/* 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; } void set_render_state(D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, RenderState *rs) { 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_ZENABLE: /* 7 */ if (dwRenderState) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); 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_ONE: rs->src = GL_ONE; break; case D3DBLEND_SRCALPHA: rs->src = GL_SRC_ALPHA; break; default: ERR("Unhandled blend mode %ld !\n",dwRenderState); } glBlendFunc(rs->src, rs->dst); break; case D3DRENDERSTATE_DESTBLEND: /* 20 */ switch ((D3DBLEND) dwRenderState) { case D3DBLEND_ONE: rs->dst = GL_ONE; break; case D3DBLEND_INVSRCALPHA: rs->dst = GL_ONE_MINUS_SRC_ALPHA; break; default: ERR("Unhandled 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; case D3DCULL_CW: glEnable(GL_CULL_FACE); glFrontFace(GL_CW); break; case D3DCULL_CCW: glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); 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); else glDisable(GL_BLEND); break; case D3DRENDERSTATE_FOGENABLE: /* 28 */ if (dwRenderState) glEnable(GL_FOG); else glDisable(GL_FOG); 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_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; default: ERR("Unhandled dwRenderStateType %s !\n", _get_renderstate(dwRenderStateType)); } LEAVE_GL(); } }