/* Direct3D Device (c) 1998 Lionel ULMER This files contains the MESA implementation of all the D3D devices that Wine supports. */ #include "config.h" #include #include "windef.h" #include "winerror.h" #include "wine/obj_base.h" #include "ddraw.h" #include "d3d.h" #include "debugtools.h" #include "mesa_private.h" DEFAULT_DEBUG_CHANNEL(ddraw); ICOM_VTABLE(IDirect3DDevice2) OpenGL_vtable; ICOM_VTABLE(IDirect3DDevice) OpenGL_vtable_dx3; /* Define this variable if you have an unpatched Mesa 3.0 (patches are available on Mesa's home page) or version 3.1b. Version 3.1b2 should correct this bug */ #undef HAVE_BUGGY_MESAGL #define D3DDPRIVATE(x) mesa_d3dd_private *odev=((mesa_d3dd_private*)x->private) #ifndef HAVE_GLEXT_PROTOTYPES /* This is for non-OpenGL ABI compliant glext.h headers :-) */ typedef void (* PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *table); #endif static const float id_mat[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 }; /******************************************************************************* * OpenGL static functions */ static void set_context(IDirect3DDevice2Impl* This) { #if COMPILABLE D3DDPRIVATE(This); if (glXMakeCurrent(gdi_display,ddpriv->drawable, odev->ctx) == False) { ERR("Error in setting current context (context %p drawable %ld)!\n", odev->ctx, ddpriv->drawable); } #endif } static void fill_opengl_primcaps(D3DPRIMCAPS *pc) { pc->dwSize = sizeof(*pc); pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW | D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ; pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST; pc->dwZCmpCaps = 0xFFFFFFFF; /* All Z test can be done */ pc->dwSrcBlendCaps = 0xFFFFFFFF; /* FIXME: need REAL values */ pc->dwDestBlendCaps = 0xFFFFFFFF; /* FIXME: need REAL values */ pc->dwAlphaCmpCaps = 0xFFFFFFFF; /* FIXME: need REAL values */ pc->dwShadeCaps = 0xFFFFFFFF; /* FIXME: need REAL values */ pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE | D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY; pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST | D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST; pc->dwTextureBlendCaps = 0xFFFFFFFF; /* FIXME: need REAL values */ pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP; pc->dwStippleWidth = 32; pc->dwStippleHeight = 32; } static void fill_opengl_caps(D3DDEVICEDESC *d1, D3DDEVICEDESC *d2) { /* GLint maxlight; */ d1->dwSize = sizeof(*d1); d1->dwFlags = D3DDD_DEVCAPS | D3DDD_BCLIPPING | D3DDD_COLORMODEL | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH | D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS; d1->dcmColorModel = D3DCOLOR_RGB; d1->dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY | D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY | D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY; d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS); d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP; d1->bClipping = TRUE; d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS); d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT; d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB; d1->dlcLightingCaps.dwNumLights = 16; /* glGetIntegerv(GL_MAX_LIGHTS, &maxlight); d1->dlcLightingCaps.dwNumLights = maxlight; */ fill_opengl_primcaps(&(d1->dpcLineCaps)); fill_opengl_primcaps(&(d1->dpcTriCaps)); d1->dwDeviceRenderBitDepth = DDBD_16; d1->dwDeviceZBufferBitDepth = DDBD_16; d1->dwMaxBufferSize = 0; d1->dwMaxVertexCount = 65536; d1->dwMinTextureWidth = 1; d1->dwMinTextureHeight = 1; d1->dwMaxTextureWidth = 256; /* This is for Mesa on top of Glide (in the future :-) ) */ d1->dwMaxTextureHeight = 256; /* This is for Mesa on top of Glide (in the future :-) ) */ d1->dwMinStippleWidth = 1; d1->dwMinStippleHeight = 1; d1->dwMaxStippleWidth = 32; d1->dwMaxStippleHeight = 32; d2->dwSize = sizeof(*d2); d2->dwFlags = 0; } static void fill_device_capabilities(IDirectDrawImpl* ddraw) { #if COMPILABLE x11_dd_private *private = (x11_dd_private *) ddraw->d->private; const char *ext_string; Mesa_DeviceCapabilities *devcap; private->device_capabilities = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(Mesa_DeviceCapabilities)); devcap = (Mesa_DeviceCapabilities *) private->device_capabilities; ENTER_GL(); ext_string = glGetString(GL_EXTENSIONS); /* Query for the ColorTable Extension */ if (strstr(ext_string, "GL_EXT_paletted_texture")) { devcap->ptr_ColorTableEXT = (PFNGLCOLORTABLEEXTPROC) glXGetProcAddressARB("glColorTableEXT"); TRACE("Color table extension supported (function at %p)\n", devcap->ptr_ColorTableEXT); } else { TRACE("Color table extension not found.\n"); } LEAVE_GL(); #endif } int d3d_OpenGL(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) { D3DDEVICEDESC d1,d2; TRACE(" Enumerating OpenGL D3D2 device (IID %s).\n", debugstr_guid(&IID_D3DDEVICE2_OpenGL)); fill_opengl_caps(&d1, &d2); return cb((void*)&IID_D3DDEVICE2_OpenGL,"WINE Direct3D2 using OpenGL","direct3d",&d1,&d2,context); } int is_OpenGL( REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDevice2Impl** device, IDirect3D2Impl* d3d ) { mesa_d3dd_private *odev = NULL; if (/* Default device */ (rguid == NULL) || /* HAL Device */ (!memcmp(&IID_IDirect3DHALDevice,rguid,sizeof(IID_IDirect3DHALDevice))) || /* OpenGL Device */ (!memcmp(&IID_D3DDEVICE2_OpenGL,rguid,sizeof(IID_D3DDEVICE2_OpenGL)))) { *device = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DDevice2Impl)); (*device)->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dd_private)); odev = (mesa_d3dd_private*)(*device)->private; (*device)->ref = 1; ICOM_VTBL(*device) = &OpenGL_vtable; (*device)->d3d = d3d; (*device)->surface = surface; (*device)->viewport_list = NULL; (*device)->current_viewport = NULL; (*device)->set_context = set_context; TRACE("Creating OpenGL device for surface %p\n", surface); /* Create the OpenGL context */ #if COMPILABLE /* First get the correct visual */ ENTER_GL(); /* Create the context */ { XVisualInfo *vis; int num; XVisualInfo template; template.visualid = XVisualIDFromVisual(visual); vis = XGetVisualInfo(gdi_display, VisualIDMask, &template, &num); odev->ctx = glXCreateContext(gdi_display, vis, NULL, GL_TRUE); } if (odev->ctx == NULL) ERR("Error in context creation !\n"); else TRACE("Context created (%p)\n", odev->ctx); /* Now override the surface's Flip method (if in double buffering) */ ((x11_ds_private *) surface->private)->opengl_flip = TRUE; { int i; struct _surface_chain *chain = surface->s.chain; for (i=0;inrofsurfaces;i++) if (chain->surfaces[i]->s.surface_desc.ddsCaps.dwCaps & DDSCAPS_FLIP) ((x11_ds_private *) chain->surfaces[i]->private)->opengl_flip = TRUE; } #endif odev->rs.src = GL_ONE; odev->rs.dst = GL_ZERO; odev->rs.mag = GL_NEAREST; odev->rs.min = GL_NEAREST; odev->vt = 0; /* Allocate memory for the matrices */ odev->world_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); odev->view_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); odev->proj_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); memcpy(odev->world_mat, id_mat, 16 * sizeof(float)); memcpy(odev->view_mat , id_mat, 16 * sizeof(float)); memcpy(odev->proj_mat , id_mat, 16 * sizeof(float)); /* Initialisation */ TRACE("Setting current context\n"); (*device)->set_context(*device); TRACE("Current context set\n"); glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); LEAVE_GL(); fill_device_capabilities(d3d->ddraw); TRACE("OpenGL device created \n"); return 1; } FIXME("bad IID %s\n",debugstr_guid(rguid)); /* This is not the OpenGL UID */ return 0; } /******************************************************************************* * MESA IDirect3DDevice2 */ static ULONG WINAPI MESA_IDirect3DDevice2Impl_Release(LPDIRECT3DDEVICE2 iface) { ICOM_THIS(IDirect3DDevice2Impl,iface); FIXME("(%p)->() decrementing from %lu.\n", This, This->ref ); if (!--(This->ref)) { #if 0 /* broken for now */ D3DDPRIVATE(This); ENTER_GL(); glXDestroyContext(gdi_display, odev->ctx); LEAVE_GL(); #endif This->private = NULL; HeapFree(GetProcessHeap(),0,This); return 0; } return This->ref; } /*** IDirect3DDevice2 methods ***/ static HRESULT WINAPI MESA_IDirect3DDevice2Impl_GetCaps( LPDIRECT3DDEVICE2 iface, LPD3DDEVICEDESC lpdescsoft, LPD3DDEVICEDESC lpdeschard ) { ICOM_THIS(IDirect3DDevice2Impl,iface); FIXME("(%p)->(%p,%p): stub\n", This, lpdescsoft, lpdeschard); fill_opengl_caps(lpdescsoft, lpdeschard); return DD_OK; } static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb, LPVOID context) { DDSURFACEDESC sdesc; LPDDPIXELFORMAT pformat; /* Do the texture enumeration */ sdesc.dwSize = sizeof(DDSURFACEDESC); sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS; sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE; pformat = &(sdesc.ddpfPixelFormat); pformat->dwSize = sizeof(DDPIXELFORMAT); pformat->dwFourCC = 0; TRACE("Enumerating GL_RGBA unpacked (32)\n"); pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; pformat->u1.dwRGBBitCount = 32; pformat->u2.dwRBitMask = 0xFF000000; pformat->u3.dwGBitMask = 0x00FF0000; pformat->u4.dwBBitMask = 0x0000FF00; pformat->u5.dwRGBAlphaBitMask = 0x000000FF; if (cb(&sdesc, context) == 0) return DD_OK; TRACE("Enumerating GL_RGB unpacked (24)\n"); pformat->dwFlags = DDPF_RGB; pformat->u1.dwRGBBitCount = 24; pformat->u2.dwRBitMask = 0x00FF0000; pformat->u3.dwGBitMask = 0x0000FF00; pformat->u4.dwBBitMask = 0x000000FF; pformat->u5.dwRGBAlphaBitMask = 0x00000000; if (cb(&sdesc, context) == 0) return DD_OK; #ifndef HAVE_BUGGY_MESAGL /* The packed texture format are buggy in Mesa. The bug was reported and corrected, so that future version will work great. */ TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n"); pformat->dwFlags = DDPF_RGB; pformat->u1.dwRGBBitCount = 16; pformat->u2.dwRBitMask = 0x0000F800; pformat->u3.dwGBitMask = 0x000007E0; pformat->u4.dwBBitMask = 0x0000001F; pformat->u5.dwRGBAlphaBitMask = 0x00000000; if (cb(&sdesc, context) == 0) return DD_OK; TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n"); pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; pformat->u1.dwRGBBitCount = 16; pformat->u2.dwRBitMask = 0x0000F800; pformat->u3.dwGBitMask = 0x000007C0; pformat->u4.dwBBitMask = 0x0000003E; pformat->u5.dwRGBAlphaBitMask = 0x00000001; if (cb(&sdesc, context) == 0) return DD_OK; TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n"); pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; pformat->u1.dwRGBBitCount = 16; pformat->u2.dwRBitMask = 0x0000F000; pformat->u3.dwGBitMask = 0x00000F00; pformat->u4.dwBBitMask = 0x000000F0; pformat->u5.dwRGBAlphaBitMask = 0x0000000F; if (cb(&sdesc, context) == 0) return DD_OK; TRACE("Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n"); pformat->dwFlags = DDPF_RGB; pformat->u1.dwRGBBitCount = 8; pformat->u2.dwRBitMask = 0x0000F800; pformat->u3.dwGBitMask = 0x000007C0; pformat->u4.dwBBitMask = 0x0000003E; pformat->u5.dwRGBAlphaBitMask = 0x00000001; if (cb(&sdesc, context) == 0) return DD_OK; #endif TRACE("Enumerating GL_ARGB (no direct OpenGL equivalent - conversion needed)\n"); pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; pformat->u1.dwRGBBitCount = 16; pformat->u2.dwRBitMask = 0x00007C00; pformat->u3.dwGBitMask = 0x000003E0; pformat->u4.dwBBitMask = 0x0000001F; pformat->u5.dwRGBAlphaBitMask = 0x00008000; if (cb(&sdesc, context) == 0) return DD_OK; TRACE("Enumerating Paletted (8)\n"); pformat->dwFlags = DDPF_PALETTEINDEXED8; pformat->u1.dwRGBBitCount = 8; pformat->u2.dwRBitMask = 0x00000000; pformat->u3.dwGBitMask = 0x00000000; pformat->u4.dwBBitMask = 0x00000000; pformat->u5.dwRGBAlphaBitMask = 0x00000000; if (cb(&sdesc, context) == 0) return DD_OK; TRACE("End of enumeration\n"); return DD_OK; } static HRESULT WINAPI MESA_IDirect3DDevice2Impl_EnumTextureFormats( LPDIRECT3DDEVICE2 iface, LPD3DENUMTEXTUREFORMATSCALLBACK cb, LPVOID context ) { ICOM_THIS(IDirect3DDevice2Impl,iface); FIXME("(%p)->(%p,%p): stub\n", This, cb, context); return enum_texture_format_OpenGL(cb, context); } static HRESULT WINAPI MESA_IDirect3DDevice2Impl_BeginScene( LPDIRECT3DDEVICE2 iface ) { ICOM_THIS(IDirect3DDevice2Impl,iface); FIXME("(%p)->(): stub\n", This); /* Here, we should get the DDraw surface and 'copy it' to the OpenGL surface.... */ return DD_OK; } HRESULT WINAPI MESA_IDirect3DDevice2Impl_EndScene(LPDIRECT3DDEVICE2 iface) { ICOM_THIS(IDirect3DDevice2Impl,iface); FIXME("(%p)->(): stub\n", This); /* No need to do anything here... */ return DD_OK; } static HRESULT WINAPI MESA_IDirect3DDevice2Impl_SetRenderState( LPDIRECT3DDEVICE2 iface, D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState ) { ICOM_THIS(IDirect3DDevice2Impl,iface); D3DDPRIVATE(This); TRACE("(%p)->(%d,%ld)\n", This, dwRenderStateType, dwRenderState); /* Call the render state functions */ set_render_state(dwRenderStateType, dwRenderState, &(odev->rs)); return DD_OK; } static HRESULT WINAPI MESA_IDirect3DDevice2Impl_SetLightState( LPDIRECT3DDEVICE2 iface, D3DLIGHTSTATETYPE dwLightStateType, DWORD dwLightState ) { ICOM_THIS(IDirect3DDevice2Impl,iface); FIXME("(%p)->(%d,%08lx): stub\n", This, dwLightStateType, dwLightState); switch (dwLightStateType) { case D3DLIGHTSTATE_MATERIAL: { /* 1 */ IDirect3DMaterial2Impl* mat = (IDirect3DMaterial2Impl*) dwLightState; if (mat != NULL) { ENTER_GL(); mat->activate(mat); LEAVE_GL(); } else { TRACE("Zoups !!!\n"); } } break; case D3DLIGHTSTATE_AMBIENT: { /* 2 */ float light[4]; light[0] = ((dwLightState >> 16) & 0xFF) / 255.0; light[1] = ((dwLightState >> 8) & 0xFF) / 255.0; light[2] = ((dwLightState >> 0) & 0xFF) / 255.0; light[3] = 1.0; ENTER_GL(); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light); LEAVE_GL(); } break; #define UNSUP(x) case D3DLIGHTSTATE_##x: FIXME("unsupported D3DLIGHTSTATE_" #x "!\n");break; UNSUP(COLORMODEL); UNSUP(FOGMODE); UNSUP(FOGSTART); UNSUP(FOGEND); UNSUP(FOGDENSITY); #undef UNSUP default: TRACE("Unexpected Light State Type\n"); return DDERR_INVALIDPARAMS; } return DD_OK; } static HRESULT WINAPI MESA_IDirect3DDevice2Impl_SetTransform( LPDIRECT3DDEVICE2 iface, D3DTRANSFORMSTATETYPE d3dts, LPD3DMATRIX lpmatrix ) { ICOM_THIS(IDirect3DDevice2Impl,iface); D3DDPRIVATE(This); FIXME("(%p)->(%d,%p): stub\n", This, d3dts, lpmatrix); ENTER_GL(); /* Using a trial and failure approach, I found that the order of Direct3D transformations that works best is : ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord As OpenGL uses only two matrices, I combined PROJECTION and VIEW into OpenGL's GL_PROJECTION matrix and the WORLD into GL_MODELVIEW. If anyone has a good explanation of the three different matrices in the SDK online documentation, feel free to point it to me. For example, which matrices transform lights ? In OpenGL only the PROJECTION matrix transform the lights, not the MODELVIEW. Using the matrix names, I supposed that PROJECTION and VIEW (all 'camera' related names) do transform lights, but WORLD do not. It may be wrong though... */ /* After reading through both OpenGL and Direct3D documentations, I thought that D3D matrices were written in 'line major mode' transposed from OpenGL's 'column major mode'. But I found out that a simple memcpy works fine to transfer one matrix format to the other (it did not work when transposing).... So : 1) are the documentations wrong 2) does the matrix work even if they are not read correctly 3) is Mesa's implementation of OpenGL not compliant regarding Matrix loading using glLoadMatrix ? Anyway, I always use 'conv_mat' to transfer the matrices from one format to the other so that if I ever find out that I need to transpose them, I will able to do it quickly, only by changing the macro conv_mat. */ switch (d3dts) { case D3DTRANSFORMSTATE_WORLD: { conv_mat(lpmatrix, odev->world_mat); glMatrixMode(GL_MODELVIEW); glLoadMatrixf((float *) odev->world_mat); } break; case D3DTRANSFORMSTATE_VIEW: { conv_mat(lpmatrix, odev->view_mat); glMatrixMode(GL_PROJECTION); glLoadMatrixf((float *) odev->proj_mat); glMultMatrixf((float *) odev->view_mat); } break; case D3DTRANSFORMSTATE_PROJECTION: { conv_mat(lpmatrix, odev->proj_mat); glMatrixMode(GL_PROJECTION); glLoadMatrixf((float *) odev->proj_mat); glMultMatrixf((float *) odev->view_mat); } break; default: break; } LEAVE_GL(); return DD_OK; } #define DRAW_PRIMITIVE(MAXVERT,INDEX) \ /* Puts GL in the correct lighting mode */ \ if (odev->vt != d3dv) { \ if (odev->vt == D3DVT_TLVERTEX) { \ /* Need to put the correct transformation again */ \ glMatrixMode(GL_MODELVIEW); \ glLoadMatrixf((float *) odev->world_mat); \ glMatrixMode(GL_PROJECTION); \ glLoadMatrixf((float *) odev->proj_mat); \ glMultMatrixf((float *) odev->view_mat); \ } \ \ switch (d3dv) { \ case D3DVT_VERTEX: \ TRACE("Standard Vertex\n"); \ glEnable(GL_LIGHTING); \ break; \ \ case D3DVT_LVERTEX: \ TRACE("Lighted Vertex\n"); \ glDisable(GL_LIGHTING); \ break; \ \ case D3DVT_TLVERTEX: { \ GLdouble height, width, minZ, maxZ; \ \ TRACE("Transformed - Lighted Vertex\n"); \ /* First, disable lighting */ \ glDisable(GL_LIGHTING); \ \ /* Then do not put any transformation matrixes */ \ glMatrixMode(GL_MODELVIEW); \ glLoadIdentity(); \ glMatrixMode(GL_PROJECTION); \ glLoadIdentity(); \ \ if (This->current_viewport == NULL) { \ ERR("No current viewport !\n"); \ /* Using standard values */ \ height = 640.0; \ width = 480.0; \ minZ = -10.0; \ maxZ = 10.0; \ } else { \ if (This->current_viewport->use_vp2) { \ height = (GLdouble) This->current_viewport->viewport.vp2.dwHeight;\ width = (GLdouble) This->current_viewport->viewport.vp2.dwWidth;\ minZ = (GLdouble) This->current_viewport->viewport.vp2.dvMinZ;\ maxZ = (GLdouble) This->current_viewport->viewport.vp2.dvMaxZ;\ } else { \ height = (GLdouble) This->current_viewport->viewport.vp1.dwHeight;\ width = (GLdouble) This->current_viewport->viewport.vp1.dwWidth;\ minZ = (GLdouble) This->current_viewport->viewport.vp1.dvMinZ;\ maxZ = (GLdouble) This->current_viewport->viewport.vp1.dvMaxZ;\ } \ } \ \ glOrtho(0.0, width, height, 0.0, -minZ, -maxZ); \ } break; \ \ default: \ ERR("Unhandled vertex type\n"); \ break; \ } \ \ odev->vt = d3dv; \ } \ \ switch (d3dp) { \ case D3DPT_POINTLIST: \ TRACE("Start POINTS\n"); \ glBegin(GL_POINTS); \ break; \ \ case D3DPT_LINELIST: \ TRACE("Start LINES\n"); \ glBegin(GL_LINES); \ break; \ \ case D3DPT_LINESTRIP: \ TRACE("Start LINE_STRIP\n"); \ glBegin(GL_LINE_STRIP); \ break; \ \ case D3DPT_TRIANGLELIST: \ TRACE("Start TRIANGLES\n"); \ glBegin(GL_TRIANGLES); \ break; \ \ case D3DPT_TRIANGLESTRIP: \ TRACE("Start TRIANGLE_STRIP\n"); \ glBegin(GL_TRIANGLE_STRIP); \ break; \ \ case D3DPT_TRIANGLEFAN: \ TRACE("Start TRIANGLE_FAN\n"); \ glBegin(GL_TRIANGLE_FAN); \ break; \ \ default: \ TRACE("Unhandled primitive\n"); \ break; \ } \ \ /* Draw the primitives */ \ for (vx_index = 0; vx_index < MAXVERT; vx_index++) { \ switch (d3dv) { \ case D3DVT_VERTEX: { \ D3DVERTEX *vx = ((D3DVERTEX *) lpvertex) + INDEX; \ \ glNormal3f(vx->u4.nx, vx->u5.ny, vx->u6.nz); \ glVertex3f(vx->u1.x, vx->u2.y, vx->u3.z); \ TRACE(" V: %f %f %f\n", vx->u1.x, vx->u2.y, vx->u3.z); \ } break; \ \ case D3DVT_LVERTEX: { \ D3DLVERTEX *vx = ((D3DLVERTEX *) lpvertex) + INDEX; \ DWORD col = vx->u4.color; \ \ glColor3f(((col >> 16) & 0xFF) / 255.0, \ ((col >> 8) & 0xFF) / 255.0, \ ((col >> 0) & 0xFF) / 255.0); \ glVertex3f(vx->u1.x, vx->u2.y, vx->u3.z); \ TRACE(" LV: %f %f %f (%02lx %02lx %02lx)\n", \ vx->u1.x, vx->u2.y, vx->u3.z, \ ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF));\ } break; \ \ case D3DVT_TLVERTEX: { \ D3DTLVERTEX *vx = ((D3DTLVERTEX *) lpvertex) + INDEX; \ DWORD col = vx->u5.color; \ \ glColor3f(((col >> 16) & 0xFF) / 255.0, \ ((col >> 8) & 0xFF) / 255.0, \ ((col >> 0) & 0xFF) / 255.0); \ glTexCoord2f(vx->u7.tu, vx->u8.tv); \ if (vx->u4.rhw < 0.01) \ glVertex3f(vx->u1.sx, \ vx->u2.sy, \ vx->u3.sz); \ else \ glVertex4f(vx->u1.sx / vx->u4.rhw, \ vx->u2.sy / vx->u4.rhw, \ vx->u3.sz / vx->u4.rhw, \ 1.0 / vx->u4.rhw); \ TRACE(" TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \ vx->u1.sx, vx->u2.sy, vx->u3.sz, \ ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF),\ vx->u7.tu, vx->u8.tv, vx->u4.rhw); \ } break; \ \ default: \ FIXME("Unhandled vertex type\n"); \ break; \ } \ } \ \ glEnd(); \ TRACE("End\n"); static HRESULT WINAPI MESA_IDirect3DDevice2Impl_DrawPrimitive( LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv, LPVOID lpvertex, DWORD vertcount, DWORD dwFlags ) { ICOM_THIS(IDirect3DDevice2Impl,iface); D3DDPRIVATE(This); int vx_index; TRACE("(%p)->(%d,%d,%p,%ld,%08lx): stub\n", This, d3dp, d3dv, lpvertex, vertcount, dwFlags); ENTER_GL(); DRAW_PRIMITIVE(vertcount, vx_index); LEAVE_GL(); return D3D_OK; } static HRESULT WINAPI MESA_IDirect3DDevice2Impl_DrawIndexedPrimitive( LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv, LPVOID lpvertex, DWORD vertcount, LPWORD lpindexes, DWORD indexcount, DWORD dwFlags ) { ICOM_THIS(IDirect3DDevice2Impl,iface); D3DDPRIVATE(This); int vx_index; TRACE("(%p)->(%d,%d,%p,%ld,%p,%ld,%08lx): stub\n", This, d3dp, d3dv, lpvertex, vertcount, lpindexes, indexcount, dwFlags); ENTER_GL(); DRAW_PRIMITIVE(indexcount, lpindexes[vx_index]); LEAVE_GL(); return D3D_OK; } static HRESULT WINAPI MESA_IDirect3DDeviceImpl_CreateExecuteBuffer( LPDIRECT3DDEVICE iface, LPD3DEXECUTEBUFFERDESC lpDesc, LPDIRECT3DEXECUTEBUFFER *lplpDirect3DExecuteBuffer, IUnknown *pUnkOuter ) { ICOM_THIS(IDirect3DDeviceImpl,iface); TRACE("(%p)->(%p,%p,%p)\n", This, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter); *lplpDirect3DExecuteBuffer = d3dexecutebuffer_create(This, lpDesc); return DD_OK; } /******************************************************************************* * OpenGL-specific IDirect3DDevice2 */ /******************************************************************************* * OpenGL-specific VTable */ ICOM_VTABLE(IDirect3DDevice2) OpenGL_vtable = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE IDirect3DDevice2Impl_QueryInterface, IDirect3DDevice2Impl_AddRef, MESA_IDirect3DDevice2Impl_Release, /*** IDirect3DDevice2 methods ***/ MESA_IDirect3DDevice2Impl_GetCaps, IDirect3DDevice2Impl_SwapTextureHandles, IDirect3DDevice2Impl_GetStats, IDirect3DDevice2Impl_AddViewport, IDirect3DDevice2Impl_DeleteViewport, IDirect3DDevice2Impl_NextViewport, MESA_IDirect3DDevice2Impl_EnumTextureFormats, MESA_IDirect3DDevice2Impl_BeginScene, MESA_IDirect3DDevice2Impl_EndScene, IDirect3DDevice2Impl_GetDirect3D, /*** DrawPrimitive API ***/ IDirect3DDevice2Impl_SetCurrentViewport, IDirect3DDevice2Impl_GetCurrentViewport, IDirect3DDevice2Impl_SetRenderTarget, IDirect3DDevice2Impl_GetRenderTarget, IDirect3DDevice2Impl_Begin, IDirect3DDevice2Impl_BeginIndexed, IDirect3DDevice2Impl_Vertex, IDirect3DDevice2Impl_Index, IDirect3DDevice2Impl_End, IDirect3DDevice2Impl_GetRenderState, MESA_IDirect3DDevice2Impl_SetRenderState, IDirect3DDevice2Impl_GetLightState, MESA_IDirect3DDevice2Impl_SetLightState, MESA_IDirect3DDevice2Impl_SetTransform, IDirect3DDevice2Impl_GetTransform, IDirect3DDevice2Impl_MultiplyTransform, MESA_IDirect3DDevice2Impl_DrawPrimitive, MESA_IDirect3DDevice2Impl_DrawIndexedPrimitive, IDirect3DDevice2Impl_SetClipStatus, IDirect3DDevice2Impl_GetClipStatus, }; /******************************************************************************* * Direct3DDevice */ int d3d_OpenGL_dx3(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) { D3DDEVICEDESC d1,d2; TRACE(" Enumerating OpenGL D3D device (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL)); fill_opengl_caps(&d1, &d2); return cb((void*)&IID_D3DDEVICE_OpenGL,"WINE Direct3D using OpenGL","direct3d",&d1,&d2,context); } int is_OpenGL_dx3(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDeviceImpl** device) { if (!memcmp(&IID_D3DDEVICE_OpenGL,rguid,sizeof(IID_D3DDEVICE_OpenGL))) { mesa_d3dd_private *odev; int attributeList[]={ GLX_RGBA, GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, None }; XVisualInfo *xvis; *device = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DDeviceImpl)); (*device)->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dd_private)); odev = (mesa_d3dd_private*)(*device)->private; (*device)->ref = 1; ICOM_VTBL(*device) = &OpenGL_vtable_dx3; (*device)->d3d = NULL; (*device)->surface = surface; (*device)->viewport_list = NULL; (*device)->current_viewport = NULL; (*device)->set_context = (void*)set_context; TRACE("OpenGL device created \n"); /* Create the OpenGL context */ /* First get the correct visual */ /* if (surface->s.backbuffer == NULL) attributeList[3] = None; */ #if 0 /* non working currently */ ENTER_GL(); xvis = glXChooseVisual(gdi_display, DefaultScreen(gdi_display), attributeList); if (xvis == NULL) ERR("No visual found !\n"); else TRACE("Visual found\n"); /* Create the context */ odev->ctx = glXCreateContext(gdi_display, xvis, NULL, GL_TRUE); TRACE("Context created\n"); /* Now override the surface's Flip method (if in double buffering) */ surface->s.d3d_device = (void *) odev; { int i; struct _surface_chain *chain = surface->s.chain; for (i=0;inrofsurfaces;i++) if (chain->surfaces[i]->s.surface_desc.ddsCaps.dwCaps & DDSCAPS_FLIP) chain->surfaces[i]->s.d3d_device = (void *) odev; } #endif odev->rs.src = GL_ONE; odev->rs.dst = GL_ZERO; odev->rs.mag = GL_NEAREST; odev->rs.min = GL_NEAREST; odev->world_mat = (LPD3DMATRIX) &id_mat; odev->view_mat = (LPD3DMATRIX) &id_mat; odev->proj_mat = (LPD3DMATRIX) &id_mat; /* Initialisation */ (*device)->set_context(*device); glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); fill_device_capabilities((IDirectDrawImpl *) surface->ddraw_owner); return 1; } /* This is not the OpenGL UID */ return DD_OK; } static ULONG WINAPI MESA_IDirect3DDeviceImpl_Release(LPDIRECT3DDEVICE iface) { ICOM_THIS(IDirect3DDeviceImpl,iface); FIXME("(%p)->() decrementing from %lu.\n", This, This->ref ); if (!--(This->ref)) { #if 0 /* broken for now */ D3DDPRIVATE(This); ENTER_GL(); glXDestroyContext(gdi_display, odev->ctx); LEAVE_GL(); #endif This->private = NULL; HeapFree(GetProcessHeap(),0,This); return 0; } return This->ref; } static HRESULT WINAPI MESA_IDirect3DDeviceImpl_EnumTextureFormats( LPDIRECT3DDEVICE iface,LPD3DENUMTEXTUREFORMATSCALLBACK lpd3dEnumTextureProc, LPVOID lpArg) { ICOM_THIS(IDirect3DDeviceImpl,iface); TRACE("(%p)->(%p,%p): stub\n", This, lpd3dEnumTextureProc, lpArg); return enum_texture_format_OpenGL(lpd3dEnumTextureProc, lpArg); } static HRESULT WINAPI MESA_IDirect3DDeviceImpl_BeginScene(LPDIRECT3DDEVICE iface) { ICOM_THIS(IDirect3DDeviceImpl,iface); /* OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) This; */ FIXME("(%p)->(): stub\n", This); /* We get the pointer to the surface (should be done on flip) */ /* odev->zb->pbuf = This->surface->s.surface_desc.u2.lpSurface; */ return DD_OK; } /* This is for the moment copy-pasted from IDirect3DDevice2... Will make a common function ... */ static HRESULT WINAPI MESA_IDirect3DDeviceImpl_EndScene(LPDIRECT3DDEVICE iface) { ICOM_THIS(IDirect3DDeviceImpl,iface); FIXME("(%p)->(): stub\n", This); /* No need to do anything here... */ return DD_OK; } /******************************************************************************* * Direct3DDevice VTable */ ICOM_VTABLE(IDirect3DDevice) OpenGL_vtable_dx3 = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE IDirect3DDeviceImpl_QueryInterface, IDirect3DDeviceImpl_AddRef, MESA_IDirect3DDeviceImpl_Release, IDirect3DDeviceImpl_Initialize, IDirect3DDeviceImpl_GetCaps, IDirect3DDeviceImpl_SwapTextureHandles, MESA_IDirect3DDeviceImpl_CreateExecuteBuffer, IDirect3DDeviceImpl_GetStats, IDirect3DDeviceImpl_Execute, IDirect3DDeviceImpl_AddViewport, IDirect3DDeviceImpl_DeleteViewport, IDirect3DDeviceImpl_NextViewport, IDirect3DDeviceImpl_Pick, IDirect3DDeviceImpl_GetPickRecords, MESA_IDirect3DDeviceImpl_EnumTextureFormats, IDirect3DDeviceImpl_CreateMatrix, IDirect3DDeviceImpl_SetMatrix, IDirect3DDeviceImpl_GetMatrix, IDirect3DDeviceImpl_DeleteMatrix, MESA_IDirect3DDeviceImpl_BeginScene, MESA_IDirect3DDeviceImpl_EndScene, IDirect3DDeviceImpl_GetDirect3D, };