Remove all openGL calls in execute buffers and use the Direct3D7 APIs.

Enable retrieving the render target surface of a device through its
QueryInterface method.
Avoid lights updating when a viewport and a device have not been
associated to them.
Clear the Z buffer only when we're asked to by Checking D3DBTL_FILL
flag.
This commit is contained in:
Christian Costa 2003-05-20 17:49:40 +00:00 committed by Alexandre Julliard
parent 3da6ff753e
commit 1392c77d7e
6 changed files with 220 additions and 352 deletions

View File

@ -175,7 +175,8 @@ struct IDirect3DExecuteBufferImpl
/* This buffer will store the transformed vertices */
void* vertex_data;
D3DVERTEXTYPE vertex_type;
WORD* indices;
int nb_indices;
/* This flags is set to TRUE if we allocated ourselves the
data buffer */
@ -290,6 +291,7 @@ extern DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
extern void convert_FVF_to_strided_data(DWORD d3dvtVertexType, LPVOID lpvVertices, D3DDRAWPRIMITIVESTRIDEDDATA *strided, DWORD dwStartVertex);
extern void dump_D3DVOP(DWORD dwVertexOp);
extern void dump_D3DPV(DWORD dwFlags);
extern void multiply_matrix(LPD3DMATRIX,LPD3DMATRIX,LPD3DMATRIX);
extern const float id_mat[16];

View File

@ -353,3 +353,33 @@ dump_D3DPV(DWORD dwFlags)
else if (dwFlags != 0) DPRINTF("Unknown !!!\n");
else DPRINTF("\n");
}
void multiply_matrix(LPD3DMATRIX dest, LPD3DMATRIX src1, LPD3DMATRIX src2)
{
D3DMATRIX temp;
/* Now do the multiplication 'by hand'.
I know that all this could be optimised, but this will be done later :-) */
temp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
temp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
temp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
temp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
temp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
temp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
temp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
temp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
temp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
temp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
temp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
temp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
temp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
temp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
temp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
temp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
/* And copy the new matrix in the good storage.. */
memcpy(dest, &temp, 16 * sizeof(D3DVALUE));
}

View File

@ -233,6 +233,21 @@ Main_IDirect3DDeviceImpl_7_3T_2T_1T_QueryInterface(LPDIRECT3DDEVICE7 iface,
TRACE(" Creating IDirect3DDevice7 interface %p\n", *obp);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirectDrawSurface, riid ) ||
IsEqualGUID( &IID_IDirectDrawSurface2, riid ) ||
IsEqualGUID( &IID_IDirectDrawSurface3, riid ) ) {
IDirectDrawSurface7_AddRef(ICOM_INTERFACE(This->surface, IDirectDrawSurface7));
*obp = ICOM_INTERFACE(This->surface, IDirectDrawSurface3);
TRACE(" Return IDirectDrawSurface3 interface %p\n", *obp);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirectDrawSurface3, riid ) ||
IsEqualGUID( &IID_IDirectDrawSurface7, riid ) ) {
IDirectDrawSurface7_AddRef(ICOM_INTERFACE(This->surface, IDirectDrawSurface7));
*obp = ICOM_INTERFACE(This->surface, IDirectDrawSurface7);
TRACE(" Return IDirectDrawSurface7 interface %p\n", *obp);
return S_OK;
}
FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
return OLE_E_ENUM_NOMORE;
}
@ -484,7 +499,6 @@ Main_IDirect3DDeviceImpl_7_3T_2T_MultiplyTransform(LPDIRECT3DDEVICE7 iface,
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
LPD3DMATRIX mat;
D3DMATRIX temp;
DWORD matrix_changed = 0x00000000;
TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dtstTransformStateType, lpD3DMatrix);
@ -539,31 +553,8 @@ Main_IDirect3DDeviceImpl_7_3T_2T_MultiplyTransform(LPDIRECT3DDEVICE7 iface,
return DDERR_INVALIDPARAMS;
}
/* Now do the multiplication 'by hand'.
I know that all this could be optimised, but this will be done later :-) */
temp._11 = (mat->_11 * lpD3DMatrix->_11) + (mat->_21 * lpD3DMatrix->_12) + (mat->_31 * lpD3DMatrix->_13) + (mat->_41 * lpD3DMatrix->_14);
temp._21 = (mat->_11 * lpD3DMatrix->_21) + (mat->_21 * lpD3DMatrix->_22) + (mat->_31 * lpD3DMatrix->_23) + (mat->_41 * lpD3DMatrix->_24);
temp._31 = (mat->_11 * lpD3DMatrix->_31) + (mat->_21 * lpD3DMatrix->_32) + (mat->_31 * lpD3DMatrix->_33) + (mat->_41 * lpD3DMatrix->_34);
temp._41 = (mat->_11 * lpD3DMatrix->_41) + (mat->_21 * lpD3DMatrix->_42) + (mat->_31 * lpD3DMatrix->_43) + (mat->_41 * lpD3DMatrix->_44);
temp._12 = (mat->_12 * lpD3DMatrix->_11) + (mat->_22 * lpD3DMatrix->_12) + (mat->_32 * lpD3DMatrix->_13) + (mat->_42 * lpD3DMatrix->_14);
temp._22 = (mat->_12 * lpD3DMatrix->_21) + (mat->_22 * lpD3DMatrix->_22) + (mat->_32 * lpD3DMatrix->_23) + (mat->_42 * lpD3DMatrix->_24);
temp._32 = (mat->_12 * lpD3DMatrix->_31) + (mat->_22 * lpD3DMatrix->_32) + (mat->_32 * lpD3DMatrix->_33) + (mat->_42 * lpD3DMatrix->_34);
temp._42 = (mat->_12 * lpD3DMatrix->_41) + (mat->_22 * lpD3DMatrix->_42) + (mat->_32 * lpD3DMatrix->_43) + (mat->_42 * lpD3DMatrix->_44);
temp._13 = (mat->_13 * lpD3DMatrix->_11) + (mat->_23 * lpD3DMatrix->_12) + (mat->_33 * lpD3DMatrix->_13) + (mat->_43 * lpD3DMatrix->_14);
temp._23 = (mat->_13 * lpD3DMatrix->_21) + (mat->_23 * lpD3DMatrix->_22) + (mat->_33 * lpD3DMatrix->_23) + (mat->_43 * lpD3DMatrix->_24);
temp._33 = (mat->_13 * lpD3DMatrix->_31) + (mat->_23 * lpD3DMatrix->_32) + (mat->_33 * lpD3DMatrix->_33) + (mat->_43 * lpD3DMatrix->_34);
temp._43 = (mat->_13 * lpD3DMatrix->_41) + (mat->_23 * lpD3DMatrix->_42) + (mat->_33 * lpD3DMatrix->_43) + (mat->_43 * lpD3DMatrix->_44);
temp._14 = (mat->_14 * lpD3DMatrix->_11) + (mat->_24 * lpD3DMatrix->_12) + (mat->_34 * lpD3DMatrix->_13) + (mat->_44 * lpD3DMatrix->_14);
temp._24 = (mat->_14 * lpD3DMatrix->_21) + (mat->_24 * lpD3DMatrix->_22) + (mat->_34 * lpD3DMatrix->_23) + (mat->_44 * lpD3DMatrix->_24);
temp._34 = (mat->_14 * lpD3DMatrix->_31) + (mat->_24 * lpD3DMatrix->_32) + (mat->_34 * lpD3DMatrix->_33) + (mat->_44 * lpD3DMatrix->_34);
temp._44 = (mat->_14 * lpD3DMatrix->_41) + (mat->_24 * lpD3DMatrix->_42) + (mat->_34 * lpD3DMatrix->_43) + (mat->_44 * lpD3DMatrix->_44);
multiply_matrix(mat,mat,lpD3DMatrix);
/* And copy the new matrix in the good storage.. */
memcpy(mat, &temp, 16 * sizeof(D3DVALUE));
if (TRACE_ON(ddraw)) {
dump_D3DMATRIX(mat);
}

View File

@ -36,34 +36,6 @@
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/* Structure to store the 'semi transformed' vertices */
typedef struct {
D3DVALUE x;
D3DVALUE y;
D3DVALUE z;
D3DVALUE w;
D3DVALUE nx;
D3DVALUE ny;
D3DVALUE nz;
D3DVALUE u;
D3DVALUE v;
} OGL_Vertex;
typedef struct {
D3DVALUE x;
D3DVALUE y;
D3DVALUE z;
D3DVALUE w;
D3DCOLOR c;
D3DCOLOR sc;
D3DVALUE u;
D3DVALUE v;
} OGL_LVertex;
static void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
}
@ -80,109 +52,6 @@ static void _dump_D3DEXECUTEBUFFERDESC(LPD3DEXECUTEBUFFERDESC lpDesc) {
}
#define DO_VERTEX(index) \
{ \
glTexCoord2f(vx[index].u, \
vx[index].v); \
glNormal3f(vx[index].nx, \
vx[index].ny, \
vx[index].nz); \
glVertex4f(vx[index].x, \
vx[index].y, \
vx[index].z, \
vx[index].w); \
\
TRACE(" V: %f %f %f %f (%f %f %f) (%f %f)\n", \
vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
vx[index].nx, vx[index].ny, vx[index].nz, \
vx[index].u, vx[index].v); \
}
#define DO_LVERTEX(index) \
{ \
DWORD col = l_vx[index].c; \
\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glTexCoord2f(l_vx[index].u, \
l_vx[index].v); \
glVertex4f(l_vx[index].x, \
l_vx[index].y, \
l_vx[index].z, \
l_vx[index].w); \
\
TRACE(" LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
l_vx[index].u, l_vx[index].v); \
}
#define DO_TLVERTEX(index) \
{ \
D3DTLVERTEX *vx = &(tl_vx[index]); \
DWORD col = vx->u5.color; \
\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glTexCoord2f(vx->u7.tu, vx->u8.tv); \
if (vx->u4.rhw < 1e-8) \
glVertex3f(vx->u1.sx, \
vx->u2.sy, \
vx->u3.sz); \
else \
glVertex4f(vx->u1.sx / vx->u4.rhw, \
vx->u2.sy / vx->u4.rhw, \
vx->u3.sz / vx->u4.rhw, \
1.0 / vx->u4.rhw); \
TRACE(" TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
vx->u1.sx, vx->u2.sy, vx->u3.sz, \
((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
vx->u7.tu, vx->u8.tv, vx->u4.rhw); \
}
#define TRIANGLE_LOOP(macro) \
{ \
glBegin(GL_TRIANGLES); \
for (i = 0; i < count; i++) { \
LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
\
TRACE(" v1: %d v2: %d v3: %d\n", \
ci->u1.v1, ci->u2.v2, ci->u3.v3); \
TRACE(" Flags : "); \
if (TRACE_ON(ddraw)) { \
/* Wireframe */ \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
TRACE("EDGEENABLE1 "); \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
TRACE("EDGEENABLE2 "); \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
TRACE("EDGEENABLE3 "); \
\
/* Strips / Fans */ \
if (ci->wFlags == D3DTRIFLAG_EVEN) \
TRACE("EVEN "); \
if (ci->wFlags == D3DTRIFLAG_ODD) \
TRACE("ODD "); \
if (ci->wFlags == D3DTRIFLAG_START) \
TRACE("START "); \
if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
TRACE("STARTFLAT(%d) ", ci->wFlags); \
TRACE("\n"); \
} \
\
/* Draw the triangle */ \
macro(ci->u1.v1); \
macro(ci->u2.v2); \
macro(ci->u3.v3); \
\
instr += size; \
} \
glEnd(); \
}
static void execute(IDirect3DExecuteBufferImpl *This,
IDirect3DDeviceImpl *lpDevice,
IDirect3DViewportImpl *lpViewport)
@ -205,8 +74,6 @@ static void execute(IDirect3DExecuteBufferImpl *This,
if (TRACE_ON(ddraw))
_dump_executedata(&(This->data));
ENTER_GL();
if (((IDirect3DDeviceGLImpl *) lpDevice)->state == SURFACE_MEMORY_DIRTY) {
lpDevice->flush_to_framebuffer(lpDevice, NULL, ((IDirect3DDeviceGLImpl *) lpDevice)->lock_surf);
}
@ -234,75 +101,44 @@ static void execute(IDirect3DExecuteBufferImpl *This,
case D3DOP_TRIANGLE: {
int i;
OGL_Vertex *vx = (OGL_Vertex *) This->vertex_data;
OGL_LVertex *l_vx = (OGL_LVertex *) This->vertex_data;
D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) This->vertex_data;
TRACE("TRIANGLE (%d)\n", count);
switch (This->vertex_type) {
case D3DVT_VERTEX:
/* This time, there is lighting */
glEnable(GL_LIGHTING);
if (TRACE_ON(ddraw)) {
TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
dump_D3DMATRIX(lpDevice->proj_mat);
TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
dump_D3DMATRIX(lpDevice->view_mat);
}
/* Using the identity matrix as the world matrix as the world transformation was
already done. */
lpDevice->set_matrices(lpDevice, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
(D3DMATRIX *) id_mat, lpDevice->view_mat, lpDevice->proj_mat);
break;
case D3DVT_LVERTEX:
/* No lighting */
glDisable(GL_LIGHTING);
if (TRACE_ON(ddraw)) {
TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
dump_D3DMATRIX(lpDevice->proj_mat);
TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
dump_D3DMATRIX(lpDevice->view_mat);
}
/* Using the identity matrix as the world matrix as the world transformation was
already done. */
lpDevice->set_matrices(lpDevice, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
(D3DMATRIX *) id_mat, lpDevice->view_mat, lpDevice->proj_mat);
break;
case D3DVT_TLVERTEX: {
/* First, disable lighting and fogging */
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
d3ddevice_set_ortho(lpDevice);
} break;
default:
ERR("Unhandled vertex type !\n");
break;
if (count*3>This->nb_indices) {
This->nb_indices = count * 3;
if (This->indices)
HeapFree(GetProcessHeap(),0,This->indices);
This->indices = HeapAlloc(GetProcessHeap(),0,sizeof(WORD)*This->nb_indices);
}
switch (This->vertex_type) {
case D3DVT_VERTEX:
TRIANGLE_LOOP(DO_VERTEX);
break;
case D3DVT_LVERTEX:
TRIANGLE_LOOP(DO_LVERTEX);
break;
case D3DVT_TLVERTEX:
TRIANGLE_LOOP(DO_TLVERTEX);
break;
default:
ERR("Unhandled vertex type !\n");
for (i = 0; i < count; i++) {
LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
TRACE(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
TRACE(" Flags : ");
if (TRACE_ON(ddraw)) {
/* Wireframe */
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE("EDGEENABLE1 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
TRACE("EDGEENABLE2 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE("EDGEENABLE3 ");
/* Strips / Fans */
if (ci->wFlags == D3DTRIFLAG_EVEN)
TRACE("EVEN ");
if (ci->wFlags == D3DTRIFLAG_ODD)
TRACE("ODD ");
if (ci->wFlags == D3DTRIFLAG_START)
TRACE("START ");
if ((ci->wFlags > 0) && (ci->wFlags < 30))
TRACE("STARTFLAT(%d) ", ci->wFlags);
TRACE("\n");
}
This->indices[i*3]=ci->u1.v1;This->indices[i*3+1]=ci->u2.v2;This->indices[i*3+2]=ci->u3.v3;
instr += size;
}
IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(lpDevice,IDirect3DDevice7),
D3DPT_TRIANGLELIST,D3DFVF_TLVERTEX,tl_vx,0,This->indices,count*3,0);
} break;
case D3DOP_MATRIXLOAD:
@ -323,18 +159,8 @@ static void execute(IDirect3DExecuteBufferImpl *This,
TRACE(" Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
/* Do the multiplication..
As I am VERY lazy, I let OpenGL do the multiplication for me */
glMatrixMode(GL_PROJECTION);
/* Save the current matrix */
glPushMatrix();
/* Load Matrix one and do the multiplication */
glLoadMatrixf((float *) c);
glMultMatrixf((float *) b);
glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
/* Restore the current matrix */
glPopMatrix();
multiply_matrix(a,b,c);
instr += size;
}
} break;
@ -345,29 +171,10 @@ static void execute(IDirect3DExecuteBufferImpl *This,
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
ci->u1.drstRenderStateType, (LPD3DMATRIX)ci->u2.dwArg[0]);
/* Handle the state transform */
switch (ci->u1.dtstTransformStateType) {
case D3DTRANSFORMSTATE_WORLD: {
TRACE(" WORLD (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
lpDevice->world_mat = (D3DMATRIX*) ci->u2.dwArg[0];
} break;
case D3DTRANSFORMSTATE_VIEW: {
TRACE(" VIEW (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
lpDevice->view_mat = (D3DMATRIX*) ci->u2.dwArg[0];
} break;
case D3DTRANSFORMSTATE_PROJECTION: {
TRACE(" PROJECTION (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
lpDevice->proj_mat = (D3DMATRIX*) ci->u2.dwArg[0];
} break;
default:
ERR(" Unhandled state transformation !! (%d)\n", (int) ci->u1.dtstTransformStateType);
break;
}
instr += size;
}
} break;
@ -378,64 +185,63 @@ static void execute(IDirect3DExecuteBufferImpl *This,
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
switch (ci->u1.dlstLightStateType) {
case D3DLIGHTSTATE_MATERIAL: {
IDirect3DMaterialImpl* mat = (IDirect3DMaterialImpl*) ci->u2.dwArg[0];
TRACE(" MATERIAL\n");
if (mat != NULL) {
mat->activate(mat);
} else {
TRACE(" bad Material Handle\n");
}
} break ;
case D3DLIGHTSTATE_AMBIENT: {
float light[4];
DWORD dwLightState = ci->u2.dwArg[0];
TRACE(" AMBIENT\n");
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);
TRACE(" R:%02lx G:%02lx B:%02lx A:%02lx\n",
((dwLightState >> 16) & 0xFF),
((dwLightState >> 8) & 0xFF),
((dwLightState >> 0) & 0xFF),
((dwLightState >> 24) & 0xFF));
} break ;
case D3DLIGHTSTATE_COLORMODEL: {
WARN(" COLORMODEL\n");
} break ;
TRACE("(%08x,%08lx)\n",ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
case D3DLIGHTSTATE_FOGMODE: {
WARN(" FOGMODE\n");
} break ;
if (!ci->u1.dlstLightStateType && (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
ERR("Unexpected Light State Type\n");
else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) ci->u2.dwArg[0];
case D3DLIGHTSTATE_FOGSTART: {
WARN(" FOGSTART\n");
} break ;
case D3DLIGHTSTATE_FOGEND: {
WARN(" FOGEND\n");
} break ;
case D3DLIGHTSTATE_FOGDENSITY: {
WARN(" FOGDENSITY\n");
} break ;
default:
ERR(" Unhandled light state !! (%d)\n", (int) ci->u1.dlstLightStateType);
break;
if (mat != NULL) {
mat->activate(mat);
} else {
ERR(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
}
}
instr += size;
}
else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
switch (ci->u2.dwArg[0]) {
case D3DCOLOR_MONO:
ERR("DDCOLOR_MONO should not happen!\n");
break;
case D3DCOLOR_RGB:
/* We are already in this mode */
break;
default:
ERR("Unknown color model!\n");
}
} else {
D3DRENDERSTATETYPE rs = 0;
switch (ci->u1.dlstLightStateType) {
case D3DLIGHTSTATE_AMBIENT: /* 2 */
rs = D3DRENDERSTATE_AMBIENT;
break;
case D3DLIGHTSTATE_FOGMODE: /* 4 */
rs = D3DRENDERSTATE_FOGVERTEXMODE;
break;
case D3DLIGHTSTATE_FOGSTART: /* 5 */
rs = D3DRENDERSTATE_FOGSTART;
break;
case D3DLIGHTSTATE_FOGEND: /* 6 */
rs = D3DRENDERSTATE_FOGEND;
break;
case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
rs = D3DRENDERSTATE_FOGDENSITY;
break;
case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
rs = D3DRENDERSTATE_COLORVERTEX;
break;
default:
break;
}
IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
rs,ci->u2.dwArg[0]);
}
}
instr += size;
} break;
case D3DOP_STATERENDER: {
@ -445,10 +251,8 @@ static void execute(IDirect3DExecuteBufferImpl *This,
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
LEAVE_GL();
IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
ENTER_GL();
instr += size;
}
@ -510,55 +314,90 @@ static void execute(IDirect3DExecuteBufferImpl *This,
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
int nb;
D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
OGL_Vertex *dst = ((OGL_Vertex *) (This->vertex_data)) + ci->wDest;
D3DMATRIX *mat = lpDevice->world_mat;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
D3DMATRIX *mat2 = lpDevice->world_mat;
D3DMATRIX mat;
D3DVALUE nx,ny,nz;
D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
TRACE(" World Matrix : (%p)\n", mat);
dump_D3DMATRIX(mat);
if (TRACE_ON(ddraw)) {
TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
dump_D3DMATRIX(lpDevice->proj_mat);
TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
dump_D3DMATRIX(lpDevice->view_mat);
TRACE(" World Matrix : (%p)\n", &mat);
dump_D3DMATRIX(&mat);
}
multiply_matrix(&mat,lpDevice->view_mat,lpDevice->world_mat);
multiply_matrix(&mat,lpDevice->proj_mat,&mat);
This->vertex_type = D3DVT_VERTEX;
for (nb = 0; nb < ci->dwCount; nb++) {
/* For the moment, no normal transformation... */
dst->nx = (src->u4.nx * mat->_11) + (src->u5.ny * mat->_21) + (src->u6.nz * mat->_31);
dst->ny = (src->u4.nx * mat->_12) + (src->u5.ny * mat->_22) + (src->u6.nz * mat->_32);
dst->nz = (src->u4.nx * mat->_13) + (src->u5.ny * mat->_23) + (src->u6.nz * mat->_33);
/* Normals transformation */
nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31);
ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32);
nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33);
dst->u = src->u7.tu;
dst->v = src->u8.tv;
/* No lighting yet */
dst->u5.color = 0xFFFFFFFF; /* Opaque white */
dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
dst->u7.tu = src->u7.tu;
dst->u8.tv = src->u8.tv;
/* Now, the matrix multiplication */
dst->x = (src->u1.x * mat->_11) + (src->u2.y * mat->_21) + (src->u3.z * mat->_31) + (1.0 * mat->_41);
dst->y = (src->u1.x * mat->_12) + (src->u2.y * mat->_22) + (src->u3.z * mat->_32) + (1.0 * mat->_42);
dst->z = (src->u1.x * mat->_13) + (src->u2.y * mat->_23) + (src->u3.z * mat->_33) + (1.0 * mat->_43);
dst->w = (src->u1.x * mat->_14) + (src->u2.y * mat->_24) + (src->u3.z * mat->_34) + (1.0 * mat->_44);
dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dwWidth / 2
+ Viewport->dwX + Viewport->dwWidth / 2;
dst->u2.sy = dst->u2.sy / dst->u4.rhw * Viewport->dwHeight / 2
+ Viewport->dwY + Viewport->dwHeight / 2;
dst->u3.sz /= dst->u4.rhw;
dst->u4.rhw = 1 / dst->u4.rhw;
src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
int nb;
D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
OGL_LVertex *dst = ((OGL_LVertex *) (This->vertex_data)) + ci->wDest;
D3DMATRIX *mat = lpDevice->world_mat;
TRACE(" World Matrix : (%p)\n", mat);
dump_D3DMATRIX(mat);
This->vertex_type = D3DVT_LVERTEX;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
D3DMATRIX mat;
D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
if (TRACE_ON(ddraw)) {
TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
dump_D3DMATRIX(lpDevice->proj_mat);
TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
dump_D3DMATRIX(lpDevice->view_mat);
TRACE(" World Matrix : (%p)\n", &mat);
dump_D3DMATRIX(&mat);
}
multiply_matrix(&mat,lpDevice->view_mat,lpDevice->world_mat);
multiply_matrix(&mat,lpDevice->proj_mat,&mat);
for (nb = 0; nb < ci->dwCount; nb++) {
dst->c = src->u4.color;
dst->sc = src->u5.specular;
dst->u = src->u6.tu;
dst->v = src->u7.tv;
dst->u5.color = src->u4.color;
dst->u6.specular = src->u5.specular;
dst->u7.tu = src->u6.tu;
dst->u8.tv = src->u7.tv;
/* Now, the matrix multiplication */
dst->x = (src->u1.x * mat->_11) + (src->u2.y * mat->_21) + (src->u3.z * mat->_31) + (1.0 * mat->_41);
dst->y = (src->u1.x * mat->_12) + (src->u2.y * mat->_22) + (src->u3.z * mat->_32) + (1.0 * mat->_42);
dst->z = (src->u1.x * mat->_13) + (src->u2.y * mat->_23) + (src->u3.z * mat->_33) + (1.0 * mat->_43);
dst->w = (src->u1.x * mat->_14) + (src->u2.y * mat->_24) + (src->u3.z * mat->_34) + (1.0 * mat->_44);
dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
dst->u1.sx /= dst->u4.rhw * Viewport->dvScaleX * Viewport->dwWidth / 2 + Viewport->dwX;
dst->u2.sy /= dst->u4.rhw * Viewport->dvScaleY * Viewport->dwHeight / 2 + Viewport->dwY;
dst->u3.sz /= dst->u4.rhw;
dst->u4.rhw = 1 / dst->u4.rhw;
src++;
dst++;
}
@ -566,8 +405,6 @@ static void execute(IDirect3DExecuteBufferImpl *This,
D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
This->vertex_type = D3DVT_TLVERTEX;
memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
} else {
ERR("Unhandled vertex processing !\n");
@ -644,7 +481,7 @@ static void execute(IDirect3DExecuteBufferImpl *This,
}
end_of_buffer:
LEAVE_GL();
;
}
HRESULT WINAPI
@ -691,6 +528,8 @@ Main_IDirect3DExecuteBufferImpl_1_Release(LPDIRECT3DEXECUTEBUFFER iface)
HeapFree(GetProcessHeap(),0,This->desc.lpData);
if (This->vertex_data != NULL)
HeapFree(GetProcessHeap(),0,This->vertex_data);
if (This->indices != NULL)
HeapFree(GetProcessHeap(),0,This->indices);
HeapFree(GetProcessHeap(),0,This);
return 0;
}
@ -751,7 +590,7 @@ Main_IDirect3DExecuteBufferImpl_1_SetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
/* Prepares the transformed vertex buffer */
if (This->vertex_data != NULL)
HeapFree(GetProcessHeap(), 0, This->vertex_data);
This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(OGL_Vertex));
This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
if (TRACE_ON(ddraw)) {
_dump_executedata(lpData);
@ -865,6 +704,9 @@ HRESULT d3dexecutebuffer_create(IDirect3DExecuteBufferImpl **obj, IDirect3DImpl
object->execute = execute;
object->indices = NULL;
object->nb_indices = 0;
*obj = object;
TRACE(" creating implementation at %p.\n", *obj);

View File

@ -145,7 +145,10 @@ Main_IDirect3DLightImpl_1_GetLight(LPDIRECT3DLIGHT iface,
*/
static void update(IDirect3DLightImpl* This) {
IDirect3DDeviceImpl* device = This->active_viewport->active_device;
IDirect3DDeviceImpl* device;
if (!This->active_viewport||!This->active_viewport->active_device)
return;
device = This->active_viewport->active_device;
IDirect3DDevice7_SetLight(ICOM_INTERFACE(device,IDirect3DDevice7),This->dwLightIndex,&(This->light7));
}

View File

@ -132,7 +132,7 @@ FakeZBuffer_DirectDrawSurface_Blt(LPDIRECTDRAWSURFACE7 iface, LPRECT rdst,
}
/* We only support the BLT with DEPTH_FILL for now */
if (This->ddraw_owner->d3d != NULL) {
if ((dwFlags & DDBLT_DEPTHFILL) && This->ddraw_owner->d3d != NULL) {
if (This->ddraw_owner->d3d->current_device != NULL) {
This->ddraw_owner->d3d->current_device->clear(This->ddraw_owner->d3d->current_device,
0, NULL, /* Clear the whole screen */