/* 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; } GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState) { switch ((D3DBLEND) dwRenderState) { case D3DBLEND_ZERO: return GL_ZERO; case D3DBLEND_ONE: return GL_ONE; case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA; case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA; case D3DBLEND_DESTALPHA: return GL_DST_ALPHA; case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA; case D3DBLEND_DESTCOLOR: return GL_DST_COLOR; case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR; case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE; case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR; case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR; default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO; } } void set_render_state(IDirect3DDeviceImpl* This, D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock) { DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1]; 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; LEAVE_GL(); IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7), 0, ICOM_INTERFACE(tex, IDirectDrawSurface7)); ENTER_GL(); } break; case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */ case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */ case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */ D3DTEXTURESTAGESTATETYPE d3dTexStageStateType; if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS; else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU; else d3dTexStageStateType = D3DTSS_ADDRESSV; LEAVE_GL(); IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, d3dTexStageStateType, dwRenderState); ENTER_GL(); } 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 */ DWORD tex_mag = 0xFFFFFFFF; switch ((D3DTEXTUREFILTER) dwRenderState) { case D3DFILTER_NEAREST: tex_mag = D3DTFG_POINT; break; case D3DFILTER_LINEAR: tex_mag = D3DTFG_LINEAR; break; default: ERR("Unhandled texture mag %ld !\n",dwRenderState); } if (tex_mag != 0xFFFFFFFF) { LEAVE_GL(); IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag); ENTER_GL(); } } break; case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */ DWORD tex_min = 0xFFFFFFFF; switch ((D3DTEXTUREFILTER) dwRenderState) { case D3DFILTER_NEAREST: tex_min = D3DTFN_POINT; break; case D3DFILTER_LINEAR: tex_min = D3DTFN_LINEAR; break; default: ERR("Unhandled texture min %ld !\n",dwRenderState); } if (tex_min != 0xFFFFFFFF) { LEAVE_GL(); IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min); ENTER_GL(); } } break; case D3DRENDERSTATE_SRCBLEND: /* 19 */ case D3DRENDERSTATE_DESTBLEND: /* 20 */ glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]), convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1])); 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_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 */ case D3DRENDERSTATE_ALPHAFUNC: /* 25 */ glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]), (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0); 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 */ /* Nothing to do here. Only the storage matters :-) */ 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 */ GLfloat color[4]; color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f; color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f; color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f; color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f; glFogfv(GL_FOG_COLOR,color); /* Note: glFogiv does not seem to work */ } break; case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */ case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */ case D3DRENDERSTATE_FOGSTART: /* 36 */ case D3DRENDERSTATE_FOGEND: /* 37 */ /* Nothing to do here. Only the storage matters :-) */ break; case D3DRENDERSTATE_FOGDENSITY: /* 38 */ glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState); break; case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */ /* This needs to be fixed. */ 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) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); break; case D3DRENDERSTATE_STENCILFAIL: /* 53 */ case D3DRENDERSTATE_STENCILZFAIL: /* 54 */ case D3DRENDERSTATE_STENCILPASS: /* 55 */ glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]), convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]), convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1])); break; case D3DRENDERSTATE_STENCILFUNC: /* 56 */ case D3DRENDERSTATE_STENCILREF: /* 57 */ case D3DRENDERSTATE_STENCILMASK: /* 58 */ glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]), lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1], lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]); break; case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */ glStencilMask(dwRenderState); break; case D3DRENDERSTATE_CLIPPING: /* 136 */ case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */ GLint i; DWORD mask, runner; if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) { mask = ((dwRenderState) ? (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x0000)); } else { mask = dwRenderState; } for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) { if (mask & runner) { glEnable(GL_CLIP_PLANE0 + i); } else { glDisable(GL_CLIP_PLANE0 + i); } } } 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_COLORVERTEX: /* 141 */ /* Nothing to do here.. Only storage matters */ 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 */ case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */ case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */ case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */ /* Nothing to do here. Only the storage matters :-) */ break; default: ERR("Unhandled dwRenderStateType %s (%08x) value : %08lx !\n", _get_renderstate(dwRenderStateType), dwRenderStateType, dwRenderState); } LEAVE_GL(); } } void store_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock) { TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState); /* Some special cases first.. */ if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) { if (dwRenderState == D3DBLEND_BOTHSRCALPHA) { lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA; lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA; return; } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) { lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA; lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA; return; } } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) { lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState; lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState; } /* Default case */ lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState; } void get_render_state(IDirect3DDeviceImpl *This, 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(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock) { DWORD i; TRACE("(%p,%p)\n", This, lpStateBlock); for(i = 0; i < HIGHEST_RENDER_STATE; i++) if (lpStateBlock->set_flags.render_state[i]) set_render_state(This, i + 1, lpStateBlock); }