Add Get/Set Transform support, plus BeginScene (does nothing).
This commit is contained in:
parent
d3b39fe3f2
commit
eba27af4f1
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@ -1287,8 +1287,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 i
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HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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TRACE("(%p) : stub\n", This);
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return D3D_OK;
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return IWineD3DDevice_BeginScene(This->WineD3DDevice);
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}
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HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
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@ -292,8 +292,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE9 i
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HRESULT WINAPI IDirect3DDevice9Impl_BeginScene(LPDIRECT3DDEVICE9 iface) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : stub\n", This);
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return D3D_OK;
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return IWineD3DDevice_BeginScene(This->WineD3DDevice);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_EndScene(LPDIRECT3DDEVICE9 iface) {
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@ -308,17 +307,14 @@ HRESULT WINAPI IDirect3DDevice9Impl_Clear(LPDIRECT3DDEVICE9 iface, DWORD Count
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
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HRESULT WINAPI IDirect3DDevice9Impl_SetTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* lpMatrix) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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return IWineD3DDevice_SetTransform(This->WineD3DDevice, State, lpMatrix);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : for State %d\n", This, State);
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memcpy(pMatrix, &This->StateBlock->transforms[State], sizeof(D3DMATRIX));
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return D3D_OK;
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return IWineD3DDevice_GetTransform(This->WineD3DDevice, State, pMatrix);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_MultiplyTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
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@ -25,12 +25,17 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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/**********************************************************
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* Global variable / Constants follow
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**********************************************************/
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const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
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/**********************************************************
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* Utility functions follow
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**********************************************************/
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/**********************************************************
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* IWineD3DDevice implementation follows
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**********************************************************/
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@ -188,6 +193,144 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT St
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return D3D_OK;
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}
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/*****
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* Get / Set Transform
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*****/
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HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Most of this routine, comments included copied from ddraw tree initially: */
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TRACE("(%p) : Transform State=%d\n", This, d3dts);
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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TRACE("Recording... not performing anything\n");
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This->updateStateBlock->changed.transform[d3dts] = TRUE;
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This->updateStateBlock->set.transform[d3dts] = TRUE;
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memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
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return D3D_OK;
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}
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/*
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* If the new matrix is the same as the current one,
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* we cut off any further processing. this seems to be a reasonable
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* optimization because as was noticed, some apps (warcraft3 for example)
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* tend towards setting the same matrix repeatedly for some reason.
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*
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* From here on we assume that the new matrix is different, wherever it matters.
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*/
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if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
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TRACE("The app is setting the same matrix over again\n");
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return D3D_OK;
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} else {
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conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
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}
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/*
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ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
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where ViewMat = Camera space, WorldMat = world space.
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In OpenGL, camera and world space is combined into GL_MODELVIEW
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matrix. The Projection matrix stay projection matrix.
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*/
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/* Capture the times we can just ignore the change for now */
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if (d3dts == D3DTS_WORLDMATRIX(0)) {
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This->modelview_valid = FALSE;
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return D3D_OK;
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} else if (d3dts == D3DTS_PROJECTION) {
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This->proj_valid = FALSE;
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return D3D_OK;
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} else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
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/* Indexed Vertex Blending Matrices 256 -> 511 */
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/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
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FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
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return D3D_OK;
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}
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/* Now we really are going to have to change a matrix */
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ENTER_GL();
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if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
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if (d3dts < GL_LIMITS(textures)) {
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int tex = d3dts - D3DTS_TEXTURE0;
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GL_ACTIVETEXTURE(tex);
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#if 0 /* TODO: */
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set_texture_matrix((float *)lpmatrix,
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This->updateStateBlock->texture_state[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
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#endif
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}
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} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
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#if 0 /* TODO: */
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unsigned int k;
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#endif
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/* If we are changing the View matrix, reset the light and clipping planes to the new view
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* NOTE: We have to reset the positions even if the light/plane is not currently
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* enabled, since the call to enable it will not reset the position.
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* NOTE2: Apparently texture transforms do NOT need reapplying
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*/
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This->modelview_valid = FALSE;
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This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
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#if 0 /* TODO: */
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PLIGHTINFOEL *lightChain = NULL;
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#endif
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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glPushMatrix();
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glLoadMatrixf((float *)lpmatrix);
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checkGLcall("glLoadMatrixf(...)");
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#if 0 /* TODO: */
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/* Reset lights */
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lightChain = This->StateBlock->lights;
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while (lightChain && lightChain->glIndex != -1) {
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glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
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checkGLcall("glLightfv posn");
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glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
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checkGLcall("glLightfv dirn");
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lightChain = lightChain->next;
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}
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/* Reset Clipping Planes if clipping is enabled */
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for (k = 0; k < GL_LIMITS(clipplanes); k++) {
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glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
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checkGLcall("glClipPlane");
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}
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#endif
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glPopMatrix();
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} else { /* What was requested!?? */
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WARN("invalid matrix specified: %i\n", d3dts);
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}
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/* Release lock, all done */
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LEAVE_GL();
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : for Transform State %d\n", This, State);
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memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
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return D3D_OK;
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}
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/*****
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* Scene related functions
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*****/
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HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
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/* At the moment we have no need for any functionality at the beginning
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of a scene */
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : stub\n", This);
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return D3D_OK;
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}
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/**********************************************************
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* IUnknown parts follows
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**********************************************************/
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@ -210,7 +353,7 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
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IWineD3D_Release(This->WineD3D);
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IWineD3D_Release(This->wineD3D);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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@ -232,5 +375,8 @@ IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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IWineD3DDeviceImpl_SetFVF,
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IWineD3DDeviceImpl_GetFVF,
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IWineD3DDeviceImpl_SetStreamSource,
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IWineD3DDeviceImpl_GetStreamSource
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IWineD3DDeviceImpl_GetStreamSource,
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IWineD3DDeviceImpl_SetTransform,
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IWineD3DDeviceImpl_GetTransform,
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IWineD3DDeviceImpl_BeginScene
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};
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@ -31,6 +31,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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#define GLINFO_LOCATION This->gl_info
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/**********************************************************
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* Utility functions follow
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@ -1335,8 +1336,8 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
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/* Set up initial COM information */
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object->lpVtbl = &IWineD3DDevice_Vtbl;
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object->ref = 1;
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object->WineD3D = iface;
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IWineD3D_AddRef(object->WineD3D);
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object->wineD3D = iface;
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IWineD3D_AddRef(object->wineD3D);
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object->parent = parent;
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TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
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@ -24,6 +24,7 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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/* IDirect3DResource IUnknown parts follow: */
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HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, LPVOID *ppobj)
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@ -23,6 +23,7 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
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HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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@ -24,6 +24,7 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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/* *******************************************
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IWineD3DVertexBuffer IUnknown parts follow
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@ -52,7 +53,7 @@ ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
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IWineD3DDevice_Release(This->resource.wineD3DDevice);
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HeapFree(GetProcessHeap(), 0, This);
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} else {
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IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx VB */
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IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
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}
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return ref;
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}
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@ -68,12 +68,13 @@ extern int num_lock;
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/*****************************************************************************
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* Defines
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*/
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#define GL_SUPPORT(ExtName) (This->gl_info.supported[ExtName] != 0)
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#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
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#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
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#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
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See MaxStreams in MSDN under GetDeviceCaps */
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#define HIGHEST_TRANSFORMSTATE 512
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/* Highest value in D3DTRANSFORMSTATETYPE */
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#define WINED3D_VSHADER_MAX_CONSTANTS 96
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/* Maximum number of constants provided to the shaders */
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} \
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}
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#define conv_mat(mat,gl_mat) \
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do { \
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TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
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TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
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TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
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TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
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memcpy(gl_mat, (mat), 16 * sizeof(float)); \
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} while (0)
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/* The following is purely to keep the source code as clear from #ifdefs as possible */
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#if defined(GL_VERSION_1_3)
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#define GL_ACTIVETEXTURE(textureNo) \
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glActiveTexture(GL_TEXTURE0 + textureNo); \
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checkGLcall("glActiveTexture");
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#else
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#define GL_ACTIVETEXTURE(textureNo) \
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glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
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checkGLcall("glActiveTextureARB");
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#endif
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typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
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extern const float identity[16];
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/*****************************************************************************
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* IWineD3D implementation structure
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*/
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/* WineD3D Information */
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IUnknown *parent; /* TODO - to be a new interface eventually */
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IWineD3D *WineD3D;
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IWineD3D *wineD3D;
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/* X and GL Information */
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HWND win_handle;
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@ -163,8 +186,8 @@ typedef struct IWineD3DResourceClass
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/* WineD3DResource Information */
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IUnknown *parent;
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IWineD3DDevice *wineD3DDevice;
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D3DRESOURCETYPE resourceType;
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IWineD3DDevice *wineD3DDevice;
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} IWineD3DResourceClass;
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@ -173,7 +196,6 @@ typedef struct IWineD3DResourceImpl
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/* IUnknown & WineD3DResource Information */
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IWineD3DResourceVtbl *lpVtbl;
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IWineD3DResourceClass resource;
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} IWineD3DResourceImpl;
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extern IWineD3DResourceVtbl IWineD3DResource_Vtbl;
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@ -222,6 +244,7 @@ extern IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
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typedef struct SAVEDSTATES {
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BOOL fvf;
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BOOL stream_source[MAX_STREAMS];
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BOOL transform[HIGHEST_TRANSFORMSTATE];
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} SAVEDSTATES;
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struct IWineD3DStateBlockImpl
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@ -246,6 +269,10 @@ struct IWineD3DStateBlockImpl
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UINT stream_stride[MAX_STREAMS];
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UINT stream_offset[MAX_STREAMS];
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IWineD3DVertexBuffer *stream_source[MAX_STREAMS];
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/* Transform */
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D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE];
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};
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extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
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@ -152,6 +152,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
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STDMETHOD(GetFVF)(THIS_ DWORD * pfvf) PURE;
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STDMETHOD(SetStreamSource)(THIS_ UINT StreamNumber,IWineD3DVertexBuffer * pStreamData,UINT Offset,UINT Stride) PURE;
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STDMETHOD(GetStreamSource)(THIS_ UINT StreamNumber,IWineD3DVertexBuffer ** ppStreamData,UINT *pOffset, UINT * pStride) PURE;
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STDMETHOD(SetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX * pMatrix) PURE;
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STDMETHOD(GetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,D3DMATRIX * pMatrix) PURE;
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STDMETHOD(BeginScene)(THIS) PURE;
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};
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#undef INTERFACE
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@ -169,6 +172,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
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#define IWineD3DDevice_GetFVF(p,a) (p)->lpVtbl->GetFVF(p,a)
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#define IWineD3DDevice_SetStreamSource(p,a,b,c,d) (p)->lpVtbl->SetStreamSource(p,a,b,c,d)
|
||||
#define IWineD3DDevice_GetStreamSource(p,a,b,c,d) (p)->lpVtbl->GetStreamSource(p,a,b,c,d)
|
||||
#define IWineD3DDevice_SetTransform(p,a,b) (p)->lpVtbl->SetTransform(p,a,b)
|
||||
#define IWineD3DDevice_GetTransform(p,a,b) (p)->lpVtbl->GetTransform(p,a,b)
|
||||
#define IWineD3DDevice_BeginScene(p) (p)->lpVtbl->BeginScene(p)
|
||||
#endif
|
||||
|
||||
/*****************************************************************************
|
||||
|
|
Loading…
Reference in New Issue