4jcraft/4J.Render/4J_Render.cpp

632 lines
19 KiB
C++

#include "4J_Render.h"
#include <cstring>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <GLFW/glfw3.h>
#include <cstdio>
#include <cmath>
C4JRender RenderManager;
static GLFWwindow *s_window = nullptr;
static int s_textureLevels = 1;
static int s_windowWidth = 1920;
static int s_windowHeight = 1080;
void C4JRender::Initialise()
{
if (!glfwInit()) {
fprintf(stderr, "[4J_Render] Failed to initialise GLFW\n");
return;
}
// opengl 2.1!!!
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
s_window = glfwCreateWindow(s_windowWidth, s_windowHeight,
"Minecraft Console Edition", nullptr, nullptr);
if (!s_window) {
fprintf(stderr, "[4J_Render] Failed to create GLFW window\n");
glfwTerminate();
return;
}
glfwMakeContextCurrent(s_window);
glfwSwapInterval(1); // vsync
// init opengl
::glEnable(GL_TEXTURE_2D);
::glEnable(GL_DEPTH_TEST);
::glDepthFunc(GL_LEQUAL);
::glClearDepth(1.0);
::glEnable(GL_ALPHA_TEST);
::glAlphaFunc(GL_GREATER, 0.1f);
::glEnable(GL_BLEND);
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
::glEnable(GL_CULL_FACE);
::glCullFace(GL_BACK);
::glShadeModel(GL_SMOOTH);
::glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
::glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
::glViewport(0, 0, s_windowWidth, s_windowHeight);
::glEnable(GL_COLOR_MATERIAL);
::glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
printf("[4J_Render] OpenGL %s | %s\n",
(const char*)::glGetString(GL_VERSION),
(const char*)::glGetString(GL_RENDERER));
fflush(stdout);
}
void C4JRender::InitialiseContext()
{
if (s_window) glfwMakeContextCurrent(s_window);
}
void C4JRender::StartFrame()
{
if (!s_window) return;
glfwGetFramebufferSize(s_window, &s_windowWidth, &s_windowHeight);
if (s_windowWidth < 1) s_windowWidth = 1;
if (s_windowHeight < 1) s_windowHeight = 1;
::glViewport(0, 0, s_windowWidth, s_windowHeight);
}
void C4JRender::Present()
{
if (!s_window) return;
::glFlush();
glfwSwapBuffers(s_window);
glfwPollEvents();
}
bool C4JRender::ShouldClose()
{
return !s_window || glfwWindowShouldClose(s_window);
}
void C4JRender::DoScreenGrabOnNextPresent() {}
void C4JRender::Clear(int flags)
{
::glClear(flags);
}
void C4JRender::SetClearColour(const float colourRGBA[4])
{
::glClearColor(colourRGBA[0], colourRGBA[1], colourRGBA[2], colourRGBA[3]);
}
bool C4JRender::IsWidescreen() { return true; }
bool C4JRender::IsHiDef() { return true; }
void C4JRender::CaptureThumbnail(ImageFileBuffer *) {}
void C4JRender::CaptureScreen(ImageFileBuffer *, XSOCIAL_PREVIEWIMAGE *) {}
void C4JRender::BeginConditionalSurvey(int) {}
void C4JRender::EndConditionalSurvey() {}
void C4JRender::BeginConditionalRendering(int){}
void C4JRender::EndConditionalRendering() {}
void C4JRender::MatrixMode(int type) { ::glMatrixMode(type); }
void C4JRender::MatrixSetIdentity() { ::glLoadIdentity(); }
void C4JRender::MatrixTranslate(float x, float y, float z) { ::glTranslatef(x, y, z); }
void C4JRender::MatrixRotate(float angle, float x, float y, float z)
{
// can't fucking afford pi
::glRotatef(angle * (180.0f / 3.14159265358979f), x, y, z);
}
void C4JRender::MatrixScale(float x, float y, float z) { ::glScalef(x, y, z); }
void C4JRender::MatrixPerspective(float fovy, float aspect, float zNear, float zFar)
{
::gluPerspective((double)fovy, (double)aspect, (double)zNear, (double)zFar);
}
void C4JRender::MatrixOrthogonal(float left, float right, float bottom, float top,
float zNear, float zFar)
{
::glOrtho(left, right, bottom, top, zNear, zFar);
}
void C4JRender::MatrixPop() { ::glPopMatrix(); }
void C4JRender::MatrixPush() { ::glPushMatrix(); }
void C4JRender::MatrixMult(float *mat) { ::glMultMatrixf(mat); }
const float* C4JRender::MatrixGet(int type)
{
static float mat[16];
::glGetFloatv(type, mat);
return mat;
}
void C4JRender::Set_matrixDirty() {} // immediate-mode
static GLenum mapPrimType(int pt)
{
switch (pt) {
case 0: return GL_TRIANGLES; // C4JRender::PRIMITIVE_TYPE_TRIANGLE_LIST
case GL_LINES: return GL_LINES;
case GL_LINE_STRIP: return GL_LINE_STRIP;
case GL_TRIANGLES: return GL_TRIANGLES;
case GL_TRIANGLE_STRIP: return GL_TRIANGLE_STRIP;
case GL_TRIANGLE_FAN: return GL_TRIANGLE_FAN;
case GL_QUADS: return GL_QUADS;
default: return GL_TRIANGLES;
}
}
// clientside awawawa
static bool isCompilingDisplayList()
{
GLint listMode = 0;
::glGetIntegerv(GL_LIST_MODE, &listMode);
return (listMode == GL_COMPILE || listMode == GL_COMPILE_AND_EXECUTE);
}
void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count,
void *dataIn, eVertexType vType,
C4JRender::ePixelShaderType psType)
{
if (count <= 0 || !dataIn) return;
GLenum mode = mapPrimType((int)PrimitiveType);
unsigned char *data = (unsigned char *)dataIn;
// Vertex layout: 3 floats pos, 2 floats tex, 4 bytes color, 4 bytes normal, 4 bytes padding = 32 bytes
const int stride = 32;
if (isCompilingDisplayList()) {
// run.
::glBegin(mode);
for (int i = 0; i < count; i++) {
unsigned char *v = data + i * stride;
float *pos = (float *)(v);
float *tex = (float *)(v + 12);
unsigned char *col = v + 20;
signed char *nrm = (signed char *)(v + 24);
::glNormal3f(nrm[0] / 127.0f, nrm[1] / 127.0f, nrm[2] / 127.0f);
::glColor4ub(col[0], col[1], col[2], col[3]);
::glTexCoord2f(tex[0], tex[1]);
::glVertex3f(pos[0], pos[1], pos[2]);
}
::glEnd();
} else {
// waiter ! fast vertex pls !
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_TEXTURE_COORD_ARRAY);
::glEnableClientState(GL_COLOR_ARRAY);
::glEnableClientState(GL_NORMAL_ARRAY);
::glVertexPointer(3, GL_FLOAT, stride, data);
::glTexCoordPointer(2, GL_FLOAT, stride, data + 12);
::glColorPointer(4, GL_UNSIGNED_BYTE, stride, data + 20);
::glNormalPointer(GL_BYTE, stride, data + 24);
::glDrawArrays(mode, 0, count);
}
}
void C4JRender::CBuffLockStaticCreations() {}
int C4JRender::CBuffCreate(int count)
{
return (int)::glGenLists(count);
}
void C4JRender::CBuffDelete(int first, int count)
{
if (first > 0 && count > 0) ::glDeleteLists(first, count);
}
void C4JRender::CBuffStart(int index, bool /*full*/)
{
if (index > 0) ::glNewList(index, GL_COMPILE);
}
void C4JRender::CBuffClear(int index)
{
if (index > 0) { ::glNewList(index, GL_COMPILE); ::glEndList(); }
}
int C4JRender::CBuffSize(int /*index*/) { return 0; }
void C4JRender::CBuffEnd()
{
::glEndList();
}
bool C4JRender::CBuffCall(int index, bool /*full*/)
{
if (index <= 0) return false;
if (::glIsList(index)) { ::glCallList(index); return true; }
return false;
}
void C4JRender::CBuffTick() {}
void C4JRender::CBuffDeferredModeStart() {}
void C4JRender::CBuffDeferredModeEnd() {}
int C4JRender::TextureCreate()
{
GLuint id = 0;
::glGenTextures(1, &id);
return (int)id;
}
void C4JRender::TextureFree(int idx)
{
GLuint id = (GLuint)idx;
::glDeleteTextures(1, &id);
}
void C4JRender::TextureBind(int idx)
{
if (idx < 0) {
::glBindTexture(GL_TEXTURE_2D, 0);
} else {
::glBindTexture(GL_TEXTURE_2D, (GLuint)idx);
}
}
void C4JRender::TextureBindVertex(int idx)
{
::glActiveTexture(GL_TEXTURE1);
if (idx < 0) {
::glBindTexture(GL_TEXTURE_2D, 0);
} else {
::glBindTexture(GL_TEXTURE_2D, (GLuint)idx);
}
::glActiveTexture(GL_TEXTURE0);
}
void C4JRender::TextureSetTextureLevels(int levels) { s_textureLevels = levels; }
int C4JRender::TextureGetTextureLevels() { return s_textureLevels; }
void C4JRender::TextureData(int width, int height, void *data, int level,
eTextureFormat /*format*/)
{
::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8,
width, height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, data);
if (level == 0) {
if (s_textureLevels > 1) {
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,
s_textureLevels - 1);
} else {
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
}
void C4JRender::TextureDataUpdate(int xoffset, int yoffset,
int width, int height,
void *data, int level)
{
::glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset,
width, height, GL_BGRA, GL_UNSIGNED_BYTE, data);
}
void C4JRender::TextureSetParam(int param, int value)
{
::glTexParameteri(GL_TEXTURE_2D, param, value);
}
void C4JRender::TextureDynamicUpdateStart() {}
void C4JRender::TextureDynamicUpdateEnd() {}
void C4JRender::Tick() {}
void C4JRender::UpdateGamma(unsigned short) {}
// really don't know if this is nessesary but didn't find any other functions to load images properly as a png..
// im sorry.
#ifdef __linux__
#include <png.h>
#include <stdio.h>
#include <string.h>
static HRESULT LoadPNGFromRows(png_structp png, png_infop info, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut)
{
int width = png_get_image_width(png, info);
int height = png_get_image_height(png, info);
png_byte color_type = png_get_color_type(png, info);
png_byte bit_depth = png_get_bit_depth(png, info);
if (bit_depth == 16) png_set_strip_16(png);
if (color_type == PNG_COLOR_TYPE_PALETTE) png_set_palette_to_rgb(png);
if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8) png_set_expand_gray_1_2_4_to_8(png);
if (png_get_valid(png, info, PNG_INFO_tRNS)) png_set_tRNS_to_alpha(png);
if (color_type == PNG_COLOR_TYPE_RGB || color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_PALETTE)
png_set_filler(png, 0xFF, PNG_FILLER_AFTER);
if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
png_set_gray_to_rgb(png);
png_read_update_info(png, info);
unsigned char *buf = new unsigned char[width * height * 4];
png_bytep *rows = new png_bytep[height];
for (int y = 0; y < height; y++)
rows[y] = buf + y * width * 4;
png_read_image(png, rows);
delete[] rows;
// considering i worked on previous projects with raw pngs,,,,,
int *pixels = new int[width * height];
for (int i = 0; i < width * height; i++)
{
unsigned char r = buf[i * 4 + 0];
unsigned char g = buf[i * 4 + 1];
unsigned char b = buf[i * 4 + 2];
unsigned char a = buf[i * 4 + 3];
pixels[i] = (a << 24) | (r << 16) | (g << 8) | b;
}
delete[] buf;
pSrcInfo->Width = width;
pSrcInfo->Height = height;
*ppDataOut = pixels;
return S_OK;
}
HRESULT C4JRender::LoadTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut)
{
FILE *fp = fopen(szFilename, "rb");
if (!fp) return E_FAIL;
png_structp png = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!png) { fclose(fp); return E_FAIL; }
png_infop info = png_create_info_struct(png);
if (!info) { png_destroy_read_struct(&png, NULL, NULL); fclose(fp); return E_FAIL; }
if (setjmp(png_jmpbuf(png))) { png_destroy_read_struct(&png, &info, NULL); fclose(fp); return E_FAIL; }
png_init_io(png, fp);
png_read_info(png, info);
HRESULT hr = LoadPNGFromRows(png, info, pSrcInfo, ppDataOut);
png_destroy_read_struct(&png, &info, NULL);
fclose(fp);
return hr;
}
struct PNGMemReader { const unsigned char *data; png_size_t pos; png_size_t size; };
static void png_mem_read(png_structp png, png_bytep out, png_size_t len)
{
PNGMemReader *r = (PNGMemReader *)png_get_io_ptr(png);
if (r->pos + len > r->size) len = r->size - r->pos;
memcpy(out, r->data + r->pos, len);
r->pos += len;
}
HRESULT C4JRender::LoadTextureData(BYTE *pbData, DWORD dwBytes, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut)
{
png_structp png = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!png) return E_FAIL;
png_infop info = png_create_info_struct(png);
if (!info) { png_destroy_read_struct(&png, NULL, NULL); return E_FAIL; }
if (setjmp(png_jmpbuf(png))) { png_destroy_read_struct(&png, &info, NULL); return E_FAIL; }
PNGMemReader reader = { pbData, 0, dwBytes };
png_set_read_fn(png, &reader, png_mem_read);
png_read_info(png, info);
HRESULT hr = LoadPNGFromRows(png, info, pSrcInfo, ppDataOut);
png_destroy_read_struct(&png, &info, NULL);
return hr;
}
#else
HRESULT C4JRender::LoadTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut) { return S_OK; }
HRESULT C4JRender::LoadTextureData(BYTE *pbData, DWORD dwBytes, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut) { return S_OK; }
#endif
HRESULT C4JRender::SaveTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int *ppDataOut) { return S_OK; }
HRESULT C4JRender::SaveTextureDataToMemory(void *pOutput, int outputCapacity, int *outputLength, int width, int height, int *ppDataIn) { return S_OK; }
void C4JRender::TextureGetStats() {}
void* C4JRender::TextureGetTexture(int idx) { return nullptr; }
// we handle opengl calls cuz multiplatform is painful!!
void C4JRender::StateSetColour(float r, float g, float b, float a)
{
::glColor4f(r, g, b, a);
}
void C4JRender::StateSetDepthMask(bool enable)
{
::glDepthMask(enable ? GL_TRUE : GL_FALSE);
}
void C4JRender::StateSetBlendEnable(bool enable)
{
if (enable) ::glEnable(GL_BLEND); else ::glDisable(GL_BLEND);
}
void C4JRender::StateSetBlendFunc(int src, int dst)
{
::glBlendFunc(src, dst);
}
void C4JRender::StateSetBlendFactor(unsigned int colour)
{
// colour is 0xAARRGGBB packed
float a = ((colour >> 24) & 0xFF) / 255.0f;
float r = ((colour >> 16) & 0xFF) / 255.0f;
float g = ((colour >> 8) & 0xFF) / 255.0f;
float b = ( colour & 0xFF) / 255.0f;
::glBlendColor(r, g, b, a);
}
void C4JRender::StateSetAlphaFunc(int func, float param)
{
::glAlphaFunc(func, param);
}
void C4JRender::StateSetDepthFunc(int func)
{
::glDepthFunc(func);
}
void C4JRender::StateSetFaceCull(bool enable)
{
if (enable) ::glEnable(GL_CULL_FACE); else ::glDisable(GL_CULL_FACE);
}
void C4JRender::StateSetFaceCullCW(bool enable)
{
::glFrontFace(enable ? GL_CW : GL_CCW);
}
void C4JRender::StateSetLineWidth(float width)
{
::glLineWidth(width);
}
void C4JRender::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
{
::glColorMask(red, green, blue, alpha);
}
void C4JRender::StateSetDepthTestEnable(bool enable)
{
if (enable) ::glEnable(GL_DEPTH_TEST); else ::glDisable(GL_DEPTH_TEST);
}
void C4JRender::StateSetAlphaTestEnable(bool enable)
{
if (enable) ::glEnable(GL_ALPHA_TEST); else ::glDisable(GL_ALPHA_TEST);
}
void C4JRender::StateSetDepthSlopeAndBias(float slope, float bias)
{
if (slope != 0.0f || bias != 0.0f) {
::glEnable(GL_POLYGON_OFFSET_FILL);
::glPolygonOffset(slope, bias);
} else {
::glDisable(GL_POLYGON_OFFSET_FILL);
}
}
void C4JRender::StateSetFogEnable(bool enable)
{
if (enable) ::glEnable(GL_FOG); else ::glDisable(GL_FOG);
}
void C4JRender::StateSetFogMode(int mode)
{
::glFogi(GL_FOG_MODE, mode);
}
void C4JRender::StateSetFogNearDistance(float dist)
{
::glFogf(GL_FOG_START, dist);
}
void C4JRender::StateSetFogFarDistance(float dist)
{
::glFogf(GL_FOG_END, dist);
}
void C4JRender::StateSetFogDensity(float density)
{
::glFogf(GL_FOG_DENSITY, density);
}
void C4JRender::StateSetFogColour(float red, float green, float blue)
{
float c[4] = {red, green, blue, 1.0f};
::glFogfv(GL_FOG_COLOR, c);
}
void C4JRender::StateSetLightingEnable(bool enable)
{
if (enable) ::glEnable(GL_LIGHTING); else ::glDisable(GL_LIGHTING);
}
void C4JRender::StateSetVertexTextureUV(float u, float v)
{
::glMultiTexCoord2f(GL_TEXTURE1, u, v);
}
void C4JRender::StateSetLightColour(int light, float red, float green, float blue)
{
float diffuse[4] = {red, green, blue, 1.0f};
::glLightfv(GL_LIGHT0 + light, GL_DIFFUSE, diffuse);
}
void C4JRender::StateSetLightAmbientColour(float red, float green, float blue)
{
float ambient[4] = {red, green, blue, 1.0f};
float model[4] = {red, green, blue, 1.0f};
::glLightModelfv(GL_LIGHT_MODEL_AMBIENT, model);
// Also set on light 0 as a fallback incase
::glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
}
void C4JRender::StateSetLightDirection(int light, float x, float y, float z)
{
float dir[4] = {x, y, z, 0.0f}; // w=0 → directional light
::glLightfv(GL_LIGHT0 + light, GL_POSITION, dir);
}
void C4JRender::StateSetLightEnable(int light, bool enable)
{
GLenum l = GL_LIGHT0 + light;
if (enable) ::glEnable(l); else ::glDisable(l);
}
void C4JRender::StateSetViewport(eViewportType viewportType)
{
// Use the full framebuffer for all viewport types
::glViewport(0, 0, s_windowWidth, s_windowHeight);
}
void C4JRender::StateSetEnableViewportClipPlanes(bool enable)
{
// Clip planes not commonly used in the legacy path
if (enable) ::glEnable(GL_CLIP_PLANE0); else ::glDisable(GL_CLIP_PLANE0);
}
void C4JRender::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace)
{
GLenum coord;
switch (col) {
case 0: coord = GL_S; break;
case 1: coord = GL_T; break;
case 2: coord = GL_R; break;
case 3: coord = GL_Q; break;
default: coord = GL_S; break;
}
float plane[4] = {x, y, z, w};
GLenum planeMode = eyeSpace ? GL_EYE_PLANE : GL_OBJECT_PLANE;
::glTexGeni(coord, GL_TEXTURE_GEN_MODE,
eyeSpace ? GL_EYE_LINEAR : GL_OBJECT_LINEAR);
::glTexGenfv(coord, planeMode, plane);
}
void C4JRender::StateSetStencil(int Function, uint8_t stencil_ref,
uint8_t stencil_func_mask,
uint8_t stencil_write_mask)
{
::glEnable(GL_STENCIL_TEST);
::glStencilFunc(Function, stencil_ref, stencil_func_mask);
::glStencilMask(stencil_write_mask);
}
void C4JRender::StateSetForceLOD(int LOD) {} // No LOD bias in legacy GL path
void C4JRender::BeginEvent(LPCWSTR eventName) {}
void C4JRender::EndEvent() {}
void C4JRender::Suspend() {}
bool C4JRender::Suspended() { return false; }
void C4JRender::Resume() {}