mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-02-03 12:31:15 +00:00
258 lines
6.8 KiB
C++
258 lines
6.8 KiB
C++
#include "d3drmrenderer_opengl15.h"
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#include "ddraw_impl.h"
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#include <GL/glew.h>
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#include <cstring>
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#include <vector>
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Direct3DRMRenderer* OpenGL15Renderer::Create(DWORD width, DWORD height)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_Window* window = DDWindow;
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bool testWindow = false;
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if (!window) {
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window = SDL_CreateWindow("OpenGL 1.5 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
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testWindow = true;
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}
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SDL_GLContext context = SDL_GL_CreateContext(window);
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if (!context) {
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return nullptr;
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}
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SDL_GL_MakeCurrent(window, context);
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return nullptr;
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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// Setup FBO
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GLuint fbo;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Create color texture
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GLuint colorTex;
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glGenTextures(1, &colorTex);
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glBindTexture(GL_TEXTURE_2D, colorTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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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_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
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// Create depth renderbuffer
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GLuint depthRb;
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glGenRenderbuffers(1, &depthRb);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return nullptr;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (testWindow) {
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SDL_DestroyWindow(window);
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}
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return new OpenGL15Renderer(width, height, context, fbo, colorTex, depthRb);
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}
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OpenGL15Renderer::OpenGL15Renderer(
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int width,
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int height,
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SDL_GLContext context,
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GLuint fbo,
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GLuint colorTex,
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GLuint depthRb
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)
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: m_width(width), m_height(height), m_context(context), m_fbo(fbo), m_colorTex(colorTex), m_depthRb(depthRb)
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{
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m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_ABGR8888);
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}
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OpenGL15Renderer::~OpenGL15Renderer()
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{
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if (m_renderedImage) {
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SDL_DestroySurface(m_renderedImage);
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}
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}
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void OpenGL15Renderer::SetBackbuffer(SDL_Surface* surface)
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{
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m_backbuffer = surface;
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}
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void OpenGL15Renderer::PushVertices(const PositionColorVertex* verts, size_t count)
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{
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m_vertices.assign(verts, verts + count);
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}
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void OpenGL15Renderer::PushLights(const SceneLight* lightsArray, size_t count)
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{
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m_lights.assign(lightsArray, lightsArray + count);
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}
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void OpenGL15Renderer::SetProjection(D3DRMMATRIX4D perspective, D3DVALUE front, D3DVALUE back)
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{
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memcpy(&m_projection, perspective, sizeof(D3DRMMATRIX4D));
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m_projection[1][1] *= -1.0f; // OpenGL is upside down
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}
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Uint32 OpenGL15Renderer::GetTextureId(IDirect3DRMTexture* texture)
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{
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return NO_TEXTURE_ID; // Stub
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}
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DWORD OpenGL15Renderer::GetWidth()
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{
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return m_width;
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}
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DWORD OpenGL15Renderer::GetHeight()
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{
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return m_height;
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}
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void OpenGL15Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
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{
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halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
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halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
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halDesc->dwDeviceZBufferBitDepth = DDBD_16 | DDBD_24; // Todo add support for other depths
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helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32;
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halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
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halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
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halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
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memset(helDesc, 0, sizeof(D3DDEVICEDESC));
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}
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const char* OpenGL15Renderer::GetName()
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{
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return "OpenGL 1.5 Renderer";
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}
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HRESULT OpenGL15Renderer::Render()
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{
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if (!m_backbuffer) {
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return DDERR_GENERIC;
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}
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SDL_GL_MakeCurrent(DDWindow, m_context);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glViewport(0, 0, m_width, m_height);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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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// Setup lights
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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int lightIdx = 0;
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for (const auto& l : m_lights) {
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if (lightIdx > 7) {
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break;
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}
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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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GLfloat pos[4];
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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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glLightfv(lightId, GL_SPECULAR, col);
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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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}
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glPopMatrix();
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// Projection and view
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(&m_projection[0][0]);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// Render geometry
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glBegin(GL_TRIANGLES);
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for (const auto& v : m_vertices) {
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glColor4ub(v.colors.r, v.colors.g, v.colors.b, v.colors.a);
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glNormal3f(v.normals.x, v.normals.y, v.normals.z);
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glTexCoord2f(v.texCoord.u, v.texCoord.v);
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// Set per-vertex specular material
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glMaterialf(GL_FRONT, GL_SHININESS, v.shininess);
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if (v.shininess != 0.0f) {
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GLfloat whiteSpec[] = {v.shininess, v.shininess, v.shininess, v.shininess};
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glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec);
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}
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else {
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GLfloat noSpec[] = {0.f, 0.f, 0.f, 1.f};
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glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec);
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}
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glVertex3f(v.position.x, v.position.y, v.position.z);
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}
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glEnd();
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glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Composite onto SDL backbuffer
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SDL_BlitSurface(m_renderedImage, nullptr, m_backbuffer, nullptr);
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return DD_OK;
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}
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