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https://github.com/LostArtefacts/TRX.git
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122 lines
2.9 KiB
C++
122 lines
2.9 KiB
C++
#include "Renderer.hpp"
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#include <glrage_gl/Shader.hpp>
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#include <glrage_gl/Utils.hpp>
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// #include "openssl/md5.h"
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#include <glrage_util/StringUtils.hpp>
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namespace glrage {
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namespace ddraw {
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Renderer::Renderer()
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: m_surfaceBuffer(GL_ARRAY_BUFFER)
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{
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// configure buffer
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m_surfaceBuffer.bind();
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GLfloat verts[] = {
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0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0};
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m_surfaceBuffer.data(sizeof(verts), verts, GL_STATIC_DRAW);
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m_surfaceFormat.bind();
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m_surfaceFormat.attribute(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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// configure sampler
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// TODO: make me configurable
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GLint filterMethodEnum = GL_LINEAR; // GL_NEAREST
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m_sampler.bind(0);
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m_sampler.parameteri(GL_TEXTURE_MAG_FILTER, filterMethodEnum);
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m_sampler.parameteri(GL_TEXTURE_MIN_FILTER, filterMethodEnum);
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// configure shaders
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std::string basePath = m_context.getBasePath();
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m_program.attach(gl::Shader(GL_VERTEX_SHADER)
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.fromFile(basePath + "\\shaders\\ddraw.vsh"));
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m_program.attach(gl::Shader(GL_FRAGMENT_SHADER)
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.fromFile(basePath + "\\shaders\\ddraw.fsh"));
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m_program.link();
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m_program.fragmentData("fragColor");
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gl::Utils::checkError(__FUNCTION__);
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}
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void Renderer::upload(DDSURFACEDESC& desc, std::vector<uint8_t>& data)
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{
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uint32_t width = desc.dwWidth;
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uint32_t height = desc.dwHeight;
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uint8_t* bits = &data[0];
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GLenum tex_format = TEX_FORMAT;
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GLenum tex_type = TEX_TYPE;
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m_surfaceTexture.bind();
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// TODO: implement texture packs
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// update buffer if the size is unchanged, otherwise create a new one
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if (width != m_width || height != m_height) {
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m_width = width;
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m_height = height;
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glTexImage2D(GL_TEXTURE_2D,
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0,
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TEX_INTERNAL_FORMAT,
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m_width,
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m_height,
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0,
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tex_format,
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tex_type,
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bits);
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} else {
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glTexSubImage2D(GL_TEXTURE_2D,
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0,
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0,
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0,
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m_width,
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m_height,
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tex_format,
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tex_type,
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bits);
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}
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}
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void Renderer::render()
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{
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m_program.bind();
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m_surfaceBuffer.bind();
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m_surfaceFormat.bind();
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m_surfaceTexture.bind();
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m_sampler.bind(0);
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GLboolean texture2d = glIsEnabled(GL_TEXTURE_2D);
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if (!texture2d) {
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glEnable(GL_TEXTURE_2D);
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}
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GLboolean blend = glIsEnabled(GL_BLEND);
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if (blend) {
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glDisable(GL_BLEND);
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}
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GLboolean depthTest = glIsEnabled(GL_DEPTH_TEST);
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if (depthTest) {
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glDisable(GL_DEPTH_TEST);
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}
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glDrawArrays(GL_TRIANGLES, 0, 6);
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if (!texture2d) {
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glDisable(GL_TEXTURE_2D);
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}
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if (blend) {
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glEnable(GL_BLEND);
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}
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if (depthTest) {
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glEnable(GL_DEPTH_TEST);
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}
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gl::Utils::checkError(__FUNCTION__);
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}
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} // namespace ddraw
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} // namespace glrage
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