- add ZBuffer write support

- some TRACEing fixes
This commit is contained in:
Lionel Ulmer 2003-09-15 20:00:03 +00:00 committed by Alexandre Julliard
parent 6288266a61
commit 8c1c276b5b
8 changed files with 143 additions and 16 deletions

View File

@ -204,7 +204,8 @@ struct IDirect3DDeviceImpl
D3DVIEWPORT7 active_viewport;
IDirectDrawSurfaceImpl *current_texture[MAX_TEXTURES];
IDirectDrawSurfaceImpl *current_zbuffer;
/* Current transformation matrices */
D3DMATRIX *world_mat;
D3DMATRIX *view_mat;

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@ -1096,6 +1096,54 @@ GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer(LPDIRECT3DDEVICE iface,
return ret_value;
}
static void flush_zbuffer_to_GL(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
static BOOLEAN first = TRUE;
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
int row;
GLenum type;
if (first == TRUE) {
MESSAGE("Warning : application does direct locking of ZBuffer - expect slowdowns on many GL implementations :-)\n");
first = FALSE;
}
TRACE("flushing ZBuffer back to GL\n");
if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(d3d_dev);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (gl_d3d_dev->depth_test == 0) glEnable(GL_DEPTH_TEST);
if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS) glDepthFunc(GL_ALWAYS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* This loop here is to prevent using PixelZoom that may be unoptimized for the 1.0 / -1.0 case
in some drivers...
*/
switch (surf->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth) {
case 16: type = GL_UNSIGNED_SHORT; break;
case 32: type = GL_UNSIGNED_INT; break;
default: FIXME("Unhandled ZBuffer format !\n"); goto restore_state;
}
for (row = 0; row < surf->surface_desc.dwHeight; row++) {
/* glRasterPos3d(0.0, row + 1.0, 0.5); */
glRasterPos2i(0, row + 1);
glDrawPixels(surf->surface_desc.dwWidth, 1, GL_DEPTH_COMPONENT, type,
((unsigned char *) surf->surface_desc.lpSurface) + (row * surf->surface_desc.u1.lPitch));
}
restore_state:
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS)
glDepthFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1]));
if (gl_d3d_dev->depth_test == 0) glDisable(GL_DEPTH_TEST);
}
/* These are the various handler used in the generic path */
inline static void handle_xyz(D3DVALUE *coords) {
glVertex3fv(coords);
@ -1251,8 +1299,26 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
if (glThis->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) {
This->flush_to_framebuffer(This, &(glThis->lock_rect[WINE_GL_BUFFER_BACK]), glThis->lock_surf[WINE_GL_BUFFER_BACK]);
}
glThis->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
if (This->current_zbuffer == NULL) {
/* Search for an attached ZBuffer */
static const DDSCAPS2 zbuf_caps = { DDSCAPS_ZBUFFER, 0, 0, 0 };
LPDIRECTDRAWSURFACE7 zbuf;
HRESULT hr;
hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(This->surface, IDirectDrawSurface7),
(DDSCAPS2 *) &zbuf_caps, &zbuf);
if (!FAILED(hr)) {
This->current_zbuffer = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, zbuf);
IDirectDrawSurface7_Release(zbuf);
}
}
if (This->current_zbuffer != NULL) {
if (This->current_zbuffer->get_dirty_status(This->current_zbuffer, NULL)) {
flush_zbuffer_to_GL(This, NULL, This->current_zbuffer);
}
}
/* Just a hack for now.. Will have to find better algorithm :-/ */
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
@ -1270,7 +1336,6 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
glThis->current_active_tex_unit = GL_TEXTURE0_WINE;
}
draw_primitive_handle_GL_state(This,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
vertex_lighted);
@ -3160,11 +3225,11 @@ d3ddevice_set_ortho(IDirect3DDeviceImpl *This)
to OpenGL screen coordinates (ie the upper left corner is not the same).
For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
-1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 2.0; trans_mat[14] = -1.0;
trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
ENTER_GL();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@ -3874,6 +3939,7 @@ static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
static void fill_caps(void)
{
GLint max_clip_planes;
GLint depth_bits;
/* Fill first all the fields with default values which will be overriden later on with
correct ones from the GL code
@ -3886,7 +3952,6 @@ static void fill_caps(void)
fill_opengl_primcaps(&(opengl_device_caps.dpcLineCaps));
fill_opengl_primcaps(&(opengl_device_caps.dpcTriCaps));
opengl_device_caps.dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32;
opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32;
opengl_device_caps.dwMinTextureWidth = 1;
opengl_device_caps.dwMinTextureHeight = 1;
opengl_device_caps.dwMaxTextureWidth = 1024;
@ -3937,6 +4002,15 @@ static void fill_caps(void)
glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
opengl_device_caps.wMaxUserClipPlanes = max_clip_planes;
TRACE(": max clipping planes = %d\n", opengl_device_caps.wMaxUserClipPlanes);
glGetIntegerv(GL_DEPTH_BITS, &depth_bits);
TRACE(": Z bits = %d\n", depth_bits);
switch (depth_bits) {
case 16: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16; break;
case 24: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_24; break;
case 32: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_32; break;
default: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; break;
}
}
BOOL

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@ -322,6 +322,7 @@ struct IDirectDrawSurfaceImpl
LPVOID tex_private;
void (*lock_update_prev)(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags);
void (*unlock_update_prev)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
BOOLEAN (*get_dirty_status)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
};
/*****************************************************************************

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@ -48,12 +48,34 @@ WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
static ICOM_VTABLE(IDirectDrawSurface7) FakeZBuffer_IDirectDrawSurface7_VTable;
#ifdef HAVE_OPENGL
static void zbuffer_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
{
/* Note that this does not do anything for now... At least it's not needed for Grim Fandango :-) */
}
static void zbuffer_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
{
((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory = TRUE;
}
static BOOLEAN zbuffer_get_dirty_status(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
{
if (((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory == TRUE) {
((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory = FALSE;
return TRUE;
}
return FALSE;
}
#endif
HRESULT FakeZBuffer_DirectDrawSurface_Construct(IDirectDrawSurfaceImpl *This,
IDirectDrawImpl *pDD,
const DDSURFACEDESC2 *pDDSD)
{
HRESULT hr;
BYTE zdepth = 16; /* Default value.. Should use the one from GL */
assert(pDDSD->ddsCaps.dwCaps & DDSCAPS_ZBUFFER);
hr = Main_DirectDrawSurface_Construct(This, pDD, pDDSD);
@ -65,6 +87,33 @@ HRESULT FakeZBuffer_DirectDrawSurface_Construct(IDirectDrawSurfaceImpl *This,
This->final_release = FakeZBuffer_DirectDrawSurface_final_release;
This->duplicate_surface = FakeZBuffer_DirectDrawSurface_duplicate_surface;
#ifdef HAVE_OPENGL
if (opengl_initialized) {
This->lock_update = zbuffer_lock_update;
This->unlock_update = zbuffer_unlock_update;
This->get_dirty_status = zbuffer_get_dirty_status;
}
#endif
/* Beginning of some D3D hacks :-) */
if (This->surface_desc.dwFlags & DDSD_ZBUFFERBITDEPTH) {
zdepth = This->surface_desc.u2.dwMipMapCount; /* This is where the Z buffer depth is stored in 'old' versions */
}
if ((This->surface_desc.dwFlags & DDSD_PIXELFORMAT) == 0) {
This->surface_desc.dwFlags |= DDSD_PIXELFORMAT;
This->surface_desc.u4.ddpfPixelFormat.dwSize = sizeof(This->surface_desc.u4.ddpfPixelFormat);
This->surface_desc.u4.ddpfPixelFormat.dwFlags = DDPF_ZBUFFER;
This->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth = zdepth;
}
if ((This->surface_desc.dwFlags & DDSD_PITCH) == 0) {
This->surface_desc.dwFlags |= DDSD_PITCH;
This->surface_desc.u1.lPitch = ((zdepth + 7) / 8) * This->surface_desc.dwWidth;
}
This->surface_desc.lpSurface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
This->surface_desc.u1.lPitch * This->surface_desc.dwHeight);
return DD_OK;
}

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@ -19,14 +19,9 @@
#ifndef DDRAW_DSURFACE_FAKEZBUFFER_H_INCLUDED
#define DDRAW_DSURFACE_FAKEZBUFFER_H_INCLUDED
struct FakeZBuffer_DirectDrawSurfaceImpl_Part
{
int dummy;
};
typedef struct
{
struct FakeZBuffer_DirectDrawSurfaceImpl_Part fakezbuffer;
BOOLEAN in_memory;
} FakeZBuffer_DirectDrawSurfaceImpl;
HRESULT

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@ -38,6 +38,7 @@ GL_API_FUNCTION(glClipPlane)
GL_API_FUNCTION(glColor3f)
GL_API_FUNCTION(glColor3ub)
GL_API_FUNCTION(glColor4ub)
GL_API_FUNCTION(glColorMask)
GL_API_FUNCTION(glColorMaterial)
GL_API_FUNCTION(glCopyPixels)
GL_API_FUNCTION(glCopyTexSubImage2D)
@ -76,11 +77,13 @@ GL_API_FUNCTION(glMatrixMode)
GL_API_FUNCTION(glMultMatrixf)
GL_API_FUNCTION(glNormal3f)
GL_API_FUNCTION(glNormal3fv)
GL_API_FUNCTION(glOrtho)
GL_API_FUNCTION(glPixelStorei)
GL_API_FUNCTION(glPolygonMode)
GL_API_FUNCTION(glPolygonOffset)
GL_API_FUNCTION(glPopMatrix)
GL_API_FUNCTION(glPushMatrix)
GL_API_FUNCTION(glRasterPos2i)
GL_API_FUNCTION(glRasterPos3d)
GL_API_FUNCTION(glReadBuffer)
GL_API_FUNCTION(glReadPixels)

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@ -81,6 +81,7 @@
#define glColor3f pglColor3f
#define glColor3ub pglColor3ub
#define glColor4ub pglColor4ub
#define glColorMask pglColorMask
#define glCopyPixels pglCopyPixels
#define glCopyTexSubImage2D pglCopyTexSubImage2D
#define glColorMaterial pglColorMaterial
@ -119,11 +120,13 @@
#define glMultMatrixf pglMultMatrixf
#define glNormal3f pglNormal3f
#define glNormal3fv pglNormal3fv
#define glOrtho pglOrtho
#define glPixelStorei pglPixelStorei
#define glPolygonMode pglPolygonMode
#define glPolygonOffset pglPolygonOffset
#define glPopMatrix pglPopMatrix
#define glPushMatrix pglPushMatrix
#define glRasterPos2i pglRasterPos2i
#define glRasterPos3d pglRasterPos3d
#define glReadBuffer pglReadBuffer
#define glReadPixels pglReadPixels

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@ -351,6 +351,7 @@ void DDRAW_dump_surface_desc(const DDSURFACEDESC2 *lpddsd)
ME(DDSD_LINEARSIZE, DDRAW_dump_DWORD, u1.dwLinearSize),
ME(DDSD_BACKBUFFERCOUNT, DDRAW_dump_DWORD, dwBackBufferCount),
ME(DDSD_MIPMAPCOUNT, DDRAW_dump_DWORD, u2.dwMipMapCount),
ME(DDSD_ZBUFFERBITDEPTH, DDRAW_dump_DWORD, u2.dwMipMapCount), /* This is for 'old-style' D3D */
ME(DDSD_REFRESHRATE, DDRAW_dump_DWORD, u2.dwRefreshRate),
ME(DDSD_ALPHABITDEPTH, DDRAW_dump_DWORD, dwAlphaBitDepth),
ME(DDSD_LPSURFACE, DDRAW_dump_PTR, lpSurface),