/* 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 "wine/obj_base.h" #include "ddraw.h" #include "d3d.h" #include "wine/debug.h" #include "mesa_private.h" WINE_DEFAULT_DEBUG_CHANNEL(ddraw); #define D3DTPRIVATE(x) mesa_d3dt_private *dtpriv = (mesa_d3dt_private*)(x)->private 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("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType); } else { ENTER_GL(); /* All others state variables */ switch (dwRenderStateType) { case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */ IDirect3DTexture2Impl* tex = (IDirect3DTexture2Impl*) dwRenderState; if (tex == NULL) { glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); TRACE("disabling texturing\n"); } else { D3DTPRIVATE(tex); glEnable(GL_TEXTURE_2D); /* Default parameters */ glBindTexture(GL_TEXTURE_2D, dtpriv->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", dtpriv->tex_name); } } 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 !\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("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("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("Unhandled texture min !\n"); } break; case D3DRENDERSTATE_SRCBLEND: /* 19 */ switch ((D3DBLEND) dwRenderState) { case D3DBLEND_SRCALPHA: rs->src = GL_SRC_ALPHA; break; default: ERR("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("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("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("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("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("Unhandled dwRenderStateType %d!\n",dwRenderStateType); break; } LEAVE_GL(); } }