Commit Graph

104 Commits

Author SHA1 Message Date
Jason Edmeades 02f3df3988 Windows never reports 24 bit colours, and some games fail to work
unless in specific modes. Report 16bit colour for 24bit modes.
2003-04-20 02:43:05 +00:00
Jason Edmeades 5abc0654b5 Correct device capabilites including support in previous patch, as
well as making the texture operations capabilities more accurate.
2003-04-19 20:33:23 +00:00
Jason Edmeades 55e85807f8 Add DotProduct3 support if supported by opengl. 2003-04-19 20:30:58 +00:00
Jason Edmeades 2a7f46d0b4 Make codesampler texture addressing mode sample work better.
Add mirrorsupport (if opengl 1.3) and make clamp and border appear
more similar to Windows.
2003-04-19 20:08:14 +00:00
Christian Costa 7f1250e5cf Handle creation of a depth/stencil buffer when creating a device.
Implement IDirect3D8DeviceImpl_GetDepthStencilBuffer.
2003-04-17 02:16:07 +00:00
Christian Costa 074d293c85 Increase MaxStreams to 2 in CAPS. 2003-04-13 01:03:05 +00:00
Alexandre Julliard 31e78f479e Header files must not include config.h. 2003-04-12 00:06:42 +00:00
Rok Mandeljc c895fc9d04 Added version info. 2003-04-03 23:55:27 +00:00
Alexandre Julliard 114a31a2a8 Take advantage of new winebuild syntax to remove redundant function
names in spec files.
2003-03-20 03:53:12 +00:00
Jason Edmeades 043680c140 Correct some capabilities, and default others to fully supported for
now.
2003-02-01 00:35:36 +00:00
Raphael Junqueira 92155f158f - Defer of IDirect3DVertexShader_SetConstant, waiting for
DrawPrimitive call.
- Beginning of VertexShader constants support into stateblock (only
  stored, not captured yet).
- Fix compiation with nivdia GL/gl.h and mesa Gl/glext headers as
  reported by Andrew John Hughes.
- One glActiveTexture/glActiveTextureARB missing.
2003-01-30 00:18:27 +00:00
Raphael Junqueira 4b0297d894 Some needed cleanups for future dx9 and d3d common layer support:
- stateblocks to IDirect3DStateBlockImpl interface and moving into
    a new file (stateblock.c)
  - shaders to IDirect3D*ShaderImpl interfaces
  - splitting vshader and vshader declaration as in dx9 into 2
    interfaces (for future common layer use)
  - vshader declaration code to a new file (vsaderdeclaration.c)
  - device calls to new interfaces (redirect stubs)
Simple texture fix for a little regression after last Jason's patches.
Some caps code using the GL/glext.h defines (GL_VERSION_*).
2003-01-28 01:12:23 +00:00
Jason Edmeades aaa68a32f7 Add support for color material sources, with help from Lucho. 2003-01-24 00:48:10 +00:00
Jason Edmeades 5840a1bffc Use device max lights and clipplane support. Also change clipplane to
be affected by view matrix.
2003-01-23 22:38:51 +00:00
Alexandre Julliard f8aa3b506c Added -Wpointer-arith gcc flag, and fixed the resulting warnings. 2003-01-23 21:32:35 +00:00
Jason Edmeades b4a3f1dc68 Ensure using correct args during complement texture operations. 2003-01-21 00:41:32 +00:00
Jason Edmeades ffd4fd517e Restore the texture env mode on SetTexture - Fixes problem in
codesampler demo.
2003-01-21 00:30:27 +00:00
Jason Edmeades f5885defc9 Only reload the mipmap images when dirty. 2003-01-20 23:23:41 +00:00
Raphael Junqueira 9e43683316 - beginning of vertex matrix blending using extensions (currently
alpha alpha stage as i haven't understand needed extension behavior)
- modify SetRenderState for matrix blending specific params
- by default diffuse color is white ;)
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 23:12:37 +00:00
Raphael Junqueira 72fb7acf8d Beginning of more COM compliant behavior:
- AddRef/Release where needed
- use IUnknown* instead void*
- fix many GetDevice using AddRef
- fix IDirect3DSurface8Impl_GetContainer using QueryInterface
2003-01-14 23:05:39 +00:00
Jason Edmeades 7472d72e03 Copyrect should flag destination texture as dirty, to force it to be
reloaded.
2003-01-14 22:53:50 +00:00
Jason Edmeades bcb05fd43e Add support for some of the texture address states and border colour. 2003-01-14 22:50:00 +00:00
Raphael Junqueira 6b03dd5c85 - move input and output data in VertexShader struct
- better traces
- specific input data filling function for vertex shaders using vertex
  shader declaration (and not FVF ... maybe FVF will return for fast
  path with simples vertex shader declarations)
- huge vertex shader fixes:
  - add and fix many vs (1.0->2.0) used opcodes in complex shaders
  - improvements to programs parser: parse comments, version, ..
  - add a vertex shader input filler function (parsing vertex shader
    declaration): almost complete
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 20:29:33 +00:00
Jason Edmeades cf5c35bc81 Calculate starting position for a copyrect correctly. 2003-01-09 06:02:39 +00:00
Dan Kegel 0fd521fee3 Change RECT to use LONG to match win32 standard headers and fix format
strings to use %ld for RECT elements.
2003-01-08 21:09:25 +00:00
Dimitrie O. Paun 297f3d898d Define NONAMELESS{STRUCT,UNION} explicitly in the files that need them. 2003-01-07 20:36:20 +00:00
Jason Edmeades 850a9429db Added basic support for mipmaping, verified using sample from
codesampler.com.
2003-01-03 21:28:05 +00:00
Jason Edmeades 3d1b725900 - Use faster vertex arrays (rather than processing vertexes one by
one), whenever possible.
- Less trace in the slower form by default.
2003-01-03 21:25:42 +00:00
Patrik Stridvall 46304a7361 Fixed some issues found by winapi_check. 2003-01-02 19:28:09 +00:00
Raphael Junqueira 559b10699f - integration with DrawPrimitive
- remove non-esthetic c++ comments into c comments block ;)
- more more debug
- indent, cleanups
- trying to use DIFFUSE and SPECULAR for vertex shader
- many fixes
- integration with Jason's texture patch
2003-01-02 17:59:01 +00:00
Jason Edmeades 13ee7cd154 Query opengl to ensure it supports multitexture, and honour the number
of supported texture units. Especially important for NVidia drivers
which only support 2 texture units.
2002-12-23 01:34:59 +00:00
Raphael Junqueira 1df8f18e46 - some fixes in CreateDevice init
- vertex shader declaration parser (with output dump) and
   interpretation (generate the FVF descriptor for program input)
 - vertex shader program parser (with output dump)
 - software vertex shader program emulation
2002-12-18 05:05:41 +00:00
Jason Edmeades a4224fe28d The simple bits of fog. 2002-12-17 04:14:34 +00:00
Raphael Junqueira e31ae92630 - some D3D8 fixes
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
  DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
  the core header)
2002-12-17 01:15:15 +00:00
Jason Edmeades 2aff85c9c8 Thanks to Lucho, text support in samples now starts to
appear. Textures now saved in state blocks, and correct FVF's used for
drawing.
2002-12-13 20:25:59 +00:00
Alexandre Julliard dbf8b78acd Added .spec.def files. 2002-12-12 22:04:04 +00:00
Lionel Ulmer 56ab2b3e91 Load OpenGL library dynamically from x11drv. 2002-11-15 04:16:38 +00:00
Jason Edmeades fcb753ee26 - Fix bug in multitexturing introduced during dummy texture changes.
- Additional traces.
2002-11-12 02:14:13 +00:00
Jason Edmeades ca6bcdcc99 - Stencil mapping now works (it helps to actually allocate a stencil
buffer).
- Texture mapping corrected if no real texture bound.
- Code now detects which opengl extensions are present - to be
  extended later.
- More debug tracepoints.
2002-11-06 19:56:32 +00:00
Alexandre Julliard 1e1313d54c Made the dll entry point default to DllMain and removed most of the
'init' spec file declarations.
2002-11-04 23:53:41 +00:00
Jason Edmeades 01878bbf22 Handle texture FVF formats when no texture is bound. 2002-10-28 20:41:23 +00:00
Jason Edmeades 37d0fe62d6 Add copyrects support. 2002-10-28 20:07:24 +00:00
Jason Edmeades ec7155b608 - 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.
2002-10-28 19:00:23 +00:00
Jason Edmeades 3f4d4dab65 Define the main directx8 entrypoint. 2002-10-25 03:51:00 +00:00
Jason Edmeades 07d5c1a32e Beginnings of Stencil support. 2002-10-22 00:42:11 +00:00
Jason Edmeades 99cd0de7d9 Add the basic support for volume textures / volumes (3d textures). 2002-10-21 18:21:59 +00:00
Alexandre Julliard b34fb35b31 Fixed warnings caused by conversion to -DSTRICT. 2002-10-18 23:48:57 +00:00
Jason Edmeades 6fc8f9f399 - Dont set lighting during draw primitive, rely on the render state.
- Small fix for alpha testing.
- Add support to enable/disable clipping as a whole.
- Allow D3DRS_TEXTUREFACTOR to be changed once texture stage arg set
  up.
- D3DTOP_DISABLE initial implementation.
2002-10-17 01:21:43 +00:00
Jason Edmeades 37d40786e7 - ClipPlanes work better.
- Culling now configures itself properly.
2002-10-13 17:53:15 +00:00
Jason Edmeades 78a9bf8709 Significantly improve the lighting code. 2002-10-11 23:31:07 +00:00
Jason Edmeades 9240bc3fbe Various fixes, typos corrected and clarifying trace points. 2002-10-07 18:24:28 +00:00
Alexandre Julliard 137eed8d9b Moved X flags and libraries out of Make.rules into the makefiles that
need them.
2002-10-01 18:16:19 +00:00
Jason Edmeades 26258ce06a Initial D3D8 implementation. 2002-09-27 22:46:16 +00:00
Sylvain Petreolle 3a99d8baa1 Created d3d8 stub dll. 2002-06-25 23:23:03 +00:00