refactor: bring 4jlibs back in-tree

This commit is contained in:
Tropical
2026-03-30 02:04:44 -05:00
parent 56290446db
commit ecc15c6148
46 changed files with 13047 additions and 28 deletions
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+800
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@@ -0,0 +1,800 @@
#pragma once
#include <cstdint>
#include <cstdlib>
#ifdef __linux__
#include <GL/gl.h>
#include <GL/glu.h>
#endif
class ImageFileBuffer {
public:
enum EImageType { e_typePNG, e_typeJPG };
EImageType m_type;
void* m_pBuffer;
int m_bufferSize;
int GetType() { return m_type; }
void* GetBufferPointer() { return m_pBuffer; }
int GetBufferSize() { return m_bufferSize; }
void Release() {
std::free(m_pBuffer);
m_pBuffer = nullptr;
}
bool Allocated() { return m_pBuffer != nullptr; }
};
typedef struct {
int Width;
int Height;
} D3DXIMAGE_INFO;
typedef struct _XSOCIAL_PREVIEWIMAGE {
std::uint8_t* pBytes;
std::uint32_t Pitch;
std::uint32_t Width;
std::uint32_t Height;
} XSOCIAL_PREVIEWIMAGE, *PXSOCIAL_PREVIEWIMAGE;
class C4JRender {
public:
void Tick();
void UpdateGamma(unsigned short usGamma);
// Matrix stack
void MatrixMode(int type);
void MatrixSetIdentity();
void MatrixTranslate(float x, float y, float z);
void MatrixRotate(float angle, float x, float y, float z);
void MatrixScale(float x, float y, float z);
void MatrixPerspective(float fovy, float aspect, float zNear, float zFar);
void MatrixOrthogonal(float left, float right, float bottom, float top,
float zNear, float zFar);
void MatrixPop();
void MatrixPush();
void MatrixMult(float* mat);
const float* MatrixGet(int type);
void Set_matrixDirty();
// Core
void Initialise();
void InitialiseContext();
void SetWindowSize(int w, int h);
void SetFullscreen(bool fs);
void StartFrame();
void DoScreenGrabOnNextPresent();
void Present();
void Clear(int flags);
void SetClearColour(const float colourRGBA[4]);
void SetChunkOffset(float x, float y, float z);
bool IsWidescreen();
bool IsHiDef();
void GetFramebufferSize(int& width, int& height);
void CaptureThumbnail(ImageFileBuffer* pngOut);
void CaptureScreen(ImageFileBuffer* jpgOut,
XSOCIAL_PREVIEWIMAGE* previewOut);
void BeginConditionalSurvey(int identifier);
void EndConditionalSurvey();
void BeginConditionalRendering(int identifier);
void EndConditionalRendering();
// Vertex data handling
typedef enum {
VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1, // Position 3 x float, texture 2 x
// float, colour 4 x byte, normal 4 x
// byte, padding 1 32-bit word
VERTEX_TYPE_COMPRESSED, // Compressed format - see comment at top of
// VS_PS3_TS2_CS1.hlsl for description of
// layout
VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT, // as
// VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1
// with lighting applied,
VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN, // as
// VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1
// with tex gen
VERTEX_TYPE_COUNT
} eVertexType;
// Pixel shader
typedef enum {
PIXEL_SHADER_TYPE_STANDARD,
PIXEL_SHADER_TYPE_PROJECTION,
PIXEL_SHADER_TYPE_FORCELOD,
PIXEL_SHADER_COUNT
} ePixelShaderType;
typedef enum {
VIEWPORT_TYPE_FULLSCREEN,
VIEWPORT_TYPE_SPLIT_TOP,
VIEWPORT_TYPE_SPLIT_BOTTOM,
VIEWPORT_TYPE_SPLIT_LEFT,
VIEWPORT_TYPE_SPLIT_RIGHT,
VIEWPORT_TYPE_QUADRANT_TOP_LEFT,
VIEWPORT_TYPE_QUADRANT_TOP_RIGHT,
VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT,
VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT,
} eViewportType;
typedef enum {
PRIMITIVE_TYPE_TRIANGLE_LIST,
PRIMITIVE_TYPE_TRIANGLE_STRIP,
PRIMITIVE_TYPE_TRIANGLE_FAN,
PRIMITIVE_TYPE_QUAD_LIST,
PRIMITIVE_TYPE_LINE_LIST,
PRIMITIVE_TYPE_LINE_STRIP,
PRIMITIVE_TYPE_COUNT
} ePrimitiveType;
void DrawVertices(ePrimitiveType PrimitiveType, int count, void* dataIn,
eVertexType vType, C4JRender::ePixelShaderType psType);
// Command buffers
void CBuffLockStaticCreations();
int CBuffCreate(int count);
void CBuffDelete(int first, int count);
void CBuffStart(int index, bool full = false);
void CBuffClear(int index);
int CBuffSize(int index);
void CBuffEnd();
bool CBuffCall(int index, bool full = true);
void CBuffTick();
void CBuffDeferredModeStart();
void CBuffDeferredModeEnd();
typedef enum {
TEXTURE_FORMAT_RxGyBzAw, // Normal 32-bit RGBA texture, 8 bits per
// component
/* Don't think these are all directly available on D3D 11 - leaving for
now TEXTURE_FORMAT_R0G0B0Ax, // One 8-bit component mapped to
alpha channel, R=G=B=0 TEXTURE_FORMAT_R1G1B1Ax, // One 8-bit
component mapped to alpha channel, R=G=B=1 TEXTURE_FORMAT_RxGxBxAx,
// One 8-bit component mapped to all channels
*/
MAX_TEXTURE_FORMATS
} eTextureFormat;
// Textures
int TextureCreate();
void TextureFree(int idx);
void TextureBind(int idx);
void TextureBindVertex(int idx, bool scaleLight = false);
void TextureSetTextureLevels(int levels);
int TextureGetTextureLevels();
void TextureData(int width, int height, void* data, int level,
eTextureFormat format = TEXTURE_FORMAT_RxGyBzAw);
void TextureDataUpdate(int xoffset, int yoffset, int width, int height,
void* data, int level);
void TextureSetParam(int param, int value);
void TextureDynamicUpdateStart();
void TextureDynamicUpdateEnd();
int LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo,
int** ppDataOut);
int LoadTextureData(std::uint8_t* pbData, std::uint32_t byteCount,
D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut);
int SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo,
int* ppDataOut);
int SaveTextureDataToMemory(void* pOutput, int outputCapacity,
int* outputLength, int width, int height,
int* ppDataIn);
void ReadPixels(int x, int y, int w, int h, void* buf);
void TextureGetStats();
void* TextureGetTexture(int idx);
// State control
void StateSetColour(float r, float g, float b, float a);
void StateSetDepthMask(bool enable);
void StateSetBlendEnable(bool enable);
void StateSetBlendFunc(int src, int dst);
void StateSetBlendFactor(unsigned int colour);
void StateSetAlphaFunc(int func, float param);
void StateSetDepthFunc(int func);
void StateSetFaceCull(bool enable);
void StateSetFaceCullCW(bool enable);
void StateSetLineWidth(float width);
void StateSetWriteEnable(bool red, bool green, bool blue, bool alpha);
void StateSetDepthTestEnable(bool enable);
void StateSetAlphaTestEnable(bool enable);
void StateSetDepthSlopeAndBias(float slope, float bias);
void StateSetFogEnable(bool enable);
void StateSetFogMode(int mode);
void StateSetFogNearDistance(float dist);
void StateSetFogFarDistance(float dist);
void StateSetFogDensity(float density);
void StateSetFogColour(float red, float green, float blue);
void StateSetLightingEnable(bool enable);
void StateSetVertexTextureUV(float u, float v);
void StateSetLightColour(int light, float red, float green, float blue);
void StateSetLightAmbientColour(float red, float green, float blue);
void StateSetLightDirection(int light, float x, float y, float z);
void StateSetLightEnable(int light, bool enable);
void StateSetViewport(eViewportType viewportType);
void StateSetEnableViewportClipPlanes(bool enable);
void StateSetTexGenCol(int col, float x, float y, float z, float w,
bool eyeSpace);
void StateSetStencil(int Function, std::uint8_t stencil_ref,
std::uint8_t stencil_func_mask,
std::uint8_t stencil_write_mask);
void StateSetForceLOD(int LOD);
void StateSetTextureEnable(bool enable);
void StateSetActiveTexture(int tex);
// Event tracking
void BeginEvent(const wchar_t* eventName);
void EndEvent();
// PLM event handling
void Suspend();
bool Suspended();
void Resume();
// Linux window management
bool ShouldClose();
void Close();
void Shutdown();
};
extern C4JRender RenderManager;
// OpenGL Interception Macros
#ifndef GL_MODELVIEW_MATRIX
#define GL_MODELVIEW_MATRIX 0x0BA6
#endif
#ifndef GL_PROJECTION_MATRIX
#define GL_PROJECTION_MATRIX 0x0BA7
#endif
#ifndef GL_MODELVIEW
#define GL_MODELVIEW 0x1700
#endif
#ifndef GL_PROJECTION
#define GL_PROJECTION 0x1701
#endif
#ifndef GL_TEXTURE
#define GL_TEXTURE 0x1702
#endif
#ifndef GL_S
#define GL_S 0x2000
#endif
#ifndef GL_T
#define GL_T 0x2001
#endif
#ifndef GL_R
#define GL_R 0x2002
#endif
#ifndef GL_Q
#define GL_Q 0x2003
#endif
#ifndef GL_TEXTURE_GEN_S
#define GL_TEXTURE_GEN_S 0x0C60
#endif
#ifndef GL_TEXTURE_GEN_T
#define GL_TEXTURE_GEN_T 0x0C61
#endif
#ifndef GL_TEXTURE_GEN_Q
#define GL_TEXTURE_GEN_Q 0x0C63
#endif
#ifndef GL_TEXTURE_GEN_R
#define GL_TEXTURE_GEN_R 0x0C62
#endif
#ifndef GL_TEXTURE_GEN_MODE
#define GL_TEXTURE_GEN_MODE 0x2500
#endif
#ifndef GL_OBJECT_LINEAR
#define GL_OBJECT_LINEAR 0x2401
#endif
#ifndef GL_EYE_LINEAR
#define GL_EYE_LINEAR 0x2400
#endif
#ifndef GL_OBJECT_PLANE
#define GL_OBJECT_PLANE 0x2501
#endif
#ifndef GL_EYE_PLANE
#define GL_EYE_PLANE 0x2502
#endif
#ifndef GL_TEXTURE_2D
#define GL_TEXTURE_2D 0x0DE1
#endif
#ifndef GL_BLEND
#define GL_BLEND 0x0BE2
#endif
#ifndef GL_CULL_FACE
#define GL_CULL_FACE 0x0B44
#endif
#ifndef GL_ALPHA_TEST
#define GL_ALPHA_TEST 0x0BC0
#endif
#ifndef GL_DEPTH_TEST
#define GL_DEPTH_TEST 0x0B71
#endif
#ifndef GL_FOG
#define GL_FOG 0x0B60
#endif
#ifndef GL_LIGHTING
#define GL_LIGHTING 0x0B50
#endif
#ifndef GL_LIGHT0
#define GL_LIGHT0 0x4000
#endif
#ifndef GL_LIGHT1
#define GL_LIGHT1 0x4001
#endif
#ifndef CLEAR_DEPTH_FLAG
#define CLEAR_DEPTH_FLAG 0x00000100
#endif
#ifndef CLEAR_COLOUR_FLAG
#define CLEAR_COLOUR_FLAG 0x00004000
#endif
#ifndef GL_DEPTH_BUFFER_BIT
#define GL_DEPTH_BUFFER_BIT 0x00000100
#endif
#ifndef GL_COLOR_BUFFER_BIT
#define GL_COLOR_BUFFER_BIT 0x00004000
#endif
#ifndef GL_SRC_ALPHA
#define GL_SRC_ALPHA 0x0302
#endif
#ifndef GL_ONE_MINUS_SRC_ALPHA
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#endif
#ifndef GL_ONE
#define GL_ONE 1
#endif
#ifndef GL_ZERO
#define GL_ZERO 0
#endif
#ifndef GL_DST_ALPHA
#define GL_DST_ALPHA 0x0304
#endif
#ifndef GL_SRC_COLOR
#define GL_SRC_COLOR 0x0300
#endif
#ifndef GL_DST_COLOR
#define GL_DST_COLOR 0x0306
#endif
#ifndef GL_ONE_MINUS_DST_COLOR
#define GL_ONE_MINUS_DST_COLOR 0x0307
#endif
#ifndef GL_ONE_MINUS_SRC_COLOR
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#endif
#ifndef GL_CONSTANT_ALPHA
#define GL_CONSTANT_ALPHA 0x8003
#endif
#ifndef GL_ONE_MINUS_CONSTANT_ALPHA
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#endif
#ifndef GL_GREATER
#define GL_GREATER 0x0204
#endif
#ifndef GL_EQUAL
#define GL_EQUAL 0x0202
#endif
#ifndef GL_LEQUAL
#define GL_LEQUAL 0x0203
#endif
#ifndef GL_GEQUAL
#define GL_GEQUAL 0x0206
#endif
#ifndef GL_ALWAYS
#define GL_ALWAYS 0x0207
#endif
#ifndef GL_TEXTURE_MIN_FILTER
#define GL_TEXTURE_MIN_FILTER 0x2801
#endif
#ifndef GL_TEXTURE_MAG_FILTER
#define GL_TEXTURE_MAG_FILTER 0x2800
#endif
#ifndef GL_TEXTURE_WRAP_S
#define GL_TEXTURE_WRAP_S 0x2802
#endif
#ifndef GL_TEXTURE_WRAP_T
#define GL_TEXTURE_WRAP_T 0x2803
#endif
#ifndef GL_NEAREST
#define GL_NEAREST 0x2600
#endif
#ifndef GL_LINEAR
#define GL_LINEAR 0x2601
#endif
#ifndef GL_EXP
#define GL_EXP 0x0800
#endif
#ifndef GL_NEAREST_MIPMAP_LINEAR
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#endif
#ifndef GL_CLAMP
#define GL_CLAMP 0x2900
#endif
#ifndef GL_REPEAT
#define GL_REPEAT 0x2901
#endif
#ifndef GL_FOG_START
#define GL_FOG_START 0x0B63
#endif
#ifndef GL_FOG_END
#define GL_FOG_END 0x0B64
#endif
#ifndef GL_FOG_MODE
#define GL_FOG_MODE 0x0B65
#endif
#ifndef GL_FOG_DENSITY
#define GL_FOG_DENSITY 0x0B62
#endif
#ifndef GL_FOG_COLOR
#define GL_FOG_COLOR 0x0B66
#endif
#ifndef GL_POSITION
#define GL_POSITION 0x1203
#endif
#ifndef GL_AMBIENT
#define GL_AMBIENT 0x1200
#endif
#ifndef GL_DIFFUSE
#define GL_DIFFUSE 0x1201
#endif
#ifndef GL_SPECULAR
#define GL_SPECULAR 0x1202
#endif
#ifndef GL_LIGHT_MODEL_AMBIENT
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#endif
#ifndef GL_LINES
#define GL_LINES 0x0001
#endif
#ifndef GL_LINE_STRIP
#define GL_LINE_STRIP 0x0003
#endif
#ifndef GL_QUADS
#define GL_QUADS 0x0007
#endif
#ifndef GL_TRIANGLE_FAN
#define GL_TRIANGLE_FAN 0x0006
#endif
#ifndef GL_TRIANGLE_STRIP
#define GL_TRIANGLE_STRIP 0x0005
#endif
// glCallList / display list macros
#undef glNewList
#define glNewList(_list, _mode) RenderManager.CBuffStart(_list)
#undef glEndList
#define glEndList() RenderManager.CBuffEnd()
#undef glCallList
#define glCallList(_list) RenderManager.CBuffCall(_list)
// glGenLists / glDeleteLists, lists are not supported in core!!!!!
#undef glGenLists
#define glGenLists(range) RenderManager.CBuffCreate(range)
#undef glDeleteLists
#define glDeleteLists(list, range) RenderManager.CBuffDelete(list, range)
#ifndef GL_SHADEMODEL_IS_FUNCTION
#undef glShadeModel
#define glShadeModel(mode) \
do { \
} while (0)
#endif
#undef glTranslatef
#define glTranslatef(x, y, z) \
do { \
RenderManager.MatrixTranslate(x, y, z); \
} while (0)
#undef glRotatef
#define glRotatef(a, x, y, z) \
do { \
RenderManager.MatrixRotate((a) * (3.14159265358979f / 180.f), x, y, \
z); \
} while (0)
#undef glScalef
#define glScalef(x, y, z) \
do { \
RenderManager.MatrixScale(x, y, z); \
} while (0)
#undef glScaled
#define glScaled(x, y, z) \
do { \
RenderManager.MatrixScale((float)(x), (float)(y), (float)(z)); \
} while (0)
#undef glPushMatrix
#define glPushMatrix() \
do { \
RenderManager.MatrixPush(); \
} while (0)
#undef glPopMatrix
#define glPopMatrix() \
do { \
RenderManager.MatrixPop(); \
} while (0)
#undef glLoadIdentity
#define glLoadIdentity() \
do { \
RenderManager.MatrixSetIdentity(); \
} while (0)
#undef glMatrixMode
#define glMatrixMode(mode) \
do { \
RenderManager.MatrixMode(mode); \
} while (0)
#undef glMultMatrixf
#define glMultMatrixf(m) \
do { \
RenderManager.MatrixMult(m); \
} while (0)
#undef glColor4f
#define glColor4f(r, g, b, a) \
do { \
RenderManager.StateSetColour(r, g, b, a); \
} while (0)
#undef glColor3f
#define glColor3f(r, g, b) \
do { \
RenderManager.StateSetColour(r, g, b, 1.0f); \
} while (0)
#undef glAlphaFunc
#define glAlphaFunc(func, ref) \
do { \
RenderManager.StateSetAlphaFunc(func, ref); \
} while (0)
#undef glEnable
#define glEnable(cap) \
do { \
if ((cap) == 0x0B60 /*GL_FOG*/) \
RenderManager.StateSetFogEnable(true); \
else if ((cap) == 0x0B50 /*GL_LIGHTING*/) \
RenderManager.StateSetLightingEnable(true); \
else if ((cap) == 0x0BC0 /*GL_ALPHA_TEST*/) \
RenderManager.StateSetAlphaTestEnable(true); \
else if ((cap) == 0x0DE1 /*GL_TEXTURE_2D*/) \
RenderManager.StateSetTextureEnable(true); \
else if ((cap) == 0x4000 /*GL_LIGHT0*/) \
RenderManager.StateSetLightEnable(0, true); \
else if ((cap) == 0x4001 /*GL_LIGHT1*/) \
RenderManager.StateSetLightEnable(1, true); \
else if ((cap) == 0x0B57 /*GL_COLOR_MATERIAL*/ \
|| (cap) == 0x0BA1 /*GL_NORMALIZE*/ \
|| (cap) == 0x803A /*GL_RESCALE_NORMAL*/ \
|| (cap) == 0x0C60 /*GL_TEXTURE_GEN_S*/ \
|| (cap) == 0x0C61 /*GL_TEXTURE_GEN_T*/ \
|| (cap) == 0x0C62 /*GL_TEXTURE_GEN_R*/ \
|| (cap) == 0x0C63 /*GL_TEXTURE_GEN_Q*/) { /* empty */ \
} else \
::glEnable(cap); \
} while (0)
#undef glDisable
#define glDisable(cap) \
do { \
if ((cap) == 0x0B60 /*GL_FOG*/) \
RenderManager.StateSetFogEnable(false); \
else if ((cap) == 0x0B50 /*GL_LIGHTING*/) \
RenderManager.StateSetLightingEnable(false); \
else if ((cap) == 0x0BC0 /*GL_ALPHA_TEST*/) \
RenderManager.StateSetAlphaTestEnable(false); \
else if ((cap) == 0x0DE1 /*GL_TEXTURE_2D*/) \
RenderManager.StateSetTextureEnable(false); \
else if ((cap) == 0x4000 /*GL_LIGHT0*/) \
RenderManager.StateSetLightEnable(0, false); \
else if ((cap) == 0x4001 /*GL_LIGHT1*/) \
RenderManager.StateSetLightEnable(1, false); \
else if ((cap) == 0x0B57 /*GL_COLOR_MATERIAL*/ \
|| (cap) == 0x0BA1 /*GL_NORMALIZE*/ \
|| (cap) == 0x803A /*GL_RESCALE_NORMAL*/ \
|| (cap) == 0x0C60 /*GL_TEXTURE_GEN_S*/ \
|| (cap) == 0x0C61 /*GL_TEXTURE_GEN_T*/ \
|| (cap) == 0x0C62 /*GL_TEXTURE_GEN_R*/ \
|| (cap) == 0x0C63 /*GL_TEXTURE_GEN_Q*/) { /* empty */ \
} else \
::glDisable(cap); \
} while (0)
#undef glFogi
#define glFogi(pname, param) \
do { \
if ((pname) == 0x0B65 /*GL_FOG_MODE*/) \
RenderManager.StateSetFogMode(param); \
} while (0)
#undef glFogf
#define glFogf(pname, param) \
do { \
if ((pname) == 0x0B63 /*GL_FOG_START*/) \
RenderManager.StateSetFogNearDistance(param); \
else if ((pname) == 0x0B64 /*GL_FOG_END*/) \
RenderManager.StateSetFogFarDistance(param); \
else if ((pname) == 0x0B62 /*GL_FOG_DENSITY*/) \
RenderManager.StateSetFogDensity(param); \
} while (0)
#undef glOrtho
#define glOrtho(left, right, bottom, top, zNear, zFar) \
do { \
RenderManager.MatrixOrthogonal(left, right, bottom, top, zNear, zFar); \
} while (0)
#undef gluPerspective
#define gluPerspective(fovy, aspect, zNear, zFar) \
do { \
RenderManager.MatrixPerspective(fovy, aspect, zNear, zFar); \
} while (0)
#undef glMultiTexCoord2f
#define glMultiTexCoord2f(tex, u, v) \
do { \
if ((tex) == 0x84C1 /*GL_TEXTURE1*/) \
RenderManager.StateSetVertexTextureUV(u, v); \
} while (0)
#undef glActiveTexture
#define glActiveTexture(tex) \
do { \
RenderManager.StateSetActiveTexture(tex); \
::glActiveTexture(tex); \
} while (0)
#undef glClientActiveTexture
#define glClientActiveTexture(tex) \
do { \
RenderManager.StateSetActiveTexture(tex); \
} while (0)
// declarations
int glGenTextures_4J();
void glGenTextures_4J(int n, unsigned int* textures);
void glDeleteTextures_4J(int id);
void glDeleteTextures_4J(int n, const unsigned int* textures);
void glTexImage2D_4J(int target, int level, int internalformat, int width,
int height, int border, int format, int type,
void* pixels);
// helprs
void glGenQueries_4J_Helper(unsigned int* id);
void glGetQueryObjectu_4J_Helper(unsigned int id, unsigned int pname,
unsigned int* val);
template <typename T>
inline void glGenTextures_4J(T* buf) {
unsigned int id = 0;
::glGenTextures(1, &id);
buf->put((int)id);
buf->flip();
}
template <typename T>
inline void glDeleteTextures_4J(T* buf) {
if (buf->limit() > 0) {
unsigned int id = (unsigned int)buf->get(0);
::glDeleteTextures(1, &id);
}
}
template <typename T>
inline void glTexCoordPointer_4J(int size, int type, T* pointer) {}
template <typename T>
inline void glNormalPointer_4J(int type, T* pointer) {}
template <typename T>
inline void glColorPointer_4J(int size, bool normalized, int stride,
T* pointer) {}
template <typename T>
inline void glVertexPointer_4J(int size, int type, T* pointer) {}
template <typename T>
inline void glTexImage2D_4J(int target, int level, int internalformat,
int width, int height, int border, int format,
int type, T* pixels) {
void* data = pixels ? pixels->getBuffer() : nullptr;
::glTexImage2D((unsigned int)target, level, internalformat, width, height,
border, (unsigned int)format, (unsigned int)type, data);
}
template <typename T>
inline void glCallLists_4J(T* lists) {
int base = lists->position();
int count = lists->limit() - base;
for (int i = 0; i < count; i++) {
RenderManager.CBuffCall(lists->get(base + i));
}
}
template <typename T>
inline void glGenQueries_4J(T* buf) {
unsigned int id = 0;
glGenQueries_4J_Helper(&id);
buf->put((int)id);
buf->flip();
}
template <typename T>
inline void glGetQueryObjectu_4J(int id, int pname, T* params) {
unsigned int val = 0;
glGetQueryObjectu_4J_Helper((unsigned int)id, (unsigned int)pname, &val);
params->put((int)val);
params->flip();
}
template <typename T>
inline void glFog_4J(int pname, T* params) {
float* p = params->_getDataPointer();
if (pname == 0x0B66 /* GL_FOG_COLOR */)
RenderManager.StateSetFogColour(p[0], p[1], p[2]);
}
template <typename T>
inline void glLight_4J(int light, int pname, T* params) {
float* p = params->_getDataPointer();
if (pname == 0x1203 /* GL_POSITION */)
RenderManager.StateSetLightDirection(light == 0x4000 ? 0 : 1, p[0],
p[1], p[2]);
else if (pname == 0x1200 /* GL_AMBIENT */)
RenderManager.StateSetLightAmbientColour(p[0], p[1], p[2]);
else if (pname == 0x1201 /* GL_DIFFUSE */)
RenderManager.StateSetLightColour(light == 0x4000 ? 0 : 1, p[0], p[1],
p[2]);
}
template <typename T>
inline void glLightModel_4J(int pname, T* params) {
float* p = params->_getDataPointer();
if (pname == 0x0B53 /* GL_LIGHT_MODEL_AMBIENT */)
RenderManager.StateSetLightAmbientColour(p[0], p[1], p[2]);
}
template <typename T>
inline void glTexGen_4J(int coord, int pname, T* params) {}
inline void glReadPixels_4J(int x, int y, int width, int height, int format,
int type, void* pixels) {
::glReadPixels(x, y, width, height, (unsigned int)format,
(unsigned int)type, pixels);
}
inline void glReadPixels_4J(int x, int y, int width, int height, int format,
int type, unsigned char* pixels) {
::glReadPixels(x, y, width, height, (unsigned int)format,
(unsigned int)type, (void*)pixels);
}
// T -> .getBuffer()
template <typename T>
inline void glReadPixels_4J(int x, int y, int width, int height, int format,
int type, T* pixels) {
::glReadPixels(x, y, width, height, (unsigned int)format,
(unsigned int)type, pixels->getBuffer());
}
void glBeginQuery_4J_Helper(unsigned int target, unsigned int id);
void glEndQuery_4J_Helper(unsigned int target);
void glGenQueries_4J_Helper(unsigned int* id);
void glGetQueryObjectu_4J_Helper(unsigned int id, unsigned int pname,
unsigned int* val);
// redirect the functions to my own implementation, no more 2.1 funcs
#define glGenTextures(...) glGenTextures_4J(__VA_ARGS__)
#define glDeleteTextures(...) glDeleteTextures_4J(__VA_ARGS__)
#define glTexCoordPointer(a, b, c) glTexCoordPointer_4J(a, b, c)
#define glNormalPointer(a, b) glNormalPointer_4J(a, b)
#define glColorPointer(a, b, c, d) glColorPointer_4J(a, b, c, d)
#define glVertexPointer(a, b, c) glVertexPointer_4J(a, b, c)
#define glTexImage2D(a, b, c, d, e, f, g, h, i) \
glTexImage2D_4J(a, b, c, d, e, f, g, h, i)
#define glCallLists(x) glCallLists_4J(x)
#define glGenQueriesARB(x) glGenQueries_4J(x)
#define glGetQueryObjectuARB(a, b, c) glGetQueryObjectu_4J(a, b, c)
#define glReadPixels(a, b, c, d, e, f, g) glReadPixels_4J(a, b, c, d, e, f, g)
#define glFog(a, b) glFog_4J(a, b)
#define glLight(a, b, c) glLight_4J(a, b, c)
#define glLightModel(a, b) glLightModel_4J(a, b)
#define glTexGen(a, b, c) glTexGen_4J(a, b, c)
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#pragma once
#ifndef GL_GLEXT_PROTOTYPES
# define GL_GLEXT_PROTOTYPES 1
#endif
#include <GL/gl.h>
#include <GL/glext.h>
#include <SDL2/SDL.h>
#include <cstdio>
#ifndef GL_ARRAY_BUFFER
# define GL_ARRAY_BUFFER 0x8892
#endif
#ifndef GL_ELEMENT_ARRAY_BUFFER
# define GL_ELEMENT_ARRAY_BUFFER 0x8893
#endif
#ifndef GL_STATIC_DRAW
# define GL_STATIC_DRAW 0x88B4
#endif
#ifndef GL_VERTEX_SHADER
# define GL_VERTEX_SHADER 0x8B31
#endif
#ifndef GL_FRAGMENT_SHADER
# define GL_FRAGMENT_SHADER 0x8B30
#endif
#ifndef GL_QUADS
# define GL_QUADS 0x0007
#endif
static inline bool gl3_load() {
const char* ver = (const char*)glGetString(GL_VERSION);
if (!ver) {
fprintf(stderr, "[gl3_loader] ERROR: No active GL context found.\n");
return false;
}
int major = 0, minor = 0;
if (sscanf(ver, "%d.%d", &major, &minor) >= 2) {
if (major < 3 || (major == 3 && minor < 3)) {
fprintf(stderr, "[gl3_loader] ERROR: Need GL 3.3, but system provides %s\n", ver);
return false;
}
}
fprintf(stderr, "[gl3_loader] GL Version: %s, it's all okay!! until android support.\n", ver);
return true;
}
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# isolate em
_sdl2 = dependency('sdl2')
_threads = dependency('threads')
_glm = dependency('glm')
_defs = []
if get_option('renderer') == 'gles'
_gl = dependency('glesv2', required: true)
_defs += ['-DGLES']
else
_gl = dependency('gl', required: true)
endif
render_sources = files(
'4J_Render.cpp',
'stdafx.cpp',
'stubs.cpp',
)
lib_render = static_library(
'4J_Render',
render_sources,
include_directories: include_directories('.'),
dependencies: [_sdl2, _gl, _threads, _glm],
cpp_args: _defs
+ [
'-fpermissive',
'-Wshift-count-overflow',
'-pipe',
'-include', meson.current_source_dir() / 'stdafx.h',
],
)
render_dep = declare_dependency(
link_with: lib_render,
include_directories: include_directories('.'),
)
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R"GLSL(
#version 330 core
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform int uUseTexture;
uniform int uUseLightmap;
uniform float uAlphaRef;
uniform vec4 uFogColor;
uniform int uFogEnable;
uniform float uInvGamma;
in vec2 vUV0;
in vec2 vUV1;
in vec4 vColor;
in float vFogFactor;
out vec4 oColor;
void main() {
vec4 texColor = (uUseTexture != 0) ? texture(uTex0, vUV0) : vec4(1.0);
vec4 c = texColor * vColor;
if (c.a < uAlphaRef) discard;
if (uUseLightmap != 0) c.rgb *= texture(uTex1, vUV1).rgb;
if (uFogEnable != 0) c.rgb = mix(uFogColor.rgb, c.rgb, vFogFactor);
c.rgb = pow(c.rgb, vec3(uInvGamma));
oColor = c;
}
)GLSL";
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R"GLSL(
#version 300 es
precision mediump float;
precision mediump int;
uniform sampler2D uTex0;
uniform sampler2D uTex1;
uniform int uUseTexture;
uniform int uUseLightmap;
uniform float uAlphaRef;
uniform vec4 uFogColor;
uniform int uFogEnable;
uniform float uInvGamma;
in vec2 vUV0;
in vec2 vUV1;
in vec4 vColor;
in float vFogFactor;
out vec4 oColor;
void main() {
vec4 texColor = (uUseTexture != 0) ? texture(uTex0, vUV0) : vec4(1.0);
vec4 c = texColor * vColor;
if (c.a < uAlphaRef) discard;
if (uUseLightmap != 0) c.rgb *= texture(uTex1, vUV1).rgb;
if (uFogEnable != 0) c.rgb = mix(uFogColor.rgb, c.rgb, vFogFactor);
c.rgb = pow(c.rgb, vec3(uInvGamma));
oColor = c;
}
)GLSL";
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R"GLSL(
#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aUV0;
layout(location=2) in vec4 aColor;
layout(location=3) in vec3 aNormal;
layout(location=4) in ivec2 aLMraw;
uniform mat4 uMVP;
uniform mat4 uMV;
uniform mat3 uNormalMatrix;
uniform float uNormalSign;
uniform mat4 uTexMat0;
uniform vec4 uBaseColor;
uniform int uLighting;
uniform vec3 uLight0Dir;
uniform vec3 uLight1Dir;
uniform vec3 uLightDiffuse;
uniform vec3 uLightAmbient;
uniform vec3 uChunkOffset;
uniform int uFogMode;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
uniform vec4 uLMTransform;
uniform vec2 uGlobalLM;
out vec2 vUV0;
out vec2 vUV1;
out vec4 vColor;
out float vFogFactor;
void main() {
vec4 aPos4 = vec4(aPos + uChunkOffset, 1.0);
vec4 eyePos = uMV * aPos4;
gl_Position = uMVP * aPos4;
vUV0 = (uTexMat0 * vec4(aUV0, 0.0, 1.0)).xy;
vec2 lm = (aLMraw.x <= -500) ? uGlobalLM : vec2(aLMraw);
vUV1 = (lm / 256.0) * uLMTransform.xy + uLMTransform.zw;
bool sentinel = (aColor == vec4(0.0));
vec4 col = sentinel ? uBaseColor : aColor.abgr;
if (uLighting == 1) {
vec3 n = normalize(uNormalMatrix * aNormal) * uNormalSign;
float d0 = max(dot(n, uLight0Dir), 0.0);
float d1 = max(dot(n, uLight1Dir), 0.0);
vColor = vec4(col.rgb * (uLightAmbient + uLightDiffuse * (d0 + d1)), col.a);
} else {
vColor = col;
}
float eDist = length(eyePos.xyz);
if (uFogMode == 1) vFogFactor = clamp((uFogEnd - eDist) / max(uFogEnd - uFogStart, 1e-4), 0.0, 1.0);
else if (uFogMode == 2) vFogFactor = clamp(exp(-uFogDensity * eDist), 0.0, 1.0);
else if (uFogMode == 3) { float d = uFogDensity * eDist; vFogFactor = clamp(exp(-d*d), 0.0, 1.0); }
else vFogFactor = 1.0;
}
)GLSL";
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R"GLSL(
#version 300 es
precision highp float;
precision highp int;
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aUV0;
layout(location=2) in vec4 aColor;
layout(location=3) in vec3 aNormal;
layout(location=4) in ivec2 aLMraw;
uniform mat4 uMVP;
uniform mat4 uMV;
uniform mat3 uNormalMatrix;
uniform float uNormalSign;
uniform mat4 uTexMat0;
uniform vec4 uBaseColor;
uniform int uLighting;
uniform vec3 uLight0Dir;
uniform vec3 uLight1Dir;
uniform vec3 uLightDiffuse;
uniform vec3 uLightAmbient;
uniform vec3 uChunkOffset;
uniform int uFogMode;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
uniform vec4 uLMTransform;
uniform vec2 uGlobalLM;
out vec2 vUV0;
out vec2 vUV1;
out vec4 vColor;
out float vFogFactor;
void main() {
vec4 aPos4 = vec4(aPos + uChunkOffset, 1.0);
vec4 eyePos = uMV * aPos4;
gl_Position = uMVP * aPos4;
vUV0 = (uTexMat0 * vec4(aUV0, 0.0, 1.0)).xy;
vec2 lm = (aLMraw.x <= -500) ? uGlobalLM : vec2(aLMraw);
vUV1 = (lm / 256.0) * uLMTransform.xy + uLMTransform.zw;
bool sentinel = all(equal(aColor, vec4(0.0)));
vec4 col = sentinel ? uBaseColor : aColor.abgr;
if (uLighting == 1) {
vec3 n = normalize(uNormalMatrix * aNormal) * uNormalSign;
float d0 = max(dot(n, uLight0Dir), 0.0);
float d1 = max(dot(n, uLight1Dir), 0.0);
vColor = vec4(col.rgb * (uLightAmbient + uLightDiffuse * (d0 + d1)), col.a);
} else {
vColor = col;
}
float eDist = length(eyePos.xyz);
if (uFogMode == 1) vFogFactor = clamp((uFogEnd - eDist) / max(uFogEnd - uFogStart, 1e-4), 0.0, 1.0);
else if (uFogMode == 2) vFogFactor = clamp(exp(-uFogDensity * eDist), 0.0, 1.0);
else if (uFogMode == 3) { float d = uFogDensity * eDist; vFogFactor = clamp(exp(-d*d), 0.0, 1.0); }
else vFogFactor = 1.0;
}
)GLSL";
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#include "stdafx.h"
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#ifndef _4J_RENDER_STADAFX_H
#define _4J_RENDER_STADAFX_H
#include "../4J.Common/4J_Compat.h"
#endif //_4J_RENDER_STADAFX_H
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#include "4J_Render.h"
// Command Buffers
void C4JRender::CBuffLockStaticCreations() {}
int C4JRender::CBuffSize(int) { return 0; }
void C4JRender::CBuffTick() {}
void C4JRender::CBuffDeferredModeStart() {}
void C4JRender::CBuffDeferredModeEnd() {}
// Render States
void C4JRender::StateSetLightEnable(int, bool) {}
void C4JRender::StateSetEnableViewportClipPlanes(bool) {}
void C4JRender::StateSetForceLOD(int) {}
void C4JRender::StateSetTexGenCol(int, float, float, float, float, bool) {}
// Textures
void C4JRender::TextureDynamicUpdateStart() {}
void C4JRender::TextureDynamicUpdateEnd() {}
void C4JRender::TextureGetStats() {}
void* C4JRender::TextureGetTexture(int) { return nullptr; }
int C4JRender::SaveTextureData(const char*, D3DXIMAGE_INFO*, int*) { return 0; }
int C4JRender::SaveTextureDataToMemory(void*, int, int*, int, int, int*) {
return 0;
}
// Screen/Image Capturing
void C4JRender::DoScreenGrabOnNextPresent() {}
void C4JRender::CaptureThumbnail(ImageFileBuffer*) {}
void C4JRender::CaptureScreen(ImageFileBuffer*, XSOCIAL_PREVIEWIMAGE*) {}
// Conditional Rendering & Events
void C4JRender::BeginConditionalSurvey(int) {}
void C4JRender::EndConditionalSurvey() {}
void C4JRender::BeginConditionalRendering(int) {}
void C4JRender::EndConditionalRendering() {}
void C4JRender::BeginEvent(const wchar_t*) {}
void C4JRender::EndEvent() {}
void C4JRender::Tick() {}
// Lifecycle
void C4JRender::Suspend() {}
bool C4JRender::Suspended() { return false; }
void C4JRender::Resume() {}