- rewrote a little bit the state magagement to remove the RenderState

stucture and use only the state_block code
 - factorize some code between interface revisions
 - fix some smalls bugs
This commit is contained in:
Lionel Ulmer 2003-01-07 23:08:31 +00:00 committed by Alexandre Julliard
parent ede0e8ae64
commit 1213c17489
7 changed files with 272 additions and 346 deletions

View File

@ -26,9 +26,11 @@
#include "d3d.h"
#define MAX_TEXTURES 8
#define MAX_LIGHTS 16
#define HIGHEST_RENDER_STATE 152
#define HIGHEST_TEXTURE_STAGE_STATE 24
#define HIGHEST_LIGHT_STATE 8
/*****************************************************************************
* Predeclare the interface implementation structures
@ -45,15 +47,13 @@ typedef struct IDirect3DVertexBufferImpl IDirect3DVertexBufferImpl;
typedef struct STATEBLOCKFLAGS {
BOOL render_state[HIGHEST_RENDER_STATE];
BOOL texture_stage_state[8][HIGHEST_TEXTURE_STAGE_STATE];
BOOL light_state[HIGHEST_LIGHT_STATE];
BOOL texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
} STATEBLOCKFLAGS;
typedef struct STATEBLOCK {
STATEBLOCKFLAGS set_flags;
DWORD render_state[HIGHEST_RENDER_STATE];
DWORD texture_stage_state[8][HIGHEST_TEXTURE_STAGE_STATE];
DWORD light_state[HIGHEST_LIGHT_STATE];
DWORD texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
} STATEBLOCK;
/*****************************************************************************
@ -188,9 +188,6 @@ typedef struct d3d7clippingplane
* IDirect3DDevice implementation structure
*/
#define MAX_TEXTURES 8
#define MAX_LIGHTS 16
#define WORLDMAT_CHANGED (0x00000001 << 0)
#define VIEWMAT_CHANGED (0x00000001 << 1)
#define PROJMAT_CHANGED (0x00000001 << 2)

View File

@ -104,7 +104,7 @@ DWORD InitRenderStateTab[] = {
D3DRENDERSTATE_WRAP6, 0,
D3DRENDERSTATE_WRAP7, 0,
D3DRENDERSTATE_CLIPPING, FALSE,
D3DRENDERSTATE_LIGHTING, FALSE, /* FIXME: Should be TRUE */
D3DRENDERSTATE_LIGHTING, TRUE,
D3DRENDERSTATE_EXTENTS, FALSE,
D3DRENDERSTATE_AMBIENT, D3DRGBA(0,0,0,0),
D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE,
@ -160,42 +160,35 @@ void InitDefaultStateBlock(STATEBLOCK* lpStateBlock, int version)
{
int i,j;
TRACE("(%p,%d)\n", lpStateBlock, version);
memset(lpStateBlock,0,sizeof(STATEBLOCK));
memset(lpStateBlock, 0, sizeof(STATEBLOCK));
/* Initialize render states */
for(i=0;i<sizeof(InitRenderStateTab)/4;i+=2)
for(i = 0; i < sizeof(InitRenderStateTab) / sizeof(InitRenderStateTab[0]); i += 2)
{
lpStateBlock->render_state[InitRenderStateTab[i]-1] = InitRenderStateTab[i+1];
lpStateBlock->set_flags.render_state[InitRenderStateTab[i]-1] = TRUE;
}
/* Initialize render states */
for(i=0;i<sizeof(InitLightStateTab)/4;i+=2)
{
lpStateBlock->light_state[InitLightStateTab[i]-1] = InitLightStateTab[i+1];
lpStateBlock->set_flags.light_state[InitLightStateTab[i]-1] = TRUE;
lpStateBlock->render_state[InitRenderStateTab[i] - 1] = InitRenderStateTab[i + 1];
lpStateBlock->set_flags.render_state[InitRenderStateTab[i] - 1] = TRUE;
}
/* Initialize texture stages states */
for(i=0;i<8;i++)
for(i = 0; i < MAX_TEXTURES; i++)
{
for(j=0;j<sizeof(InitTextureStageStateTab)/4;j+=2)
for(j = 0; j < sizeof(InitTextureStageStateTab) / sizeof(InitTextureStageStateTab[0]); j += 2)
{
lpStateBlock->texture_stage_state[i][InitTextureStageStateTab[j]-1] = InitTextureStageStateTab[j+1];
lpStateBlock->set_flags.texture_stage_state[i][InitTextureStageStateTab[j]-1] = TRUE;
lpStateBlock->texture_stage_state[i][InitTextureStageStateTab[j] - 1] = InitTextureStageStateTab[j + 1];
lpStateBlock->set_flags.texture_stage_state[i][InitTextureStageStateTab[j] - 1] = TRUE;
}
/* Map texture coords 0 to stage 0, 1 to stage 1, etc... */
lpStateBlock->texture_stage_state[i][D3DTSS_TEXCOORDINDEX-1] = i;
lpStateBlock->set_flags.texture_stage_state[i][D3DTSS_TEXCOORDINDEX-1] = TRUE;
lpStateBlock->texture_stage_state[i][D3DTSS_TEXCOORDINDEX - 1] = i;
lpStateBlock->set_flags.texture_stage_state[i][D3DTSS_TEXCOORDINDEX - 1] = TRUE;
}
/* The first texture is particular, update it consequently */
lpStateBlock->texture_stage_state[0][D3DTSS_COLOROP-1] = D3DTOP_MODULATE;
lpStateBlock->texture_stage_state[0][D3DTSS_ALPHAOP-1] = D3DTOP_SELECTARG1;
lpStateBlock->texture_stage_state[0][D3DTSS_COLOROP - 1] = D3DTOP_MODULATE;
lpStateBlock->texture_stage_state[0][D3DTSS_ALPHAOP - 1] = D3DTOP_SELECTARG1;
/* Updates for particular versions */
if ((version == 1)||(version==2))
lpStateBlock->render_state[D3DRENDERSTATE_SPECULARENABLE-1] = TRUE;
if ((version == 1) || (version==2))
lpStateBlock->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] = TRUE;
}
HRESULT WINAPI
@ -1112,12 +1105,8 @@ Main_IDirect3DDeviceImpl_3_2T_GetLightState(LPDIRECT3DDEVICE3 iface,
LPDWORD lpdwLightState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwLightStateType, lpdwLightState);
if (lpdwLightState && dwLightStateType && (dwLightStateType <= HIGHEST_LIGHT_STATE) ) {
*lpdwLightState = This->state_block.light_state[dwLightStateType-1];
FIXME("(%p/%p)->(%08x,%p): stub !\n", This, iface, dwLightStateType, lpdwLightState);
return DD_OK;
}
return DDERR_INVALIDPARAMS;
}
HRESULT WINAPI

View File

@ -541,12 +541,11 @@ GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState(LPDIRECT3DDEVICE7 iface,
DWORD dwRenderState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwRenderStateType, dwRenderState);
/* Call the render state functions */
set_render_state(glThis, dwRenderStateType, dwRenderState);
store_render_state(dwRenderStateType, dwRenderState, &glThis->parent.state_block);
store_render_state(This, dwRenderStateType, dwRenderState, &This->state_block);
set_render_state(This, dwRenderStateType, &This->state_block);
return DD_OK;
}
@ -557,11 +556,12 @@ GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState(LPDIRECT3DDEVICE7 iface,
LPDWORD lpdwRenderState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwRenderStateType, lpdwRenderState);
/* Call the render state functions */
get_render_state(dwRenderStateType, lpdwRenderState, &glThis->parent.state_block);
get_render_state(This, dwRenderStateType, lpdwRenderState, &This->state_block);
TRACE(" - asked for rendering state : %s, returning value %08lx.\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
return DD_OK;
}
@ -572,7 +572,6 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
DWORD dwLightState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState);
@ -590,8 +589,9 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
} break;
case D3DLIGHTSTATE_AMBIENT: /* 2 */
/* Call the render_state function... */
set_render_state(glThis, D3DRENDERSTATE_AMBIENT, dwLightState);
IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7),
D3DRENDERSTATE_AMBIENT,
dwLightState);
break;
#define UNSUP(x) case D3DLIGHTSTATE_##x: FIXME("unsupported D3DLIGHTSTATE_" #x "!\n");break;
@ -608,8 +608,6 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
return DDERR_INVALIDPARAMS;
}
This->state_block.light_state[dwLightStateType] = dwLightState;
return DD_OK;
}
@ -667,7 +665,7 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
This->world_mat, This->view_mat, This->proj_mat);
glThis->transform_state = GL_TRANSFORM_NORMAL;
if (glThis->render_state.fog_on == TRUE)
if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE)
glEnable(GL_FOG);
} else if ((vertex_transformed == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
@ -680,18 +678,18 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
}
/* Handle the 'no-normal' case */
if (vertex_lit == FALSE)
if (vertex_lit == TRUE)
glDisable(GL_LIGHTING);
else if (glThis->render_state.lighting_enable == TRUE)
else if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)
glEnable(GL_LIGHTING);
/* Handle the code for pre-vertex material properties */
if (vertex_transformed == FALSE) {
if (glThis->render_state.lighting_enable == TRUE) {
if ((glThis->render_state.color_diffuse != D3DMCS_MATERIAL) ||
(glThis->render_state.color_specular != D3DMCS_MATERIAL) ||
(glThis->render_state.color_ambient != D3DMCS_MATERIAL) ||
(glThis->render_state.color_emissive != D3DMCS_MATERIAL)) {
if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) {
if ((This->state_block.render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
(This->state_block.render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
(This->state_block.render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
(This->state_block.render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] != D3DMCS_MATERIAL)) {
glEnable(GL_COLOR_MATERIAL);
}
}
@ -826,8 +824,9 @@ inline static void handle_normal(D3DVALUE *coords) {
glNormal3fv(coords);
}
inline static void handle_diffuse_base(RenderState *rs, DWORD *color) {
if (rs->alpha_blend_enable == TRUE) {
inline static void handle_diffuse_base(STATEBLOCK *sb, DWORD *color) {
if ((sb->render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == TRUE) ||
(sb->render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1] == TRUE)) {
glColor4ub((*color >> 16) & 0xFF,
(*color >> 8) & 0xFF,
(*color >> 0) & 0xFF,
@ -839,74 +838,78 @@ inline static void handle_diffuse_base(RenderState *rs, DWORD *color) {
}
}
inline static void handle_specular_base(RenderState *rs, DWORD *color) {
inline static void handle_specular_base(STATEBLOCK *sb, DWORD *color) {
glColor4ub((*color >> 16) & 0xFF,
(*color >> 8) & 0xFF,
(*color >> 0) & 0xFF,
(*color >> 24) & 0xFF); /* No idea if the alpha field is really used.. */
}
inline static void handle_diffuse(RenderState *rs, DWORD *color) {
if (rs->lighting_enable == TRUE) {
if (rs->color_diffuse == D3DMCS_COLOR1) {
inline static void handle_diffuse(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
if ((lighted == FALSE) &&
(sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) {
if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
handle_diffuse_base(rs, color);
handle_diffuse_base(sb, color);
}
if (rs->color_ambient == D3DMCS_COLOR1) {
if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
handle_diffuse_base(rs, color);
handle_diffuse_base(sb, color);
}
if ((rs->color_specular == D3DMCS_COLOR1) && (rs->specular_enable == TRUE)) {
if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR1) &&
(sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE)) {
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
handle_diffuse_base(rs, color);
handle_diffuse_base(sb, color);
}
if (rs->color_emissive == D3DMCS_COLOR1) {
if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
handle_diffuse_base(rs, color);
handle_diffuse_base(sb, color);
}
} else {
handle_diffuse_base(rs, color);
handle_diffuse_base(sb, color);
}
}
inline static void handle_specular(RenderState *rs, DWORD *color) {
if (rs->lighting_enable == TRUE) {
if (rs->color_diffuse == D3DMCS_COLOR2) {
inline static void handle_specular(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
if ((lighted == FALSE) &&
(sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) {
if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
handle_specular(rs, color);
handle_specular_base(sb, color);
}
if (rs->color_ambient == D3DMCS_COLOR2) {
if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
handle_specular(rs, color);
handle_specular_base(sb, color);
}
if ((rs->color_specular == D3DMCS_COLOR2) && (rs->specular_enable == TRUE)) {
if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR2) &&
(sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE)) {
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
handle_specular(rs, color);
handle_specular_base(sb, color);
}
if (rs->color_emissive == D3DMCS_COLOR2) {
if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
handle_specular(rs, color);
handle_specular_base(sb, color);
}
}
/* No else here as we do not know how to handle 'specular' on its own in any case.. */
}
inline static void handle_diffuse_and_specular(RenderState *rs, DWORD *color_d, DWORD *color_s, BOOLEAN transformed) {
if (transformed == TRUE) {
if (rs->fog_on == TRUE) {
inline static void handle_diffuse_and_specular(STATEBLOCK *sb, DWORD *color_d, DWORD *color_s, BOOLEAN lighted) {
if (lighted == TRUE) {
if (sb->render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {
/* Special case where the specular value is used to do fogging. TODO */
}
if (rs->specular_enable == TRUE) {
if (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE) {
/* Standard specular value in transformed mode. TODO */
}
handle_diffuse_base(rs, color_d);
handle_diffuse_base(sb, color_d);
} else {
if (rs->lighting_enable == TRUE) {
handle_diffuse(rs, color_d);
handle_specular(rs, color_s);
if (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) {
handle_diffuse(sb, color_d, FALSE);
handle_specular(sb, color_s, FALSE);
} else {
/* In that case, only put the diffuse color... */
handle_diffuse_base(rs, color_d);
handle_diffuse_base(sb, color_d);
}
}
}
@ -929,7 +932,8 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
DWORD dwIndexCount,
DWORD dwFlags)
{
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
BOOLEAN vertex_lighted = (d3dvtVertexType & D3DFVF_NORMAL) == 0;
if (TRACE_ON(ddraw)) {
TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
}
@ -937,7 +941,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
ENTER_GL();
draw_primitive_handle_GL_state(This,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
(d3dvtVertexType & D3DFVF_NORMAL) == 0);
vertex_lighted);
draw_primitive_start_GL(d3dptPrimitiveType);
/* Some fast paths first before the generic case.... */
@ -976,7 +980,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_diffuse_and_specular(&(glThis->render_state), color_d, color_s, TRUE);
handle_diffuse_and_specular(&(This->state_block), color_d, color_s, TRUE);
handle_texture(tex_coord);
handle_xyzrhw(position);
@ -1011,16 +1015,16 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
handle_diffuse_and_specular(&(glThis->render_state), color_d, color_s, (d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW);
handle_diffuse_and_specular(&(This->state_block), color_d, color_s, vertex_lighted);
} else {
if (d3dvtVertexType & D3DFVF_SPECULAR) {
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
handle_specular(&(glThis->render_state), color_s);
handle_specular(&(This->state_block), color_s, vertex_lighted);
} else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
handle_diffuse(&(glThis->render_state), color_d);
handle_diffuse(&(This->state_block), color_d, vertex_lighted);
}
}
@ -1266,6 +1270,44 @@ GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB(LPDIRECT3DDEVICE7 iface,
return DD_OK;
}
static GLenum
convert_min_filter_to_GL(D3DTEXTUREMINFILTER dwState)
{
GLenum gl_state;
switch (dwState) {
case D3DTFN_POINT:
gl_state = GL_NEAREST;
break;
case D3DTFN_LINEAR:
gl_state = GL_LINEAR;
break;
default:
gl_state = GL_LINEAR;
break;
}
return gl_state;
}
static GLenum
convert_mag_filter_to_GL(D3DTEXTUREMAGFILTER dwState)
{
GLenum gl_state;
switch (dwState) {
case D3DTFG_POINT:
gl_state = GL_NEAREST;
break;
case D3DTFG_LINEAR:
gl_state = GL_LINEAR;
break;
default:
gl_state = GL_LINEAR;
break;
}
return gl_state;
}
HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
DWORD dwStage,
@ -1273,11 +1315,11 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
DWORD dwState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
GLenum gl_state;
TRACE("(%p/%p)->(%08lx,%08x,%08lx)\n", This, iface, dwStage, d3dTexStageStateType, dwState);
if (dwStage > 0) return DD_OK; /* We nothing in this case for now */
if (TRACE_ON(ddraw)) {
TRACE(" Stage type is : ");
switch (d3dTexStageStateType) {
@ -1314,41 +1356,25 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
switch (d3dTexStageStateType) {
case D3DTSS_MINFILTER:
if (TRACE_ON(ddraw)) {
switch ((D3DTEXTUREMINFILTER) dwState) {
case D3DTFN_POINT:
if (TRACE_ON(ddraw)) DPRINTF("D3DTFN_POINT\n");
gl_state = GL_NEAREST;
break;
case D3DTFN_LINEAR:
if (TRACE_ON(ddraw)) DPRINTF("D3DTFN_LINEAR\n");
gl_state = GL_LINEAR;
break;
default:
if (TRACE_ON(ddraw)) DPRINTF(" state unhandled (%ld).\n", dwState);
gl_state = GL_LINEAR;
break;
case D3DTFN_POINT: DPRINTF("D3DTFN_POINT\n"); break;
case D3DTFN_LINEAR: DPRINTF("D3DTFN_LINEAR\n"); break;
default: DPRINTF(" state unhandled (%ld).\n", dwState); break;
}
glThis->render_state.min = gl_state;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_state);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, convert_min_filter_to_GL(dwState));
break;
case D3DTSS_MAGFILTER:
if (TRACE_ON(ddraw)) {
switch ((D3DTEXTUREMAGFILTER) dwState) {
case D3DTFG_POINT:
if (TRACE_ON(ddraw)) DPRINTF("D3DTFG_POINT\n");
gl_state = GL_NEAREST;
break;
case D3DTFG_LINEAR:
if (TRACE_ON(ddraw)) DPRINTF("D3DTFG_LINEAR\n");
gl_state = GL_LINEAR;
break;
default:
if (TRACE_ON(ddraw)) DPRINTF(" state unhandled (%ld).\n", dwState);
gl_state = GL_LINEAR;
break;
case D3DTFG_POINT: DPRINTF("D3DTFN_POINT\n"); break;
case D3DTFG_LINEAR: DPRINTF("D3DTFN_LINEAR\n"); break;
default: DPRINTF(" state unhandled (%ld).\n", dwState); break;
}
glThis->render_state.mag = gl_state;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_state);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, convert_mag_filter_to_GL(dwState));
break;
case D3DTSS_ADDRESS:
@ -1373,7 +1399,12 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
if (TRACE_ON(ddraw)) DPRINTF(" unhandled.\n");
}
This->state_block.texture_stage_state[dwStage][d3dTexStageStateType-1] = dwState;
This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1] = dwState;
/* Some special cases when one state modifies more than one... */
if (d3dTexStageStateType == D3DTSS_ADDRESS) {
This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSU - 1] = dwState;
This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSV - 1] = dwState;
}
return DD_OK;
}
@ -1384,10 +1415,11 @@ GL_IDirect3DDeviceImpl_7_3T_SetTexture(LPDIRECT3DDEVICE7 iface,
LPDIRECTDRAWSURFACE7 lpTexture2)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2);
if (dwStage > 0) return DD_OK;
if (This->current_texture[dwStage] != NULL) {
IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[dwStage], IDirectDrawSurface7));
}
@ -1408,8 +1440,10 @@ GL_IDirect3DDeviceImpl_7_3T_SetTexture(LPDIRECT3DDEVICE7 iface,
glEnable(GL_TEXTURE_2D);
gltex_upload_texture(tex_impl);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glThis->render_state.mag);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glThis->render_state.min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
convert_mag_filter_to_GL(This->state_block.texture_stage_state[dwStage][D3DTSS_MAGFILTER - 1]));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
convert_min_filter_to_GL(This->state_block.texture_stage_state[dwStage][D3DTSS_MINFILTER - 1]));
}
LEAVE_GL();
@ -2141,13 +2175,6 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
surf->d3ddevice = object;
}
/* FIXME: These 4 statements are kept for compatibility but should be removed as soon
as they are correctly handled */
gl_object->render_state.fog_on = FALSE;
gl_object->render_state.stencil_enable = FALSE;
gl_object->render_state.lighting_enable = FALSE;
gl_object->render_state.specular_enable = FALSE;
/* Set the various light parameters */
for (light = 0; light < MAX_LIGHTS; light++) {
/* Only set the fields that are not zero-created */
@ -2205,9 +2232,9 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
object->d3d->added_device(object->d3d, object);
/* FIXME: Should handle other versions than just 7 */
InitDefaultStateBlock(&object->state_block,7);
InitDefaultStateBlock(&object->state_block, 7);
/* Apply default render state values */
apply_render_state(gl_object, &object->state_block);
apply_render_state(object, &object->state_block);
/* FIXME: do something similar for ligh_state and texture_stage_state */
return DD_OK;

View File

@ -187,7 +187,6 @@ static void execute(IDirect3DExecuteBufferImpl *This,
IDirect3DDeviceImpl *lpDevice,
IDirect3DViewportImpl *lpViewport)
{
IDirect3DDeviceGLImpl* lpDeviceGL = (IDirect3DDeviceGLImpl*) lpDevice;
/* DWORD bs = This->desc.dwBufferSize; */
DWORD vs = This->data.dwVertexOffset;
/* DWORD vc = This->data.dwVertexCount; */
@ -441,8 +440,10 @@ static void execute(IDirect3DExecuteBufferImpl *This,
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
set_render_state(lpDeviceGL, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
LEAVE_GL();
IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
ENTER_GL();
instr += size;
}

View File

@ -62,10 +62,30 @@ GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
return GL_KEEP;
}
void set_render_state(IDirect3DDeviceGLImpl* This,
D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState)
GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
{
RenderState* rs = &This->render_state;
switch ((D3DBLEND) dwRenderState) {
case D3DBLEND_ZERO: return GL_ZERO;
case D3DBLEND_ONE: return GL_ONE;
case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA;
case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA;
case D3DBLEND_DESTALPHA: return GL_DST_ALPHA;
case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA;
case D3DBLEND_DESTCOLOR: return GL_DST_COLOR;
case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR;
case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE;
case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR;
case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR;
default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO;
}
}
void set_render_state(IDirect3DDeviceImpl* This,
D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
{
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
if (TRACE_ON(ddraw))
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
@ -82,7 +102,7 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
LEAVE_GL();
IDirect3DDevice7_SetTexture(ICOM_INTERFACE(&(This->parent), IDirect3DDevice7),
IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
0,
ICOM_INTERFACE(tex, IDirectDrawSurface7));
ENTER_GL();
@ -91,19 +111,17 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
GLenum arg = GL_REPEAT; /* Default value */
switch ((D3DTEXTUREADDRESS) dwRenderState) {
case D3DTADDRESS_WRAP: arg = GL_REPEAT; break;
case D3DTADDRESS_CLAMP: arg = GL_CLAMP; break;
case D3DTADDRESS_BORDER: arg = GL_CLAMP_TO_EDGE; break;
default: ERR("Unhandled TEXTUREADDRESS mode %ld !\n", dwRenderState);
}
if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) ||
(dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg);
if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSV) ||
(dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg);
D3DTEXTURESTAGESTATETYPE d3dTexStageStateType;
if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS;
else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
else d3dTexStageStateType = D3DTSS_ADDRESSV;
LEAVE_GL();
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
0, d3dTexStageStateType,
dwRenderState);
ENTER_GL();
} break;
case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
@ -181,113 +199,52 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
glDisable(GL_ALPHA_TEST);
break;
case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
DWORD tex_mag = 0xFFFFFFFF;
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
rs->mag = GL_NEAREST;
tex_mag = D3DTFG_POINT;
break;
case D3DFILTER_LINEAR:
rs->mag = GL_LINEAR;
tex_mag = D3DTFG_LINEAR;
break;
default:
ERR("Unhandled texture mag %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
if (tex_mag != 0xFFFFFFFF) {
LEAVE_GL();
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
ENTER_GL();
}
} break;
case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
DWORD tex_min = 0xFFFFFFFF;
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
rs->min = GL_NEAREST;
tex_min = D3DTFN_POINT;
break;
case D3DFILTER_LINEAR:
rs->mag = GL_LINEAR;
tex_min = D3DTFN_LINEAR;
break;
default:
ERR("Unhandled texture min %ld !\n",dwRenderState);
}
break;
if (tex_min != 0xFFFFFFFF) {
LEAVE_GL();
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
ENTER_GL();
}
} break;
case D3DRENDERSTATE_SRCBLEND: /* 19 */
switch ((D3DBLEND) dwRenderState) {
case D3DBLEND_ZERO:
rs->src = GL_ZERO;
break;
case D3DBLEND_ONE:
rs->src = GL_ONE;
break;
case D3DBLEND_SRCALPHA:
rs->src = GL_SRC_ALPHA;
break;
case D3DBLEND_INVSRCALPHA:
rs->src = GL_ONE_MINUS_SRC_ALPHA;
break;
case D3DBLEND_DESTALPHA:
rs->src = GL_DST_ALPHA;
break;
case D3DBLEND_INVDESTALPHA:
rs->src = GL_ONE_MINUS_DST_ALPHA;
break;
case D3DBLEND_DESTCOLOR:
rs->src = GL_DST_COLOR;
break;
case D3DBLEND_INVDESTCOLOR:
rs->src = GL_ONE_MINUS_DST_COLOR;
break;
case D3DBLEND_BOTHSRCALPHA:
rs->src = GL_SRC_ALPHA;
rs->dst = GL_SRC_ALPHA;
break;
case D3DBLEND_BOTHINVSRCALPHA:
rs->src = GL_ONE_MINUS_SRC_ALPHA;
rs->dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case D3DBLEND_SRCALPHASAT:
rs->src = GL_SRC_ALPHA_SATURATE;
break;
case D3DBLEND_SRCCOLOR:
case D3DBLEND_INVSRCCOLOR:
/* Cannot be supported with OpenGL */
break;
default:
ERR("Unhandled src blend mode %ld !\n",dwRenderState);
}
glBlendFunc(rs->src, rs->dst);
break;
case D3DRENDERSTATE_DESTBLEND: /* 20 */
switch ((D3DBLEND) dwRenderState) {
case D3DBLEND_ZERO:
rs->dst = GL_ZERO;
break;
case D3DBLEND_ONE:
rs->dst = GL_ONE;
break;
case D3DBLEND_SRCCOLOR:
rs->dst = GL_SRC_COLOR;
break;
case D3DBLEND_INVSRCCOLOR:
rs->dst = GL_ONE_MINUS_SRC_COLOR;
break;
case D3DBLEND_SRCALPHA:
rs->dst = GL_SRC_ALPHA;
break;
case D3DBLEND_INVSRCALPHA:
rs->dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case D3DBLEND_DESTALPHA:
rs->dst = GL_DST_ALPHA;
break;
case D3DBLEND_INVDESTALPHA:
rs->dst = GL_ONE_MINUS_DST_ALPHA;
break;
case D3DBLEND_DESTCOLOR:
case D3DBLEND_INVDESTCOLOR:
/* Cannot be supported with OpenGL */
break;
default:
ERR("Unhandled dest blend mode %ld !\n",dwRenderState);
}
glBlendFunc(rs->src, rs->dst);
glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
break;
case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
@ -306,7 +263,6 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
case D3DCULL_NONE:
glDisable(GL_CULL_FACE);
break;
/* Not sure about these... The DirectX doc is, well, pretty unclear :-) */
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
@ -327,13 +283,9 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
break;
case D3DRENDERSTATE_ALPHAREF: /* 24 */
rs->alpha_ref = dwRenderState / 255.0;
glAlphaFunc(rs->alpha_func, rs->alpha_ref);
break;
case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
rs->alpha_func = convert_D3D_compare_to_GL(dwRenderState);
glAlphaFunc(rs->alpha_func, rs->alpha_ref);
glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
break;
case D3DRENDERSTATE_DITHERENABLE: /* 26 */
@ -346,20 +298,17 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
if (dwRenderState) {
glEnable(GL_BLEND);
rs->alpha_blend_enable = TRUE;
} else {
glDisable(GL_BLEND);
rs->alpha_blend_enable = FALSE;
}
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
if (dwRenderState) {
if ((dwRenderState == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
glEnable(GL_FOG);
rs->fog_on = TRUE;
} else {
glDisable(GL_FOG);
rs->fog_on = FALSE;
}
break;
@ -415,39 +364,25 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
case D3DRENDERSTATE_STENCILENABLE: /* 52 */
if (dwRenderState)
glDisable(GL_STENCIL_TEST);
glEnable(GL_STENCIL_TEST);
else
glDisable(GL_STENCIL_TEST);
break;
case D3DRENDERSTATE_STENCILFAIL: /* 53 */
rs->stencil_fail = convert_D3D_stencilop_to_GL(dwRenderState);
glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
break;
case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
rs->stencil_zfail = convert_D3D_stencilop_to_GL(dwRenderState);
glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
break;
case D3DRENDERSTATE_STENCILPASS: /* 55 */
rs->stencil_pass = convert_D3D_stencilop_to_GL(dwRenderState);
glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
break;
case D3DRENDERSTATE_STENCILFUNC: /* 56 */
rs->stencil_func = convert_D3D_compare_to_GL(dwRenderState);
glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
break;
case D3DRENDERSTATE_STENCILREF: /* 57 */
rs->stencil_ref = dwRenderState;
glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
break;
case D3DRENDERSTATE_STENCILMASK: /* 58 */
rs->stencil_mask = dwRenderState;
glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
break;
case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
@ -455,17 +390,17 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
break;
case D3DRENDERSTATE_CLIPPING: /* 136 */
case D3DRENDERSTATE_CLIPPLANEENABLE: /*152*/
{
case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
GLint i;
DWORD mask, runner;
if (dwRenderStateType==D3DRENDERSTATE_CLIPPING) {
mask = ((dwRenderState)?(This->parent.state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE-1]):(0x0000));
if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
mask = ((dwRenderState) ?
(This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x0000));
} else {
mask = dwRenderState;
}
for (i = 0, runner = 1; i < This->parent.max_clipping_planes; i++, runner = (runner<<1)) {
for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
if (mask & runner) {
glEnable(GL_CLIP_PLANE0 + i);
} else {
@ -510,19 +445,10 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
break;
case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
rs->color_diffuse = dwRenderState;
break;
case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
rs->color_specular = dwRenderState;
break;
case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
rs->color_ambient = dwRenderState;
break;
case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
rs->color_emissive = dwRenderState;
/* Nothing to do here. Only the storage matters :-) */
break;
default:
@ -532,26 +458,44 @@ void set_render_state(IDirect3DDeviceGLImpl* This,
}
}
void store_render_state(D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState,
STATEBLOCK* lpStateBlock)
void store_render_state(IDirect3DDeviceImpl *This,
D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
{
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
lpStateBlock->render_state[dwRenderStateType-1] = dwRenderState;
/* Some special cases first.. */
if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
return;
} else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
return;
}
} else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
}
/* Default case */
lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
}
void get_render_state(D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState,
STATEBLOCK* lpStateBlock)
void get_render_state(IDirect3DDeviceImpl *This,
D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
{
*lpdwRenderState = lpStateBlock->render_state[dwRenderStateType-1];
*lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
if (TRACE_ON(ddraw))
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
}
void apply_render_state(IDirect3DDeviceGLImpl* This, STATEBLOCK* lpStateBlock)
void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
{
DWORD i;
TRACE("(%p,%p)\n", This, lpStateBlock);
for(i=0;i<HIGHEST_RENDER_STATE;i++)
for(i = 0; i < HIGHEST_RENDER_STATE; i++)
if (lpStateBlock->set_flags.render_state[i])
set_render_state(This, i+1, lpStateBlock->render_state[i]);
set_render_state(This, i + 1, lpStateBlock);
}

View File

@ -58,32 +58,6 @@ extern void (*wine_tsx11_unlock_ptr)(void);
extern const GUID IID_D3DDEVICE_OpenGL;
typedef struct render_state {
/* This is used for the device mode */
GLenum src, dst;
/* This is used for textures */
GLenum mag, min;
/* This is needed for the Alpha stuff */
GLenum alpha_func;
GLclampf alpha_ref;
BOOLEAN alpha_blend_enable;
/* This is needed for the stencil stuff */
GLint stencil_ref;
GLuint stencil_mask;
GLenum stencil_func;
BOOLEAN stencil_enable;
GLenum stencil_fail, stencil_zfail, stencil_pass;
/* This is needed for proper lighting */
BOOLEAN lighting_enable, specular_enable;
D3DMATERIALCOLORSOURCE color_diffuse, color_specular, color_ambient, color_emissive;
/* This is needed to re-enable fogging when XYZRHW and XYZ primitives are mixed */
BOOLEAN fog_on;
} RenderState;
typedef struct IDirect3DGLImpl
{
struct IDirect3DImpl parent;
@ -127,9 +101,6 @@ typedef struct IDirect3DDeviceGLImpl
GLXContext gl_context;
/* The current render state */
RenderState render_state;
/* The last type of vertex drawn */
GL_TRANSFORM_STATE transform_state;
@ -167,14 +138,11 @@ extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This) ;
/* Used to set-up our orthographic projection */
extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ;
/* Common functions defined in d3dcommon.c */
void set_render_state(IDirect3DDeviceGLImpl* This,
D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState);
void store_render_state(D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState,
STATEBLOCK* lpStateBlock);
void get_render_state(D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState,
STATEBLOCK* lpStateBlock);
void apply_render_state(IDirect3DDeviceGLImpl* This, STATEBLOCK* lpStateBlock);
/* Rendering state management functions */
extern void set_render_state(IDirect3DDeviceImpl* This, D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock);
extern void store_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK* lpStateBlock);
extern void get_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK* lpStateBlock);
extern void apply_render_state(IDirect3DDeviceImpl* This, STATEBLOCK* lpStateBlock);
/* This structure contains all the function pointers to OpenGL extensions
that are used by Wine */