Implement GetTransform and rework a bit the matrices storage.
This commit is contained in:
parent
7a025001d3
commit
eb6e830727
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@ -181,6 +181,11 @@ struct IDirect3DDeviceImpl
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IDirectDrawSurfaceImpl *current_texture[MAX_TEXTURES];
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/* Current transformation matrices */
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D3DMATRIX *world_mat;
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D3DMATRIX *view_mat;
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D3DMATRIX *proj_mat;
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void (*set_context)(IDirect3DDeviceImpl*);
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HRESULT (*clear)(IDirect3DDeviceImpl *This,
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DWORD dwCount,
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@ -211,7 +211,32 @@ Main_IDirect3DDeviceImpl_7_3T_2T_GetTransform(LPDIRECT3DDEVICE7 iface,
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LPD3DMATRIX lpD3DMatrix)
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{
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ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
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FIXME("(%p/%p)->(%08x,%p): stub!\n", This, iface, dtstTransformStateType, lpD3DMatrix);
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TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dtstTransformStateType, lpD3DMatrix);
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switch (dtstTransformStateType) {
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case D3DTRANSFORMSTATE_WORLD: {
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TRACE(" returning D3DTRANSFORMSTATE_WORLD :\n");
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memcpy(lpD3DMatrix, This->world_mat, 16 * sizeof(D3DVALUE));
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dump_mat(lpD3DMatrix);
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} break;
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case D3DTRANSFORMSTATE_VIEW: {
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TRACE(" returning D3DTRANSFORMSTATE_VIEW :\n");
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memcpy(lpD3DMatrix, This->world_mat, 16 * sizeof(D3DVALUE));
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dump_mat(lpD3DMatrix);
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} break;
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case D3DTRANSFORMSTATE_PROJECTION: {
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TRACE(" returning D3DTRANSFORMSTATE_PROJECTION :\n");
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memcpy(lpD3DMatrix, This->world_mat, 16 * sizeof(D3DVALUE));
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dump_mat(lpD3DMatrix);
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} break;
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default:
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ERR("Unknown transform type %08x !!!\n", dtstTransformStateType);
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return DDERR_INVALIDPARAMS;
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}
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return DD_OK;
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}
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@ -306,6 +306,10 @@ GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
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/* And warn the D3D object that this device is no longer active... */
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This->d3d->removed_device(This->d3d, This);
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HeapFree(GetProcessHeap(), 0, This->world_mat);
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HeapFree(GetProcessHeap(), 0, This->view_mat);
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HeapFree(GetProcessHeap(), 0, This->proj_mat);
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ENTER_GL();
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glXDestroyContext(glThis->display, glThis->gl_context);
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LEAVE_GL();
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@ -359,8 +363,8 @@ static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1,
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TRACE("Enumerating GL_RGBA unpacked (32)\n");
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pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
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pformat->u1.dwRGBBitCount = 32;
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pformat->u2.dwRBitMask = 0xFF000000;
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pformat->u3.dwGBitMask = 0x00FF0000;
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pformat->u2.dwRBitMask = 0xFF000000;
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pformat->u3.dwGBitMask = 0x00FF0000;
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pformat->u4.dwBBitMask = 0x0000FF00;
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pformat->u5.dwRGBAlphaBitMask = 0x000000FF;
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if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
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@ -369,8 +373,8 @@ static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1,
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TRACE("Enumerating GL_RGB unpacked (24)\n");
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pformat->dwFlags = DDPF_RGB;
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pformat->u1.dwRGBBitCount = 24;
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pformat->u2.dwRBitMask = 0x00FF0000;
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pformat->u3.dwGBitMask = 0x0000FF00;
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pformat->u2.dwRBitMask = 0x00FF0000;
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pformat->u3.dwGBitMask = 0x0000FF00;
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pformat->u4.dwBBitMask = 0x000000FF;
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pformat->u5.dwRGBAlphaBitMask = 0x00000000;
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if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
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@ -379,8 +383,8 @@ static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1,
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TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n");
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pformat->dwFlags = DDPF_RGB;
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pformat->u1.dwRGBBitCount = 16;
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pformat->u2.dwRBitMask = 0x0000F800;
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pformat->u3.dwGBitMask = 0x000007E0;
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pformat->u2.dwRBitMask = 0x0000F800;
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pformat->u3.dwGBitMask = 0x000007E0;
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pformat->u4.dwBBitMask = 0x0000001F;
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pformat->u5.dwRGBAlphaBitMask = 0x00000000;
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if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
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@ -449,9 +453,9 @@ static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1,
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TRACE("Enumerating Paletted (8)\n");
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pformat->dwFlags = DDPF_PALETTEINDEXED8;
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pformat->u1.dwRGBBitCount = 8;
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pformat->u2.dwRBitMask = 0x00000000;
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pformat->u3.dwGBitMask = 0x00000000;
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pformat->u4.dwBBitMask = 0x00000000;
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pformat->u2.dwRBitMask = 0x00000000;
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pformat->u3.dwGBitMask = 0x00000000;
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pformat->u4.dwBBitMask = 0x00000000;
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pformat->u5.dwRGBAlphaBitMask = 0x00000000;
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if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
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if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
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@ -624,25 +628,31 @@ GL_IDirect3DDeviceImpl_7_3T_2T_SetTransform(LPDIRECT3DDEVICE7 iface,
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switch (dtstTransformStateType) {
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case D3DTRANSFORMSTATE_WORLD: {
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TRACE(" D3DTRANSFORMSTATE_WORLD :\n");
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conv_mat(lpD3DMatrix, glThis->world_mat);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((float *) glThis->view_mat);
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glMultMatrixf((float *) glThis->world_mat);
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conv_mat(lpD3DMatrix, This->world_mat);
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if (glThis->last_vertices_transformed == FALSE) {
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((float *) This->view_mat);
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glMultMatrixf((float *) This->world_mat);
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}
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} break;
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case D3DTRANSFORMSTATE_VIEW: {
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TRACE(" D3DTRANSFORMSTATE_VIEW :\n");
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conv_mat(lpD3DMatrix, glThis->view_mat);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((float *) glThis->view_mat);
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glMultMatrixf((float *) glThis->world_mat);
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conv_mat(lpD3DMatrix, This->view_mat);
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if (glThis->last_vertices_transformed == FALSE) {
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((float *) This->view_mat);
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glMultMatrixf((float *) This->world_mat);
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}
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} break;
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case D3DTRANSFORMSTATE_PROJECTION: {
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TRACE(" D3DTRANSFORMSTATE_PROJECTION :\n");
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conv_mat(lpD3DMatrix, glThis->proj_mat);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((float *) glThis->proj_mat);
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conv_mat(lpD3DMatrix, This->proj_mat);
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if (glThis->last_vertices_transformed == FALSE) {
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((float *) This->proj_mat);
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}
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} break;
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default:
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@ -651,9 +661,6 @@ GL_IDirect3DDeviceImpl_7_3T_2T_SetTransform(LPDIRECT3DDEVICE7 iface,
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}
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LEAVE_GL();
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/* And set the 'matrix changed' flag */
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glThis->matrices_changed = TRUE;
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return DD_OK;
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}
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@ -696,26 +703,26 @@ static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
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}
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}
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static void draw_primitive_handle_GL_state(IDirect3DDeviceGLImpl *glThis,
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static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
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BOOLEAN vertex_transformed,
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BOOLEAN vertex_lit) {
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IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
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/* Puts GL in the correct lighting / transformation mode */
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if ((vertex_transformed == FALSE) &&
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((glThis->last_vertices_transformed == TRUE) ||
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(glThis->matrices_changed == TRUE))) {
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(glThis->last_vertices_transformed == TRUE)) {
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/* Need to put the correct transformation again if we go from Transformed
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vertices to non-transformed ones.
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*/
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((float *) glThis->view_mat);
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glMultMatrixf((float *) glThis->world_mat);
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glLoadMatrixf((float *) This->view_mat);
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glMultMatrixf((float *) This->world_mat);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((float *) glThis->proj_mat);
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glLoadMatrixf((float *) This->proj_mat);
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if (glThis->render_state.fog_on == TRUE) glEnable(GL_FOG);
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} else if ((vertex_transformed == TRUE) &&
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((glThis->last_vertices_transformed == FALSE) ||
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(glThis->matrices_changed == TRUE))) {
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(glThis->last_vertices_transformed == FALSE)) {
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GLfloat height, width;
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GLfloat trans_mat[16];
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@ -739,7 +746,6 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceGLImpl *glThis,
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/* Remove also fogging... */
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glDisable(GL_FOG);
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}
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glThis->matrices_changed = FALSE;
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if ((glThis->last_vertices_lit == TRUE) && (vertex_lit == FALSE)) {
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glEnable(GL_LIGHTING);
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@ -976,7 +982,7 @@ static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
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}
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ENTER_GL();
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draw_primitive_handle_GL_state(glThis,
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draw_primitive_handle_GL_state(This,
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(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
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(d3dvtVertexType & D3DFVF_NORMAL) == 0);
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draw_primitive_start_GL(d3dptPrimitiveType);
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@ -1958,14 +1964,12 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
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gl_object->render_state.fog_on = FALSE;
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/* Allocate memory for the matrices */
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gl_object->world_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
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gl_object->view_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
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gl_object->proj_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
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gl_object->matrices_changed = TRUE;
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memcpy(gl_object->world_mat, id_mat, 16 * sizeof(float));
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memcpy(gl_object->view_mat , id_mat, 16 * sizeof(float));
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memcpy(gl_object->proj_mat , id_mat, 16 * sizeof(float));
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object->world_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
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object->view_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
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object->proj_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
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memcpy(object->world_mat, id_mat, 16 * sizeof(float));
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memcpy(object->view_mat , id_mat, 16 * sizeof(float));
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memcpy(object->proj_mat , id_mat, 16 * sizeof(float));
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/* Initialisation */
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TRACE(" setting current context\n");
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@ -243,16 +243,16 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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glLoadIdentity(); /* The model transformation was done during the
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transformation phase */
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glMatrixMode(GL_PROJECTION);
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TRACE(" Projection Matrix : (%p)\n", lpDeviceGL->proj_mat);
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dump_mat(lpDeviceGL->proj_mat);
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TRACE(" View Matrix : (%p)\n", lpDeviceGL->view_mat);
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dump_mat(lpDeviceGL->view_mat);
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TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
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dump_mat(lpDevice->proj_mat);
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TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
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dump_mat(lpDevice->view_mat);
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/* Although z axis is inverted between OpenGL and Direct3D, the z projected coordinates
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are always 0.0 at the front viewing volume and 1.0 at the back with Direct 3D and with
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the default behaviour of OpenGL. So, no additional transformation is required. */
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glLoadMatrixf((float *) lpDeviceGL->proj_mat);
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glMultMatrixf((float *) lpDeviceGL->view_mat);
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glLoadMatrixf((float *) lpDevice->proj_mat);
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glMultMatrixf((float *) lpDevice->view_mat);
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break;
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case D3DVT_LVERTEX:
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@ -265,16 +265,16 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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transformation phase */
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glMatrixMode(GL_PROJECTION);
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TRACE(" Projection Matrix : (%p)\n", lpDeviceGL->proj_mat);
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dump_mat(lpDeviceGL->proj_mat);
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TRACE(" View Matrix : (%p)\n", lpDeviceGL->view_mat);
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dump_mat(lpDeviceGL->view_mat);
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TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
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dump_mat(lpDevice->proj_mat);
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TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
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dump_mat(lpDevice->view_mat);
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/* Although z axis is inverted between OpenGL and Direct3D, the z projected coordinates
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are always 0 at the front viewing volume and 1 at the back with Direct 3D and with
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the default behaviour of OpenGL. So, no additional transformation is required. */
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glLoadMatrixf((float *) lpDeviceGL->proj_mat);
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glMultMatrixf((float *) lpDeviceGL->view_mat);
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glLoadMatrixf((float *) lpDevice->proj_mat);
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glMultMatrixf((float *) lpDevice->view_mat);
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break;
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case D3DVT_TLVERTEX: {
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@ -379,17 +379,17 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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switch (ci->u1.dtstTransformStateType) {
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case D3DTRANSFORMSTATE_WORLD: {
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TRACE(" WORLD (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
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lpDeviceGL->world_mat = (D3DMATRIX*) ci->u2.dwArg[0];
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lpDevice->world_mat = (D3DMATRIX*) ci->u2.dwArg[0];
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} break;
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case D3DTRANSFORMSTATE_VIEW: {
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TRACE(" VIEW (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
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lpDeviceGL->view_mat = (D3DMATRIX*) ci->u2.dwArg[0];
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lpDevice->view_mat = (D3DMATRIX*) ci->u2.dwArg[0];
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} break;
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case D3DTRANSFORMSTATE_PROJECTION: {
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TRACE(" PROJECTION (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
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lpDeviceGL->proj_mat = (D3DMATRIX*) ci->u2.dwArg[0];
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lpDevice->proj_mat = (D3DMATRIX*) ci->u2.dwArg[0];
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} break;
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default:
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@ -538,7 +538,7 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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int nb;
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D3DVERTEX *src = ((LPD3DVERTEX) (This->desc.lpData + vs)) + ci->wStart;
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OGL_Vertex *dst = ((OGL_Vertex *) (This->vertex_data)) + ci->wDest;
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D3DMATRIX *mat = lpDeviceGL->world_mat;
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D3DMATRIX *mat = lpDevice->world_mat;
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TRACE(" World Matrix : (%p)\n", mat);
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dump_mat(mat);
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@ -567,7 +567,7 @@ static void execute(IDirect3DExecuteBufferImpl *This,
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int nb;
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D3DLVERTEX *src = ((LPD3DLVERTEX) (This->desc.lpData + vs)) + ci->wStart;
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OGL_LVertex *dst = ((OGL_LVertex *) (This->vertex_data)) + ci->wDest;
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D3DMATRIX *mat = lpDeviceGL->world_mat;
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D3DMATRIX *mat = lpDevice->world_mat;
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TRACE(" World Matrix : (%p)\n", mat);
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dump_mat(mat);
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@ -118,11 +118,6 @@ typedef struct IDirect3DDeviceGLImpl
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BOOLEAN last_vertices_transformed;
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BOOLEAN last_vertices_lit;
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D3DMATRIX *world_mat;
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D3DMATRIX *view_mat;
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D3DMATRIX *proj_mat;
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BOOLEAN matrices_changed;
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Display *display;
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Drawable drawable;
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} IDirect3DDeviceGLImpl;
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