Sweden-Number/graphics/d3ddevices.c

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/* Direct3D Device
(c) 1998 Lionel ULMER
This files contains all the D3D devices that Wine supports. For the moment
only the 'OpenGL' target is supported. */
#include <string.h>
#include "config.h"
#include "wintypes.h"
#include "winerror.h"
#include "wine/obj_base.h"
#include "heap.h"
#include "ddraw.h"
#include "d3d.h"
#include "debug.h"
#include "d3d_private.h"
/* Define this variable if you have an unpatched Mesa 3.0 (patches are available
on Mesa's home page) or version 3.1b.
Version 3.2b should correct this bug */
#undef HAVE_BUGGY_MESAGL
#ifdef HAVE_MESAGL
static GUID IID_D3DDEVICE2_OpenGL = {
0x39a0da38,
0x7e57,
0x11d2,
{ 0x8b,0x7c,0x0e,0x4e,0xd8,0x3c,0x2b,0x3c }
};
static GUID IID_D3DDEVICE_OpenGL = {
0x31416d44,
0x86ae,
0x11d2,
{ 0x82,0x2d,0xa8,0xd5,0x31,0x87,0xca,0xfa }
};
static IDirect3DDevice2_VTable OpenGL_vtable;
static IDirect3DDevice_VTable OpenGL_vtable_dx3;
/*******************************************************************************
* OpenGL static functions
*/
static void set_context(LPDIRECT3DDEVICE2 this) {
OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this;
OSMesaMakeCurrent(odev->ctx, odev->buffer,
GL_UNSIGNED_BYTE,
this->surface->s.surface_desc.dwWidth,
this->surface->s.surface_desc.dwHeight);
}
static void set_context_dx3(LPDIRECT3DDEVICE this) {
OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) this;
OSMesaMakeCurrent(odev->ctx, odev->buffer,
GL_UNSIGNED_BYTE,
this->surface->s.surface_desc.dwWidth,
this->surface->s.surface_desc.dwHeight);
}
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;
}
int d3d_OpenGL(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) {
D3DDEVICEDESC d1,d2;
TRACE(ddraw," Enumerating OpenGL D3D device.\n");
fill_opengl_caps(&d1, &d2);
return cb((void*)&IID_D3DDEVICE2_OpenGL,"WINE Direct3D using OpenGL","direct3d",&d1,&d2,context);
}
int is_OpenGL(REFCLSID rguid, LPDIRECTDRAWSURFACE surface, LPDIRECT3DDEVICE2 *device, LPDIRECT3D2 d3d)
{
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)))) {
OpenGL_IDirect3DDevice2 *odev;
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
};
*device = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(OpenGL_IDirect3DDevice2));
odev = (OpenGL_IDirect3DDevice2 *) (*device);
(*device)->ref = 1;
(*device)->lpvtbl = &OpenGL_vtable;
(*device)->d3d = d3d;
(*device)->surface = surface;
(*device)->viewport_list = NULL;
(*device)->current_viewport = NULL;
(*device)->set_context = set_context;
TRACE(ddraw, "OpenGL device created \n");
/* Create the OpenGL context */
odev->ctx = OSMesaCreateContext(OSMESA_RGBA, NULL);
odev->buffer = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,
surface->s.surface_desc.dwWidth * surface->s.surface_desc.dwHeight * 4);
odev->rs.src = GL_ONE;
odev->rs.dst = GL_ZERO;
odev->rs.mag = GL_NEAREST;
odev->rs.min = GL_NEAREST;
odev->vt = 0;
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 */
(*device)->set_context(*device);
glClearColor(0.0, 0.0, 0.0, 0.0);
glColor3f(1.0, 1.0, 1.0);
return 1;
}
/* This is not the OpenGL UID */
return 0;
}
/*******************************************************************************
* Common IDirect3DDevice2
*/
static HRESULT WINAPI IDirect3DDevice2_QueryInterface(LPDIRECT3DDEVICE2 this,
REFIID riid,
LPVOID* ppvObj)
{
char xrefiid[50];
WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
return S_OK;
}
static ULONG WINAPI IDirect3DDevice2_AddRef(LPDIRECT3DDEVICE2 this)
{
TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
return ++(this->ref);
}
static ULONG WINAPI IDirect3DDevice2_Release(LPDIRECT3DDEVICE2 this)
{
FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
if (!--(this->ref)) {
HeapFree(GetProcessHeap(),0,this);
return 0;
}
return this->ref;
}
/*** IDirect3DDevice2 methods ***/
static HRESULT WINAPI IDirect3DDevice2_GetCaps(LPDIRECT3DDEVICE2 this,
LPD3DDEVICEDESC lpdescsoft,
LPD3DDEVICEDESC lpdeschard)
{
FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpdescsoft, lpdeschard);
fill_opengl_caps(lpdescsoft, lpdeschard);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_SwapTextureHandles(LPDIRECT3DDEVICE2 this,
LPDIRECT3DTEXTURE2 lptex1,
LPDIRECT3DTEXTURE2 lptex2)
{
FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lptex1, lptex2);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_GetStats(LPDIRECT3DDEVICE2 this,
LPD3DSTATS lpstats)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpstats);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_AddViewport(LPDIRECT3DDEVICE2 this,
LPDIRECT3DVIEWPORT2 lpvp)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpvp);
/* Adds this viewport to the viewport list */
lpvp->next = this->viewport_list;
this->viewport_list = lpvp;
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_DeleteViewport(LPDIRECT3DDEVICE2 this,
LPDIRECT3DVIEWPORT2 lpvp)
{
LPDIRECT3DVIEWPORT2 cur, prev;
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpvp);
/* Finds this viewport in the list */
prev = NULL;
cur = this->viewport_list;
while ((cur != NULL) && (cur != lpvp)) {
prev = cur;
cur = cur->next;
}
if (cur == NULL)
return DDERR_INVALIDOBJECT;
/* And remove it */
if (prev == NULL)
this->viewport_list = cur->next;
else
prev->next = cur->next;
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_NextViewport(LPDIRECT3DDEVICE2 this,
LPDIRECT3DVIEWPORT2 lpvp,
LPDIRECT3DVIEWPORT2* lplpvp,
DWORD dwFlags)
{
FIXME(ddraw, "(%p)->(%p,%p,%08lx): stub\n", this, lpvp, lpvp, dwFlags);
switch (dwFlags) {
case D3DNEXT_NEXT:
*lplpvp = lpvp->next;
break;
case D3DNEXT_HEAD:
*lplpvp = this->viewport_list;
break;
case D3DNEXT_TAIL:
lpvp = this->viewport_list;
while (lpvp->next != NULL)
lpvp = lpvp->next;
*lplpvp = lpvp;
break;
default:
return DDERR_INVALIDPARAMS;
}
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(ddraw, "Enumerating GL_RGBA unpacked (32)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
pformat->x.dwRGBBitCount = 32;
pformat->y.dwRBitMask = 0xFF000000;
pformat->z.dwGBitMask = 0x00FF0000;
pformat->xx.dwBBitMask = 0x0000FF00;
pformat->xy.dwRGBAlphaBitMask = 0x000000FF;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGB unpacked (24)\n");
pformat->dwFlags = DDPF_RGB;
pformat->x.dwRGBBitCount = 24;
pformat->y.dwRBitMask = 0x00FF0000;
pformat->z.dwGBitMask = 0x0000FF00;
pformat->xx.dwBBitMask = 0x000000FF;
pformat->xy.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(ddraw, "Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n");
pformat->dwFlags = DDPF_RGB;
pformat->x.dwRGBBitCount = 16;
pformat->y.dwRBitMask = 0x0000F800;
pformat->z.dwGBitMask = 0x000007E0;
pformat->xx.dwBBitMask = 0x0000001F;
pformat->xy.dwRGBAlphaBitMask = 0x00000000;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
pformat->x.dwRGBBitCount = 16;
pformat->y.dwRBitMask = 0x0000F800;
pformat->z.dwGBitMask = 0x000007C0;
pformat->xx.dwBBitMask = 0x0000003E;
pformat->xy.dwRGBAlphaBitMask = 0x00000001;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
pformat->x.dwRGBBitCount = 16;
pformat->y.dwRBitMask = 0x0000F000;
pformat->z.dwGBitMask = 0x00000F00;
pformat->xx.dwBBitMask = 0x000000F0;
pformat->xy.dwRGBAlphaBitMask = 0x0000000F;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n");
pformat->dwFlags = DDPF_RGB;
pformat->x.dwRGBBitCount = 8;
pformat->y.dwRBitMask = 0x0000F800;
pformat->z.dwGBitMask = 0x000007C0;
pformat->xx.dwBBitMask = 0x0000003E;
pformat->xy.dwRGBAlphaBitMask = 0x00000001;
if (cb(&sdesc, context) == 0)
return DD_OK;
#endif
TRACE(ddraw, "Enumerating Paletted (8)\n");
pformat->dwFlags = DDPF_PALETTEINDEXED8;
pformat->x.dwRGBBitCount = 8;
pformat->y.dwRBitMask = 0x00000000;
pformat->z.dwGBitMask = 0x00000000;
pformat->xx.dwBBitMask = 0x00000000;
pformat->xy.dwRGBAlphaBitMask = 0x00000000;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "End of enumeration\n");
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_EnumTextureFormats(LPDIRECT3DDEVICE2 this,
LPD3DENUMTEXTUREFORMATSCALLBACK cb,
LPVOID context)
{
FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, cb, context);
return enum_texture_format_OpenGL(cb, context);
}
static HRESULT WINAPI IDirect3DDevice2_BeginScene(LPDIRECT3DDEVICE2 this)
{
/* OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this; */
FIXME(ddraw, "(%p)->(): stub\n", this);
/* Here, we should get the DDraw surface and 'copy it' to the
OpenGL surface.... */
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_EndScene(LPDIRECT3DDEVICE2 this)
{
OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this;
LPDIRECTDRAWSURFACE3 surf = (LPDIRECTDRAWSURFACE3) this->surface;
DDSURFACEDESC sdesc;
int x,y;
unsigned char *src;
unsigned short *dest;
FIXME(ddraw, "(%p)->(): stub\n", this);
/* Here we copy back the OpenGL scene to the the DDraw surface */
/* First, lock the surface */
surf->lpvtbl->fnLock(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 */
surf->lpvtbl->fnUnlock(surf,sdesc.y.lpSurface);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_GetDirect3D(LPDIRECT3DDEVICE2 this, LPDIRECT3D2 *lpd3d2)
{
TRACE(ddraw, "(%p)->(%p): stub\n", this, lpd3d2);
*lpd3d2 = this->d3d;
return DD_OK;
}
/*** DrawPrimitive API ***/
static HRESULT WINAPI IDirect3DDevice2_SetCurrentViewport(LPDIRECT3DDEVICE2 this,
LPDIRECT3DVIEWPORT2 lpvp)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpvp);
/* Should check if the viewport was added or not */
/* Set this viewport as the current viewport */
this->current_viewport = lpvp;
/* Activate this viewport */
lpvp->device.active_device2 = this;
lpvp->activate(lpvp);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_GetCurrentViewport(LPDIRECT3DDEVICE2 this,
LPDIRECT3DVIEWPORT2 *lplpvp)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lplpvp);
/* Returns the current viewport */
*lplpvp = this->current_viewport;
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_SetRenderTarget(LPDIRECT3DDEVICE2 this,
LPDIRECTDRAWSURFACE lpdds,
DWORD dwFlags)
{
FIXME(ddraw, "(%p)->(%p,%08lx): stub\n", this, lpdds, dwFlags);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_GetRenderTarget(LPDIRECT3DDEVICE2 this,
LPDIRECTDRAWSURFACE *lplpdds)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lplpdds);
/* Returns the current rendering target (the surface on wich we render) */
*lplpdds = this->surface;
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_Begin(LPDIRECT3DDEVICE2 this,
D3DPRIMITIVETYPE d3dp,
D3DVERTEXTYPE d3dv,
DWORD dwFlags)
{
FIXME(ddraw, "(%p)->(%d,%d,%08lx): stub\n", this, d3dp, d3dv, dwFlags);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_BeginIndexed(LPDIRECT3DDEVICE2 this,
D3DPRIMITIVETYPE d3dp,
D3DVERTEXTYPE d3dv,
LPVOID lpvert,
DWORD numvert,
DWORD dwFlags)
{
FIXME(ddraw, "(%p)->(%d,%d,%p,%ld,%08lx): stub\n", this, d3dp, d3dv, lpvert, numvert, dwFlags);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_Vertex(LPDIRECT3DDEVICE2 this,
LPVOID lpvert)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpvert);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_Index(LPDIRECT3DDEVICE2 this,
WORD index)
{
FIXME(ddraw, "(%p)->(%d): stub\n", this, index);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_End(LPDIRECT3DDEVICE2 this,
DWORD dwFlags)
{
FIXME(ddraw, "(%p)->(%08lx): stub\n", this, dwFlags);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_GetRenderState(LPDIRECT3DDEVICE2 this,
D3DRENDERSTATETYPE d3drs,
LPDWORD lprstate)
{
FIXME(ddraw, "(%p)->(%d,%p): stub\n", this, d3drs, lprstate);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_SetRenderState(LPDIRECT3DDEVICE2 this,
D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState)
{
OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this;
TRACE(ddraw, "(%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 IDirect3DDevice2_GetLightState(LPDIRECT3DDEVICE2 this,
D3DLIGHTSTATETYPE d3dls,
LPDWORD lplstate)
{
FIXME(ddraw, "(%p)->(%d,%p): stub\n", this, d3dls, lplstate);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_SetLightState(LPDIRECT3DDEVICE2 this,
D3DLIGHTSTATETYPE dwLightStateType,
DWORD dwLightState)
{
FIXME(ddraw, "(%p)->(%d,%08lx): stub\n", this, dwLightStateType, dwLightState);
switch (dwLightStateType) {
case D3DLIGHTSTATE_MATERIAL: { /* 1 */
LPDIRECT3DMATERIAL2 mat = (LPDIRECT3DMATERIAL2) dwLightState;
if (mat != NULL) {
mat->activate(mat);
} else {
TRACE(ddraw, "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;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
} break;
case D3DLIGHTSTATE_COLORMODEL: /* 3 */
break;
case D3DLIGHTSTATE_FOGMODE: /* 4 */
break;
case D3DLIGHTSTATE_FOGSTART: /* 5 */
break;
case D3DLIGHTSTATE_FOGEND: /* 6 */
break;
case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
break;
default:
TRACE(ddraw, "Unexpected Light State Type\n");
return DDERR_INVALIDPARAMS;
}
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_SetTransform(LPDIRECT3DDEVICE2 this,
D3DTRANSFORMSTATETYPE d3dts,
LPD3DMATRIX lpmatrix)
{
OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this;
FIXME(ddraw, "(%p)->(%d,%p): stub\n", this, d3dts, lpmatrix);
/* 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;
}
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_GetTransform(LPDIRECT3DDEVICE2 this,
D3DTRANSFORMSTATETYPE d3dts,
LPD3DMATRIX lpmatrix)
{
FIXME(ddraw, "(%p)->(%d,%p): stub\n", this, d3dts, lpmatrix);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_MultiplyTransform(LPDIRECT3DDEVICE2 this,
D3DTRANSFORMSTATETYPE d3dts,
LPD3DMATRIX lpmatrix)
{
FIXME(ddraw, "(%p)->(%d,%p): stub\n", this, d3dts, lpmatrix);
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(ddraw, "Standard Vertex\n"); \
glEnable(GL_LIGHTING); \
break; \
\
case D3DVT_LVERTEX: \
TRACE(ddraw, "Lighted Vertex\n"); \
glDisable(GL_LIGHTING); \
break; \
\
case D3DVT_TLVERTEX: { \
GLdouble height, width, minZ, maxZ; \
\
TRACE(ddraw, "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(ddraw, "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(ddraw, "Unhandled vertex type\n"); \
break; \
} \
\
odev->vt = d3dv; \
} \
\
switch (d3dp) { \
case D3DPT_POINTLIST: \
TRACE(ddraw, "Start POINTS\n"); \
glBegin(GL_POINTS); \
break; \
\
case D3DPT_LINELIST: \
TRACE(ddraw, "Start LINES\n"); \
glBegin(GL_LINES); \
break; \
\
case D3DPT_LINESTRIP: \
TRACE(ddraw, "Start LINE_STRIP\n"); \
glBegin(GL_LINE_STRIP); \
break; \
\
case D3DPT_TRIANGLELIST: \
TRACE(ddraw, "Start TRIANGLES\n"); \
glBegin(GL_TRIANGLES); \
break; \
\
case D3DPT_TRIANGLESTRIP: \
TRACE(ddraw, "Start TRIANGLE_STRIP\n"); \
glBegin(GL_TRIANGLE_STRIP); \
break; \
\
case D3DPT_TRIANGLEFAN: \
TRACE(ddraw, "Start TRIANGLE_FAN\n"); \
glBegin(GL_TRIANGLE_FAN); \
break; \
\
default: \
TRACE(ddraw, "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(ddraw, " 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(ddraw, " 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(ddraw, " 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: \
TRACE(ddraw, "Unhandled vertex type\n"); \
break; \
} \
} \
\
glEnd(); \
TRACE(ddraw, "End\n");
static HRESULT WINAPI IDirect3DDevice2_DrawPrimitive(LPDIRECT3DDEVICE2 this,
D3DPRIMITIVETYPE d3dp,
D3DVERTEXTYPE d3dv,
LPVOID lpvertex,
DWORD vertcount,
DWORD dwFlags)
{
OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this;
int vx_index;
TRACE(ddraw, "(%p)->(%d,%d,%p,%ld,%08lx): stub\n", this, d3dp, d3dv, lpvertex, vertcount, dwFlags);
DRAW_PRIMITIVE(vertcount, vx_index);
return D3D_OK;
}
static HRESULT WINAPI IDirect3DDevice2_DrawIndexedPrimitive(LPDIRECT3DDEVICE2 this,
D3DPRIMITIVETYPE d3dp,
D3DVERTEXTYPE d3dv,
LPVOID lpvertex,
DWORD vertcount,
LPWORD lpindexes,
DWORD indexcount,
DWORD dwFlags)
{
OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this;
int vx_index;
TRACE(ddraw, "(%p)->(%d,%d,%p,%ld,%p,%ld,%08lx): stub\n", this, d3dp, d3dv, lpvertex, vertcount, lpindexes, indexcount, dwFlags);
DRAW_PRIMITIVE(indexcount, lpindexes[vx_index]);
return D3D_OK;
}
static HRESULT WINAPI IDirect3DDevice2_SetClipStatus(LPDIRECT3DDEVICE2 this,
LPD3DCLIPSTATUS lpcs)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpcs);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice2_GetClipStatus(LPDIRECT3DDEVICE2 this,
LPD3DCLIPSTATUS lpcs)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpcs);
return DD_OK;
}
/*******************************************************************************
* OpenGL-specific IDirect3DDevice2
*/
/*******************************************************************************
* OpenGL-specific VTable
*/
static IDirect3DDevice2_VTable OpenGL_vtable = {
IDirect3DDevice2_QueryInterface,
IDirect3DDevice2_AddRef,
IDirect3DDevice2_Release,
/*** IDirect3DDevice2 methods ***/
IDirect3DDevice2_GetCaps,
IDirect3DDevice2_SwapTextureHandles,
IDirect3DDevice2_GetStats,
IDirect3DDevice2_AddViewport,
IDirect3DDevice2_DeleteViewport,
IDirect3DDevice2_NextViewport,
IDirect3DDevice2_EnumTextureFormats,
IDirect3DDevice2_BeginScene,
IDirect3DDevice2_EndScene,
IDirect3DDevice2_GetDirect3D,
/*** DrawPrimitive API ***/
IDirect3DDevice2_SetCurrentViewport,
IDirect3DDevice2_GetCurrentViewport,
IDirect3DDevice2_SetRenderTarget,
IDirect3DDevice2_GetRenderTarget,
IDirect3DDevice2_Begin,
IDirect3DDevice2_BeginIndexed,
IDirect3DDevice2_Vertex,
IDirect3DDevice2_Index,
IDirect3DDevice2_End,
IDirect3DDevice2_GetRenderState,
IDirect3DDevice2_SetRenderState,
IDirect3DDevice2_GetLightState,
IDirect3DDevice2_SetLightState,
IDirect3DDevice2_SetTransform,
IDirect3DDevice2_GetTransform,
IDirect3DDevice2_MultiplyTransform,
IDirect3DDevice2_DrawPrimitive,
IDirect3DDevice2_DrawIndexedPrimitive,
IDirect3DDevice2_SetClipStatus,
IDirect3DDevice2_GetClipStatus,
};
/*******************************************************************************
* Direct3DDevice
*/
int d3d_OpenGL_dx3(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) {
D3DDEVICEDESC d1,d2;
TRACE(ddraw," Enumerating OpenGL D3D device.\n");
fill_opengl_caps(&d1, &d2);
return cb((void*)&IID_D3DDEVICE_OpenGL,"WINE Direct3D using OpenGL","direct3d",&d1,&d2,context);
}
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
};
int is_OpenGL_dx3(REFCLSID rguid, LPDIRECTDRAWSURFACE surface, LPDIRECT3DDEVICE *device)
{
if (!memcmp(&IID_D3DDEVICE_OpenGL,rguid,sizeof(IID_D3DDEVICE_OpenGL))) {
OpenGL_IDirect3DDevice *odev;
*device = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(OpenGL_IDirect3DDevice));
odev = (OpenGL_IDirect3DDevice *) (*device);
(*device)->ref = 1;
(*device)->lpvtbl = &OpenGL_vtable_dx3;
(*device)->d3d = NULL;
(*device)->surface = surface;
(*device)->viewport_list = NULL;
(*device)->current_viewport = NULL;
(*device)->set_context = set_context_dx3;
TRACE(ddraw, "OpenGL device created \n");
/* Create the OpenGL context */
odev->ctx = OSMesaCreateContext(OSMESA_RGBA, NULL);
odev->buffer = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,
surface->s.surface_desc.dwWidth * surface->s.surface_desc.dwHeight * 4);
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);
return 1;
}
/* This is not the OpenGL UID */
return DD_OK;
}
/*******************************************************************************
* Direct3DDevice
*/
static HRESULT WINAPI IDirect3DDevice_QueryInterface(LPDIRECT3DDEVICE this,
REFIID riid,
LPVOID* ppvObj)
{
char xrefiid[50];
WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
return S_OK;
}
static ULONG WINAPI IDirect3DDevice_AddRef(LPDIRECT3DDEVICE this)
{
TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
return ++(this->ref);
}
static ULONG WINAPI IDirect3DDevice_Release(LPDIRECT3DDEVICE this)
{
FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
if (!--(this->ref)) {
HeapFree(GetProcessHeap(),0,this);
return 0;
}
return this->ref;
}
static HRESULT WINAPI IDirect3DDevice_Initialize(LPDIRECT3DDEVICE this,
LPDIRECT3D lpd3d,
LPGUID lpGUID,
LPD3DDEVICEDESC lpd3ddvdesc)
{
TRACE(ddraw, "(%p)->(%p,%p,%p): stub\n", this, lpd3d,lpGUID, lpd3ddvdesc);
return DDERR_ALREADYINITIALIZED;
}
static HRESULT WINAPI IDirect3DDevice_GetCaps(LPDIRECT3DDEVICE this,
LPD3DDEVICEDESC lpD3DHWDevDesc,
LPD3DDEVICEDESC lpD3DSWDevDesc)
{
TRACE(ddraw, "(%p)->(%p,%p): stub\n", this, lpD3DHWDevDesc, lpD3DSWDevDesc);
fill_opengl_caps(lpD3DHWDevDesc, lpD3DSWDevDesc);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_SwapTextureHandles(LPDIRECT3DDEVICE this,
LPDIRECT3DTEXTURE lpD3DTex1,
LPDIRECT3DTEXTURE lpD3DTex2)
{
TRACE(ddraw, "(%p)->(%p,%p): stub\n", this, lpD3DTex1, lpD3DTex2);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_CreateExecuteBuffer(LPDIRECT3DDEVICE this,
LPD3DEXECUTEBUFFERDESC lpDesc,
LPDIRECT3DEXECUTEBUFFER *lplpDirect3DExecuteBuffer,
IUnknown *pUnkOuter)
{
TRACE(ddraw, "(%p)->(%p,%p,%p)\n", this, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter);
*lplpDirect3DExecuteBuffer = d3dexecutebuffer_create(this, lpDesc);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_GetStats(LPDIRECT3DDEVICE this,
LPD3DSTATS lpD3DStats)
{
TRACE(ddraw, "(%p)->(%p): stub\n", this, lpD3DStats);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_Execute(LPDIRECT3DDEVICE this,
LPDIRECT3DEXECUTEBUFFER lpDirect3DExecuteBuffer,
LPDIRECT3DVIEWPORT lpDirect3DViewport,
DWORD dwFlags)
{
TRACE(ddraw, "(%p)->(%p,%p,%08ld): stub\n", this, lpDirect3DExecuteBuffer, lpDirect3DViewport, dwFlags);
/* Put this as the default context */
/* Execute... */
lpDirect3DExecuteBuffer->execute(lpDirect3DExecuteBuffer, this, lpDirect3DViewport);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_AddViewport(LPDIRECT3DDEVICE this,
LPDIRECT3DVIEWPORT lpvp)
{
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpvp);
/* Adds this viewport to the viewport list */
lpvp->next = this->viewport_list;
this->viewport_list = lpvp;
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_DeleteViewport(LPDIRECT3DDEVICE this,
LPDIRECT3DVIEWPORT lpvp)
{
LPDIRECT3DVIEWPORT cur, prev;
FIXME(ddraw, "(%p)->(%p): stub\n", this, lpvp);
/* Finds this viewport in the list */
prev = NULL;
cur = this->viewport_list;
while ((cur != NULL) && (cur != lpvp)) {
prev = cur;
cur = cur->next;
}
if (cur == NULL)
return DDERR_INVALIDOBJECT;
/* And remove it */
if (prev == NULL)
this->viewport_list = cur->next;
else
prev->next = cur->next;
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_NextViewport(LPDIRECT3DDEVICE this,
LPDIRECT3DVIEWPORT lpvp,
LPDIRECT3DVIEWPORT* lplpvp,
DWORD dwFlags)
{
FIXME(ddraw, "(%p)->(%p,%p,%08lx): stub\n", this, lpvp, lpvp, dwFlags);
switch (dwFlags) {
case D3DNEXT_NEXT:
*lplpvp = lpvp->next;
break;
case D3DNEXT_HEAD:
*lplpvp = this->viewport_list;
break;
case D3DNEXT_TAIL:
lpvp = this->viewport_list;
while (lpvp->next != NULL)
lpvp = lpvp->next;
*lplpvp = lpvp;
break;
default:
return DDERR_INVALIDPARAMS;
}
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_Pick(LPDIRECT3DDEVICE this,
LPDIRECT3DEXECUTEBUFFER lpDirect3DExecuteBuffer,
LPDIRECT3DVIEWPORT lpDirect3DViewport,
DWORD dwFlags,
LPD3DRECT lpRect)
{
TRACE(ddraw, "(%p)->(%p,%p,%08lx,%p): stub\n", this, lpDirect3DExecuteBuffer, lpDirect3DViewport,
dwFlags, lpRect);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_GetPickRecords(LPDIRECT3DDEVICE this,
LPDWORD lpCount,
LPD3DPICKRECORD lpD3DPickRec)
{
TRACE(ddraw, "(%p)->(%p,%p): stub\n", this, lpCount, lpD3DPickRec);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_EnumTextureFormats(LPDIRECT3DDEVICE this,
LPD3DENUMTEXTUREFORMATSCALLBACK lpd3dEnumTextureProc,
LPVOID lpArg)
{
TRACE(ddraw, "(%p)->(%p,%p): stub\n", this, lpd3dEnumTextureProc, lpArg);
return enum_texture_format_OpenGL(lpd3dEnumTextureProc, lpArg);
}
static HRESULT WINAPI IDirect3DDevice_CreateMatrix(LPDIRECT3DDEVICE this,
LPD3DMATRIXHANDLE lpD3DMatHandle)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpD3DMatHandle);
*lpD3DMatHandle = (D3DMATRIXHANDLE) HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(D3DMATRIX));
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_SetMatrix(LPDIRECT3DDEVICE this,
D3DMATRIXHANDLE d3dMatHandle,
const LPD3DMATRIX lpD3DMatrix)
{
TRACE(ddraw, "(%p)->(%08lx,%p)\n", this, d3dMatHandle, lpD3DMatrix);
dump_mat(lpD3DMatrix);
*((D3DMATRIX *) d3dMatHandle) = *lpD3DMatrix;
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_GetMatrix(LPDIRECT3DDEVICE this,
D3DMATRIXHANDLE D3DMatHandle,
LPD3DMATRIX lpD3DMatrix)
{
TRACE(ddraw, "(%p)->(%08lx,%p)\n", this, D3DMatHandle, lpD3DMatrix);
*lpD3DMatrix = *((D3DMATRIX *) D3DMatHandle);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_DeleteMatrix(LPDIRECT3DDEVICE this,
D3DMATRIXHANDLE d3dMatHandle)
{
TRACE(ddraw, "(%p)->(%08lx)\n", this, d3dMatHandle);
HeapFree(GetProcessHeap(),0, (void *) d3dMatHandle);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_BeginScene(LPDIRECT3DDEVICE this)
{
/* OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) this; */
FIXME(ddraw, "(%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 IDirect3DDevice_EndScene(LPDIRECT3DDEVICE this)
{
OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) this;
LPDIRECTDRAWSURFACE3 surf = (LPDIRECTDRAWSURFACE3) this->surface;
DDSURFACEDESC sdesc;
int x,y;
unsigned char *src;
unsigned short *dest;
FIXME(ddraw, "(%p)->(): stub\n", this);
/* Here we copy back the OpenGL scene to the the DDraw surface */
/* First, lock the surface */
surf->lpvtbl->fnLock(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 */
surf->lpvtbl->fnUnlock(surf,sdesc.y.lpSurface);
return DD_OK;
}
static HRESULT WINAPI IDirect3DDevice_GetDirect3D(LPDIRECT3DDEVICE this,
LPDIRECT3D *lpDirect3D)
{
TRACE(ddraw, "(%p)->(%p): stub\n", this, lpDirect3D);
return DD_OK;
}
/*******************************************************************************
* Direct3DDevice VTable
*/
static IDirect3DDevice_VTable OpenGL_vtable_dx3 = {
IDirect3DDevice_QueryInterface,
IDirect3DDevice_AddRef,
IDirect3DDevice_Release,
IDirect3DDevice_Initialize,
IDirect3DDevice_GetCaps,
IDirect3DDevice_SwapTextureHandles,
IDirect3DDevice_CreateExecuteBuffer,
IDirect3DDevice_GetStats,
IDirect3DDevice_Execute,
IDirect3DDevice_AddViewport,
IDirect3DDevice_DeleteViewport,
IDirect3DDevice_NextViewport,
IDirect3DDevice_Pick,
IDirect3DDevice_GetPickRecords,
IDirect3DDevice_EnumTextureFormats,
IDirect3DDevice_CreateMatrix,
IDirect3DDevice_SetMatrix,
IDirect3DDevice_GetMatrix,
IDirect3DDevice_DeleteMatrix,
IDirect3DDevice_BeginScene,
IDirect3DDevice_EndScene,
IDirect3DDevice_GetDirect3D,
};
#else /* HAVE_MESAGL */
int d3d_OpenGL(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) {
return 0;
}
int is_OpenGL(REFCLSID rguid, LPDIRECTDRAWSURFACE surface, LPDIRECT3DDEVICE2 *device, LPDIRECT3D2 d3d)
{
return 0;
}
int d3d_OpenGL_dx3(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) {
return 0;
}
int is_OpenGL_dx3(REFCLSID rguid, LPDIRECTDRAWSURFACE surface, LPDIRECT3DDEVICE *device)
{
return 0;
}
#endif /* HAVE_MESAGL */