer(
int width,
int height,
SDL_GLContext context,
GLuint fbo,
GLuint colorTex,
GLuint depthRb
)
: m_width(width), m_height(height), m_context(context), m_fbo(fbo), m_colorTex(colorTex), m_depthRb(depthRb)
{
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_ABGR8888);
}
OpenGL15Renderer::~OpenGL15Renderer()
{
if (m_renderedImage) {
SDL_DestroySurface(m_renderedImage);
}
}
void OpenGL15Renderer::PushLights(const SceneLight* lightsArray, size_t count)
{
m_lights.assign(lightsArray, lightsArray + count);
}
void OpenGL15Renderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
{
memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
m_projection[1][1] *= -1.0f; // OpenGL is upside down
}
struct TextureDestroyContextGL {
OpenGL15Renderer* renderer;
Uint32 textureId;
};
void OpenGL15Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
{
auto* ctx = new TextureDestroyContextGL{this, id};
texture->AddDestroyCallback(
[](IDirect3DRMObject* obj, void* arg) {
auto* ctx = static_cast<TextureDestroyContextGL*>(arg);
auto& cache = ctx->renderer->m_textures[ctx->textureId];
if (cache.glTextureId != 0) {
glDeleteTextures(1, &cache.glTextureId);
cache.glTextureId = 0;
cache.texture = nullptr;
}
delete ctx;
},
ctx
);
}
Uint32 OpenGL15Renderer::GetTextureId(IDirect3DRMTexture* iTexture)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (tex.texture == texture) {
if (tex.version != texture->m_version) {
glDeleteTextures(1, &tex.glTextureId);
glGenTextures(1, &tex.glTextureId);
glBindTexture(GL_TEXTURE_2D, tex.glTextureId);
SDL_Surface* surf =
SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888); // Why are the colors backwarsd?
if (!surf) {
return NO_TEXTURE_ID;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
SDL_DestroySurface(surf);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
tex.version = texture->m_version;
}
return i;
}
}
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
SDL_Surface* surf =
SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888); // Why are the colors backwarsd?
if (!surf) {
return NO_TEXTURE_ID;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
SDL_DestroySurface(surf);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (!tex.texture) {
tex.texture = texture;
tex.version = texture->m_version;
tex.glTextureId = texId;
AddTextureDestroyCallback(i, texture);
return i;
}
}
m_textures.push_back({texture, texture->m_version, texId});
AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture);
return (Uint32) (m_textures.size() - 1);
}
DWORD OpenGL15Renderer::GetWidth()
{
return m_width;
}
DWORD OpenGL15Renderer::GetHeight()
{
return m_height;
}
void OpenGL15Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
{
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_24; // Todo add support for other depths
helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
memset(helDesc, 0, sizeof(D3DDEVICEDESC));
}
const char* OpenGL15Renderer::GetName()
{
return "OpenGL 1.5 HAL";
}
HRESULT OpenGL15Renderer::BeginFrame(const D3DRMMATRIX4D& viewMatrix)
{
if (!DDBackBuffer) {
return DDERR_GENERIC;
}
memcpy(m_viewMatrix, viewMatrix, sizeof(D3DRMMATRIX4D));
SDL_GL_MakeCurrent(DDWindow, m_context);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, m_width, m_height);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 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);
// Setup lights
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
int lightIdx = 0;
for (const auto& l : m_lights) {
if (lightIdx > 7) {
break;
}
GLenum lightId = GL_LIGHT0 + lightIdx++;
const FColor& c = l.color;
GLfloat col[4] = {c.r, c.g, c.b, c.a};
GLfloat pos[4];
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);
glLightfv(lightId, GL_SPECULAR, col);
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();
// Projection and view
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&m_projection[0][0]);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
return DD_OK;
}
void OpenGL15Renderer::SubmitDraw(
const D3DRMVERTEX* vertices,
const size_t vertexCount,
const DWORD* indices,
const size_t indexCount,
const D3DRMMATRIX4D& worldMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
D3DRMMATRIX4D mvMatrix;
MultiplyMatrix(mvMatrix, worldMatrix, m_viewMatrix);
glLoadMatrixf(&mvMatrix[0][0]);
glEnable(GL_NORMALIZE);
std::vector<D3DRMVERTEX> newVertices;
std::vector<DWORD> newIndices;
if (appearance.flat) {
glShadeModel(GL_FLAT);
// FIXME move this to a one time mesh upload stage
FlattenSurfaces(
vertices,
vertexCount,
indices,
indexCount,
appearance.textureId != NO_TEXTURE_ID,
newVertices,
newIndices
);
}
else {
glShadeModel(GL_SMOOTH);
newVertices.assign(vertices, vertices + vertexCount);
newIndices.assign(indices, indices + indexCount);
}
// Bind texture if present
std::vector<TexCoord> texcoords;
if (appearance.textureId != NO_TEXTURE_ID) {
auto& tex = m_textures[appearance.textureId];
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex.glTextureId);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
texcoords.resize(newVertices.size());
std::transform(newVertices.begin(), newVertices.end(), texcoords.begin(), [](const D3DRMVERTEX& v) {
return v.texCoord;
});
}
else {
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a);
float shininess = appearance.shininess;
glMaterialf(GL_FRONT, GL_SHININESS, shininess);
if (shininess != 0.0f) {
GLfloat whiteSpec[] = {shininess, shininess, shininess, shininess};
glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec);
}
else {
GLfloat noSpec[] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec);
}
std::vector<D3DVECTOR> positions;
positions.resize(newVertices.size());
std::transform(newVertices.begin(), newVertices.end(), positions.begin(), [](const D3DRMVERTEX& v) {
return v.position;
});
std::vector<D3DVECTOR> normals;
normals.resize(newVertices.size());
std::transform(newVertices.begin(), newVertices.end(), normals.begin(), [](const D3DRMVERTEX& v) {
return v.normal;
});
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, positions.data());
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, normals.data());
if (appearance.textureId != NO_TEXTURE_ID) {
glTexCoordPointer(2, GL_FLOAT, 0, texcoords.data());
}
// Draw triangles
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(newIndices.size()), GL_UNSIGNED_INT, newIndices.data());
glPopMatrix();
}
HRESULT OpenGL15Renderer::FinalizeFrame()
{
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Composite onto SDL backbuffer
SDL_BlitSurface(m_renderedImage, nullptr, DDBackBuffer, nullptr);
return DD_OK;
}