Better color-keying support.
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b95693c632
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b6ddd8cadb
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@ -163,10 +163,8 @@ static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT
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if (gl_d3d_dev->cull_face != FALSE) glDisable(GL_CULL_FACE);
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if (use_alpha) {
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if (gl_d3d_dev->alpha_test == FALSE) glEnable(GL_ALPHA_TEST);
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if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
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((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
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glAlphaFunc(GL_GREATER, 0.0);
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}
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if ((gl_d3d_dev->current_alpha_test_func != GL_NOTEQUAL) || (gl_d3d_dev->current_alpha_test_ref != 0.0))
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glAlphaFunc(GL_NOTEQUAL, 0.0);
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} else {
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if (gl_d3d_dev->alpha_test != FALSE) glDisable(GL_ALPHA_TEST);
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}
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@ -190,11 +188,8 @@ static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DW
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else if ((gl_d3d_dev->alpha_test == 0) && (use_alpha != 0))
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glDisable(GL_ALPHA_TEST);
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if (use_alpha) {
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if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
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((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
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glAlphaFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
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(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
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}
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if ((gl_d3d_dev->current_alpha_test_func != GL_NOTEQUAL) || (gl_d3d_dev->current_alpha_test_ref != 0.0))
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glAlphaFunc(gl_d3d_dev->current_alpha_test_func, gl_d3d_dev->current_alpha_test_ref);
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}
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if (gl_d3d_dev->stencil_test != 0) glEnable(GL_STENCIL_TEST);
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if (gl_d3d_dev->cull_face != 0) glEnable(GL_CULL_FACE);
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@ -2152,6 +2147,7 @@ draw_primitive_handle_textures(IDirect3DDeviceImpl *This)
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{
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IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
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DWORD stage;
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BOOLEAN enable_colorkey = FALSE;
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for (stage = 0; stage < MAX_TEXTURES; stage++) {
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IDirectDrawSurfaceImpl *surf_ptr = This->current_texture[stage];
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@ -2208,8 +2204,57 @@ draw_primitive_handle_textures(IDirect3DDeviceImpl *This)
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This will also update the various texture parameters if needed.
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*/
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gltex_upload_texture(surf_ptr, This, stage);
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/* And finally check for color-keying (only on first stage) */
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if (This->current_texture[stage]->surface_desc.dwFlags & DDSD_CKSRCBLT) {
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if (stage == 0) {
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enable_colorkey = TRUE;
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} else {
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static BOOL warn = FALSE;
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if (warn == FALSE) {
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warn = TRUE;
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WARN(" Surface has color keying on stage different from 0 (%ld) !", stage);
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}
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}
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} else {
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if (stage == 0) {
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enable_colorkey = FALSE;
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}
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}
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}
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/* Apparently, whatever the state of BLEND, color keying is always activated for 'old' D3D versions */
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if (((This->state_block.render_state[D3DRENDERSTATE_COLORKEYENABLE - 1]) ||
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(glThis->version == 1)) &&
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(enable_colorkey)) {
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TRACE(" colorkey activated.\n");
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if (glThis->alpha_test == FALSE) {
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glEnable(GL_ALPHA_TEST);
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glThis->alpha_test = TRUE;
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}
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if ((glThis->current_alpha_test_func != GL_NOTEQUAL) || (glThis->current_alpha_test_ref != 0.0)) {
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if (This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == TRUE) {
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static BOOL warn = FALSE;
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if (warn == FALSE) {
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warn = TRUE;
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WARN(" Overriding application-given alpha test values - some graphical glitches may appear !\n");
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}
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}
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glThis->current_alpha_test_func = GL_NOTEQUAL;
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glThis->current_alpha_test_ref = 0.0;
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glAlphaFunc(GL_NOTEQUAL, 0.0);
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}
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/* Some sanity checks should be added here if a game mixes alphatest + color keying...
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Only one has been found for now, and the ALPHAFUNC is 'Always' so it works :-) */
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} else {
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if (This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == FALSE) {
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glDisable(GL_ALPHA_TEST);
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glThis->alpha_test = FALSE;
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}
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/* Maybe we should restore here the application-given alpha test states ? */
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}
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return stage;
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}
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@ -3712,7 +3757,7 @@ apply_texture_state(IDirect3DDeviceImpl *This)
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}
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HRESULT
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d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface)
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d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface, BOOLEAN from_surface)
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{
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IDirect3DDeviceImpl *object;
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IDirect3DDeviceGLImpl *gl_object;
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@ -3744,7 +3789,14 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSur
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InitializeCriticalSection(&(object->crit));
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TRACE(" device critical section : %p\n", &(object->crit));
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/* This is just a hack for some badly done games :-/ */
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if (from_surface) {
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gl_object->version = 1;
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TRACE(" using D3D1 special hacks.\n");
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} else
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gl_object->version = 7;
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device_context = GetDC(surface->ddraw_owner->window);
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gl_object->display = get_display(device_context);
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gl_object->drawable = get_drawable(device_context);
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@ -3868,6 +3920,9 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSur
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if (GL_extensions.glActiveTexture != NULL) {
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GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
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}
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gl_object->current_alpha_test_ref = 0.0;
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gl_object->current_alpha_test_func = GL_ALWAYS;
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glAlphaFunc(GL_ALWAYS, 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glDrawBuffer(buffer);
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@ -146,7 +146,7 @@ create_device_helper(IDirectDrawImpl *This,
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IDirect3DDeviceImpl *lpd3ddev;
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HRESULT ret_value;
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ret_value = d3ddevice_create(&lpd3ddev, This, lpDDS);
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ret_value = d3ddevice_create(&lpd3ddev, This, lpDDS, FALSE);
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if (FAILED(ret_value)) return ret_value;
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if ((iid == NULL) ||
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@ -189,7 +189,7 @@ Main_DirectDrawSurface_QueryInterface(LPDIRECTDRAWSURFACE7 iface, REFIID riid,
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IDirect3DDeviceImpl *d3ddevimpl;
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HRESULT ret_value;
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ret_value = d3ddevice_create(&d3ddevimpl, This->ddraw_owner, This);
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ret_value = d3ddevice_create(&d3ddevimpl, This->ddraw_owner, This, TRUE);
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if (FAILED(ret_value)) return ret_value;
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*ppObj = ICOM_INTERFACE(d3ddevimpl, IDirect3DDevice);
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@ -332,10 +332,17 @@ void set_render_state(IDirect3DDeviceImpl* This,
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glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
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break;
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case D3DRENDERSTATE_ALPHAREF: /* 24 */
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case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
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glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
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(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
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case D3DRENDERSTATE_ALPHAREF: /* 24 */
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case D3DRENDERSTATE_ALPHAFUNC: { /* 25 */
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GLenum func = convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]);
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GLclampf ref = (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0;
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if ((func != glThis->current_alpha_test_func) || (ref != glThis->current_alpha_test_ref)) {
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glAlphaFunc(func, ref);
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glThis->current_alpha_test_func = func;
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glThis->current_alpha_test_ref = ref;
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}
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}
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break;
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case D3DRENDERSTATE_DITHERENABLE: /* 26 */
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@ -352,6 +359,11 @@ void set_render_state(IDirect3DDeviceImpl* This,
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glDisable(GL_BLEND);
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}
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glThis->blending = dwRenderState;
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/* Hack for some old games ... */
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if (glThis->version == 1) {
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lpStateBlock->render_state[D3DRENDERSTATE_COLORKEYENABLE - 1] = dwRenderState;
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}
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break;
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case D3DRENDERSTATE_FOGENABLE: /* 28 */
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@ -395,13 +407,7 @@ void set_render_state(IDirect3DDeviceImpl* This,
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break;
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case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
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/* This needs to be fixed. */
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if ((dwRenderState != 0) && (glThis->blending == 0)) {
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glEnable(GL_BLEND);
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} else if ((dwRenderState == 0) && (glThis->blending != 0)) {
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glDisable(GL_BLEND);
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}
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glThis->blending = dwRenderState;
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/* Nothing done here, only storage matters. */
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break;
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case D3DRENDERSTATE_MIPMAPLODBIAS: /* 46 */
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@ -926,6 +932,8 @@ HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, v
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/* Used when converting stuff */
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line_increase = src_d->u1.lPitch - (width * bpp);
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TRACE(" uploading texture to memory using conversion %d.\n", convert_type);
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switch (convert_type) {
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case CONVERT_PALETTED: {
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@ -996,7 +1004,7 @@ HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, v
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for (y = 0; y < height; y++) {
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for (x = 0; x < width; x++) {
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WORD color = *src++;
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*dst = ((color & 0xFFD0) | ((color & 0x1F) << 1));
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*dst = ((color & 0xFFC0) | ((color & 0x1F) << 1));
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if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
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(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
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*dst |= 0x0001;
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@ -117,6 +117,9 @@ typedef struct IDirect3DDeviceGLImpl
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/* The last type of vertex drawn */
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GL_TRANSFORM_STATE transform_state;
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/* Maybe a hack, but it works */
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DWORD version;
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/* Used to handle fogging faster... */
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BYTE fog_table[3 * 0x10000]; /* 3 is for R, G and B
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0x10000 is 0xFF for the vertex color and
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@ -142,6 +145,8 @@ typedef struct IDirect3DDeviceGLImpl
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DWORD prev_clear_stencil;
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D3DVALUE prev_clear_Z;
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BOOLEAN depth_mask, depth_test, alpha_test, stencil_test, cull_face, lighting, blending, fogging;
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GLenum current_alpha_test_func;
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GLclampf current_alpha_test_ref;
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GLenum current_tex_env;
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GLenum current_active_tex_unit;
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} IDirect3DDeviceGLImpl;
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@ -180,7 +185,7 @@ extern HRESULT d3dexecutebuffer_create(IDirect3DExecuteBufferImpl **obj, IDirect
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extern HRESULT d3dmaterial_create(IDirect3DMaterialImpl **obj, IDirectDrawImpl *d3d);
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extern HRESULT d3dviewport_create(IDirect3DViewportImpl **obj, IDirectDrawImpl *d3d);
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extern HRESULT d3dvertexbuffer_create(IDirect3DVertexBufferImpl **obj, IDirectDrawImpl *d3d, LPD3DVERTEXBUFFERDESC lpD3DVertBufDesc, DWORD dwFlags);
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extern HRESULT d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface);
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extern HRESULT d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface, BOOLEAN from_surface);
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/* Used for Direct3D to request the device to enumerate itself */
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extern HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context, DWORD version) ;
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