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David Gow e87184b502
Fix the OpenGL backends on non-glx Linux platforms (and remove GLEW dependency) (#446)
* Work around issues with depth-buffer size on EGL-based platforms

The OpenGL 1.1 and OpenGL ES 2.0 backends can break on EGL-based platforms,
such as Wayland, or X11 with SDL_VIDEO_FORCE_EGL=1. One of the reasons for
this (the other being glew on the GL1.1 backend) is that SDL/egl get very
confused by the way we set OpenGL attributes, particularly SDL_GL_DEPTH_SIZE,
resulting in SDL_GL_CreateContext() failing with EGL_BAD_MATCH.

The exact cause of this is unknown, but it seems to be a combination of:
- SDL_GL_SetAttribute() is supposed to be called _before_ the window is
  created, and we're calling it afterward.
- Creating several test windows during the enumeration process, mixing
  and matching between OpenGL and OpenGL ES profiles.

The "most correct" solution is probably to delay creating the game window
until the backend creation process, rather than before the enumeration
occurs. But that's a real refactor, which could cause other issues.

Instead, set the 24-bit bit depth (which we've hardcoded anyway) before
creating the window, and use SDL_GL_ResetAttributes() when creating backends.

This seems to work here in all of the cases I was able to try (modulo the GLEW
dependency, which is removed in the next patch).

* miniwin: Remove GLEW dependency for OpenGL 1.1

GLEW normally backs directly onto glXGetProcAddress on Linux, which is broken
on non-GLX setups, such as Wayland (but also X11 with EGL, and presumably KMSDRM).

Replace it with manual calls to SDL_GL_GetProcAddress() for the VBO path.

Note, however, that SDL_opengl.h includes "windows.h", so conflicts with the
miniwin implementation, which breaks builds on windows.

In order to work around this, we do what the Direct3D9 implementation does and
push all of the OpenGL calls to a separate file, actual.cpp.

Going forward, it may make sense to load _all_ OpenGL entry points via SDL,
which would allow us to avoid linking directly with libGL/libOpenGL, and
therefore eliminate the separate build dependency altogether, as well as
allowing more runtime configurability as to the OpenGL library to load.

(But that's definitely a bit uglier, and also useful very rarely.)
2025-06-29 17:47:09 +02:00
.github/workflows Fix the OpenGL backends on non-glx Linux platforms (and remove GLEW dependency) (#446) 2025-06-29 17:47:09 +02:00
3rdparty Add MA_NO_RUNTIME_LINKING (#354) 2025-06-20 23:54:49 +00:00
cmake Use reccmp as a python requirement (#1116) 2024-10-26 05:57:47 -07:00
CMake Implement DirectX 9 backend (#332) 2025-06-18 18:10:48 +02:00
CONFIG Add Launch Game button to config tool, rename executable to isle-config (#435) 2025-06-26 07:21:11 -07:00
ISLE Fix the OpenGL backends on non-glx Linux platforms (and remove GLEW dependency) (#446) 2025-06-29 17:47:09 +02:00
LEGO1 Add transition type to ini (#441) 2025-06-29 02:49:46 +02:00
miniwin Fix the OpenGL backends on non-glx Linux platforms (and remove GLEW dependency) (#446) 2025-06-29 17:47:09 +02:00
tools Add transition type to ini (#441) 2025-06-29 02:49:46 +02:00
util Emscripten port (#229) 2025-06-13 00:26:43 +02:00
.clang-format User clang-format InsertBraces instead of clang-tidy (#1059) 2024-07-04 23:35:49 +02:00
.clang-tidy Add clang-tidy readability-redundant-inline-specifier (#1060) 2024-07-05 01:06:32 +02:00
.editorconfig cmake: add beta10 target (#1163) 2024-11-22 01:08:47 +01:00
.gitattributes Convert all sources eol's to nl (#41) 2023-06-23 09:17:41 -07:00
.gitignore Create config with sane defaults if not already present (#71) 2025-05-12 17:25:16 -07:00
.gitmodules Show imgui window when starting app with --debug (#138) 2025-05-20 23:36:51 +02:00
.pylintrc (Proposal) Use alternative C4786 warning suppression (#312) 2023-12-08 06:37:44 -05:00
CMakeLists.txt Add Launch Game button to config tool, rename executable to isle-config (#435) 2025-06-26 07:21:11 -07:00
CONTRIBUTING.md merge 2024-07-04 16:09:48 -07:00
LICENSE Create LICENSE (#1497) 2025-06-24 18:00:23 +02:00
pyproject.toml Python Linting and Code Formatting (#298) 2023-11-25 13:27:42 -05:00
README.md Add reference to isle-portable to README (#1579) 2025-06-23 12:32:19 +02:00

LEGO Island, portable

Development Vlog | Contributing | Matrix | Forums | Patreon

This initiative is a portable version of LEGO Island (Version 1.1, English) based on the decompilation project. Our primary goal is to transform the codebase to achieve platform independence, thereby enhancing compatibility across various systems while preserving the original game's experience as faithfully as possible.

Please note: this project is dedicated to achieving platform independence without altering the core gameplay, adding new features, enhancing visual quality, or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project.

Status

Supported platforms

Platform Status
Windows CI
Linux CI
macOS CI
Web CI

We are actively working to support more platforms. If you have experience with a particular platform, we encourage you to contribute to isle-portable. You can find a list of ongoing efforts in our Wiki.

Library substitutions

To achieve our goal of platform independence, we need to replace any Windows-only libraries with platform-independent alternatives. This ensures that our codebase remains versatile and compatible across various systems. The following table serves as an overview of major libraries / subsystems and their chosen replacements. For any significant changes or additions, it's recommended to discuss them with the team on the Matrix chat first to ensure consistency and alignment with our project's objectives.

Library/subsystem Substitution Status
Window, Events SDL3 Remarks
Windows Registry (Configuration) libiniparser Remarks
Filesystem SDL3 Remarks
Threads, Mutexes (Synchronization) SDL3 Remarks
Keyboard/Mouse, DirectInput (Input) SDL3 Remarks
Joystick/Gamepad, DirectInput (Input) SDL3 Remarks
WinMM, DirectSound (Audio) SDL3, miniaudio Remarks
DirectDraw (2D video) SDL3 Remarks
Smacker libsmacker Remarks
Direct3D (3D video) SDL3 (Vulkan, Metal, D3D12), D3D9, OpenGL, OpenGL ES, Software Remarks
Direct3D Retained Mode Custom re-implementation Remarks
SmartHeap Default memory allocator - -

Building

This project uses the CMake build system, which allows for a high degree of versatility regarding compilers and development environments. Please refer to the GitHub action for guidance.

Usage

An existing copy of LEGO Island is required to use this project.

As it stands, the builds provided in the Releases tab are for developers; as such, they may not work properly for end-users. Work is currently ongoing to create workable release builds ready for gameplay and general use by end-users. If you are technically inclined, you may find it easiest to compile the project yourself to get it running at this current point in time.

Contributing

If you're interested in helping or contributing to this project, check out the CONTRIBUTING page.