- Initialize the texture state information.
- Add dummy textures so texture operations which dont reference the texture can work. - Support 2d and 3d textures properly. - Reapply the texture state information as textures get set, as opengl stores the state along with the bound texture whereas directx uses the current state information during the draw stage. - 3rd attempt to sort out lighting, for programs which dont set normals. - Temporarily silence some unnecessary fixmes.
This commit is contained in:
parent
5803819971
commit
ec7155b608
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@ -133,6 +133,7 @@ typedef struct STATEBLOCK {
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/* Texture */
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IDirect3DBaseTexture8 *textures[8];
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int textureDimensions[8];
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/* Texture State Stage */
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DWORD texture_state[8][HIGHEST_TEXTURE_STATE];
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@ -310,6 +311,9 @@ struct IDirect3DDevice8Impl
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Display *display;
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Window win;
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void *dummyTexture[8];
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UINT dummyTextureName[8];
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};
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/* IUnknown: */
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@ -58,6 +58,13 @@ extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
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extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
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extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
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static const float idmatrix[16] = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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};
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/* Routine common to the draw primitive and draw indexed primitive routines
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Doesnt use gl pointer arrays as I dont believe we can support the blending
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coordinates that way. */
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@ -103,6 +110,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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const short *pIdxBufS = NULL;
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const long *pIdxBufL = NULL;
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const void *curPos;
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BOOL isLightingOn = FALSE;
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float x=0.0, y=0.0, z=0.0; /* x,y,z coordinates */
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float nx=0.0, ny=0.0, nz=0.0; /* normal x,y,z coordinates */
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@ -130,7 +138,14 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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TRACE("Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d)\n",
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fvf, normal, isRHW, isPtSize, isDiffuse, isSpecular, numTextures);
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/* Note: Dont touch lighing anymore - it is set by the appropriate render state */
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/* If no normals, DISABLE lighting otherwise, dont touch lighing as it is
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set by the appropriate render state */
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if (!normal) {
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isLightingOn = glIsEnabled(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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TRACE("Enabled lighting as no normals supplied, old state = %d\n", isLightingOn);
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}
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if (isRHW) {
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@ -341,9 +356,18 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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curVtx = curVtx + skip;
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}
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}
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}
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glEnd();
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checkGLcall("glEnd and previous calls");
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/* If no normals, restore previous lighting state */
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if (!normal) {
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if (isLightingOn) glEnable(GL_LIGHTING);
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else glDisable(GL_LIGHTING);
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TRACE("Restored lighting to original state\n");
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}
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}
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LEAVE_GL();
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TRACE("glEnd\n");
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@ -490,6 +514,33 @@ GLenum StencilOp(DWORD op) {
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}
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}
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/* Apply the current values to the specified texture stage */
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void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage) {
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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int i=0;
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float col[4];
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/* Make appropriate texture active */
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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checkGLcall("glActiveTextureARB");
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TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage);
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for (i=1; i<29; i++) {
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IDirect3DDevice8Impl_SetTextureStageState(iface, Stage, i, This->StateBlock.texture_state[Stage][i]);
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}
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/* Note the D3DRS value applies to all textures, but GL has one
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per texture, so apply it now ready to be used! */
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col[0] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR]>> 16) & 0xFF) / 255.0;
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col[1] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 8 ) & 0xFF) / 255.0;
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col[2] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 0 ) & 0xFF) / 255.0;
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col[3] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 24 ) & 0xFF) / 255.0;
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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TRACE("-----------------------> Updated the texture at stage %ld to have new texture state information\n", Stage);
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}
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/* IDirect3D IUnknown parts follow: */
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HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
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{
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@ -1810,17 +1861,15 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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/* And now the default texture color as well */
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for (i=0; i<8; i++) {
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if (This->StateBlock.textures[i]) {
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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checkGLcall("Activate texture.. to update const color");
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/* Note the D3DRS value applies to all textures, but GL has one
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per texture, so apply it now ready to be used! */
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checkGLcall("Activate texture.. to update const color");
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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}
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}
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}
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break;
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case D3DRS_SPECULARENABLE :
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@ -2015,7 +2064,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_INDEXEDVERTEXBLENDENABLE :
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case D3DRS_COLORWRITEENABLE :
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case D3DRS_TWEENFACTOR :
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FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
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/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
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TRACE("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
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break;
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default:
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FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
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@ -2317,7 +2367,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface,
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if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] !=
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This->StateBlock.texture_state[j][i])) {
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TRACE("Updating texturestagestate %d,%d to %ld\n", j,i, This->StateBlock.texture_state[j][i]);
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TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock.texture_state[j][i],
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updateBlock->texture_state[j][i]);
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updateBlock->texture_state[j][i] = This->StateBlock.texture_state[j][i];
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}
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}
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@ -2453,10 +2504,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
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if (textureType == D3DRTYPE_TEXTURE) {
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IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture;
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int i;
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float col[4];
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/* Standard 2D texture */
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TRACE("Standard 2d texture\n");
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This->StateBlock.textureDimensions[Stage] = GL_TEXTURE_2D;
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/* for (i=0; i<pTexture2->levels; i++) { */
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i=0;
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{
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@ -2500,31 +2552,19 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glEnable(GL_TEXTURE_2D);
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checkGLcall("glEnable");
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pTexture2->Dirty = FALSE;
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}
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/* Note the D3DRS value applies to all textures, but GL has one
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per texture, so apply it now ready to be used! */
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col[0] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR]>> 16) & 0xFF) / 255.0;
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col[1] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 8 ) & 0xFF) / 255.0;
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col[2] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 0 ) & 0xFF) / 255.0;
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col[3] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 24 ) & 0xFF) / 255.0;
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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}
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} else if (textureType == D3DRTYPE_VOLUMETEXTURE) {
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IDirect3DVolumeTexture8Impl *pTexture2 = (IDirect3DVolumeTexture8Impl *) pTexture;
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int i;
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float col[4];
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/* Standard 3D (volume) texture */
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TRACE("Standard 3d texture\n");
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This->StateBlock.textureDimensions[Stage] = GL_TEXTURE_3D;
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/* for (i=0; i<pTexture2->levels; i++) { */
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i=0;
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{
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glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glEnable(GL_TEXTURE_3D);
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checkGLcall("glEnable");
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pTexture2->Dirty = FALSE;
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}
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/* Note the D3DRS value applies to all textures, but GL has one
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per texture, so apply it now ready to be used! */
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col[0] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR]>> 16) & 0xFF) / 255.0;
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col[1] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 8 ) & 0xFF) / 255.0;
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col[2] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 0 ) & 0xFF) / 255.0;
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col[3] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 24 ) & 0xFF) / 255.0;
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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}
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} else {
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FIXME("(%p) : Incorrect type for a texture : %d\n", This, textureType);
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}
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} else {
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TRACE("Setting to no texture (ie default texture)\n");
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This->StateBlock.textureDimensions[Stage] = GL_TEXTURE_1D;
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glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[Stage]);
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checkGLcall("glBindTexture");
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TRACE("Bound dummy Texture to stage %ld (gl name %d)\n", Stage, This->dummyTextureName[Stage]);
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}
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/* Even if the texture has been set to null, reapply the stages as a null texture to directx requires
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a dummy texture in opengl, and we always need to ensure the current view of the TextureStates apply */
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setupTextureStates (iface, Stage);
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return D3D_OK;
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}
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@ -2621,7 +2658,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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}
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/* Make appropriate texture active */
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TRACE("Activating appropriate texture state\n");
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TRACE("Activating appropriate texture state %ld\n", Stage);
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glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
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checkGLcall("glActiveTextureARB");
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case D3DTSS_MINFILTER :
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if (Value == D3DTEXF_POINT) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(This->StateBlock.textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameter GL_TEXTURE_MINFILTER, GL_NEAREST");
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} else if (Value == D3DTEXF_LINEAR) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(This->StateBlock.textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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checkGLcall("glTexParameter GL_TEXTURE_MINFILTER, GL_LINEAR");
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} else {
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FIXME("Unhandled D3DTSS_MINFILTER value of %ld\n", Value);
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@ -2642,22 +2679,25 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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case D3DTSS_MAGFILTER :
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if (Value == D3DTEXF_POINT) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(This->StateBlock.textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_NEAREST");
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} else if (Value == D3DTEXF_LINEAR) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(This->StateBlock.textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_LINEAR");
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} else {
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FIXME("Unhandled D3DTSS_MAGFILTER value of %ld\n", Value);
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}
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break;
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case D3DTSS_COLORARG0 :
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case D3DTSS_ALPHAARG0 :
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/* FIXME: Mesa seems to struggle setting these at the moment */
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break;
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case D3DTSS_COLORARG1 :
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case D3DTSS_COLORARG2 :
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case D3DTSS_COLORARG0 :
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case D3DTSS_ALPHAARG1 :
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case D3DTSS_ALPHAARG2 :
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case D3DTSS_ALPHAARG0 :
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{
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BOOL isAlphaReplicate = FALSE;
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BOOL isComplement = FALSE;
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@ -2738,11 +2778,45 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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int Scale = 1;
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int Parm = (Type == D3DTSS_ALPHAOP)? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT;
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switch (Value) {
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case D3DTOP_DISABLE :
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if (Type==D3DTSS_COLOROP && Value == D3DTOP_DISABLE) {
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/* TODO: Disable by making this and all later levels disabled */
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glDisable(GL_TEXTURE_1D);
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checkGLcall("Disable GL_TEXTURE_1D");
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glDisable(GL_TEXTURE_2D);
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checkGLcall("Disable GL_TEXTURE_2D");
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glDisable(GL_TEXTURE_3D);
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checkGLcall("Disable GL_TEXTURE_3D");
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} else {
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/* Enable only the appropriate texture dimension */
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_1D) {
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glEnable(GL_TEXTURE_1D);
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checkGLcall("Enable GL_TEXTURE_1D");
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} else {
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glDisable(GL_TEXTURE_1D);
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checkGLcall("Disable GL_TEXTURE_1D");
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}
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_2D) {
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glEnable(GL_TEXTURE_2D);
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checkGLcall("Enable GL_TEXTURE_2D");
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} else {
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glDisable(GL_TEXTURE_2D);
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checkGLcall("Disable GL_TEXTURE_2D");
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}
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_3D) {
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glEnable(GL_TEXTURE_3D);
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checkGLcall("Enable GL_TEXTURE_3D");
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} else {
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glDisable(GL_TEXTURE_3D);
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checkGLcall("Disable GL_TEXTURE_3D");
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}
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/* Now set up the operand correctly */
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switch (Value) {
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case D3DTOP_DISABLE :
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/* Contrary to the docs, alpha can be disabled when colorop is enabled
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and it works, so ignore this op */
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TRACE("Disable ALPHAOP but COLOROP enabled!\n");
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break;
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case D3DTOP_SELECTARG1 :
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@ -2794,6 +2868,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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default:
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FIXME("Unhandled texture operation %ld\n", Value);
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}
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}
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break;
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}
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@ -2816,7 +2891,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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case D3DTSS_ADDRESSW :
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case D3DTSS_RESULTARG :
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default:
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FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value);
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/* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
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TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
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}
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return D3D_OK;
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}
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@ -3039,7 +3115,12 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DW
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return D3D_OK;
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}
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FIXME("(%p) : stub\n", This);
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/* FIXME: Quieten when not being used */
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if (Handle != 0) {
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FIXME("(%p) : stub %ld\n", This, Handle);
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} else {
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TRACE("(%p) : stub %ld\n", This, Handle);
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}
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return D3D_OK;
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}
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@ -3215,16 +3296,20 @@ ICOM_VTABLE(IDirect3DDevice8) Direct3DDevice8_Vtbl =
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void CreateStateBlock(LPDIRECT3DDEVICE8 iface) {
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D3DLINEPATTERN lp;
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int i;
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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FIXME("Need to sort out defaults for the state information! \n");
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/* Note this may have a large overhead but it should only be executed
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once, in order to initialize the complete state of the device and
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all opengl equivalents */
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TRACE("-----------------------> Setting up device defaults...\n");
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This->StateBlock.blockType = D3DSBT_ALL;
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/* Set some of the defaults */
|
||||
|
||||
/* FIXME: Set some of the defaults for lights, transforms etc */
|
||||
memcpy(&This->StateBlock.transforms[D3DTS_WORLDMATRIX(0)], &idmatrix, sizeof(idmatrix));
|
||||
memcpy(&This->StateBlock.transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
|
||||
memcpy(&This->StateBlock.transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
|
||||
|
||||
/* Render states: */
|
||||
if (This->PresentParms.EnableAutoDepthStencil) {
|
||||
|
@ -3308,14 +3393,73 @@ void CreateStateBlock(LPDIRECT3DDEVICE8 iface) {
|
|||
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
|
||||
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
|
||||
|
||||
/* Texture Stage States - Put directly into state block, we will call function below */
|
||||
for (i=0; i<8;i++) {
|
||||
This->StateBlock.texture_state[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
|
||||
This->StateBlock.texture_state[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
|
||||
This->StateBlock.texture_state[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
|
||||
This->StateBlock.texture_state[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
|
||||
This->StateBlock.texture_state[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
|
||||
This->StateBlock.texture_state[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
|
||||
This->StateBlock.texture_state[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
|
||||
This->StateBlock.texture_state[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
|
||||
This->StateBlock.texture_state[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
|
||||
This->StateBlock.texture_state[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
|
||||
/* FIXME: This->StateBlock.texture_state[i][D3DTSS_TEXCOORDINDEX ] = ?; */
|
||||
This->StateBlock.texture_state[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP;
|
||||
This->StateBlock.texture_state[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP;
|
||||
This->StateBlock.texture_state[i][D3DTSS_BORDERCOLOR ] = 0x00;
|
||||
This->StateBlock.texture_state[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT;
|
||||
This->StateBlock.texture_state[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT;
|
||||
This->StateBlock.texture_state[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE;
|
||||
This->StateBlock.texture_state[i][D3DTSS_MIPMAPLODBIAS ] = 0;
|
||||
This->StateBlock.texture_state[i][D3DTSS_MAXMIPLEVEL ] = 0;
|
||||
This->StateBlock.texture_state[i][D3DTSS_MAXANISOTROPY ] = 1;
|
||||
This->StateBlock.texture_state[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
|
||||
This->StateBlock.texture_state[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
|
||||
This->StateBlock.texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
|
||||
This->StateBlock.texture_state[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
|
||||
This->StateBlock.texture_state[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
|
||||
This->StateBlock.texture_state[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
|
||||
This->StateBlock.texture_state[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
|
||||
}
|
||||
|
||||
/* Under DirectX you can have texture stage operations even if no texture is
|
||||
bound, whereas opengl will only do texture operations when a valid texture is
|
||||
bound. We emulate this by creating 8 dummy textures and binding them to each
|
||||
texture stage, but disable all stages by default. Hence if a stage is enabled
|
||||
then the default texture will kick in until replaced by a SetTexture call */
|
||||
for (i=0; i<8; i++) {
|
||||
|
||||
/* Make appropriate texture active */
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB + i);
|
||||
checkGLcall("glActiveTextureARB");
|
||||
|
||||
/* Define 64 dummy bytes for the texture */
|
||||
This->dummyTexture[i] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 64);
|
||||
|
||||
/* Generate an opengl texture name */
|
||||
glGenTextures(1, &This->dummyTextureName[i]);
|
||||
checkGLcall("glGenTextures");
|
||||
TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
|
||||
|
||||
/* Generate a dummy 1d texture */
|
||||
This->StateBlock.textureDimensions[i] = GL_TEXTURE_1D;
|
||||
glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
|
||||
checkGLcall("glBindTexture");
|
||||
|
||||
glTexImage1D(GL_TEXTURE_1D, 1, GL_ALPHA8, 1, 0, GL_ALPHA, GL_BYTE, &This->dummyTexture[i]);
|
||||
checkGLcall("glTexImage1D");
|
||||
|
||||
/* Reapply all the texture state information to this texture */
|
||||
setupTextureStates(iface, i);
|
||||
}
|
||||
|
||||
TRACE("-----------------------> Device defaults now set up...\n");
|
||||
|
||||
}
|
||||
|
||||
|
||||
DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
|
||||
D3DRS_ALPHABLENDENABLE ,
|
||||
D3DRS_ALPHAFUNC ,
|
||||
|
|
|
@ -31,13 +31,6 @@
|
|||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
|
||||
static const float idmatrix[16] = {
|
||||
1.0, 0.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
};
|
||||
|
||||
#define NUM_MODES 10
|
||||
static const int modes[NUM_MODES][3] = {
|
||||
{640, 480, 85},
|
||||
|
@ -405,15 +398,10 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
|
|||
object->CreateParms.hFocusWindow = hFocusWindow;
|
||||
object->CreateParms.BehaviorFlags = BehaviourFlags;
|
||||
|
||||
CreateStateBlock((LPDIRECT3DDEVICE8) object);
|
||||
|
||||
*ppReturnedDeviceInterface = (LPDIRECT3DDEVICE8)object;
|
||||
|
||||
/* Initialize settings */
|
||||
memcpy(&object->PresentParms, pPresentationParameters, sizeof(D3DPRESENT_PARAMETERS));
|
||||
memcpy(&object->StateBlock.transforms[D3DTS_WORLDMATRIX(0)], &idmatrix, sizeof(idmatrix));
|
||||
memcpy(&object->StateBlock.transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
|
||||
memcpy(&object->StateBlock.transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
|
||||
|
||||
object->PresentParms.BackBufferCount = 1; /* Opengl only supports one? */
|
||||
pPresentationParameters->BackBufferCount = 1;
|
||||
|
@ -517,6 +505,9 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
|
|||
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
||||
checkGLcall("glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
||||
|
||||
/* Setup all the devices defaults */
|
||||
CreateStateBlock((LPDIRECT3DDEVICE8) object);
|
||||
|
||||
LEAVE_GL();
|
||||
|
||||
{ /* Set a default viewport */
|
||||
|
@ -530,7 +521,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
|
|||
IDirect3DDevice8Impl_SetViewport((LPDIRECT3DDEVICE8) object, &vp);
|
||||
}
|
||||
|
||||
TRACE("(%p,%d) incomplete\n", This, Adapter);
|
||||
TRACE("(%p,%d)\n", This, Adapter);
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue