348 lines
10 KiB
C
348 lines
10 KiB
C
/* Direct3D private include file
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(c) 1998 Lionel ULMER
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This files contains all the structure that are not exported
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through d3d.h and all common macros. */
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#ifndef __GRAPHICS_WINE_D3D_PRIVATE_H
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#define __GRAPHICS_WINE_D3D_PRIVATE_H
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#include "wine_gl.h"
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#include "d3d.h"
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#include "ddraw_private.h"
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/*****************************************************************************
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* Predeclare the interface implementation structures
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*/
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typedef struct IDirect3DImpl IDirect3DImpl;
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typedef struct IDirect3D2Impl IDirect3D2Impl;
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typedef struct IDirect3DLightImpl IDirect3DLightImpl;
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typedef struct IDirect3DMaterial2Impl IDirect3DMaterial2Impl;
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typedef struct IDirect3DTexture2Impl IDirect3DTexture2Impl;
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typedef struct IDirect3DViewport2Impl IDirect3DViewport2Impl;
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typedef struct IDirect3DExecuteBufferImpl IDirect3DExecuteBufferImpl;
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typedef struct IDirect3DDeviceImpl IDirect3DDeviceImpl;
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typedef struct IDirect3DDevice2Impl IDirect3DDevice2Impl;
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/*****************************************************************************
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* IDirect3D implementation structure
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*/
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struct IDirect3DImpl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3D)* lpvtbl;
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DWORD ref;
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/* IDirect3D fields */
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IDirectDrawImpl* ddraw;
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};
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/*****************************************************************************
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* IDirect3D2 implementation structure
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*/
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struct IDirect3D2Impl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3D2)* lpvtbl;
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DWORD ref;
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/* IDirect3D2 fields */
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IDirectDrawImpl* ddraw;
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};
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/*****************************************************************************
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* IDirect3DLight implementation structure
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*/
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struct IDirect3DLightImpl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3DLight)* lpvtbl;
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DWORD ref;
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/* IDirect3DLight fields */
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union {
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IDirect3DImpl* d3d1;
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IDirect3D2Impl* d3d2;
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} d3d;
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int type;
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D3DLIGHT2 light;
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/* Chained list used for adding / removing from viewports */
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IDirect3DLightImpl *next, *prev;
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/* Activation function */
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void (*activate)(IDirect3DLightImpl*);
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int is_active;
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/* Awful OpenGL code !!! */
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#ifdef HAVE_MESAGL
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GLenum light_num;
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#endif
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};
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/*****************************************************************************
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* IDirect3DMaterial2 implementation structure
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*/
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struct IDirect3DMaterial2Impl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3DMaterial2)* lpvtbl;
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DWORD ref;
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/* IDirect3DMaterial2 fields */
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union {
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IDirect3DImpl* d3d1;
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IDirect3D2Impl* d3d2;
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} d3d;
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union {
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IDirect3DDeviceImpl* active_device1;
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IDirect3DDevice2Impl* active_device2;
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} device;
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int use_d3d2;
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D3DMATERIAL mat;
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void (*activate)(IDirect3DMaterial2Impl* this);
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};
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/*****************************************************************************
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* IDirect3DTexture2 implementation structure
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*/
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struct IDirect3DTexture2Impl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3DTexture2)* lpvtbl;
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DWORD ref;
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/* IDirect3DTexture2 fields */
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void* D3Ddevice; /* I put (void *) to use the same pointer for both
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Direct3D and Direct3D2 */
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#ifdef HAVE_MESAGL
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GLuint tex_name;
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#endif
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IDirectDrawSurface4Impl* surface;
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};
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/*****************************************************************************
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* IDirect3DViewport2 implementation structure
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*/
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struct IDirect3DViewport2Impl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3DViewport2)* lpvtbl;
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DWORD ref;
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/* IDirect3DViewport2 fields */
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union {
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IDirect3DImpl* d3d1;
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IDirect3D2Impl* d3d2;
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} d3d;
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/* If this viewport is active for one device, put the device here */
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union {
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IDirect3DDeviceImpl* active_device1;
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IDirect3DDevice2Impl* active_device2;
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} device;
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int use_d3d2;
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union {
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D3DVIEWPORT vp1;
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D3DVIEWPORT2 vp2;
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} viewport;
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int use_vp2;
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/* Activation function */
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void (*activate)(IDirect3DViewport2Impl*);
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/* Field used to chain viewports together */
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IDirect3DViewport2Impl* next;
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/* Lights list */
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IDirect3DLightImpl* lights;
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/* OpenGL code */
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#ifdef HAVE_MESAGL
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GLenum nextlight;
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#endif
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};
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/*****************************************************************************
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* IDirect3DExecuteBuffer implementation structure
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*/
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struct IDirect3DExecuteBufferImpl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3DExecuteBuffer)* lpvtbl;
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DWORD ref;
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/* IDirect3DExecuteBuffer fields */
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IDirect3DDeviceImpl* d3ddev;
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D3DEXECUTEBUFFERDESC desc;
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D3DEXECUTEDATA data;
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/* This buffer will store the transformed vertices */
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void* vertex_data;
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D3DVERTEXTYPE vertex_type;
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/* This flags is set to TRUE if we allocated ourselves the
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data buffer */
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BOOL need_free;
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void (*execute)(IDirect3DExecuteBuffer* this,
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IDirect3DDevice* dev,
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IDirect3DViewport2* vp);
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};
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/*****************************************************************************
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* IDirect3DDevice implementation structure
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*/
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struct IDirect3DDeviceImpl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3DDevice)* lpvtbl;
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DWORD ref;
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/* IDirect3DDevice fields */
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IDirect3DImpl* d3d;
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IDirectDrawSurfaceImpl* surface;
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IDirect3DViewport2Impl* viewport_list;
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IDirect3DViewport2Impl* current_viewport;
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void (*set_context)(IDirect3DDeviceImpl*);
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};
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/*****************************************************************************
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* IDirect3DDevice2 implementation structure
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*/
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struct IDirect3DDevice2Impl
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{
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/* IUnknown fields */
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ICOM_VTABLE(IDirect3DDevice2)* lpvtbl;
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DWORD ref;
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/* IDirect3DDevice fields */
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IDirect3D2Impl* d3d;
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IDirectDrawSurfaceImpl* surface;
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IDirect3DViewport2Impl* viewport_list;
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IDirect3DViewport2Impl* current_viewport;
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void (*set_context)(IDirect3DDevice2Impl*);
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};
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#ifdef HAVE_MESAGL
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/* Matrix copy WITH transposition */
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#define conv_mat2(mat,gl_mat) \
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{ \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44); \
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(gl_mat)[ 0] = (mat)->_11; \
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(gl_mat)[ 1] = (mat)->_21; \
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(gl_mat)[ 2] = (mat)->_31; \
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(gl_mat)[ 3] = (mat)->_41; \
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(gl_mat)[ 4] = (mat)->_12; \
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(gl_mat)[ 5] = (mat)->_22; \
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(gl_mat)[ 6] = (mat)->_32; \
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(gl_mat)[ 7] = (mat)->_42; \
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(gl_mat)[ 8] = (mat)->_13; \
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(gl_mat)[ 9] = (mat)->_23; \
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(gl_mat)[10] = (mat)->_33; \
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(gl_mat)[11] = (mat)->_43; \
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(gl_mat)[12] = (mat)->_14; \
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(gl_mat)[13] = (mat)->_24; \
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(gl_mat)[14] = (mat)->_34; \
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(gl_mat)[15] = (mat)->_44; \
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};
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/* Matrix copy WITHOUT transposition */
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#define conv_mat(mat,gl_mat) \
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{ \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44); \
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memcpy(gl_mat, (mat), 16 * sizeof(float)); \
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};
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#define dump_mat(mat) \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
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TRACE(ddraw, "%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44);
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typedef struct render_state {
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/* This is used for the device mode */
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GLenum src, dst;
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/* This is used for textures */
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GLenum mag, min;
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} RenderState;
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typedef struct OpenGL_IDirect3DDevice2 {
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IDirect3DDevice2 common;
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/* These are the OpenGL-specific variables */
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OSMesaContext ctx;
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unsigned char *buffer;
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/* The current render state */
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RenderState rs;
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/* The last type of vertex drawn */
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D3DVERTEXTYPE vt;
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float world_mat[16];
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float view_mat[16];
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float proj_mat[16];
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} OpenGL_IDirect3DDevice2;
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typedef struct OpenGL_IDirect3DDevice {
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IDirect3DDevice common;
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/* These are the OpenGL-specific variables */
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OSMesaContext ctx;
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unsigned char *buffer;
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/* The current render state */
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RenderState rs;
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D3DMATRIX *world_mat;
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D3DMATRIX *view_mat;
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D3DMATRIX *proj_mat;
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} OpenGL_IDirect3DDevice;
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#define _dump_colorvalue(s,v) \
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TRACE(ddraw, " " s " : %f %f %f %f\n", \
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(v).r.r, (v).g.g, (v).b.b, (v).a.a);
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/* Common functions defined in d3dcommon.c */
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void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
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DWORD dwRenderState, RenderState *rs) ;
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#endif /* HAVE_MESAGL */
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/* All non-static functions 'exported' by various sub-objects */
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extern LPDIRECT3DTEXTURE2 d3dtexture2_create(IDirectDrawSurface4Impl* surf);
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extern LPDIRECT3DTEXTURE d3dtexture_create(IDirectDrawSurface4Impl* surf);
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extern LPDIRECT3DLIGHT d3dlight_create_dx3(IDirect3DImpl* d3d1);
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extern LPDIRECT3DLIGHT d3dlight_create(IDirect3D2Impl* d3d2);
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extern LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(IDirect3DDeviceImpl* d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc);
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extern LPDIRECT3DMATERIAL d3dmaterial_create(IDirect3DImpl* d3d1);
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extern LPDIRECT3DMATERIAL2 d3dmaterial2_create(IDirect3D2Impl* d3d2);
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extern LPDIRECT3DVIEWPORT d3dviewport_create(IDirect3DImpl* d3d1);
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extern LPDIRECT3DVIEWPORT2 d3dviewport2_create(IDirect3D2Impl* d3d2);
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extern int is_OpenGL_dx3(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDeviceImpl** device);
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extern int d3d_OpenGL_dx3(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) ;
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extern int d3d_OpenGL(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) ;
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extern int is_OpenGL(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDevice2Impl** device, IDirect3D2Impl* d3d);
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#endif /* __GRAPHICS_WINE_D3D_PRIVATE_H */
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