Sweden-Number/dlls/ddraw/d3ddevice/mesa.c

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/* Direct3D Device
(c) 1998 Lionel ULMER
This files contains the MESA implementation of all the D3D devices that
Wine supports. */
#include <string.h>
#include "config.h"
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#include "windef.h"
#include "winerror.h"
#include "wine/obj_base.h"
#include "heap.h"
#include "ddraw.h"
#include "d3d.h"
#include "debugtools.h"
#include "mesa_private.h"
DEFAULT_DEBUG_CHANNEL(ddraw)
ICOM_VTABLE(IDirect3DDevice2) OpenGL_vtable;
ICOM_VTABLE(IDirect3DDevice) OpenGL_vtable_dx3;
/* Define this variable if you have an unpatched Mesa 3.0 (patches are available
on Mesa's home page) or version 3.1b.
Version 3.1b2 should correct this bug */
#undef HAVE_BUGGY_MESAGL
#define D3DDPRIVATE(x) mesa_d3dd_private *odev=((mesa_d3dd_private*)x->private)
#define DDPRIVATE(x) x11_dd_private *ddpriv=((x11_dd_private*)(x)->d->private)
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#ifndef HAVE_GLEXT_PROTOTYPES
/* This is for non-OpenGL ABI compliant glext.h headers :-) */
typedef void (* PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat,
GLsizei width, GLenum format, GLenum type,
const GLvoid *table);
#endif
static const float id_mat[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
/*******************************************************************************
* OpenGL static functions
*/
static void set_context(IDirect3DDevice2Impl* This) {
D3DDPRIVATE(This);
DDPRIVATE(This->surface->s.ddraw);
#ifdef USE_OSMESA
OSMesaMakeCurrent(d3ddpriv->ctx, odev->buffer, GL_UNSIGNED_BYTE,
This->surface->s.surface_desc.dwWidth,
This->surface->s.surface_desc.dwHeight);
#else
if (glXMakeCurrent(display,ddpriv->drawable, odev->ctx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n",
odev->ctx, ddpriv->drawable);
}
#endif
}
static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
{
pc->dwSize = sizeof(*pc);
pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW |
D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ;
pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE |
D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST;
pc->dwZCmpCaps = 0xFFFFFFFF; /* All Z test can be done */
pc->dwSrcBlendCaps = 0xFFFFFFFF; /* FIXME: need REAL values */
pc->dwDestBlendCaps = 0xFFFFFFFF; /* FIXME: need REAL values */
pc->dwAlphaCmpCaps = 0xFFFFFFFF; /* FIXME: need REAL values */
pc->dwShadeCaps = 0xFFFFFFFF; /* FIXME: need REAL values */
pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE |
D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY;
pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST |
D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST;
pc->dwTextureBlendCaps = 0xFFFFFFFF; /* FIXME: need REAL values */
pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP;
pc->dwStippleWidth = 32;
pc->dwStippleHeight = 32;
}
static void fill_opengl_caps(D3DDEVICEDESC *d1, D3DDEVICEDESC *d2)
{
/* GLint maxlight; */
d1->dwSize = sizeof(*d1);
d1->dwFlags = D3DDD_DEVCAPS | D3DDD_BCLIPPING | D3DDD_COLORMODEL | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH
| D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS;
d1->dcmColorModel = D3DCOLOR_RGB;
d1->dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY |
D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY;
d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS);
d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP;
d1->bClipping = TRUE;
d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS);
d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT;
d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB;
d1->dlcLightingCaps.dwNumLights = 16; /* glGetIntegerv(GL_MAX_LIGHTS, &maxlight); d1->dlcLightingCaps.dwNumLights = maxlight; */
fill_opengl_primcaps(&(d1->dpcLineCaps));
fill_opengl_primcaps(&(d1->dpcTriCaps));
d1->dwDeviceRenderBitDepth = DDBD_16;
d1->dwDeviceZBufferBitDepth = DDBD_16;
d1->dwMaxBufferSize = 0;
d1->dwMaxVertexCount = 65536;
d1->dwMinTextureWidth = 1;
d1->dwMinTextureHeight = 1;
d1->dwMaxTextureWidth = 256; /* This is for Mesa on top of Glide (in the future :-) ) */
d1->dwMaxTextureHeight = 256; /* This is for Mesa on top of Glide (in the future :-) ) */
d1->dwMinStippleWidth = 1;
d1->dwMinStippleHeight = 1;
d1->dwMaxStippleWidth = 32;
d1->dwMaxStippleHeight = 32;
d2->dwSize = sizeof(*d2);
d2->dwFlags = 0;
}
static void fill_device_capabilities(IDirectDrawImpl* ddraw) {
x11_dd_private *private = (x11_dd_private *) ddraw->private;
const char *ext_string;
Mesa_DeviceCapabilities *devcap;
private->device_capabilities = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(Mesa_DeviceCapabilities));
devcap = (Mesa_DeviceCapabilities *) private->device_capabilities;
ENTER_GL();
ext_string = glGetString(GL_EXTENSIONS);
/* Query for the ColorTable Extension */
if (strstr(ext_string, "GL_EXT_paletted_texture")) {
devcap->ptr_ColorTableEXT = (PFNGLCOLORTABLEEXTPROC) glXGetProcAddressARB("glColorTableEXT");
TRACE("Color table extension supported (function at %p)\n", devcap->ptr_ColorTableEXT);
} else {
TRACE("Color table extension not found.\n");
}
LEAVE_GL();
}
int d3d_OpenGL(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) {
D3DDEVICEDESC d1,d2;
TRACE(" Enumerating OpenGL D3D2 device (IID %s).\n", debugstr_guid(&IID_D3DDEVICE2_OpenGL));
fill_opengl_caps(&d1, &d2);
return cb((void*)&IID_D3DDEVICE2_OpenGL,"WINE Direct3D2 using OpenGL","direct3d",&d1,&d2,context);
}
int
is_OpenGL(
REFCLSID rguid, IDirectDrawSurfaceImpl* surface,
IDirect3DDevice2Impl** device, IDirect3D2Impl* d3d
) {
mesa_d3dd_private *odev = NULL;
if (/* Default device */
(rguid == NULL) ||
/* HAL Device */
(!memcmp(&IID_IDirect3DHALDevice,rguid,sizeof(IID_IDirect3DHALDevice))) ||
/* OpenGL Device */
(!memcmp(&IID_D3DDEVICE2_OpenGL,rguid,sizeof(IID_D3DDEVICE2_OpenGL)))) {
*device = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DDevice2Impl));
(*device)->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dd_private));
odev = (mesa_d3dd_private*)(*device)->private;
(*device)->ref = 1;
ICOM_VTBL(*device) = &OpenGL_vtable;
(*device)->d3d = d3d;
(*device)->surface = surface;
(*device)->viewport_list = NULL;
(*device)->current_viewport = NULL;
(*device)->set_context = set_context;
TRACE("Creating OpenGL device for surface %p\n", surface);
/* Create the OpenGL context */
#ifdef USE_OSMESA
odev->ctx = OSMesaCreateContext(OSMESA_RGBA, NULL);
odev->buffer = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,
surface->s.surface_desc.dwWidth * surface->s.surface_desc.dwHeight * 4);
#else
/* First get the correct visual */
ENTER_GL();
/* Create the context */
{
XVisualInfo *vis;
int num;
XVisualInfo template;
template.visualid = XVisualIDFromVisual(visual);
vis = XGetVisualInfo(display, VisualIDMask, &template, &num);
odev->ctx = glXCreateContext(display, vis,
NULL, GL_TRUE);
}
if (odev->ctx == NULL)
ERR("Error in context creation !\n");
else
TRACE("Context created (%p)\n", odev->ctx);
/* Now override the surface's Flip method (if in double buffering) */
((x11_ds_private *) surface->private)->opengl_flip = TRUE;
{
int i;
struct _surface_chain *chain = surface->s.chain;
for (i=0;i<chain->nrofsurfaces;i++)
if (chain->surfaces[i]->s.surface_desc.ddsCaps.dwCaps & DDSCAPS_FLIP)
((x11_ds_private *) chain->surfaces[i]->private)->opengl_flip = TRUE;
}
#endif
odev->rs.src = GL_ONE;
odev->rs.dst = GL_ZERO;
odev->rs.mag = GL_NEAREST;
odev->rs.min = GL_NEAREST;
odev->vt = 0;
/* Allocate memory for the matrices */
odev->world_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
odev->view_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
odev->proj_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
memcpy(odev->world_mat, id_mat, 16 * sizeof(float));
memcpy(odev->view_mat , id_mat, 16 * sizeof(float));
memcpy(odev->proj_mat , id_mat, 16 * sizeof(float));
/* Initialisation */
TRACE("Setting current context\n");
(*device)->set_context(*device);
TRACE("Current context set\n");
glClearColor(0.0, 0.0, 0.0, 0.0);
glColor3f(1.0, 1.0, 1.0);
LEAVE_GL();
fill_device_capabilities(d3d->ddraw);
TRACE("OpenGL device created \n");
return 1;
}
FIXME("bad IID %s\n",debugstr_guid(rguid));
/* This is not the OpenGL UID */
return 0;
}
/*******************************************************************************
* MESA IDirect3DDevice2
*/
static ULONG WINAPI MESA_IDirect3DDevice2Impl_Release(LPDIRECT3DDEVICE2 iface)
{
ICOM_THIS(IDirect3DDevice2Impl,iface);
D3DDPRIVATE(This);
FIXME("(%p)->() decrementing from %lu.\n", This, This->ref );
if (!--(This->ref)) {
#ifdef USE_OSMESA
OSMesaDestroyContext(odev->ctx);
#else
ENTER_GL();
glXDestroyContext(display, odev->ctx);
LEAVE_GL();
#endif
This->private = NULL;
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return This->ref;
}
/*** IDirect3DDevice2 methods ***/
static HRESULT WINAPI MESA_IDirect3DDevice2Impl_GetCaps(
LPDIRECT3DDEVICE2 iface, LPD3DDEVICEDESC lpdescsoft,
LPD3DDEVICEDESC lpdeschard
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p,%p): stub\n", This, lpdescsoft, lpdeschard);
fill_opengl_caps(lpdescsoft, lpdeschard);
return DD_OK;
}
static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb,
LPVOID context) {
DDSURFACEDESC sdesc;
LPDDPIXELFORMAT pformat;
/* Do the texture enumeration */
sdesc.dwSize = sizeof(DDSURFACEDESC);
sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS;
sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
pformat = &(sdesc.ddpfPixelFormat);
pformat->dwSize = sizeof(DDPIXELFORMAT);
pformat->dwFourCC = 0;
TRACE("Enumerating GL_RGBA unpacked (32)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
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pformat->u.dwRGBBitCount = 32;
pformat->u1.dwRBitMask = 0xFF000000;
pformat->u2.dwGBitMask = 0x00FF0000;
pformat->u3.dwBBitMask = 0x0000FF00;
pformat->u4.dwRGBAlphaBitMask = 0x000000FF;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE("Enumerating GL_RGB unpacked (24)\n");
pformat->dwFlags = DDPF_RGB;
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pformat->u.dwRGBBitCount = 24;
pformat->u1.dwRBitMask = 0x00FF0000;
pformat->u2.dwGBitMask = 0x0000FF00;
pformat->u3.dwBBitMask = 0x000000FF;
pformat->u4.dwRGBAlphaBitMask = 0x00000000;
if (cb(&sdesc, context) == 0)
return DD_OK;
#ifndef HAVE_BUGGY_MESAGL
/* The packed texture format are buggy in Mesa. The bug was reported and corrected,
so that future version will work great. */
TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n");
pformat->dwFlags = DDPF_RGB;
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pformat->u.dwRGBBitCount = 16;
pformat->u1.dwRBitMask = 0x0000F800;
pformat->u2.dwGBitMask = 0x000007E0;
pformat->u3.dwBBitMask = 0x0000001F;
pformat->u4.dwRGBAlphaBitMask = 0x00000000;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
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pformat->u.dwRGBBitCount = 16;
pformat->u1.dwRBitMask = 0x0000F800;
pformat->u2.dwGBitMask = 0x000007C0;
pformat->u3.dwBBitMask = 0x0000003E;
pformat->u4.dwRGBAlphaBitMask = 0x00000001;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
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pformat->u.dwRGBBitCount = 16;
pformat->u1.dwRBitMask = 0x0000F000;
pformat->u2.dwGBitMask = 0x00000F00;
pformat->u3.dwBBitMask = 0x000000F0;
pformat->u4.dwRGBAlphaBitMask = 0x0000000F;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE("Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n");
pformat->dwFlags = DDPF_RGB;
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pformat->u.dwRGBBitCount = 8;
pformat->u1.dwRBitMask = 0x0000F800;
pformat->u2.dwGBitMask = 0x000007C0;
pformat->u3.dwBBitMask = 0x0000003E;
pformat->u4.dwRGBAlphaBitMask = 0x00000001;
if (cb(&sdesc, context) == 0)
return DD_OK;
#endif
TRACE("Enumerating Paletted (8)\n");
pformat->dwFlags = DDPF_PALETTEINDEXED8;
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pformat->u.dwRGBBitCount = 8;
pformat->u1.dwRBitMask = 0x00000000;
pformat->u2.dwGBitMask = 0x00000000;
pformat->u3.dwBBitMask = 0x00000000;
pformat->u4.dwRGBAlphaBitMask = 0x00000000;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE("End of enumeration\n");
return DD_OK;
}
static HRESULT WINAPI MESA_IDirect3DDevice2Impl_EnumTextureFormats(
LPDIRECT3DDEVICE2 iface, LPD3DENUMTEXTUREFORMATSCALLBACK cb, LPVOID context
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p,%p): stub\n", This, cb, context);
return enum_texture_format_OpenGL(cb, context);
}
static HRESULT WINAPI MESA_IDirect3DDevice2Impl_BeginScene(
LPDIRECT3DDEVICE2 iface
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(): stub\n", This);
/* Here, we should get the DDraw surface and 'copy it' to the
OpenGL surface.... */
return DD_OK;
}
HRESULT WINAPI MESA_IDirect3DDevice2Impl_EndScene(LPDIRECT3DDEVICE2 iface) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
#ifdef USE_OSMESA
D3DPRIVATE(This);
LPDIRECTDRAWSURFACE3 surf = (LPDIRECTDRAWSURFACE3) This->surface;
DDSURFACEDESC sdesc;
int x,y;
unsigned char *src;
unsigned short *dest;
#endif
FIXME("(%p)->(): stub\n", This);
#ifdef USE_OSMESA
/* Here we copy back the OpenGL scene to the the DDraw surface */
/* First, lock the surface */
IDirectDrawSurface3_Lock(surf,NULL,&sdesc,DDLOCK_WRITEONLY,0);
/* The copy the OpenGL buffer to this surface */
/* NOTE : this is only for debugging purpose. I KNOW it is really unoptimal.
I am currently working on a set of patches for Mesa to have OSMesa support
16 bpp surfaces => we will able to render directly onto the surface, no
need to do a bpp conversion */
dest = (unsigned short *) sdesc.y.lpSurface;
src = ((unsigned char *) odev->buffer) + 4 * (sdesc.dwWidth * (sdesc.dwHeight - 1));
for (y = 0; y < sdesc.dwHeight; y++) {
unsigned char *lsrc = src;
for (x = 0; x < sdesc.dwWidth ; x++) {
unsigned char r = *lsrc++;
unsigned char g = *lsrc++;
unsigned char b = *lsrc++;
lsrc++; /* Alpha */
*dest = ((r >> 3) << 11) | ((g >> 2) << 5) | (b >> 3);
dest++;
}
src -= 4 * sdesc.dwWidth;
}
/* Unlock the surface */
IDirectDrawSurface3_Unlock(surf,sdesc.y.lpSurface);
#else
/* No need to do anything here... */
#endif
return DD_OK;
}
static HRESULT WINAPI MESA_IDirect3DDevice2Impl_SetRenderState(
LPDIRECT3DDEVICE2 iface, D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
D3DDPRIVATE(This);
TRACE("(%p)->(%d,%ld)\n", This, dwRenderStateType, dwRenderState);
/* Call the render state functions */
set_render_state(dwRenderStateType, dwRenderState, &(odev->rs));
return DD_OK;
}
static HRESULT WINAPI MESA_IDirect3DDevice2Impl_SetLightState(
LPDIRECT3DDEVICE2 iface, D3DLIGHTSTATETYPE dwLightStateType,
DWORD dwLightState
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%08lx): stub\n", This, dwLightStateType, dwLightState);
switch (dwLightStateType) {
case D3DLIGHTSTATE_MATERIAL: { /* 1 */
IDirect3DMaterial2Impl* mat = (IDirect3DMaterial2Impl*) dwLightState;
if (mat != NULL) {
ENTER_GL();
mat->activate(mat);
LEAVE_GL();
} else {
TRACE("Zoups !!!\n");
}
} break;
case D3DLIGHTSTATE_AMBIENT: { /* 2 */
float light[4];
light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
light[1] = ((dwLightState >> 8) & 0xFF) / 255.0;
light[2] = ((dwLightState >> 0) & 0xFF) / 255.0;
light[3] = 1.0;
ENTER_GL();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
LEAVE_GL();
} break;
#define UNSUP(x) case D3DLIGHTSTATE_##x: FIXME("unsupported D3DLIGHTSTATE_" #x "!\n");break;
UNSUP(COLORMODEL);
UNSUP(FOGMODE);
UNSUP(FOGSTART);
UNSUP(FOGEND);
UNSUP(FOGDENSITY);
#undef UNSUP
default:
TRACE("Unexpected Light State Type\n");
return DDERR_INVALIDPARAMS;
}
return DD_OK;
}
static HRESULT WINAPI MESA_IDirect3DDevice2Impl_SetTransform(
LPDIRECT3DDEVICE2 iface, D3DTRANSFORMSTATETYPE d3dts,
LPD3DMATRIX lpmatrix
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
D3DDPRIVATE(This);
FIXME("(%p)->(%d,%p): stub\n", This, d3dts, lpmatrix);
ENTER_GL();
/* Using a trial and failure approach, I found that the order of
Direct3D transformations that works best is :
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
As OpenGL uses only two matrices, I combined PROJECTION and VIEW into
OpenGL's GL_PROJECTION matrix and the WORLD into GL_MODELVIEW.
If anyone has a good explanation of the three different matrices in
the SDK online documentation, feel free to point it to me. For example,
which matrices transform lights ? In OpenGL only the PROJECTION matrix
transform the lights, not the MODELVIEW. Using the matrix names, I
supposed that PROJECTION and VIEW (all 'camera' related names) do
transform lights, but WORLD do not. It may be wrong though... */
/* After reading through both OpenGL and Direct3D documentations, I
thought that D3D matrices were written in 'line major mode' transposed
from OpenGL's 'column major mode'. But I found out that a simple memcpy
works fine to transfer one matrix format to the other (it did not work
when transposing)....
So :
1) are the documentations wrong
2) does the matrix work even if they are not read correctly
3) is Mesa's implementation of OpenGL not compliant regarding Matrix
loading using glLoadMatrix ?
Anyway, I always use 'conv_mat' to transfer the matrices from one format
to the other so that if I ever find out that I need to transpose them, I
will able to do it quickly, only by changing the macro conv_mat. */
switch (d3dts) {
case D3DTRANSFORMSTATE_WORLD: {
conv_mat(lpmatrix, odev->world_mat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float *) odev->world_mat);
} break;
case D3DTRANSFORMSTATE_VIEW: {
conv_mat(lpmatrix, odev->view_mat);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) odev->proj_mat);
glMultMatrixf((float *) odev->view_mat);
} break;
case D3DTRANSFORMSTATE_PROJECTION: {
conv_mat(lpmatrix, odev->proj_mat);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) odev->proj_mat);
glMultMatrixf((float *) odev->view_mat);
} break;
default:
break;
}
LEAVE_GL();
return DD_OK;
}
#define DRAW_PRIMITIVE(MAXVERT,INDEX) \
/* Puts GL in the correct lighting mode */ \
if (odev->vt != d3dv) { \
if (odev->vt == D3DVT_TLVERTEX) { \
/* Need to put the correct transformation again */ \
glMatrixMode(GL_MODELVIEW); \
glLoadMatrixf((float *) odev->world_mat); \
glMatrixMode(GL_PROJECTION); \
glLoadMatrixf((float *) odev->proj_mat); \
glMultMatrixf((float *) odev->view_mat); \
} \
\
switch (d3dv) { \
case D3DVT_VERTEX: \
TRACE("Standard Vertex\n"); \
glEnable(GL_LIGHTING); \
break; \
\
case D3DVT_LVERTEX: \
TRACE("Lighted Vertex\n"); \
glDisable(GL_LIGHTING); \
break; \
\
case D3DVT_TLVERTEX: { \
GLdouble height, width, minZ, maxZ; \
\
TRACE("Transformed - Lighted Vertex\n"); \
/* First, disable lighting */ \
glDisable(GL_LIGHTING); \
\
/* Then do not put any transformation matrixes */ \
glMatrixMode(GL_MODELVIEW); \
glLoadIdentity(); \
glMatrixMode(GL_PROJECTION); \
glLoadIdentity(); \
\
if (This->current_viewport == NULL) { \
ERR("No current viewport !\n"); \
/* Using standard values */ \
height = 640.0; \
width = 480.0; \
minZ = -10.0; \
maxZ = 10.0; \
} else { \
if (This->current_viewport->use_vp2) { \
height = (GLdouble) This->current_viewport->viewport.vp2.dwHeight;\
width = (GLdouble) This->current_viewport->viewport.vp2.dwWidth;\
minZ = (GLdouble) This->current_viewport->viewport.vp2.dvMinZ;\
maxZ = (GLdouble) This->current_viewport->viewport.vp2.dvMaxZ;\
} else { \
height = (GLdouble) This->current_viewport->viewport.vp1.dwHeight;\
width = (GLdouble) This->current_viewport->viewport.vp1.dwWidth;\
minZ = (GLdouble) This->current_viewport->viewport.vp1.dvMinZ;\
maxZ = (GLdouble) This->current_viewport->viewport.vp1.dvMaxZ;\
} \
} \
\
glOrtho(0.0, width, height, 0.0, -minZ, -maxZ); \
} break; \
\
default: \
ERR("Unhandled vertex type\n"); \
break; \
} \
\
odev->vt = d3dv; \
} \
\
switch (d3dp) { \
case D3DPT_POINTLIST: \
TRACE("Start POINTS\n"); \
glBegin(GL_POINTS); \
break; \
\
case D3DPT_LINELIST: \
TRACE("Start LINES\n"); \
glBegin(GL_LINES); \
break; \
\
case D3DPT_LINESTRIP: \
TRACE("Start LINE_STRIP\n"); \
glBegin(GL_LINE_STRIP); \
break; \
\
case D3DPT_TRIANGLELIST: \
TRACE("Start TRIANGLES\n"); \
glBegin(GL_TRIANGLES); \
break; \
\
case D3DPT_TRIANGLESTRIP: \
TRACE("Start TRIANGLE_STRIP\n"); \
glBegin(GL_TRIANGLE_STRIP); \
break; \
\
case D3DPT_TRIANGLEFAN: \
TRACE("Start TRIANGLE_FAN\n"); \
glBegin(GL_TRIANGLE_FAN); \
break; \
\
default: \
TRACE("Unhandled primitive\n"); \
break; \
} \
\
/* Draw the primitives */ \
for (vx_index = 0; vx_index < MAXVERT; vx_index++) { \
switch (d3dv) { \
case D3DVT_VERTEX: { \
D3DVERTEX *vx = ((D3DVERTEX *) lpvertex) + INDEX; \
\
glNormal3f(vx->nx.nx, vx->ny.ny, vx->nz.nz); \
glVertex3f(vx->x.x, vx->y.y, vx->z.z); \
TRACE(" V: %f %f %f\n", vx->x.x, vx->y.y, vx->z.z); \
} break; \
\
case D3DVT_LVERTEX: { \
D3DLVERTEX *vx = ((D3DLVERTEX *) lpvertex) + INDEX; \
DWORD col = vx->c.color; \
\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glVertex3f(vx->x.x, vx->y.y, vx->z.z); \
TRACE(" LV: %f %f %f (%02lx %02lx %02lx)\n", \
vx->x.x, vx->y.y, vx->z.z, \
((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF));\
} break; \
\
case D3DVT_TLVERTEX: { \
D3DTLVERTEX *vx = ((D3DTLVERTEX *) lpvertex) + INDEX; \
DWORD col = vx->c.color; \
\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glTexCoord2f(vx->u.tu, vx->v.tv); \
if (vx->r.rhw < 0.01) \
glVertex3f(vx->x.sx, \
vx->y.sy, \
vx->z.sz); \
else \
glVertex4f(vx->x.sx / vx->r.rhw, \
vx->y.sy / vx->r.rhw, \
vx->z.sz / vx->r.rhw, \
1.0 / vx->r.rhw); \
TRACE(" TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
vx->x.sx, vx->y.sy, vx->z.sz, \
((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF),\
vx->u.tu, vx->v.tv, vx->r.rhw); \
} break; \
\
default: \
FIXME("Unhandled vertex type\n"); \
break; \
} \
} \
\
glEnd(); \
TRACE("End\n");
static HRESULT WINAPI MESA_IDirect3DDevice2Impl_DrawPrimitive(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
LPVOID lpvertex, DWORD vertcount, DWORD dwFlags
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
D3DDPRIVATE(This);
int vx_index;
TRACE("(%p)->(%d,%d,%p,%ld,%08lx): stub\n", This, d3dp, d3dv, lpvertex, vertcount, dwFlags);
ENTER_GL();
DRAW_PRIMITIVE(vertcount, vx_index);
LEAVE_GL();
return D3D_OK;
}
static HRESULT WINAPI MESA_IDirect3DDevice2Impl_DrawIndexedPrimitive(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
LPVOID lpvertex, DWORD vertcount, LPWORD lpindexes, DWORD indexcount,
DWORD dwFlags
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
D3DDPRIVATE(This);
int vx_index;
TRACE("(%p)->(%d,%d,%p,%ld,%p,%ld,%08lx): stub\n", This, d3dp, d3dv, lpvertex, vertcount, lpindexes, indexcount, dwFlags);
ENTER_GL();
DRAW_PRIMITIVE(indexcount, lpindexes[vx_index]);
LEAVE_GL();
return D3D_OK;
}
static HRESULT WINAPI MESA_IDirect3DDeviceImpl_CreateExecuteBuffer(
LPDIRECT3DDEVICE iface, LPD3DEXECUTEBUFFERDESC lpDesc,
LPDIRECT3DEXECUTEBUFFER *lplpDirect3DExecuteBuffer, IUnknown *pUnkOuter
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p,%p)\n", This, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter);
*lplpDirect3DExecuteBuffer = d3dexecutebuffer_create(This, lpDesc);
return DD_OK;
}
/*******************************************************************************
* OpenGL-specific IDirect3DDevice2
*/
/*******************************************************************************
* OpenGL-specific VTable
*/
ICOM_VTABLE(IDirect3DDevice2) OpenGL_vtable =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3DDevice2Impl_QueryInterface,
IDirect3DDevice2Impl_AddRef,
MESA_IDirect3DDevice2Impl_Release,
/*** IDirect3DDevice2 methods ***/
MESA_IDirect3DDevice2Impl_GetCaps,
IDirect3DDevice2Impl_SwapTextureHandles,
IDirect3DDevice2Impl_GetStats,
IDirect3DDevice2Impl_AddViewport,
IDirect3DDevice2Impl_DeleteViewport,
IDirect3DDevice2Impl_NextViewport,
MESA_IDirect3DDevice2Impl_EnumTextureFormats,
MESA_IDirect3DDevice2Impl_BeginScene,
MESA_IDirect3DDevice2Impl_EndScene,
IDirect3DDevice2Impl_GetDirect3D,
/*** DrawPrimitive API ***/
IDirect3DDevice2Impl_SetCurrentViewport,
IDirect3DDevice2Impl_GetCurrentViewport,
IDirect3DDevice2Impl_SetRenderTarget,
IDirect3DDevice2Impl_GetRenderTarget,
IDirect3DDevice2Impl_Begin,
IDirect3DDevice2Impl_BeginIndexed,
IDirect3DDevice2Impl_Vertex,
IDirect3DDevice2Impl_Index,
IDirect3DDevice2Impl_End,
IDirect3DDevice2Impl_GetRenderState,
MESA_IDirect3DDevice2Impl_SetRenderState,
IDirect3DDevice2Impl_GetLightState,
MESA_IDirect3DDevice2Impl_SetLightState,
MESA_IDirect3DDevice2Impl_SetTransform,
IDirect3DDevice2Impl_GetTransform,
IDirect3DDevice2Impl_MultiplyTransform,
MESA_IDirect3DDevice2Impl_DrawPrimitive,
MESA_IDirect3DDevice2Impl_DrawIndexedPrimitive,
IDirect3DDevice2Impl_SetClipStatus,
IDirect3DDevice2Impl_GetClipStatus,
};
/*******************************************************************************
* Direct3DDevice
*/
int d3d_OpenGL_dx3(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) {
D3DDEVICEDESC d1,d2;
TRACE(" Enumerating OpenGL D3D device (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL));
fill_opengl_caps(&d1, &d2);
return cb((void*)&IID_D3DDEVICE_OpenGL,"WINE Direct3D using OpenGL","direct3d",&d1,&d2,context);
}
int is_OpenGL_dx3(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDeviceImpl** device)
{
if (!memcmp(&IID_D3DDEVICE_OpenGL,rguid,sizeof(IID_D3DDEVICE_OpenGL))) {
mesa_d3dd_private *odev;
#ifndef USE_OSMESA
int attributeList[]={ GLX_RGBA, GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, None };
XVisualInfo *xvis;
#endif
*device = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DDeviceImpl));
(*device)->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dd_private));
odev = (mesa_d3dd_private*)(*device)->private;
(*device)->ref = 1;
ICOM_VTBL(*device) = &OpenGL_vtable_dx3;
(*device)->d3d = NULL;
(*device)->surface = surface;
(*device)->viewport_list = NULL;
(*device)->current_viewport = NULL;
(*device)->set_context = (void*)set_context;
TRACE("OpenGL device created \n");
/* Create the OpenGL context */
#ifdef USE_OSMESA
odev->ctx = OSMesaCreateContext(OSMESA_RGBA, NULL);
odev->buffer = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,
surface->s.surface_desc.dwWidth * surface->s.surface_desc.dwHeight * 4);
#else
/* First get the correct visual */
/* if (surface->s.backbuffer == NULL)
attributeList[3] = None; */
ENTER_GL();
xvis = glXChooseVisual(display,
DefaultScreen(display),
attributeList);
if (xvis == NULL)
ERR("No visual found !\n");
else
TRACE("Visual found\n");
/* Create the context */
odev->ctx = glXCreateContext(display,
xvis,
NULL,
GL_TRUE);
TRACE("Context created\n");
#if 0 /* non working currently */
/* Now override the surface's Flip method (if in double buffering) */
surface->s.d3d_device = (void *) odev;
{
int i;
struct _surface_chain *chain = surface->s.chain;
for (i=0;i<chain->nrofsurfaces;i++)
if (chain->surfaces[i]->s.surface_desc.ddsCaps.dwCaps & DDSCAPS_FLIP)
chain->surfaces[i]->s.d3d_device = (void *) odev;
}
#endif
#endif
odev->rs.src = GL_ONE;
odev->rs.dst = GL_ZERO;
odev->rs.mag = GL_NEAREST;
odev->rs.min = GL_NEAREST;
odev->world_mat = (LPD3DMATRIX) &id_mat;
odev->view_mat = (LPD3DMATRIX) &id_mat;
odev->proj_mat = (LPD3DMATRIX) &id_mat;
/* Initialisation */
(*device)->set_context(*device);
glClearColor(0.0, 0.0, 0.0, 0.0);
glColor3f(1.0, 1.0, 1.0);
fill_device_capabilities((IDirectDrawImpl *) surface->s.ddraw);
return 1;
}
/* This is not the OpenGL UID */
return DD_OK;
}
static ULONG WINAPI MESA_IDirect3DDeviceImpl_Release(LPDIRECT3DDEVICE iface)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
FIXME("(%p)->() decrementing from %lu.\n", This, This->ref );
if (!--(This->ref)) {
D3DDPRIVATE(This);
#ifdef USE_OSMESA
OSMesaDestroyContext(odev->ctx);
#else
ENTER_GL();
glXDestroyContext(display, odev->ctx);
LEAVE_GL();
#endif
This->private = NULL;
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return This->ref;
}
static HRESULT WINAPI MESA_IDirect3DDeviceImpl_EnumTextureFormats(
LPDIRECT3DDEVICE iface,LPD3DENUMTEXTUREFORMATSCALLBACK lpd3dEnumTextureProc,
LPVOID lpArg)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p): stub\n", This, lpd3dEnumTextureProc, lpArg);
return enum_texture_format_OpenGL(lpd3dEnumTextureProc, lpArg);
}
static HRESULT WINAPI MESA_IDirect3DDeviceImpl_BeginScene(LPDIRECT3DDEVICE iface)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
/* OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) This; */
FIXME("(%p)->(): stub\n", This);
/* We get the pointer to the surface (should be done on flip) */
/* odev->zb->pbuf = This->surface->s.surface_desc.y.lpSurface; */
return DD_OK;
}
/* This is for the moment copy-pasted from IDirect3DDevice2...
Will make a common function ... */
static HRESULT WINAPI MESA_IDirect3DDeviceImpl_EndScene(LPDIRECT3DDEVICE iface)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
#ifdef USE_OSMESA
D3DDPRIVATE(This);
LPDIRECTDRAWSURFACE3 surf = (LPDIRECTDRAWSURFACE3) This->surface;
DDSURFACEDESC sdesc;
int x,y;
unsigned char *src;
unsigned short *dest;
#endif
FIXME("(%p)->(): stub\n", This);
#ifdef USE_OSMESA
/* Here we copy back the OpenGL scene to the the DDraw surface */
/* First, lock the surface */
IDirectDrawSurface3_Lock(surf,NULL,&sdesc,DDLOCK_WRITEONLY,0);
/* The copy the OpenGL buffer to this surface */
/* NOTE : this is only for debugging purpose. I KNOW it is really unoptimal.
I am currently working on a set of patches for Mesa to have OSMesa support
16 bpp surfaces => we will able to render directly onto the surface, no
need to do a bpp conversion */
dest = (unsigned short *) sdesc.y.lpSurface;
src = ((unsigned char *) odev->buffer) + 4 * (sdesc.dwWidth * (sdesc.dwHeight - 1));
for (y = 0; y < sdesc.dwHeight; y++) {
unsigned char *lsrc = src;
for (x = 0; x < sdesc.dwWidth ; x++) {
unsigned char r = *lsrc++;
unsigned char g = *lsrc++;
unsigned char b = *lsrc++;
lsrc++; /* Alpha */
*dest = ((r >> 3) << 11) | ((g >> 2) << 5) | (b >> 3);
dest++;
}
src -= 4 * sdesc.dwWidth;
}
/* Unlock the surface */
IDirectDrawSurface3_Unlock(surf,sdesc.y.lpSurface);
#else
/* No need to do anything here... */
#endif
return DD_OK;
}
/*******************************************************************************
* Direct3DDevice VTable
*/
ICOM_VTABLE(IDirect3DDevice) OpenGL_vtable_dx3 =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3DDeviceImpl_QueryInterface,
IDirect3DDeviceImpl_AddRef,
MESA_IDirect3DDeviceImpl_Release,
IDirect3DDeviceImpl_Initialize,
IDirect3DDeviceImpl_GetCaps,
IDirect3DDeviceImpl_SwapTextureHandles,
MESA_IDirect3DDeviceImpl_CreateExecuteBuffer,
IDirect3DDeviceImpl_GetStats,
IDirect3DDeviceImpl_Execute,
IDirect3DDeviceImpl_AddViewport,
IDirect3DDeviceImpl_DeleteViewport,
IDirect3DDeviceImpl_NextViewport,
IDirect3DDeviceImpl_Pick,
IDirect3DDeviceImpl_GetPickRecords,
MESA_IDirect3DDeviceImpl_EnumTextureFormats,
IDirect3DDeviceImpl_CreateMatrix,
IDirect3DDeviceImpl_SetMatrix,
IDirect3DDeviceImpl_GetMatrix,
IDirect3DDeviceImpl_DeleteMatrix,
MESA_IDirect3DDeviceImpl_BeginScene,
MESA_IDirect3DDeviceImpl_EndScene,
IDirect3DDeviceImpl_GetDirect3D,
};