/* Direct3D Common functions (c) 1998 Lionel ULMER This file contains all common miscellaneous code that spans different 'objects' */ #include "wintypes.h" #include "wine/obj_base.h" #include "ddraw.h" #include "d3d.h" #include "debug.h" #include "d3d_private.h" #ifdef HAVE_MESAGL static void _dump_renderstate(D3DRENDERSTATETYPE type, DWORD value) { char *states[] = { NULL, "D3DRENDERSTATE_TEXTUREHANDLE", "D3DRENDERSTATE_ANTIALIAS", "D3DRENDERSTATE_TEXTUREADDRESS", "D3DRENDERSTATE_TEXTUREPERSPECTIVE", "D3DRENDERSTATE_WRAPU", "D3DRENDERSTATE_WRAPV", "D3DRENDERSTATE_ZENABLE", "D3DRENDERSTATE_FILLMODE", "D3DRENDERSTATE_SHADEMODE", "D3DRENDERSTATE_LINEPATTERN", "D3DRENDERSTATE_MONOENABLE", "D3DRENDERSTATE_ROP2", "D3DRENDERSTATE_PLANEMASK", "D3DRENDERSTATE_ZWRITEENABLE", "D3DRENDERSTATE_ALPHATESTENABLE", "D3DRENDERSTATE_LASTPIXEL", "D3DRENDERSTATE_TEXTUREMAG", "D3DRENDERSTATE_TEXTUREMIN", "D3DRENDERSTATE_SRCBLEND", "D3DRENDERSTATE_DESTBLEND", "D3DRENDERSTATE_TEXTUREMAPBLEND", "D3DRENDERSTATE_CULLMODE", "D3DRENDERSTATE_ZFUNC", "D3DRENDERSTATE_ALPHAREF", "D3DRENDERSTATE_ALPHAFUNC", "D3DRENDERSTATE_DITHERENABLE", "D3DRENDERSTATE_ALPHABLENDENABLE", "D3DRENDERSTATE_FOGENABLE", "D3DRENDERSTATE_SPECULARENABLE", "D3DRENDERSTATE_ZVISIBLE", "D3DRENDERSTATE_SUBPIXEL", "D3DRENDERSTATE_SUBPIXELX", "D3DRENDERSTATE_STIPPLEDALPHA", "D3DRENDERSTATE_FOGCOLOR", "D3DRENDERSTATE_FOGTABLEMODE", "D3DRENDERSTATE_FOGTABLESTART", "D3DRENDERSTATE_FOGTABLEEND", "D3DRENDERSTATE_FOGTABLEDENSITY", "D3DRENDERSTATE_STIPPLEENABLE", "D3DRENDERSTATE_EDGEANTIALIAS", "D3DRENDERSTATE_COLORKEYENABLE", "ERR", "D3DRENDERSTATE_BORDERCOLOR", "D3DRENDERSTATE_TEXTUREADDRESSU", "D3DRENDERSTATE_TEXTUREADDRESSV", "D3DRENDERSTATE_MIPMAPLODBIAS", "D3DRENDERSTATE_ZBIAS", "D3DRENDERSTATE_RANGEFOGENABLE", "D3DRENDERSTATE_ANISOTROPY", "D3DRENDERSTATE_FLUSHBATCH", "ERR", "ERR", "ERR", "ERR", "ERR", "ERR", "ERR", "ERR", "ERR", "ERR", "ERR", "ERR", "ERR", "D3DRENDERSTATE_STIPPLEPATTERN00", "D3DRENDERSTATE_STIPPLEPATTERN01", "D3DRENDERSTATE_STIPPLEPATTERN02", "D3DRENDERSTATE_STIPPLEPATTERN03", "D3DRENDERSTATE_STIPPLEPATTERN04", "D3DRENDERSTATE_STIPPLEPATTERN05", "D3DRENDERSTATE_STIPPLEPATTERN06", "D3DRENDERSTATE_STIPPLEPATTERN07", "D3DRENDERSTATE_STIPPLEPATTERN08", "D3DRENDERSTATE_STIPPLEPATTERN09", "D3DRENDERSTATE_STIPPLEPATTERN10", "D3DRENDERSTATE_STIPPLEPATTERN11", "D3DRENDERSTATE_STIPPLEPATTERN12", "D3DRENDERSTATE_STIPPLEPATTERN13", "D3DRENDERSTATE_STIPPLEPATTERN14", "D3DRENDERSTATE_STIPPLEPATTERN15", "D3DRENDERSTATE_STIPPLEPATTERN16", "D3DRENDERSTATE_STIPPLEPATTERN17", "D3DRENDERSTATE_STIPPLEPATTERN18", "D3DRENDERSTATE_STIPPLEPATTERN19", "D3DRENDERSTATE_STIPPLEPATTERN20", "D3DRENDERSTATE_STIPPLEPATTERN21", "D3DRENDERSTATE_STIPPLEPATTERN22", "D3DRENDERSTATE_STIPPLEPATTERN23", "D3DRENDERSTATE_STIPPLEPATTERN24", "D3DRENDERSTATE_STIPPLEPATTERN25", "D3DRENDERSTATE_STIPPLEPATTERN26", "D3DRENDERSTATE_STIPPLEPATTERN27", "D3DRENDERSTATE_STIPPLEPATTERN28", "D3DRENDERSTATE_STIPPLEPATTERN29", "D3DRENDERSTATE_STIPPLEPATTERN30", "D3DRENDERSTATE_STIPPLEPATTERN31" }; DUMP(" %s = 0x%08lx\n", states[type], value); } void set_render_state(D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, RenderState *rs) { if (TRACE_ON(ddraw)) _dump_renderstate(dwRenderStateType, dwRenderState); /* First, all the stipple patterns */ if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) && (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) { ERR(ddraw, "Unhandled stipple !\n"); } else { /* All others state variables */ switch (dwRenderStateType) { case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */ LPDIRECT3DTEXTURE2 tex = (LPDIRECT3DTEXTURE2) dwRenderState; if (tex == NULL) { glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } else { TRACE(ddraw, "setting OpenGL texture handle : %d\n", tex->tex_name); glEnable(GL_TEXTURE_2D); /* Default parameters */ glBindTexture(GL_TEXTURE_2D, tex->tex_name); /* To prevent state change, we could test here what are the parameters stored in the texture */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rs->mag); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rs->min); } } break; case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */ if (dwRenderState) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); else glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); break; case D3DRENDERSTATE_ZENABLE: /* 7 */ if (dwRenderState) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); break; case D3DRENDERSTATE_FILLMODE: /* 8 */ switch ((D3DFILLMODE) dwRenderState) { case D3DFILL_SOLID: break; default: ERR(ddraw, "Unhandled fill mode !\n"); } break; case D3DRENDERSTATE_SHADEMODE: /* 9 */ switch ((D3DSHADEMODE) dwRenderState) { case D3DSHADE_FLAT: glShadeModel(GL_FLAT); break; case D3DSHADE_GOURAUD: glShadeModel(GL_SMOOTH); break; default: ERR(ddraw, "Unhandled shade mode !\n"); } break; case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */ if (dwRenderState) glDepthMask(GL_TRUE); else glDepthMask(GL_FALSE); break; case D3DRENDERSTATE_TEXTUREMAG: /* 17 */ switch ((D3DTEXTUREFILTER) dwRenderState) { case D3DFILTER_NEAREST: rs->mag = GL_NEAREST; break; case D3DFILTER_LINEAR: rs->mag = GL_LINEAR; break; default: ERR(ddraw, "Unhandled texture mag !\n"); } break; case D3DRENDERSTATE_TEXTUREMIN: /* 18 */ switch ((D3DTEXTUREFILTER) dwRenderState) { case D3DFILTER_NEAREST: rs->min = GL_NEAREST; break; case D3DFILTER_LINEAR: rs->mag = GL_LINEAR; break; default: ERR(ddraw, "Unhandled texture min !\n"); } break; case D3DRENDERSTATE_SRCBLEND: /* 19 */ switch ((D3DBLEND) dwRenderState) { case D3DBLEND_SRCALPHA: rs->src = GL_SRC_ALPHA; break; default: ERR(ddraw, "Unhandled blend mode !\n"); } glBlendFunc(rs->src, rs->dst); break; case D3DRENDERSTATE_DESTBLEND: /* 20 */ switch ((D3DBLEND) dwRenderState) { case D3DBLEND_INVSRCALPHA: rs->dst = GL_ONE_MINUS_SRC_ALPHA; break; default: ERR(ddraw, "Unhandled blend mode !\n"); } glBlendFunc(rs->src, rs->dst); break; case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */ switch ((D3DTEXTUREBLEND) dwRenderState) { case D3DTBLEND_MODULATE: case D3DTBLEND_MODULATEALPHA: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); break; default: ERR(ddraw, "Unhandled texture environment !\n"); } break; case D3DRENDERSTATE_CULLMODE: /* 22 */ switch ((D3DCULL) dwRenderState) { case D3DCULL_NONE: glDisable(GL_CULL_FACE); break; case D3DCULL_CW: glEnable(GL_CULL_FACE); glFrontFace(GL_CW); break; case D3DCULL_CCW: glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); break; default: ERR(ddraw, "Unhandled cull mode !\n"); } break; case D3DRENDERSTATE_ZFUNC: /* 23 */ switch ((D3DCMPFUNC) dwRenderState) { case D3DCMP_NEVER: glDepthFunc(GL_NEVER); break; case D3DCMP_LESS: glDepthFunc(GL_LESS); break; case D3DCMP_EQUAL: glDepthFunc(GL_EQUAL); break; case D3DCMP_LESSEQUAL: glDepthFunc(GL_LEQUAL); break; case D3DCMP_GREATER: glDepthFunc(GL_GREATER); break; case D3DCMP_NOTEQUAL: glDepthFunc(GL_NOTEQUAL); break; case D3DCMP_GREATEREQUAL: glDepthFunc(GL_GEQUAL); break; case D3DCMP_ALWAYS: glDepthFunc(GL_ALWAYS); break; default: ERR(ddraw, "Unexpected value\n"); } break; case D3DRENDERSTATE_DITHERENABLE: /* 26 */ if (dwRenderState) glEnable(GL_DITHER); else glDisable(GL_DITHER); break; case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */ if (dwRenderState) glEnable(GL_BLEND); else glDisable(GL_BLEND); break; case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */ if (dwRenderState) glEnable(GL_BLEND); else glDisable(GL_BLEND); break; case D3DRENDERSTATE_FLUSHBATCH: /* 50 */ break; default: ERR(ddraw, "Unhandled Render State\n"); break; } } } #endif /* HAVE_MESAGL */