/* Direct3D Common functions * Copyright (c) 1998 Lionel ULMER * * This file contains all MESA common code * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include "windef.h" #include "objbase.h" #include "ddraw.h" #include "d3d.h" #include "wine/debug.h" #include "mesa_private.h" WINE_DEFAULT_DEBUG_CHANNEL(ddraw); GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState) { switch (dwRenderState) { case D3DCMP_NEVER: return GL_NEVER; case D3DCMP_LESS: return GL_LESS; case D3DCMP_EQUAL: return GL_EQUAL; case D3DCMP_LESSEQUAL: return GL_LEQUAL; case D3DCMP_GREATER: return GL_GREATER; case D3DCMP_NOTEQUAL: return GL_NOTEQUAL; case D3DCMP_GREATEREQUAL: return GL_GEQUAL; case D3DCMP_ALWAYS: return GL_ALWAYS; default: ERR("Unexpected compare type %d !\n", dwRenderState); } return GL_ALWAYS; } GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState) { switch (dwRenderState) { case D3DSTENCILOP_KEEP: return GL_KEEP; case D3DSTENCILOP_ZERO: return GL_ZERO; case D3DSTENCILOP_REPLACE: return GL_REPLACE; case D3DSTENCILOP_INCRSAT: return GL_INCR; case D3DSTENCILOP_DECRSAT: return GL_DECR; case D3DSTENCILOP_INVERT: return GL_INVERT; case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR; case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR; default: ERR("Unexpected compare type %d !\n", dwRenderState); } return GL_KEEP; } void set_render_state(IDirect3DDeviceGLImpl* This, D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState) { RenderState* rs = &This->render_state; if (TRACE_ON(ddraw)) TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState); /* First, all the stipple patterns */ if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) && (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) { ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType); } else { ENTER_GL(); /* All others state variables */ switch (dwRenderStateType) { case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */ IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState; if (tex == NULL) { glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); TRACE("disabling texturing\n"); } else { IDirect3DTextureGLImpl *gl_tex = (IDirect3DTextureGLImpl *) tex->tex_private; glEnable(GL_TEXTURE_2D); /* Default parameters */ glBindTexture(GL_TEXTURE_2D, gl_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); TRACE("setting OpenGL texture handle : %d\n", gl_tex->tex_name); } } break; case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */ case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */ case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */ GLenum arg = GL_REPEAT; /* Default value */ switch ((D3DTEXTUREADDRESS) dwRenderState) { case D3DTADDRESS_WRAP: arg = GL_REPEAT; break; case D3DTADDRESS_CLAMP: arg = GL_CLAMP; break; case D3DTADDRESS_BORDER: arg = GL_CLAMP_TO_EDGE; break; default: ERR("Unhandled TEXTUREADDRESS mode %ld !\n", dwRenderState); } if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) || (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg); if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSV) || (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg); } 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_WRAPU: /* 5 */ if (dwRenderState) ERR("WRAPU mode unsupported by OpenGL.. Expect graphical glitches !\n"); break; case D3DRENDERSTATE_WRAPV: /* 6 */ if (dwRenderState) ERR("WRAPV mode unsupported by OpenGL.. Expect graphical glitches !\n"); break; case D3DRENDERSTATE_ZENABLE: /* 7 */ /* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be updated either.. No idea about what happens in D3D. Maybe replacing the Z function by ALWAYS would be a better idea. */ if (dwRenderState == D3DZB_TRUE) glEnable(GL_DEPTH_TEST); else if (dwRenderState == D3DZB_FALSE) glDisable(GL_DEPTH_TEST); else { glEnable(GL_DEPTH_TEST); WARN(" w-buffering not supported.\n"); } break; case D3DRENDERSTATE_FILLMODE: /* 8 */ switch ((D3DFILLMODE) dwRenderState) { case D3DFILL_POINT: glPolygonMode(GL_FRONT_AND_BACK,GL_POINT); break; case D3DFILL_WIREFRAME: glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); break; case D3DFILL_SOLID: glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); break; default: ERR("Unhandled fill mode %ld !\n",dwRenderState); } break; case D3DRENDERSTATE_SHADEMODE: /* 9 */ switch ((D3DSHADEMODE) dwRenderState) { case D3DSHADE_FLAT: glShadeModel(GL_FLAT); break; case D3DSHADE_GOURAUD: glShadeModel(GL_SMOOTH); break; default: ERR("Unhandled shade mode %ld !\n",dwRenderState); } break; case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */ if (dwRenderState) glDepthMask(GL_TRUE); else glDepthMask(GL_FALSE); break; case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */ if (dwRenderState) glEnable(GL_ALPHA_TEST); else glDisable(GL_ALPHA_TEST); 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("Unhandled texture mag %ld !\n",dwRenderState); } 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("Unhandled texture min %ld !\n",dwRenderState); } break; case D3DRENDERSTATE_SRCBLEND: /* 19 */ switch ((D3DBLEND) dwRenderState) { case D3DBLEND_ZERO: rs->src = GL_ZERO; break; case D3DBLEND_ONE: rs->src = GL_ONE; break; case D3DBLEND_SRCALPHA: rs->src = GL_SRC_ALPHA; break; case D3DBLEND_INVSRCALPHA: rs->src = GL_ONE_MINUS_SRC_ALPHA; break; case D3DBLEND_DESTALPHA: rs->src = GL_DST_ALPHA; break; case D3DBLEND_INVDESTALPHA: rs->src = GL_ONE_MINUS_DST_ALPHA; break; case D3DBLEND_DESTCOLOR: rs->src = GL_DST_COLOR; break; case D3DBLEND_INVDESTCOLOR: rs->src = GL_ONE_MINUS_DST_COLOR; break; case D3DBLEND_BOTHSRCALPHA: rs->src = GL_SRC_ALPHA; rs->dst = GL_SRC_ALPHA; break; case D3DBLEND_BOTHINVSRCALPHA: rs->src = GL_ONE_MINUS_SRC_ALPHA; rs->dst = GL_ONE_MINUS_SRC_ALPHA; break; case D3DBLEND_SRCALPHASAT: rs->src = GL_SRC_ALPHA_SATURATE; break; case D3DBLEND_SRCCOLOR: case D3DBLEND_INVSRCCOLOR: /* Cannot be supported with OpenGL */ break; default: ERR("Unhandled src blend mode %ld !\n",dwRenderState); } glBlendFunc(rs->src, rs->dst); break; case D3DRENDERSTATE_DESTBLEND: /* 20 */ switch ((D3DBLEND) dwRenderState) { case D3DBLEND_ZERO: rs->dst = GL_ZERO; break; case D3DBLEND_ONE: rs->dst = GL_ONE; break; case D3DBLEND_SRCCOLOR: rs->dst = GL_SRC_COLOR; break; case D3DBLEND_INVSRCCOLOR: rs->dst = GL_ONE_MINUS_SRC_COLOR; break; case D3DBLEND_SRCALPHA: rs->dst = GL_SRC_ALPHA; break; case D3DBLEND_INVSRCALPHA: rs->dst = GL_ONE_MINUS_SRC_ALPHA; break; case D3DBLEND_DESTALPHA: rs->dst = GL_DST_ALPHA; break; case D3DBLEND_INVDESTALPHA: rs->dst = GL_ONE_MINUS_DST_ALPHA; break; case D3DBLEND_DESTCOLOR: case D3DBLEND_INVDESTCOLOR: /* Cannot be supported with OpenGL */ break; default: ERR("Unhandled dest blend mode %ld !\n",dwRenderState); } 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("Unhandled texture environment %ld !\n",dwRenderState); } break; case D3DRENDERSTATE_CULLMODE: /* 22 */ switch ((D3DCULL) dwRenderState) { case D3DCULL_NONE: glDisable(GL_CULL_FACE); break; /* Not sure about these... The DirectX doc is, well, pretty unclear :-) */ case D3DCULL_CW: glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glCullFace(GL_BACK); break; case D3DCULL_CCW: glEnable(GL_CULL_FACE); glFrontFace(GL_CW); glCullFace(GL_BACK); break; default: ERR("Unhandled cull mode %ld !\n",dwRenderState); } break; case D3DRENDERSTATE_ZFUNC: /* 23 */ glDepthFunc(convert_D3D_compare_to_GL(dwRenderState)); break; case D3DRENDERSTATE_ALPHAREF: /* 24 */ rs->alpha_ref = dwRenderState / 255.0; glAlphaFunc(rs->alpha_func, rs->alpha_ref); break; case D3DRENDERSTATE_ALPHAFUNC: /* 25 */ rs->alpha_func = convert_D3D_compare_to_GL(dwRenderState); glAlphaFunc(rs->alpha_func, rs->alpha_ref); break; case D3DRENDERSTATE_DITHERENABLE: /* 26 */ if (dwRenderState) glEnable(GL_DITHER); else glDisable(GL_DITHER); break; case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */ if (dwRenderState) { glEnable(GL_BLEND); rs->alpha_blend_enable = TRUE; } else { glDisable(GL_BLEND); rs->alpha_blend_enable = FALSE; } break; case D3DRENDERSTATE_FOGENABLE: /* 28 */ if (dwRenderState) { glEnable(GL_FOG); rs->fog_on = TRUE; } else { glDisable(GL_FOG); rs->fog_on = FALSE; } break; case D3DRENDERSTATE_SPECULARENABLE: /* 29 */ if (dwRenderState) ERR(" Specular Lighting not supported yet.\n"); break; case D3DRENDERSTATE_SUBPIXEL: /* 31 */ case D3DRENDERSTATE_SUBPIXELX: /* 32 */ /* We do not support this anyway, so why protest :-) */ break; case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */ if (dwRenderState) ERR(" Stippled Alpha not supported yet.\n"); break; case D3DRENDERSTATE_FOGCOLOR: { /* 34 */ GLint color[4]; color[0] = (dwRenderState >> 16) & 0xFF; color[1] = (dwRenderState >> 8) & 0xFF; color[2] = (dwRenderState >> 0) & 0xFF; color[3] = (dwRenderState >> 24) & 0xFF; glFogiv(GL_FOG_COLOR, color); } break; case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */ if (dwRenderState) glEnable(GL_BLEND); else glDisable(GL_BLEND); break; case D3DRENDERSTATE_ZBIAS: /* 47 */ /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */ if (dwRenderState == 0) { glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_LINE); glDisable(GL_POLYGON_OFFSET_POINT); } else { glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_POLYGON_OFFSET_POINT); glPolygonOffset(1.0, dwRenderState * 1.0); } break; case D3DRENDERSTATE_FLUSHBATCH: /* 50 */ break; case D3DRENDERSTATE_STENCILENABLE: /* 52 */ if (dwRenderState) glDisable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); break; case D3DRENDERSTATE_STENCILFAIL: /* 53 */ rs->stencil_fail = convert_D3D_stencilop_to_GL(dwRenderState); glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass); break; case D3DRENDERSTATE_STENCILZFAIL: /* 54 */ rs->stencil_zfail = convert_D3D_stencilop_to_GL(dwRenderState); glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass); break; case D3DRENDERSTATE_STENCILPASS: /* 55 */ rs->stencil_pass = convert_D3D_stencilop_to_GL(dwRenderState); glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass); break; case D3DRENDERSTATE_STENCILFUNC: /* 56 */ rs->stencil_func = convert_D3D_compare_to_GL(dwRenderState); glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask); break; case D3DRENDERSTATE_STENCILREF: /* 57 */ rs->stencil_ref = dwRenderState; glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask); break; case D3DRENDERSTATE_STENCILMASK: /* 58 */ rs->stencil_mask = dwRenderState; glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask); break; case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */ glStencilMask(dwRenderState); break; case D3DRENDERSTATE_CLIPPING: /* 136 */ /* Nothing to do here... Even if what we receive is already clipped by the application, we cannot tell OpenGL to not re-clip it. */ break; case D3DRENDERSTATE_LIGHTING: /* 137 */ if (dwRenderState) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); break; case D3DRENDERSTATE_AMBIENT: { /* 139 */ float light[4]; light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0; light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0; light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0; light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light); } break; case D3DRENDERSTATE_LOCALVIEWER: /* 142 */ if (dwRenderState) glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); else glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE); break; case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */ if (dwRenderState) { glEnable(GL_NORMALIZE); glEnable(GL_RESCALE_NORMAL); } else { glDisable(GL_NORMALIZE); glDisable(GL_RESCALE_NORMAL); } break; case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */ rs->color_diffuse = dwRenderState; break; case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */ rs->color_specular = dwRenderState; break; case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */ rs->color_ambient = dwRenderState; break; case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */ rs->color_emissive = dwRenderState; break; default: ERR("Unhandled dwRenderStateType %s (%08x) !\n", _get_renderstate(dwRenderStateType), dwRenderStateType); } LEAVE_GL(); } } void store_render_state(D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK* lpStateBlock) { TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState); lpStateBlock->render_state[dwRenderStateType-1] = dwRenderState; } void get_render_state(D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK* lpStateBlock) { *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType-1]; if (TRACE_ON(ddraw)) TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState); } void apply_render_state(IDirect3DDeviceGLImpl* This, STATEBLOCK* lpStateBlock) { DWORD i; TRACE("(%p,%p)\n", This, lpStateBlock); for(i=0;iset_flags.render_state[i]) set_render_state(This, i+1, lpStateBlock->render_state[i]); }