279 lines
6.6 KiB
C
279 lines
6.6 KiB
C
/* 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();
|
|
}
|
|
}
|