parent
6288266a61
commit
8c1c276b5b
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@ -204,6 +204,7 @@ struct IDirect3DDeviceImpl
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D3DVIEWPORT7 active_viewport;
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IDirectDrawSurfaceImpl *current_texture[MAX_TEXTURES];
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IDirectDrawSurfaceImpl *current_zbuffer;
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/* Current transformation matrices */
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D3DMATRIX *world_mat;
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@ -1096,6 +1096,54 @@ GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer(LPDIRECT3DDEVICE iface,
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return ret_value;
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}
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static void flush_zbuffer_to_GL(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
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static BOOLEAN first = TRUE;
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IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
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int row;
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GLenum type;
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if (first == TRUE) {
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MESSAGE("Warning : application does direct locking of ZBuffer - expect slowdowns on many GL implementations :-)\n");
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first = FALSE;
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}
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TRACE("flushing ZBuffer back to GL\n");
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if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
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gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
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d3ddevice_set_ortho(d3d_dev);
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (gl_d3d_dev->depth_test == 0) glEnable(GL_DEPTH_TEST);
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if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS) glDepthFunc(GL_ALWAYS);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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/* This loop here is to prevent using PixelZoom that may be unoptimized for the 1.0 / -1.0 case
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in some drivers...
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*/
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switch (surf->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth) {
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case 16: type = GL_UNSIGNED_SHORT; break;
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case 32: type = GL_UNSIGNED_INT; break;
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default: FIXME("Unhandled ZBuffer format !\n"); goto restore_state;
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}
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for (row = 0; row < surf->surface_desc.dwHeight; row++) {
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/* glRasterPos3d(0.0, row + 1.0, 0.5); */
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glRasterPos2i(0, row + 1);
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glDrawPixels(surf->surface_desc.dwWidth, 1, GL_DEPTH_COMPONENT, type,
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((unsigned char *) surf->surface_desc.lpSurface) + (row * surf->surface_desc.u1.lPitch));
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}
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restore_state:
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS)
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glDepthFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1]));
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if (gl_d3d_dev->depth_test == 0) glDisable(GL_DEPTH_TEST);
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}
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/* These are the various handler used in the generic path */
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inline static void handle_xyz(D3DVALUE *coords) {
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glVertex3fv(coords);
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@ -1251,9 +1299,27 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
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if (glThis->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) {
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This->flush_to_framebuffer(This, &(glThis->lock_rect[WINE_GL_BUFFER_BACK]), glThis->lock_surf[WINE_GL_BUFFER_BACK]);
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}
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glThis->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
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if (This->current_zbuffer == NULL) {
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/* Search for an attached ZBuffer */
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static const DDSCAPS2 zbuf_caps = { DDSCAPS_ZBUFFER, 0, 0, 0 };
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LPDIRECTDRAWSURFACE7 zbuf;
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HRESULT hr;
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hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(This->surface, IDirectDrawSurface7),
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(DDSCAPS2 *) &zbuf_caps, &zbuf);
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if (!FAILED(hr)) {
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This->current_zbuffer = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, zbuf);
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IDirectDrawSurface7_Release(zbuf);
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}
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}
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if (This->current_zbuffer != NULL) {
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if (This->current_zbuffer->get_dirty_status(This->current_zbuffer, NULL)) {
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flush_zbuffer_to_GL(This, NULL, This->current_zbuffer);
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}
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}
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/* Just a hack for now.. Will have to find better algorithm :-/ */
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if ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
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vertex_lighted = TRUE;
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@ -1270,7 +1336,6 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
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glThis->current_active_tex_unit = GL_TEXTURE0_WINE;
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}
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draw_primitive_handle_GL_state(This,
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(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
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vertex_lighted);
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@ -3162,7 +3227,7 @@ d3ddevice_set_ortho(IDirect3DDeviceImpl *This)
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-1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
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trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
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trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
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trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
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trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 2.0; trans_mat[14] = -1.0;
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trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
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ENTER_GL();
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@ -3874,6 +3939,7 @@ static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
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static void fill_caps(void)
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{
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GLint max_clip_planes;
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GLint depth_bits;
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/* Fill first all the fields with default values which will be overriden later on with
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correct ones from the GL code
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@ -3886,7 +3952,6 @@ static void fill_caps(void)
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fill_opengl_primcaps(&(opengl_device_caps.dpcLineCaps));
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fill_opengl_primcaps(&(opengl_device_caps.dpcTriCaps));
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opengl_device_caps.dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32;
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opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32;
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opengl_device_caps.dwMinTextureWidth = 1;
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opengl_device_caps.dwMinTextureHeight = 1;
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opengl_device_caps.dwMaxTextureWidth = 1024;
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@ -3937,6 +4002,15 @@ static void fill_caps(void)
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glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
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opengl_device_caps.wMaxUserClipPlanes = max_clip_planes;
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TRACE(": max clipping planes = %d\n", opengl_device_caps.wMaxUserClipPlanes);
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glGetIntegerv(GL_DEPTH_BITS, &depth_bits);
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TRACE(": Z bits = %d\n", depth_bits);
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switch (depth_bits) {
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case 16: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16; break;
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case 24: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_24; break;
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case 32: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_32; break;
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default: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; break;
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}
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}
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BOOL
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@ -322,6 +322,7 @@ struct IDirectDrawSurfaceImpl
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LPVOID tex_private;
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void (*lock_update_prev)(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags);
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void (*unlock_update_prev)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
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BOOLEAN (*get_dirty_status)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
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};
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/*****************************************************************************
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@ -48,11 +48,33 @@ WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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static ICOM_VTABLE(IDirectDrawSurface7) FakeZBuffer_IDirectDrawSurface7_VTable;
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#ifdef HAVE_OPENGL
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static void zbuffer_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
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{
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/* Note that this does not do anything for now... At least it's not needed for Grim Fandango :-) */
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}
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static void zbuffer_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
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{
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((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory = TRUE;
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}
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static BOOLEAN zbuffer_get_dirty_status(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
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{
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if (((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory == TRUE) {
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((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory = FALSE;
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return TRUE;
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}
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return FALSE;
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}
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#endif
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HRESULT FakeZBuffer_DirectDrawSurface_Construct(IDirectDrawSurfaceImpl *This,
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IDirectDrawImpl *pDD,
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const DDSURFACEDESC2 *pDDSD)
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{
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HRESULT hr;
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BYTE zdepth = 16; /* Default value.. Should use the one from GL */
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assert(pDDSD->ddsCaps.dwCaps & DDSCAPS_ZBUFFER);
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@ -65,6 +87,33 @@ HRESULT FakeZBuffer_DirectDrawSurface_Construct(IDirectDrawSurfaceImpl *This,
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This->final_release = FakeZBuffer_DirectDrawSurface_final_release;
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This->duplicate_surface = FakeZBuffer_DirectDrawSurface_duplicate_surface;
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#ifdef HAVE_OPENGL
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if (opengl_initialized) {
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This->lock_update = zbuffer_lock_update;
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This->unlock_update = zbuffer_unlock_update;
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This->get_dirty_status = zbuffer_get_dirty_status;
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}
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#endif
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/* Beginning of some D3D hacks :-) */
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if (This->surface_desc.dwFlags & DDSD_ZBUFFERBITDEPTH) {
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zdepth = This->surface_desc.u2.dwMipMapCount; /* This is where the Z buffer depth is stored in 'old' versions */
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}
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if ((This->surface_desc.dwFlags & DDSD_PIXELFORMAT) == 0) {
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This->surface_desc.dwFlags |= DDSD_PIXELFORMAT;
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This->surface_desc.u4.ddpfPixelFormat.dwSize = sizeof(This->surface_desc.u4.ddpfPixelFormat);
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This->surface_desc.u4.ddpfPixelFormat.dwFlags = DDPF_ZBUFFER;
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This->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth = zdepth;
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}
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if ((This->surface_desc.dwFlags & DDSD_PITCH) == 0) {
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This->surface_desc.dwFlags |= DDSD_PITCH;
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This->surface_desc.u1.lPitch = ((zdepth + 7) / 8) * This->surface_desc.dwWidth;
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}
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This->surface_desc.lpSurface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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This->surface_desc.u1.lPitch * This->surface_desc.dwHeight);
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return DD_OK;
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}
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@ -19,14 +19,9 @@
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#ifndef DDRAW_DSURFACE_FAKEZBUFFER_H_INCLUDED
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#define DDRAW_DSURFACE_FAKEZBUFFER_H_INCLUDED
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struct FakeZBuffer_DirectDrawSurfaceImpl_Part
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{
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int dummy;
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};
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typedef struct
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{
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struct FakeZBuffer_DirectDrawSurfaceImpl_Part fakezbuffer;
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BOOLEAN in_memory;
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} FakeZBuffer_DirectDrawSurfaceImpl;
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HRESULT
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@ -38,6 +38,7 @@ GL_API_FUNCTION(glClipPlane)
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GL_API_FUNCTION(glColor3f)
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GL_API_FUNCTION(glColor3ub)
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GL_API_FUNCTION(glColor4ub)
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GL_API_FUNCTION(glColorMask)
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GL_API_FUNCTION(glColorMaterial)
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GL_API_FUNCTION(glCopyPixels)
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GL_API_FUNCTION(glCopyTexSubImage2D)
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@ -76,11 +77,13 @@ GL_API_FUNCTION(glMatrixMode)
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GL_API_FUNCTION(glMultMatrixf)
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GL_API_FUNCTION(glNormal3f)
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GL_API_FUNCTION(glNormal3fv)
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GL_API_FUNCTION(glOrtho)
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GL_API_FUNCTION(glPixelStorei)
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GL_API_FUNCTION(glPolygonMode)
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GL_API_FUNCTION(glPolygonOffset)
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GL_API_FUNCTION(glPopMatrix)
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GL_API_FUNCTION(glPushMatrix)
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GL_API_FUNCTION(glRasterPos2i)
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GL_API_FUNCTION(glRasterPos3d)
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GL_API_FUNCTION(glReadBuffer)
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GL_API_FUNCTION(glReadPixels)
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@ -81,6 +81,7 @@
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#define glColor3f pglColor3f
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#define glColor3ub pglColor3ub
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#define glColor4ub pglColor4ub
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#define glColorMask pglColorMask
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#define glCopyPixels pglCopyPixels
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#define glCopyTexSubImage2D pglCopyTexSubImage2D
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#define glColorMaterial pglColorMaterial
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@ -119,11 +120,13 @@
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#define glMultMatrixf pglMultMatrixf
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#define glNormal3f pglNormal3f
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#define glNormal3fv pglNormal3fv
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#define glOrtho pglOrtho
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#define glPixelStorei pglPixelStorei
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#define glPolygonMode pglPolygonMode
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#define glPolygonOffset pglPolygonOffset
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#define glPopMatrix pglPopMatrix
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#define glPushMatrix pglPushMatrix
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#define glRasterPos2i pglRasterPos2i
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#define glRasterPos3d pglRasterPos3d
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#define glReadBuffer pglReadBuffer
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#define glReadPixels pglReadPixels
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@ -351,6 +351,7 @@ void DDRAW_dump_surface_desc(const DDSURFACEDESC2 *lpddsd)
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ME(DDSD_LINEARSIZE, DDRAW_dump_DWORD, u1.dwLinearSize),
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ME(DDSD_BACKBUFFERCOUNT, DDRAW_dump_DWORD, dwBackBufferCount),
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ME(DDSD_MIPMAPCOUNT, DDRAW_dump_DWORD, u2.dwMipMapCount),
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ME(DDSD_ZBUFFERBITDEPTH, DDRAW_dump_DWORD, u2.dwMipMapCount), /* This is for 'old-style' D3D */
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ME(DDSD_REFRESHRATE, DDRAW_dump_DWORD, u2.dwRefreshRate),
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ME(DDSD_ALPHABITDEPTH, DDRAW_dump_DWORD, dwAlphaBitDepth),
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ME(DDSD_LPSURFACE, DDRAW_dump_PTR, lpSurface),
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