- Dont set lighting during draw primitive, rely on the render state.

- Small fix for alpha testing.
- Add support to enable/disable clipping as a whole.
- Allow D3DRS_TEXTUREFACTOR to be changed once texture stage arg set
  up.
- D3DTOP_DISABLE initial implementation.
This commit is contained in:
Jason Edmeades 2002-10-17 01:21:43 +00:00 committed by Alexandre Julliard
parent b47c14aef9
commit 6fc8f9f399
1 changed files with 79 additions and 47 deletions

View File

@ -130,14 +130,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
TRACE("Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d)\n", TRACE("Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d)\n",
fvf, normal, isRHW, isPtSize, isDiffuse, isSpecular, numTextures); fvf, normal, isRHW, isPtSize, isDiffuse, isSpecular, numTextures);
/* Only add lighting for unlit vertices */ /* Note: Dont touch lighing anymore - it is set by the appropriate render state */
if (normal && !isRHW) {
glEnable(GL_LIGHTING);
checkGLcall("enable lighting");
} else {
glDisable(GL_LIGHTING);
checkGLcall("disable lighting");
}
if (isRHW) { if (isRHW) {
@ -470,7 +463,6 @@ int OPERANDx_ALPHA_EXT(DWORD arg) {
} }
} }
/* IDirect3D IUnknown parts follow: */ /* IDirect3D IUnknown parts follow: */
HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj) HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
{ {
@ -1628,7 +1620,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
default: default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value); FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
} }
break; TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
glAlphaFunc(glParm, ref); glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc"); checkGLcall("glAlphaFunc");
} }
@ -1643,16 +1635,33 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
checkGLcall("glGetFloatv(GL_ALPHA_TEST_FUNC, &glParm);"); checkGLcall("glGetFloatv(GL_ALPHA_TEST_FUNC, &glParm);");
ref = ((float) Value) / 255.0; ref = ((float) Value) / 255.0;
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
glAlphaFunc(glParm, ref); glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc"); checkGLcall("glAlphaFunc");
} }
break; break;
case D3DRS_CLIPPLANEENABLE : case D3DRS_CLIPPLANEENABLE :
case D3DRS_CLIPPING :
{ {
/* Ensure we only do the changed clip planes */ /* Ensure we only do the changed clip planes */
DWORD enable = Value & ~OldValue; DWORD enable = 0xFFFFFFFF;
DWORD disable = ~Value & OldValue; DWORD disable = 0x00000000;
/* If enabling / disabling all */
if (State == D3DRS_CLIPPING) {
if (Value) {
enable = This->StateBlock.renderstate[D3DRS_CLIPPLANEENABLE];
disable = 0x00;
} else {
disable = This->StateBlock.renderstate[D3DRS_CLIPPLANEENABLE];
enable = 0x00;
}
} else {
enable = Value & ~OldValue;
disable = ~Value & OldValue;
}
if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); } if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); } if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); } if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
@ -1689,12 +1698,31 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_TEXTUREFACTOR : case D3DRS_TEXTUREFACTOR :
{ {
/* noop - Just save away the texture color for now as it applies int i;
to all textures whereas GL_TEXTURE_ENV_COLOR applies to active only */
/* Note the texture color applies to all textures whereas
GL_TEXTURE_ENV_COLOR applies to active only */
for (i=0; i<8; i++) {
float col[4];
if (This->StateBlock.textures[i]) {
glActiveTextureARB(GL_TEXTURE0_ARB + i);
checkGLcall("Activate texture.. to update const color");
/* Note the D3DRS value applies to all textures, but GL has one
per texture, so apply it now ready to be used! */
col[0] = ((Value >> 16) & 0xFF) / 255.0;
col[1] = ((Value >> 8 ) & 0xFF) / 255.0;
col[2] = ((Value >> 0 ) & 0xFF) / 255.0;
col[3] = ((Value >> 24 ) & 0xFF) / 255.0;
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
}
}
} }
break; break;
case D3DRS_SPECULARENABLE : /* Can opengl do this? */ case D3DRS_SPECULARENABLE :
{ {
if (Value) { if (Value) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
@ -1706,6 +1734,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
} }
break; break;
/* Unhandled yet...! */ /* Unhandled yet...! */
case D3DRS_LINEPATTERN : case D3DRS_LINEPATTERN :
case D3DRS_LASTPIXEL : case D3DRS_LASTPIXEL :
@ -1735,7 +1764,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_WRAP5 : case D3DRS_WRAP5 :
case D3DRS_WRAP6 : case D3DRS_WRAP6 :
case D3DRS_WRAP7 : case D3DRS_WRAP7 :
case D3DRS_CLIPPING :
case D3DRS_FOGVERTEXMODE : case D3DRS_FOGVERTEXMODE :
case D3DRS_COLORVERTEX : case D3DRS_COLORVERTEX :
case D3DRS_LOCALVIEWER : case D3DRS_LOCALVIEWER :
@ -2200,6 +2228,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
if (textureType == D3DRTYPE_TEXTURE) { if (textureType == D3DRTYPE_TEXTURE) {
IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture; IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture;
int i; int i;
float col[4];
/* Standard 2D texture */ /* Standard 2D texture */
TRACE("Standard 2d texture\n"); TRACE("Standard 2d texture\n");
@ -2245,12 +2274,23 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
/*glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);*/
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable"); checkGLcall("glEnable");
pTexture2->Dirty = FALSE; pTexture2->Dirty = FALSE;
} }
/* Note the D3DRS value applies to all textures, but GL has one
per texture, so apply it now ready to be used! */
col[0] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR]>> 16) & 0xFF) / 255.0;
col[1] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 8 ) & 0xFF) / 255.0;
col[2] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 0 ) & 0xFF) / 255.0;
col[3] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 24 ) & 0xFF) / 255.0;
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
} }
} else { } else {
FIXME("(%p) : stub\n", This); FIXME("(%p) : stub\n", This);
@ -2326,8 +2366,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
int operand= GL_SRC_COLOR; int operand= GL_SRC_COLOR;
int source = GL_TEXTURE; int source = GL_TEXTURE;
TRACE("Type %d : %ld\n", Type, Value);
/* Catch alpha replicate */ /* Catch alpha replicate */
if (Value & D3DTA_ALPHAREPLICATE) { if (Value & D3DTA_ALPHAREPLICATE) {
Value = Value & ~D3DTA_ALPHAREPLICATE; Value = Value & ~D3DTA_ALPHAREPLICATE;
@ -2367,20 +2405,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
break; break;
case D3DTA_TEXTURE: source = GL_TEXTURE; case D3DTA_TEXTURE: source = GL_TEXTURE;
break; break;
case D3DTA_TFACTOR: { case D3DTA_TFACTOR: source = GL_CONSTANT_EXT;
float col[4];
source = GL_CONSTANT_EXT;
/* Note the D3DRS value applies to all textures, but GL has one
per texture, so apply it now ready to be used! */
col[0] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 16) & 0xFF) / 255.0;
col[1] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 8 ) & 0xFF) / 255.0;
col[2] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 0 ) & 0xFF) / 255.0;
col[3] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 24 ) & 0xFF) / 255.0;
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
}
break; break;
/* According to the GL_ARB_texture_env_combine specs, SPECULAR is 'Secondary color' and /* According to the GL_ARB_texture_env_combine specs, SPECULAR is 'Secondary color' and
@ -2392,11 +2417,13 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
} }
if (isAlphaArg) { if (isAlphaArg) {
TRACE("Source %x = %x, Operand %x = %x\n", SOURCEx_ALPHA_EXT(Type), source, OPERANDx_ALPHA_EXT(Type), operand);
glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT(Type), source); glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT(Type), source);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT, source);"); checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT, source);");
glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT(Type), operand); glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT(Type), operand);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT, operand);"); checkGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT, operand);");
} else { } else {
TRACE("Source %x = %x, Operand %x = %x\n", SOURCEx_RGB_EXT(Type), source, OPERANDx_RGB_EXT(Type), operand);
glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT(Type), source); glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT(Type), source);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT, source);"); checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT, source);");
glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT(Type), operand); glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT(Type), operand);
@ -2413,6 +2440,12 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
int Parm = (Type == D3DTSS_ALPHAOP)? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT; int Parm = (Type == D3DTSS_ALPHAOP)? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT;
switch (Value) { switch (Value) {
case D3DTOP_DISABLE :
/* TODO: Disable by making this and all later levels disabled */
glDisable(GL_TEXTURE_2D);
checkGLcall("Disable GL_TEXTURE_2D");
break;
case D3DTOP_SELECTARG1 : case D3DTOP_SELECTARG1 :
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE);
break; break;
@ -2441,7 +2474,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
case D3DTOP_SUBTRACT : case D3DTOP_SUBTRACT :
/* glTexEnvi(GL_TEXTURE_ENV, Parm, GL_SUBTRACT); Missing? */ /* glTexEnvi(GL_TEXTURE_ENV, Parm, GL_SUBTRACT); Missing? */
case D3DTOP_DISABLE :
case D3DTOP_SELECTARG2 : case D3DTOP_SELECTARG2 :
/* GL_REPLACE, swap args 0 and 1? */ /* GL_REPLACE, swap args 0 and 1? */
case D3DTOP_ADDSMOOTH : case D3DTOP_ADDSMOOTH :