- allow application to load palette-less textures
- handle palette change of loaded textures - some changes in the ExecuteBuffer
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bb9837d2a4
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b07df8a198
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@ -217,12 +217,12 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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switch (current->bOpcode) {
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case D3DOP_POINT: {
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TRACE("POINT-s (%d)\n", count);
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WARN("POINT-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_LINE: {
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TRACE("LINE-s (%d)\n", count);
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WARN("LINE-s (%d)\n", count);
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instr += count * size;
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} break;
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@ -278,37 +278,31 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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break;
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case D3DVT_TLVERTEX: {
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GLdouble height, width, minZ, maxZ;
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GLdouble height, width;
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GLfloat trans_mat[16];
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/* First, disable lighting */
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glDisable(GL_LIGHTING);
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/* Then do not put any transformation matrixes */
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width = lpDevice->surface->surface_desc.dwWidth;
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height = lpDevice->surface->surface_desc.dwHeight;
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/* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
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to OpenGL screen coordinates (ie the upper left corner is not the same).
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For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
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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[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadMatrixf(trans_mat);
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if (lpViewport == NULL) {
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ERR("No current viewport !\n");
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/* Using standard values */
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height = 640.0;
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width = 480.0;
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minZ = -10.0;
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maxZ = 10.0;
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} else {
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height = (GLdouble) lpViewport->viewports.vp1.dwHeight;
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width = (GLdouble) lpViewport->viewports.vp1.dwWidth;
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minZ = (GLdouble) lpViewport->viewports.vp1.dvMinZ;
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maxZ = (GLdouble) lpViewport->viewports.vp1.dvMaxZ;
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if (minZ == maxZ) {
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/* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
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minZ = 0.0;
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maxZ = 1.0;
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}
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}
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glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
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/* Remove also fogging... */
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glDisable(GL_FOG);
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} break;
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default:
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@ -335,7 +329,7 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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} break;
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case D3DOP_MATRIXLOAD:
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TRACE("MATRIXLOAD-s (%d)\n", count);
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WARN("MATRIXLOAD-s (%d)\n", count);
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instr += count * size;
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break;
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@ -440,23 +434,23 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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} break ;
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case D3DLIGHTSTATE_COLORMODEL: {
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TRACE(" COLORMODEL\n");
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WARN(" COLORMODEL\n");
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} break ;
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case D3DLIGHTSTATE_FOGMODE: {
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TRACE(" FOGMODE\n");
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WARN(" FOGMODE\n");
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} break ;
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case D3DLIGHTSTATE_FOGSTART: {
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TRACE(" FOGSTART\n");
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WARN(" FOGSTART\n");
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} break ;
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case D3DLIGHTSTATE_FOGEND: {
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TRACE(" FOGEND\n");
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WARN(" FOGEND\n");
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} break ;
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case D3DLIGHTSTATE_FOGDENSITY: {
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TRACE(" FOGDENSITY\n");
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WARN(" FOGDENSITY\n");
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} break ;
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default:
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@ -605,7 +599,7 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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} break;
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case D3DOP_TEXTURELOAD: {
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TRACE("TEXTURELOAD-s (%d)\n", count);
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WARN("TEXTURELOAD-s (%d)\n", count);
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instr += count * size;
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} break;
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@ -640,7 +634,7 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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} break;
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case D3DOP_SPAN: {
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TRACE("SPAN-s (%d)\n", count);
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WARN("SPAN-s (%d)\n", count);
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instr += count * size;
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} break;
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@ -737,7 +731,7 @@ Main_IDirect3DExecuteBufferImpl_1_Lock(LPDIRECT3DEXECUTEBUFFER iface,
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{
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ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
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DWORD dwSize;
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TRACE("(%p/%p)->(%p): stub!\n", This, iface, lpDesc);
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TRACE("(%p/%p)->(%p)\n", This, iface, lpDesc);
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dwSize = lpDesc->dwSize;
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memset(lpDesc, 0, dwSize);
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@ -177,10 +177,10 @@ gltex_upload_texture(IDirectDrawSurfaceImpl *This, BOOLEAN init_upload) {
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#endif
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if (pal == NULL) {
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ERR("Palettized texture Loading with a NULL palette !\n");
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glBindTexture(GL_TEXTURE_2D, current_texture);
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return D3DERR_INVALIDPALETTE;
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}
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/* Upload a black texture. The real one will be uploaded on palette change */
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WARN("Palettized texture Loading with a NULL palette !\n");
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memset(table, 0, 256 * 4);
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} else {
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/* Get the surface's palette */
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for (i = 0; i < 256; i++) {
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table[i][0] = pal->palents[i].peRed;
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@ -193,6 +193,7 @@ gltex_upload_texture(IDirectDrawSurfaceImpl *This, BOOLEAN init_upload) {
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else
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table[i][3] = 0xFF;
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}
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}
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if (ptr_ColorTableEXT != NULL) {
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/* use Paletted Texture Extension */
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@ -373,6 +374,19 @@ Main_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
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return DD_OK;
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}
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static void gltex_set_palette(IDirectDrawSurfaceImpl* This, IDirectDrawPaletteImpl* pal)
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{
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IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
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/* First call the previous set_palette function */
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glThis->set_palette(This, pal);
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/* Then re-upload the texture to OpenGL */
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ENTER_GL();
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gltex_upload_texture(This, glThis->first_unlock);
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LEAVE_GL();
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}
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static void
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gltex_final_release(IDirectDrawSurfaceImpl *This)
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{
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@ -415,12 +429,12 @@ gltex_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
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{
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IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
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glThis->unlock_update(This, pRect);
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ENTER_GL();
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gltex_upload_texture(This, glThis->first_unlock);
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LEAVE_GL();
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glThis->first_unlock = FALSE;
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glThis->unlock_update(This, pRect);
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}
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HRESULT WINAPI
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@ -490,7 +504,22 @@ GL_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
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/* Suppress the ALLOCONLOAD flag */
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This->surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD;
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/* After seeing some logs, not sure at all about this... */
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if (This->palette == NULL) {
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This->palette = lpD3DTextureImpl->palette;
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if (lpD3DTextureImpl->palette != NULL) IDirectDrawPalette_AddRef(ICOM_INTERFACE(lpD3DTextureImpl->palette,
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IDirectDrawPalette));
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} else {
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if (lpD3DTextureImpl->palette != NULL) {
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PALETTEENTRY palent[256];
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IDirectDrawPalette *pal_int = ICOM_INTERFACE(lpD3DTextureImpl->palette, IDirectDrawPalette);
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IDirectDrawPalette_AddRef(pal_int);
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IDirectDrawPalette_GetEntries(pal_int, 0, 0, 256, palent);
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IDirectDrawPalette_SetEntries(ICOM_INTERFACE(This->palette, IDirectDrawPalette),
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0, 0, 256, palent);
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}
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}
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/* Copy one surface on the other */
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dst_d = (DDSURFACEDESC *)&(This->surface_desc);
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@ -676,6 +705,7 @@ HRESULT d3dtexture_create(IDirect3DImpl *d3d, IDirectDrawSurfaceImpl *surf, BOOL
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private->final_release = surf->final_release;
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private->lock_update = surf->lock_update;
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private->unlock_update = surf->unlock_update;
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private->set_palette = surf->set_palette;
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/* If at creation, we can optimize stuff and wait the first 'unlock' to upload a valid stuff to OpenGL.
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Otherwise, it will be uploaded here (and may be invalid). */
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@ -688,6 +718,7 @@ HRESULT d3dtexture_create(IDirect3DImpl *d3d, IDirectDrawSurfaceImpl *surf, BOOL
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surf->unlock_update = gltex_unlock_update;
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surf->tex_private = private;
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surf->aux_setcolorkey_cb = gltex_setcolorkey_cb;
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surf->set_palette = gltex_set_palette;
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ENTER_GL();
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if (surf->mipmap_level == 0) {
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@ -100,6 +100,10 @@ HRESULT Main_DirectDrawSurface_late_allocate(IDirectDrawSurfaceImpl* This)
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static void Main_DirectDrawSurface_Destroy(IDirectDrawSurfaceImpl* This)
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{
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if (This->palette) {
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IDirectDrawPalette_Release(ICOM_INTERFACE(This->palette, IDirectDrawPalette));
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This->palette = NULL;
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}
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This->final_release(This);
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if (This->private != This+1) HeapFree(GetProcessHeap(), 0, This->private);
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if (This->tex_private) HeapFree(GetProcessHeap(), 0, This->tex_private);
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@ -100,6 +100,7 @@ typedef struct IDirect3DTextureGLImpl
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void (*final_release)(struct IDirectDrawSurfaceImpl *This);
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void (*lock_update)(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags);
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void (*unlock_update)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
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void (*set_palette)(IDirectDrawSurfaceImpl* This, IDirectDrawPaletteImpl* pal);
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} IDirect3DTextureGLImpl;
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typedef struct IDirect3DDeviceGLImpl
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