Sweden-Number/dlls/d3d8/device.c

2929 lines
116 KiB
C

/*
* IDirect3DDevice8 implementation
*
* Copyright 2002 Jason Edmeades
*
* 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 "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xFFFF
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 38
#define NUM_SAVEDPIXELSTATES_T 27
#define NUM_SAVEDVERTEXSTATES_R 33
#define NUM_SAVEDVERTEXSTATES_T 2
/*
* Utility functions or macros
*/
#define conv_mat(mat,gl_mat) \
{ \
TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
memcpy(gl_mat, (mat), 16 * sizeof(float)); \
};
/*
* Globals
*/
extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
/* Routine common to the draw primitive and draw indexed primitive routines
Doesnt use gl pointer arrays as I dont believe we can support the blending
coordinates that way. */
void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
int PrimitiveType,
long NumPrimitives,
BOOL isIndexed,
/* For Both:*/
D3DFORMAT fvf,
const void *vertexBufData,
/* for Indexed: */
long StartVertexIndex,
long StartIdx,
short idxBytes,
const void *idxData) {
int vx_index;
int NumVertexes = NumPrimitives;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Dont understand how to handle multiple streams, but if a fixed
FVF is passed in rather than a handle, it must use stream 0 */
if (This->StateBlock.VertexShader > VS_HIGHESTFIXEDFXF) {
FIXME("Cant handle created shaders yet\n");
return;
} else {
int skip = This->StateBlock.stream_stride[0];
BOOL normal;
BOOL isRHW;
BOOL isPtSize;
BOOL isDiffuse;
BOOL isSpecular;
int numTextures;
int textureNo;
const void *curVtx = NULL;
const short *pIdxBufS = NULL;
const long *pIdxBufL = NULL;
const void *curPos;
float x=0.0, y=0.0, z=0.0; /* x,y,z coordinates */
float nx=0.0, ny=0.0, nz=0.0; /* normal x,y,z coordinates */
float rhw=0.0; /* rhw */
float ptSize=0.0; /* Point size */
DWORD diffuseColor=0; /* Diffusre Color */
DWORD specularColor=0; /* Specular Color */
ENTER_GL();
if (isIndexed) {
if (idxBytes == 2) pIdxBufS = (short *) idxData;
else pIdxBufL = (long *) idxData;
}
/* Check vertex formats expected ? */
normal = fvf & D3DFVF_NORMAL;
isRHW = fvf & D3DFVF_XYZRHW;
/*numBlends = 5 - ((~fvf) & 0xe);*/ /* There must be a simpler way? */
isPtSize = fvf & D3DFVF_PSIZE;
isDiffuse = fvf & D3DFVF_DIFFUSE;
isSpecular = fvf & D3DFVF_SPECULAR;
numTextures = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
TRACE("Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d)\n",
fvf, normal, isRHW, isPtSize, isDiffuse, isSpecular, numTextures);
/* Only add lighting for unlit vertices */
if (normal && !isRHW) {
glEnable(GL_LIGHTING);
checkGLcall("enable lighting");
} else {
glDisable(GL_LIGHTING);
checkGLcall("disable lighting");
}
if (isRHW) {
double height, width, minZ, maxZ;
/*
* Already transformed vertex do not need transform
* matrices. Reset all matrices to identity.
* Leave the default matrix in world mode.
*/
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
height = This->StateBlock.viewport.Height;
width = This->StateBlock.viewport.Width;
minZ = This->StateBlock.viewport.MinZ;
maxZ = This->StateBlock.viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
checkGLcall("glOrtho");
#if 1
} else {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMultMatrixf((float *) &This->StateBlock.transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
#endif
}
/* Set OpenGL to the appropriate Primitive Type */
switch (PrimitiveType) {
case D3DPT_POINTLIST:
TRACE("glBegin, Start POINTS\n");
glBegin(GL_POINTS);
NumVertexes = NumPrimitives;
break;
case D3DPT_LINELIST:
TRACE("glBegin, Start LINES\n");
glBegin(GL_LINES);
NumVertexes = NumPrimitives * 2;
break;
case D3DPT_LINESTRIP:
TRACE("glBegin, Start LINE_STRIP\n");
glBegin(GL_LINE_STRIP);
NumVertexes = NumPrimitives + 1;
break;
case D3DPT_TRIANGLELIST:
TRACE("glBegin, Start TRIANGLES\n");
glBegin(GL_TRIANGLES);
NumVertexes = NumPrimitives * 3;
break;
case D3DPT_TRIANGLESTRIP:
TRACE("glBegin, Start TRIANGLE_STRIP\n");
glBegin(GL_TRIANGLE_STRIP);
NumVertexes = NumPrimitives + 2;
break;
case D3DPT_TRIANGLEFAN:
TRACE("glBegin, Start TRIANGLE_FAN\n");
glBegin(GL_TRIANGLE_FAN);
NumVertexes = NumPrimitives + 2;
break;
default:
FIXME("Unhandled primitive\n");
break;
}
/* Draw the primitives */
curVtx = vertexBufData + (StartVertexIndex * skip);
for (vx_index = 0; vx_index < NumVertexes; vx_index++) {
if (!isIndexed) {
curPos = curVtx;
} else {
if (idxBytes == 2) {
TRACE("Idx for vertex %d = %d = %d\n", vx_index, pIdxBufS[StartIdx+vx_index], (pIdxBufS[StartIdx+vx_index]));
curPos = curVtx + ((pIdxBufS[StartIdx+vx_index]) * skip);
} else {
TRACE("Idx for vertex %d = %ld = %d\n", vx_index, pIdxBufL[StartIdx+vx_index], (pIdxBufS[StartIdx+vx_index]));
curPos = curVtx + ((pIdxBufL[StartIdx+vx_index]) * skip);
}
}
/* Work through the vertex buffer */
x = *(float *)curPos;
curPos = curPos + sizeof(float);
y = *(float *)curPos;
curPos = curPos + sizeof(float);
z = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("x,y,z=%f,%f,%f\n", x,y,z);
/* RHW follows, only if transformed */
if (isRHW) {
rhw = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("rhw=%f\n", rhw);
}
/* FIXME: Skip Blending data */
/* Vertex Normal Data (untransformed only) */
if (normal) {
nx = *(float *)curPos;
curPos = curPos + sizeof(float);
ny = *(float *)curPos;
curPos = curPos + sizeof(float);
nz = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("nx,ny,nz=%f,%f,%f\n", nx,ny,nz);
}
if (isPtSize) {
ptSize = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("ptSize=%f\n", ptSize);
}
if (isDiffuse) {
diffuseColor = *(DWORD *)curPos;
TRACE("diffuseColor=%lx\n", diffuseColor);
curPos = curPos + sizeof(DWORD);
}
if (isSpecular) {
specularColor = *(DWORD *)curPos;
TRACE("specularColor=%lx\n", specularColor);
curPos = curPos + sizeof(DWORD);
}
/* ToDo: Texture coords */
for (textureNo = 0;textureNo<numTextures; textureNo++) {
float s,t,r,q;
/* Query tex coords */
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->StateBlock.textures[0])) {
case D3DRTYPE_TEXTURE:
s = *(float *)curPos;
curPos = curPos + sizeof(float);
t = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("tex:%d, s,t=%f,%f\n", textureNo, s,t);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t);
break;
default:
r=0;q=0; /* Avoid compiler warnings, need these vars later for other textures */
FIXME("Unhandled texture type\n");
}
}
/* Handle these vertexes */
if (isDiffuse) {
glColor4f(((diffuseColor >> 16) & 0xFF) / 255.0,
((diffuseColor >> 8) & 0xFF) / 255.0,
((diffuseColor >> 0) & 0xFF) / 255.0,
((diffuseColor >> 24) & 0xFF) / 255.0);
TRACE("glColor4f: r,g,b,a=%f,%f,%f,%f\n", ((diffuseColor >> 16) & 0xFF) / 255.0, ((diffuseColor >> 8) & 0xFF) / 255.0,
((diffuseColor >> 0) & 0xFF) / 255.0, ((diffuseColor >> 24) & 0xFF) / 255.0);
}
if (normal) {
TRACE("Vertex: glVertex:x,y,z=%f,%f,%f / glNormal:nx,ny,nz=%f,%f,%f\n", x,y,z,nx,ny,nz);
glNormal3f(nx, ny, nz);
glVertex3f(x, y, z);
} else {
if (rhw < 0.01) {
TRACE("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z);
glVertex3f(x, y, z);
} else {
TRACE("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw);
glVertex4f(x / rhw, y / rhw, z / rhw, 1.0 / rhw);
}
}
if (!isIndexed) {
curVtx = curVtx + skip;
}
}
}
glEnd();
checkGLcall("glEnd and previous calls");
LEAVE_GL();
TRACE("glEnd\n");
}
/*
Simple utility routines used for dx -> gl mapping of byte formats
*/
SHORT bytesPerPixel(D3DFORMAT fmt) {
SHORT retVal;
switch (fmt) {
case D3DFMT_A4R4G4B4: retVal = 2; break;
case D3DFMT_A8R8G8B8: retVal = 4; break;
case D3DFMT_X8R8G8B8: retVal = 4; break;
case D3DFMT_R8G8B8: retVal = 3; break;
case D3DFMT_R5G6B5: retVal = 2; break;
default:
FIXME("Unhandled fmt %d\n", fmt);
retVal = 4;
}
TRACE("bytes/Pxl for fmt %d = %d\n", fmt, retVal);
return retVal;
}
GLint fmt2glintFmt(D3DFORMAT fmt) {
GLint retVal;
switch (fmt) {
case D3DFMT_A4R4G4B4: retVal = GL_RGBA4; break;
case D3DFMT_A8R8G8B8: retVal = GL_RGBA8; break;
case D3DFMT_X8R8G8B8: retVal = GL_RGB8; break;
case D3DFMT_R8G8B8: retVal = GL_RGB8; break;
case D3DFMT_R5G6B5: retVal = GL_RGB5; break; /* fixme: internal format 6 for g? */
default:
FIXME("Unhandled fmt %d\n", fmt);
retVal = 4;
}
TRACE("fmt2glintFmt for fmt %d = %x\n", fmt, retVal);
return retVal;
}
GLenum fmt2glFmt(D3DFORMAT fmt) {
GLenum retVal;
switch (fmt) {
case D3DFMT_A4R4G4B4: retVal = GL_BGRA; break;
case D3DFMT_A8R8G8B8: retVal = GL_BGRA; break;
case D3DFMT_X8R8G8B8: retVal = GL_BGRA; break;
case D3DFMT_R8G8B8: retVal = GL_BGR; break;
case D3DFMT_R5G6B5: retVal = GL_BGR; break;
default:
FIXME("Unhandled fmt %d\n", fmt);
retVal = 4;
}
TRACE("fmt2glFmt for fmt %d = %x\n", fmt, retVal);
return retVal;
}
DWORD fmt2glType(D3DFORMAT fmt) {
GLenum retVal;
switch (fmt) {
case D3DFMT_A4R4G4B4: retVal = GL_UNSIGNED_SHORT_4_4_4_4_REV; break;
case D3DFMT_A8R8G8B8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_X8R8G8B8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_R5G6B5: retVal = GL_UNSIGNED_SHORT_5_6_5_REV; break;
case D3DFMT_R8G8B8: retVal = GL_UNSIGNED_BYTE; break;
default:
FIXME("Unhandled fmt %d\n", fmt);
retVal = 4;
}
TRACE("fmt2glType for fmt %d = %x\n", fmt, retVal);
return retVal;
}
int SOURCEx_RGB_EXT(DWORD arg) {
switch(arg) {
case D3DTSS_COLORARG0: return GL_SOURCE2_RGB_EXT;
case D3DTSS_COLORARG1: return GL_SOURCE0_RGB_EXT;
case D3DTSS_COLORARG2: return GL_SOURCE1_RGB_EXT;
case D3DTSS_ALPHAARG0:
case D3DTSS_ALPHAARG1:
case D3DTSS_ALPHAARG2:
default:
FIXME("Invalid arg %ld\n", arg);
return GL_SOURCE0_RGB_EXT;
}
}
int OPERANDx_RGB_EXT(DWORD arg) {
switch(arg) {
case D3DTSS_COLORARG0: return GL_OPERAND2_RGB_EXT;
case D3DTSS_COLORARG1: return GL_OPERAND0_RGB_EXT;
case D3DTSS_COLORARG2: return GL_OPERAND1_RGB_EXT;
case D3DTSS_ALPHAARG0:
case D3DTSS_ALPHAARG1:
case D3DTSS_ALPHAARG2:
default:
FIXME("Invalid arg %ld\n", arg);
return GL_OPERAND0_RGB_EXT;
}
}
int SOURCEx_ALPHA_EXT(DWORD arg) {
switch(arg) {
case D3DTSS_ALPHAARG0: return GL_SOURCE2_ALPHA_EXT;
case D3DTSS_ALPHAARG1: return GL_SOURCE0_ALPHA_EXT;
case D3DTSS_ALPHAARG2: return GL_SOURCE1_ALPHA_EXT;
case D3DTSS_COLORARG0:
case D3DTSS_COLORARG1:
case D3DTSS_COLORARG2:
default:
FIXME("Invalid arg %ld\n", arg);
return GL_SOURCE0_ALPHA_EXT;
}
}
int OPERANDx_ALPHA_EXT(DWORD arg) {
switch(arg) {
case D3DTSS_ALPHAARG0: return GL_OPERAND2_ALPHA_EXT;
case D3DTSS_ALPHAARG1: return GL_OPERAND0_ALPHA_EXT;
case D3DTSS_ALPHAARG2: return GL_OPERAND1_ALPHA_EXT;
case D3DTSS_COLORARG0:
case D3DTSS_COLORARG1:
case D3DTSS_COLORARG2:
default:
FIXME("Invalid arg %ld\n", arg);
return GL_OPERAND0_ALPHA_EXT;
}
}
/* IDirect3D IUnknown parts follow: */
HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
{
ICOM_THIS(IDirect3DDevice8Impl,iface);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IClassFactory)) {
IDirect3DDevice8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
}
ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
ULONG ref = --This->ref;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DDevice Interface follow: */
HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : stub\n", This); /* No way of notifying yet! */
return D3D_OK;
}
UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : stub, emulating 32Mb for now\n", This);
/*
* pretend we have 32MB of any type of memory queried.
*/
return (1024*1024*32);
}
HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : returning %p\n", This, This->direct3d8);
/* Inc ref count */
IDirect3D8_AddRef((LPDIRECT3D8) This->direct3d8);
*ppD3D8 = (IDirect3D8 *)This->direct3d8;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub, calling idirect3d for now\n", This);
IDirect3D8Impl_GetDeviceCaps((LPDIRECT3D8) This->direct3d8, This->adapterNo, This->devType, pCaps);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode) {
HDC hdc;
int bpp = 0;
ICOM_THIS(IDirect3DDevice8Impl,iface);
pMode->Width = GetSystemMetrics(SM_CXSCREEN);
pMode->Height = GetSystemMetrics(SM_CYSCREEN);
pMode->RefreshRate = 85; /*FIXME: How to identify? */
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
switch (bpp) {
case 8: pMode->Format = D3DFMT_R8G8B8; break;
case 16: pMode->Format = D3DFMT_R5G6B5; break;
case 24: pMode->Format = D3DFMT_R8G8B8; break;
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
default: pMode->Format = D3DFMT_UNKNOWN;
}
FIXME("(%p) : returning w(%d) h(%d) rr(%d) fmt(%d)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate, pMode->Format);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace,DWORD Flags) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return;
}
BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : complete stub!\n", This);
ENTER_GL();
glXSwapBuffers(This->display, This->win);
checkGLcall("glXSwapBuffers");
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
*ppBackBuffer = (LPDIRECT3DSURFACE8) This->backBuffer;
TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, BackBuffer, Type, *ppBackBuffer);
/* Note inc ref on returned surface */
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppBackBuffer);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags,CONST D3DGAMMARAMP* pRamp) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return;
}
void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage,
D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8** ppTexture) {
IDirect3DTexture8Impl *object;
int i;
UINT tmpW;
UINT tmpH;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Allocate the storage for the device */
TRACE("(%p) : W(%d) H(%d), Lvl(%d) Usage(%ld), Fmt(%d), Pool(%d)\n", This, Width, Height, Levels, Usage, Format, Pool);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture8Impl));
object->lpVtbl = &Direct3DTexture8_Vtbl;
object->Device = This;
object->ResourceType = D3DRTYPE_TEXTURE;
object->ref = 1;
object->width = Width;
object->height = Height;
object->levels = Levels;
object->usage = Usage;
object->format = Format;
object->device = This;
/* Calculate levels for mip mapping */
if (Levels == 0) {
object->levels++;
tmpW = Width;
tmpH = Height;
while (tmpW > 1 && tmpH > 1) {
tmpW = max(1,tmpW / 2);
tmpH = max(1, tmpH / 2);
object->levels++;
}
TRACE("Calculated levels = %d\n", object->levels);
}
/* Generate all the surfaces */
tmpW = Width;
tmpH = Height;
/*for (i=0; i<object->levels; i++) { */
i=0;
{
IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpH, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[i]);
object->surfaces[i]->Container = object;
object->surfaces[i]->myDesc.Usage = Usage;
object->surfaces[i]->myDesc.Pool = Pool ;
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[i], object->surfaces[i]->allocatedMemory);
tmpW = max(1,tmpW / 2);
tmpH = max(1, tmpH / 2);
}
*ppTexture = (LPDIRECT3DTEXTURE8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8** ppVolumeTexture) {
IDirect3DVolumeTexture8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Allocate the storage for it */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl));
object->lpVtbl = &Direct3DVolumeTexture8_Vtbl;
object->ref = 1;
object->Device = This;
object->ResourceType = D3DRTYPE_VOLUMETEXTURE;
TRACE("(%p) : Iface@%p\n", This, object);
*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8** ppCubeTexture) {
IDirect3DCubeTexture8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
int i,j;
UINT tmpW;
/* Allocate the storage for it */
TRACE("(%p) : Len(%d), Lvl(%d) Usage(%ld), Fmt(%d), Pool(%d)\n", This, EdgeLength, Levels, Usage, Format, Pool);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DCubeTexture8Impl));
object->lpVtbl = &Direct3DCubeTexture8_Vtbl;
object->ref = 1;
object->Device = This;
object->ResourceType = D3DRTYPE_CUBETEXTURE;
object->edgeLength = EdgeLength;
object->levels = Levels;
object->usage = Usage;
object->format = Format;
object->device = This;
/* Calculate levels for mip mapping */
if (Levels == 0) {
object->levels++;
tmpW = EdgeLength;
while (tmpW > 1) {
tmpW = max(1,tmpW / 2);
object->levels++;
}
TRACE("Calculated levels = %d\n", object->levels);
}
/* Generate all the surfaces */
tmpW = EdgeLength;
/*for (i=0; i<object->levels; i++) { */
i=0;
{
/* Create the 6 faces */
for (j=0;j<6;j++) {
IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpW, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[j][i]);
object->surfaces[j][i]->Container = object;
object->surfaces[j][i]->myDesc.Usage = Usage;
object->surfaces[j][i]->myDesc.Pool = Pool ;
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[j][i], object->surfaces[j][i]->allocatedMemory);
tmpW = max(1,tmpW / 2);
}
}
TRACE("(%p) : Iface@%p\n", This, object);
*ppCubeTexture = (LPDIRECT3DCUBETEXTURE8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size,DWORD Usage,
DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer8** ppVertexBuffer) {
IDirect3DVertexBuffer8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl));
object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
object->Device = This;
object->ResourceType = D3DRTYPE_VERTEXBUFFER;
object->ref = 1;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
object->currentDesc.Usage = Usage;
object->currentDesc.Pool = Pool;
object->currentDesc.FVF = FVF;
object->currentDesc.Size = Size;
TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
*ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8** ppIndexBuffer) {
IDirect3DIndexBuffer8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Len=%d, Use=%lx, Format=%x, Pool=%d\n", This, Length, Usage, Format, Pool);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DIndexBuffer8Impl));
object->lpVtbl = &Direct3DIndexBuffer8_Vtbl;
object->ref = 1;
object->Device = This;
object->ResourceType = D3DRTYPE_INDEXBUFFER;
object->currentDesc.Type = D3DRTYPE_INDEXBUFFER;
object->currentDesc.Usage = Usage;
object->currentDesc.Pool = Pool;
object->currentDesc.Format = Format;
object->currentDesc.Size = Length;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length);
TRACE("(%p) : Iface@%p allocatedMem @ %p\n", This, object, object->allocatedMemory);
*ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,BOOL Lockable,IDirect3DSurface8** ppSurface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* up ref count on surface */
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,IDirect3DSurface8** ppSurface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,IDirect3DSurface8** ppSurface) {
IDirect3DSurface8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
*ppSurface = (LPDIRECT3DSURFACE8) object;
object->lpVtbl = &Direct3DSurface8_Vtbl;
object->Device = This;
object->ResourceType = D3DRTYPE_SURFACE;
object->Container = object;
object->ref = 1;
object->myDesc.Width = Width;
object->myDesc.Height= Height;
object->myDesc.Format= Format;
object->myDesc.Type = D3DRTYPE_SURFACE;
/*object->myDesc.Usage */
object->myDesc.Pool = D3DPOOL_SYSTEMMEM ;
object->bytesPerPixel = bytesPerPixel(Format);
object->myDesc.Size = (Width * object->bytesPerPixel) * Height;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size);
TRACE("(%p) : w(%d) h(%d) fmt(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, *ppSurface, object->allocatedMemory, object->myDesc.Size);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pSourceSurface,CONST RECT* pSourceRectsArray,UINT cRects,
IDirect3DSurface8* pDestinationSurface,CONST POINT* pDestPointsArray) {
HRESULT rc = D3D_OK;
IDirect3DSurface8Impl *src = (IDirect3DSurface8Impl*) pSourceSurface;
IDirect3DSurface8Impl *dst = (IDirect3DSurface8Impl*) pDestinationSurface;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) srcsur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
if (src->myDesc.Format != dst->myDesc.Format) {
TRACE("Formats do not match %x / %x\n", src->myDesc.Format, dst->myDesc.Format);
rc = D3DERR_INVALIDCALL;
}
/* Quick if complete copy ... */
if (rc == D3D_OK && (cRects == 0 && pSourceRectsArray==NULL && pDestPointsArray==NULL &&
src->myDesc.Width == dst->myDesc.Width &&
src->myDesc.Height == dst->myDesc.Height)) {
TRACE("Direct copy as surfaces are equal, w=%d, h=%d\n", dst->myDesc.Width, dst->myDesc.Height);
memcpy(dst->allocatedMemory, src->allocatedMemory, src->myDesc.Size);
} else {
FIXME("(%p) : stub\n", This);
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget,IDirect3DSurface8* pNewZStencil) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/*TRACE("(%p) : returning %p\n", This, This->renderTarget); */
FIXME("(%p) : stub\n", This);
/*
**ppRenderTarget = (LPDIRECT3DSURFACE8) This->renderTarget;
*IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppRenderTarget);
*/
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Note inc ref on returned surface *
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppBackBuffer); */
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)\n", This);
ENTER_GL();
glFlush();
checkGLcall("glFlush");
/* Useful for debugging sometimes!
printf("Hit Enter ...\n");
getchar(); */
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
when the depth-buffer format does not contain stencil buffer information, this method fails. */
GLbitfield glMask = 0;
int i;
CONST D3DRECT *curRect;
TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
Count, pRects, Flags, Z, Stencil);
ENTER_GL();
if (Count > 0 && pRects) {
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
curRect = pRects;
} else {
curRect = NULL;
}
for (i=0;i<Count || i==0; i++) {
if (curRect) {
/* Note gl uses lower left, width/height */
TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
curRect->x1, curRect->y1, curRect->x2, curRect->y2,
curRect->x1, curRect->y2, curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
glScissor(curRect->x1, curRect->y2, curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
checkGLcall("glScissor");
} else {
TRACE("Clearing screen with glClear to color %lx\n", Color);
}
/* Clear the whole screen */
if (Flags & D3DCLEAR_STENCIL) {
glClearStencil(Stencil);
checkGLcall("glClearStencil");
glMask = glMask | GL_STENCIL_BUFFER_BIT;
}
if (Flags & D3DCLEAR_ZBUFFER) {
glClearDepth(Z);
checkGLcall("glClearDepth");
glMask = glMask | GL_DEPTH_BUFFER_BIT;
}
if (Flags & D3DCLEAR_TARGET) {
glClearColor(((Color >> 16) & 0xFF) / 255.0, ((Color >> 8) & 0xFF) / 255.0,
((Color >> 0) & 0xFF) / 255.0, ((Color >> 24) & 0xFF) / 255.0);
checkGLcall("glClearColor");
glMask = glMask | GL_COLOR_BUFFER_BIT;
}
glClear(glMask);
checkGLcall("glClear");
if (curRect) curRect = curRect + sizeof(D3DRECT);
}
if (Count > 0 && pRects) {
glDisable(GL_SCISSOR_TEST);
checkGLcall("glDisable");
}
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE d3dts,CONST D3DMATRIX* lpmatrix) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Most of this routine, comments included copied from ddraw tree initially: */
TRACE("(%p) : State=%d\n", This, d3dts);
This->UpdateStateBlock->Changed.transform[d3dts] = TRUE;
This->UpdateStateBlock->Set.transform[d3dts] = TRUE;
memcpy(&This->UpdateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/*
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
where ViewMat = Camera space, WorldMat = world space.
In OpenGL, camera and world space is combined into GL_MODELVIEW
matrix. The Projection matrix stay projection matrix. */
/* 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 D3DTS_WORLDMATRIX(0): {
conv_mat(lpmatrix, &This->StateBlock.transforms[D3DTS_WORLDMATRIX(0)]);
} break;
case D3DTS_VIEW: {
conv_mat(lpmatrix, &This->StateBlock.transforms[D3DTS_VIEW]);
} break;
case D3DTS_PROJECTION: {
conv_mat(lpmatrix, &This->StateBlock.transforms[D3DTS_PROJECTION]);
} break;
default:
break;
}
/*
* Move the GL operation to outside of switch to make it work
* regardless of transform set order. Optimize later.
*/
ENTER_GL();
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMultMatrixf((float *) &This->StateBlock.transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for State %d\n", This, State);
memcpy(pMatrix, &This->StateBlock.transforms[State], sizeof(D3DMATRIX));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)\n", This);
This->UpdateStateBlock->Changed.viewport = TRUE;
This->UpdateStateBlock->Set.viewport = TRUE;
memcpy(&This->UpdateStateBlock->viewport, pViewport, sizeof(D3DVIEWPORT8));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
glDepthRange(pViewport->MinZ, pViewport->MaxZ);
checkGLcall("glDepthRange");
/* Fixme? Note GL requires lower left, DirectX supplies upper left */
glViewport(pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height);
checkGLcall("glViewport");
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)\n", This);
memcpy(pViewport, &This->StateBlock.viewport, sizeof(D3DVIEWPORT8));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
This->UpdateStateBlock->Changed.material = TRUE;
This->UpdateStateBlock->Set.material = TRUE;
memcpy(&This->UpdateStateBlock->material, pMaterial, sizeof(D3DMATERIAL8));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
ENTER_GL();
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&This->UpdateStateBlock->material.Ambient);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&This->UpdateStateBlock->material.Diffuse);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&This->UpdateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&This->UpdateStateBlock->material.Emissive);
checkGLcall("glMaterialfv");
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->UpdateStateBlock->material.Power);
checkGLcall("glMaterialf");
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
memcpy(pMaterial, &This->UpdateStateBlock->material, sizeof (D3DMATERIAL8));
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST D3DLIGHT8* pLight) {
float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
float coords[] = {0.0, 0.0, 0.0, 0.0};
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
This->UpdateStateBlock->Changed.lights[Index] = TRUE;
This->UpdateStateBlock->Set.lights[Index] = TRUE;
memcpy(&This->UpdateStateBlock->lights[Index], pLight, sizeof(D3DLIGHT8));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Diffuse: */
colRGBA[0] = pLight->Diffuse.r;
colRGBA[1] = pLight->Diffuse.g;
colRGBA[2] = pLight->Diffuse.b;
colRGBA[3] = pLight->Diffuse.a;
glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
checkGLcall("glLightfv");
/* Specular */
colRGBA[0] = pLight->Specular.r;
colRGBA[1] = pLight->Specular.g;
colRGBA[2] = pLight->Specular.b;
colRGBA[3] = pLight->Specular.a;
glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
checkGLcall("glLightfv");
/* Ambient */
colRGBA[0] = pLight->Ambient.r;
colRGBA[1] = pLight->Ambient.g;
colRGBA[2] = pLight->Ambient.b;
colRGBA[3] = pLight->Ambient.a;
glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
checkGLcall("glLightfv");
/* Attenuation - Are these right? guessing... */
glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, pLight->Attenuation0);
checkGLcall("glLightf");
glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, pLight->Attenuation1);
checkGLcall("glLightf");
glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, pLight->Attenuation2);
checkGLcall("glLightf");
switch (pLight->Type) {
case D3DLIGHT_POINT:
/* Position */
coords[0] = pLight->Position.x;
coords[1] = pLight->Position.y;
coords[2] = pLight->Position.z;
coords[3] = 1.0;
glLightfv(GL_LIGHT0+Index, GL_POSITION, coords);
checkGLcall("glLightfv");
/* FIXME: Range */
break;
case D3DLIGHT_SPOT:
/* Position */
coords[0] = pLight->Position.x;
coords[1] = pLight->Position.y;
coords[2] = pLight->Position.z;
coords[3] = 0.0;
glLightfv(GL_LIGHT0+Index, GL_POSITION, coords);
checkGLcall("glLightfv");
/* Direction */
coords[0] = pLight->Direction.x;
coords[1] = pLight->Direction.y;
coords[2] = pLight->Direction.z;
coords[3] = 1.0;
glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, coords);
checkGLcall("glLightfv");
/* FIXME: Range */
break;
case D3DLIGHT_DIRECTIONAL:
/* Direction */
coords[0] = -pLight->Direction.x;
coords[1] = pLight->Direction.y;
coords[2] = -pLight->Direction.z;
coords[3] = 0.0;
glLightfv(GL_LIGHT0+Index, GL_POSITION, coords); /* Note gl uses w position of 0 for direction! */
checkGLcall("glLightfv");
glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, 180.0f);
glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
break;
default:
FIXME("Unrecognized light type %d\n", pLight->Type);
}
/* FIXME: Falloff, Theta, Phi; */
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
memcpy(pLight, &This->StateBlock.lights[Index], sizeof(D3DLIGHT8));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL Enable) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
This->UpdateStateBlock->Changed.lightEnable[Index] = TRUE;
This->UpdateStateBlock->Set.lightEnable[Index] = TRUE;
This->UpdateStateBlock->lightEnable[Index] = Enable;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (Enable) {
glEnable(GL_LIGHT0+Index);
checkGLcall("glEnable GL_LIGHT0+Index");
} else {
glDisable(GL_LIGHT0+Index);
checkGLcall("glDisable GL_LIGHT0+Index");
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for idx(%ld)\n", This, Index);
*pEnable = This->StateBlock.lightEnable[Index];
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST float* pPlane) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
This->UpdateStateBlock->Changed.clipplane[Index] = TRUE;
This->UpdateStateBlock->Set.clipplane[Index] = TRUE;
This->UpdateStateBlock->clipplane[Index][0] = pPlane[0];
This->UpdateStateBlock->clipplane[Index][1] = pPlane[1];
This->UpdateStateBlock->clipplane[Index][2] = pPlane[2];
This->UpdateStateBlock->clipplane[Index][3] = pPlane[3];
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Apply it */
TRACE("Clipplane [%f,%f,%f,%f]\n", This->UpdateStateBlock->clipplane[Index][0], This->UpdateStateBlock->clipplane[Index][1],
This->UpdateStateBlock->clipplane[Index][2], This->UpdateStateBlock->clipplane[Index][3]);
glClipPlane(GL_CLIP_PLANE0+Index, This->UpdateStateBlock->clipplane[Index]);
checkGLcall("glClipPlane");
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,float* pPlane) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for idx %ld\n", This, Index);
pPlane[0] = This->StateBlock.clipplane[Index][0];
pPlane[1] = This->StateBlock.clipplane[Index][0];
pPlane[2] = This->StateBlock.clipplane[Index][0];
pPlane[3] = This->StateBlock.clipplane[Index][0];
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD Value) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)->state = %d, value = %ld\n", This, State, Value);
This->UpdateStateBlock->Changed.renderstate[State] = TRUE;
This->UpdateStateBlock->Set.renderstate[State] = TRUE;
This->UpdateStateBlock->renderstate[State] = Value;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
switch (State) {
case D3DRS_FILLMODE :
switch ((D3DFILLMODE) Value) {
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:
FIXME("Unrecognized D3DRS_FILLMODE value %ld\n", Value);
}
checkGLcall("glPolygonMode (fillmode)");
break;
case D3DRS_LIGHTING :
if (Value) {
glEnable(GL_LIGHTING);
checkGLcall("glEnable GL_LIGHTING");
} else {
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
}
break;
case D3DRS_ZENABLE :
switch ((D3DZBUFFERTYPE) Value) {
case D3DZB_FALSE:
glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
break;
case D3DZB_TRUE:
glEnable(GL_DEPTH_TEST);
checkGLcall("glEnable GL_DEPTH_TEST");
break;
case D3DZB_USEW:
default:
FIXME("Unrecognized/Unhandled D3DZBUFFERTYPE value %ld\n", Value);
}
break;
case D3DRS_CULLMODE :
switch ((D3DCULL) Value) {
case D3DCULL_NONE:
glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
break;
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
glFrontFace(GL_CW);
checkGLcall("glFrontFace");
break;
case D3DCULL_CCW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
glFrontFace(GL_CW);
checkGLcall("glFrontFace GL_CULL_FACE");
break;
default:
FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
}
break;
case D3DRS_SHADEMODE :
switch ((D3DSHADEMODE) Value) {
case D3DSHADE_FLAT:
glShadeModel(GL_FLAT);
checkGLcall("glShadeModel");
break;
case D3DSHADE_GOURAUD:
glShadeModel(GL_SMOOTH);
checkGLcall("glShadeModel");
break;
case D3DSHADE_PHONG:
FIXME("D3DSHADE_PHONG isnt supported?\n");
return D3DERR_INVALIDCALL;
default:
FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
}
break;
case D3DRS_DITHERENABLE :
if (Value) {
glEnable(GL_DITHER);
checkGLcall("glEnable GL_DITHER");
} else {
glDisable(GL_DITHER);
checkGLcall("glDisable GL_DITHER");
}
break;
case D3DRS_ZWRITEENABLE :
if (Value) {
glDepthMask(1);
checkGLcall("glDepthMask");
} else {
glDepthMask(0);
checkGLcall("glDepthMask");
}
break;
case D3DRS_ZFUNC :
{
int glParm = GL_LESS;
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
case D3DCMP_LESS: glParm=GL_LESS; break;
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
case D3DCMP_GREATER: glParm=GL_GREATER; break;
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
glDepthFunc(glParm);
checkGLcall("glDepthFunc");
}
break;
case D3DRS_AMBIENT :
{
float col[4];
col[0] = ((Value >> 16) & 0xFF) / 255.0;
col[1] = ((Value >> 8 ) & 0xFF) / 255.0;
col[2] = ((Value >> 0 ) & 0xFF) / 255.0;
col[3] = ((Value >> 24 ) & 0xFF) / 255.0;
TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0],col[1],col[2],col[3]);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
checkGLcall("glLightModel for MODEL_AMBIENT");
}
break;
case D3DRS_ALPHABLENDENABLE :
if (Value) {
glEnable(GL_BLEND);
checkGLcall("glEnable GL_BLEND");
} else {
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
};
break;
case D3DRS_SRCBLEND :
case D3DRS_DESTBLEND :
{
int newVal = GL_ZERO;
switch (Value) {
case D3DBLEND_ZERO : newVal = GL_ZERO; break;
case D3DBLEND_ONE : newVal = GL_ONE; break;
case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
This->srcBlend = newVal;
This->dstBlend = newVal;
break;
case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
This->srcBlend = newVal;
This->dstBlend = newVal;
break;
default:
FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
}
if (State == D3DRS_SRCBLEND) This->srcBlend = newVal;
if (State == D3DRS_DESTBLEND) This->dstBlend = newVal;
TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
glBlendFunc(This->srcBlend, This->dstBlend);
checkGLcall("glBlendFunc");
}
break;
case D3DRS_ALPHATESTENABLE :
if (Value) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
} else {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
}
break;
case D3DRS_ALPHAREF :
{
int glParm = GL_LESS;
float ref = 1.0;
glGetFloatv(GL_ALPHA_TEST_REF, &ref);
checkGLcall("glGetFloatv(GL_ALPHA_TEST_REF, &ref);");
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
case D3DCMP_LESS: glParm=GL_LESS; break;
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
case D3DCMP_GREATER: glParm=GL_GREATER; break;
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
break;
glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
break;
case D3DRS_ALPHAFUNC :
{
int glParm = GL_LESS;
float ref = 1.0;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &glParm);
checkGLcall("glGetFloatv(GL_ALPHA_TEST_FUNC, &glParm);");
ref = ((float) Value) / 255.0;
glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
break;
case D3DRS_CLIPPLANEENABLE :
{
int i = GL_CLIP_PLANE0;
DWORD tmp = Value;
while (tmp) {
TRACE("Value %lx, %%2 = %lx, i=%x\n", tmp, tmp%2, i);
if (tmp%2) glEnable(i);
else glDisable(i);
checkGLcall("Enable/Disable clip planes");
tmp = tmp>>1;
i++;
}
}
break;
case D3DRS_BLENDOP :
{
int glParm = GL_FUNC_ADD;
switch ((D3DBLENDOP) Value) {
case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
case D3DBLENDOP_MIN : glParm = GL_MIN; break;
case D3DBLENDOP_MAX : glParm = GL_MAX; break;
default:
FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
}
glBlendEquation(glParm);
checkGLcall("glBlendEquation");
}
break;
case D3DRS_TEXTUREFACTOR :
{
/* noop - Just save away the texture color for now as it applies
to all textures whereas GL_TEXTURE_ENV_COLOR applies to active only */
}
break;
case D3DRS_SPECULARENABLE : /* Can opengl do this? */
{
if (Value) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);");
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);");
}
}
break;
/* Unhandled yet...! */
case D3DRS_LINEPATTERN :
case D3DRS_LASTPIXEL :
case D3DRS_FOGENABLE :
case D3DRS_ZVISIBLE :
case D3DRS_FOGCOLOR :
case D3DRS_FOGTABLEMODE :
case D3DRS_FOGSTART :
case D3DRS_FOGEND :
case D3DRS_FOGDENSITY :
case D3DRS_EDGEANTIALIAS :
case D3DRS_ZBIAS :
case D3DRS_RANGEFOGENABLE :
case D3DRS_STENCILENABLE :
case D3DRS_STENCILFAIL :
case D3DRS_STENCILZFAIL :
case D3DRS_STENCILPASS :
case D3DRS_STENCILFUNC :
case D3DRS_STENCILREF :
case D3DRS_STENCILMASK :
case D3DRS_STENCILWRITEMASK :
case D3DRS_WRAP0 :
case D3DRS_WRAP1 :
case D3DRS_WRAP2 :
case D3DRS_WRAP3 :
case D3DRS_WRAP4 :
case D3DRS_WRAP5 :
case D3DRS_WRAP6 :
case D3DRS_WRAP7 :
case D3DRS_CLIPPING :
case D3DRS_FOGVERTEXMODE :
case D3DRS_COLORVERTEX :
case D3DRS_LOCALVIEWER :
case D3DRS_NORMALIZENORMALS :
case D3DRS_DIFFUSEMATERIALSOURCE :
case D3DRS_SPECULARMATERIALSOURCE :
case D3DRS_AMBIENTMATERIALSOURCE :
case D3DRS_EMISSIVEMATERIALSOURCE :
case D3DRS_VERTEXBLEND :
case D3DRS_SOFTWAREVERTEXPROCESSING :
case D3DRS_POINTSIZE :
case D3DRS_POINTSIZE_MIN :
case D3DRS_POINTSPRITEENABLE :
case D3DRS_POINTSCALEENABLE :
case D3DRS_POINTSCALE_A :
case D3DRS_POINTSCALE_B :
case D3DRS_POINTSCALE_C :
case D3DRS_MULTISAMPLEANTIALIAS :
case D3DRS_MULTISAMPLEMASK :
case D3DRS_PATCHEDGESTYLE :
case D3DRS_PATCHSEGMENTS :
case D3DRS_DEBUGMONITORTOKEN :
case D3DRS_POINTSIZE_MAX :
case D3DRS_INDEXEDVERTEXBLENDENABLE :
case D3DRS_COLORWRITEENABLE :
case D3DRS_TWEENFACTOR :
FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
break;
default:
FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD* pValue) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) for State %d = %ld\n", This, State, This->UpdateStateBlock->renderstate[State]);
*pValue = This->StateBlock.renderstate[State];
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
void *memory;
TRACE("(%p)\n", This);
if (This->isRecordingState) {
TRACE("(%p) already recording! returning error\n", This);
return D3DERR_INVALIDCALL;
}
/* Allocate Storage */
memory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(STATEBLOCK));
This->isRecordingState = TRUE;
This->UpdateStateBlock = memory;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)\n", This);
if (!This->isRecordingState) {
TRACE("(%p) not recording! returning error\n", This);
return D3DERR_INVALIDCALL;
}
This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
*pToken = (DWORD) This->UpdateStateBlock;
This->isRecordingState = FALSE;
This->UpdateStateBlock = &This->StateBlock;
TRACE("(%p) returning token (ptr to stateblock) of %lx\n", This, *pToken);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
STATEBLOCK *pSB = (STATEBLOCK *)Token;
int i,j;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Applying state block %lx\n", This, Token);
/* FIXME: Only apply applicable states not all states */
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
for (i=0; i<MAX_ACTIVE_LIGHTS; i++) {
if (pSB->Set.lightEnable[i] && pSB->Changed.lightEnable[i])
IDirect3DDevice8Impl_LightEnable(iface, i, pSB->lightEnable[i]);
if (pSB->Set.lights[i] && pSB->Changed.lights[i])
IDirect3DDevice8Impl_SetLight(iface, i, &pSB->lights[i]);
}
if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
/* TODO: Vertex Shader Constants */
}
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
IDirect3DDevice8Impl_SetVertexShader(iface, pSB->PixelShader);
/* TODO: Pixel Shader Constants */
}
/* Others + Render & Texture */
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
for (i=0; i<HIGHEST_TRANSFORMSTATE; i++) {
if (pSB->Set.transform[i] && pSB->Changed.transform[i])
IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
}
if (pSB->Set.Indices && pSB->Changed.Indices)
IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
if (pSB->Set.material && pSB->Changed.material)
IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
if (pSB->Set.viewport && pSB->Changed.viewport)
IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
for (i=0; i<MAX_STREAMS; i++) {
if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
}
for (i=0; i<MAX_CLIPPLANES; i++) {
if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
float clip[4];
clip[0] = pSB->clipplane[i][0];
clip[1] = pSB->clipplane[i][1];
clip[2] = pSB->clipplane[i][2];
clip[3] = pSB->clipplane[i][3];
IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
}
}
/* Render */
for (i=0; i<HIGHEST_RENDER_STATE; i++) {
if (This->StateBlock.Set.renderstate[i] && pSB->Changed.renderstate[i])
IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
}
/* Texture */
for (j=0; j<8; j++) {
for (i=0; i<HIGHEST_TEXTURE_STATE; i++) {
if (This->StateBlock.Set.texture_state[j][i] && pSB->Changed.texture_state[j][i])
IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
}
}
} else if (pSB->blockType == D3DSBT_PIXELSTATE) {
for (i=0; i<NUM_SAVEDPIXELSTATES_R; i++) {
if (This->StateBlock.Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
}
for (j=0; j<8; i++) {
for (i=0; i<NUM_SAVEDPIXELSTATES_T; i++) {
if (This->StateBlock.Set.texture_state[j][SavedPixelStates_T[i]] &&
pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
}
}
} else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
for (i=0; i<NUM_SAVEDVERTEXSTATES_R; i++) {
if (This->StateBlock.Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
}
for (j=0; j<8; i++) {
for (i=0; i<NUM_SAVEDVERTEXSTATES_T; i++) {
if (This->StateBlock.Set.texture_state[j][SavedVertexStates_T[i]] &&
pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
}
}
} else {
FIXME("Unrecognized state block type %d\n", pSB->blockType);
}
memcpy(&This->StateBlock.Changed, &pSB->Changed, sizeof(This->StateBlock.Changed));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
STATEBLOCK *updateBlock = (STATEBLOCK *)Token;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Updating state block %lx\n", This, Token);
/* If not recorded, then update can just recapture */
if (updateBlock->blockType != D3DSBT_RECORDED) {
DWORD tmpToken;
STATEBLOCK *tmpBlock;
IDirect3DDevice8Impl_CreateStateBlock(iface, updateBlock->blockType, &tmpToken);
tmpBlock = (STATEBLOCK *)tmpToken;
memcpy(updateBlock, tmpBlock, sizeof(STATEBLOCK));
IDirect3DDevice8Impl_DeleteStateBlock(iface, tmpToken);
/* FIXME: This will record states of new lights! May need to have and save set_lights
across this action */
} else {
/* Recorded => Only update 'changed' values
FIXME: Currently implementation just copies the whole state block, because
then 'changed' flags were copied in when the block was applied, so the new state
block will just have more changed flags set! This will break if
state A is applied, then state B is applied, then state A is captured. */
memcpy(updateBlock, &This->StateBlock, sizeof(STATEBLOCK));
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : freeing token %lx\n", This, Token);
HeapFree(GetProcessHeap(), 0, (void *)Token);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type,DWORD* pToken) {
void *memory;
STATEBLOCK *s;
int i,j;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for type %d\n", This, Type);
/* Allocate Storage */
memory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(STATEBLOCK));
if (memory) memcpy(memory, &This->StateBlock, sizeof(STATEBLOCK));
*pToken = (DWORD) memory;
s = memory;
s->blockType = Type;
TRACE("Updating changed flags appropriate for type %d\n", Type);
if (Type == D3DSBT_ALL) {
TRACE("ALL => Pretend everything has changed\n");
memset(&s->Changed, TRUE, sizeof(This->StateBlock.Changed));
} else if (Type == D3DSBT_PIXELSTATE) {
memset(&s->Changed, FALSE, sizeof(This->StateBlock.Changed));
/* TODO: Pixel Shader Constants */
s->Changed.pixelShader = TRUE;
for (i=0; i<NUM_SAVEDPIXELSTATES_R; i++) {
s->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
}
for (j=0; j<8; i++) {
for (i=0; i<NUM_SAVEDPIXELSTATES_T; i++) {
s->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
}
}
} else if (Type == D3DSBT_VERTEXSTATE) {
memset(&s->Changed, FALSE, sizeof(This->StateBlock.Changed));
/* TODO: Vertex Shader Constants */
s->Changed.vertexShader = TRUE;
for (i=0; i<NUM_SAVEDVERTEXSTATES_R; i++) {
s->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
}
for (j=0; j<8; i++) {
for (i=0; i<NUM_SAVEDVERTEXSTATES_T; i++) {
s->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
}
}
for (i=0; i<MAX_ACTIVE_LIGHTS; i++) {
s->Changed.lightEnable[i] = TRUE;
s->Changed.lights[i] = TRUE;
}
} else {
FIXME("Unrecognized state block type %d\n", Type);
}
TRACE("(%p) returning token (ptr to stateblock) of %lx\n", This, *pToken);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8** ppTexture) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : returning %p for stage %ld\n", This, This->StateBlock.textures[Stage], Stage);
*ppTexture = (LPDIRECT3DBASETEXTURE8)This->StateBlock.textures[Stage];
IDirect3DBaseTexture8Impl_AddRef(*ppTexture);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8* pTexture) {
IDirect3DBaseTexture8 *oldTxt;
ICOM_THIS(IDirect3DDevice8Impl,iface);
D3DRESOURCETYPE textureType;
oldTxt = This->StateBlock.textures[Stage];
TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
This->UpdateStateBlock->Set.textures[Stage] = TRUE;
This->UpdateStateBlock->Changed.textures[Stage] = TRUE;
This->UpdateStateBlock->textures[Stage] = pTexture;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Make appropriate texture active */
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
checkGLcall("glActiveTextureARB");
/* Decrement the count of the previous texture */
if (oldTxt != NULL) {
IDirect3DBaseTexture8Impl_Release(oldTxt);
}
if (pTexture) {
IDirect3DBaseTexture8Impl_AddRef((LPDIRECT3DBASETEXTURE8)This->StateBlock.textures[Stage]);
/* Now setup the texture appropraitly */
textureType = IDirect3DBaseTexture8Impl_GetType(pTexture);
if (textureType == D3DRTYPE_TEXTURE) {
IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture;
int i;
/* Standard 2D texture */
TRACE("Standard 2d texture\n");
/* for (i=0; i<pTexture2->levels; i++) { */
i=0;
{
if (pTexture2->surfaces[i]->textureName != 0 && pTexture2->Dirty == FALSE) {
glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p given name %d\n", pTexture2->surfaces[i], pTexture2->surfaces[i]->textureName);
} else {
if (pTexture2->surfaces[i]->textureName == 0) {
glGenTextures(1, &pTexture2->surfaces[i]->textureName);
checkGLcall("glGenTextures");
TRACE("Texture %p given name %d\n", pTexture2->surfaces[i], pTexture2->surfaces[i]->textureName);
}
glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%lx, Mem=%p\n",
GL_TEXTURE_2D, i, fmt2glintFmt(pTexture2->format), pTexture2->surfaces[i]->myDesc.Width,
pTexture2->surfaces[i]->myDesc.Height, 0, fmt2glFmt(pTexture2->format),fmt2glType(pTexture2->format),
pTexture2->surfaces[i]->allocatedMemory);
glTexImage2D(GL_TEXTURE_2D, i,
fmt2glintFmt(pTexture2->format),
pTexture2->surfaces[i]->myDesc.Width,
pTexture2->surfaces[i]->myDesc.Height,
0,
fmt2glFmt(pTexture2->format),
fmt2glType(pTexture2->format),
pTexture2->surfaces[i]->allocatedMemory
);
checkGLcall("glTexImage2D");
/*
* The following enable things to work but I dont think
* they all go here - FIXME! @@@
*/
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
/*glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);*/
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable");
pTexture2->Dirty = FALSE;
}
}
} else {
FIXME("(%p) : stub\n", This);
}
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->StateBlock.texture_state[Stage][Type]);
*pValue = This->StateBlock.texture_state[Stage][Type];
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value);
This->UpdateStateBlock->Changed.texture_state[Stage][Type] = TRUE;
This->UpdateStateBlock->Set.texture_state[Stage][Type] = TRUE;
This->UpdateStateBlock->texture_state[Stage][Type] = Value;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Make appropriate texture active */
TRACE("Activating appropriate texture state\n");
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
checkGLcall("glActiveTextureARB");
switch (Type) {
case D3DTSS_MINFILTER :
if (Value == D3DTEXF_POINT) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameter GL_TEXTURE_MINFILTER, GL_NEAREST");
} else if (Value == D3DTEXF_LINEAR) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
checkGLcall("glTexParameter GL_TEXTURE_MINFILTER, GL_LINEAR");
} else {
FIXME("Unhandled D3DTSS_MINFILTER value of %ld\n", Value);
}
break;
case D3DTSS_MAGFILTER :
if (Value == D3DTEXF_POINT) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_NEAREST");
} else if (Value == D3DTEXF_LINEAR) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_LINEAR");
} else {
FIXME("Unhandled D3DTSS_MAGFILTER value of %ld\n", Value);
}
break;
case D3DTSS_COLORARG1 :
case D3DTSS_COLORARG2 :
case D3DTSS_COLORARG0 :
case D3DTSS_ALPHAARG1 :
case D3DTSS_ALPHAARG2 :
case D3DTSS_ALPHAARG0 :
{
BOOL isAlphaReplicate = FALSE;
BOOL isComplement = FALSE;
BOOL isAlphaArg = (Type == D3DTSS_ALPHAARG1 || Type == D3DTSS_ALPHAARG2 || Type == D3DTSS_ALPHAARG0);
int operand= GL_SRC_COLOR;
int source = GL_TEXTURE;
TRACE("Type %d : %ld\n", Type, Value);
/* Catch alpha replicate */
if (Value & D3DTA_ALPHAREPLICATE) {
Value = Value & ~D3DTA_ALPHAREPLICATE;
isAlphaReplicate = TRUE;
}
/* Catch Complement */
if (Value & D3DTA_COMPLEMENT) {
Value = Value & ~D3DTA_COMPLEMENT;
isComplement = TRUE;
}
/* Calculate the operand */
if (isAlphaReplicate && !isComplement) {
operand = GL_SRC_ALPHA;
} else if (isAlphaReplicate && isComplement) {
operand = GL_ONE_MINUS_SRC_ALPHA;
} else if (isComplement) {
if (isAlphaArg) {
operand = GL_ONE_MINUS_SRC_COLOR;
} else {
operand = GL_ONE_MINUS_SRC_ALPHA;
}
} else {
if (isAlphaArg) {
operand = GL_SRC_ALPHA;
} else {
operand = GL_SRC_COLOR;
}
}
/* Calculate the source */
switch (Value) {
case D3DTA_CURRENT: source = GL_PREVIOUS_EXT;
break;
case D3DTA_DIFFUSE: source = GL_PRIMARY_COLOR_EXT;
break;
case D3DTA_TEXTURE: source = GL_TEXTURE;
break;
case D3DTA_TFACTOR: {
float col[4];
source = GL_CONSTANT_EXT;
/* Note the D3DRS value applies to all textures, but GL has one
per texture, so apply it now ready to be used! */
col[0] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 16) & 0xFF) / 255.0;
col[1] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 8 ) & 0xFF) / 255.0;
col[2] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 0 ) & 0xFF) / 255.0;
col[3] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 24 ) & 0xFF) / 255.0;
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
}
break;
/* According to the GL_ARB_texture_env_combine specs, SPECULAR is 'Secondary color' and
isnt supported until base GL supports it
There is no concept of temp registers as far as I can tell */
default:
FIXME("Unrecognized or unhandled texture arg %ld\n", Value);
}
if (isAlphaArg) {
glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT(Type), source);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT, source);");
glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT(Type), operand);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT, operand);");
} else {
glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT(Type), source);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT, source);");
glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT(Type), operand);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT, operand);");
}
}
break;
case D3DTSS_ALPHAOP :
case D3DTSS_COLOROP :
{
int Scale = 1;
int Parm = (Type == D3DTSS_ALPHAOP)? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT;
switch (Value) {
case D3DTOP_SELECTARG1 :
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE);
break;
case D3DTOP_MODULATE4X : Scale = Scale * 2; /* Drop through */
case D3DTOP_MODULATE2X : Scale = Scale * 2; /* Drop through */
case D3DTOP_MODULATE :
/* Correct scale */
if (Type == D3DTSS_ALPHAOP) glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale);
else glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, Scale);
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_MODULATE);
break;
case D3DTOP_ADD :
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD);
break;
case D3DTOP_ADDSIGNED2X : Scale = Scale * 2; /* Drop through */
case D3DTOP_ADDSIGNED :
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD_SIGNED_EXT);
break;
case D3DTOP_SUBTRACT :
/* glTexEnvi(GL_TEXTURE_ENV, Parm, GL_SUBTRACT); Missing? */
case D3DTOP_DISABLE :
case D3DTOP_SELECTARG2 :
/* GL_REPLACE, swap args 0 and 1? */
case D3DTOP_ADDSMOOTH :
case D3DTOP_BLENDDIFFUSEALPHA :
case D3DTOP_BLENDTEXTUREALPHA :
case D3DTOP_BLENDFACTORALPHA :
case D3DTOP_BLENDTEXTUREALPHAPM :
case D3DTOP_BLENDCURRENTALPHA :
case D3DTOP_PREMODULATE :
case D3DTOP_MODULATEALPHA_ADDCOLOR :
case D3DTOP_MODULATECOLOR_ADDALPHA :
case D3DTOP_MODULATEINVALPHA_ADDCOLOR :
case D3DTOP_MODULATEINVCOLOR_ADDALPHA :
case D3DTOP_BUMPENVMAP :
case D3DTOP_BUMPENVMAPLUMINANCE :
case D3DTOP_DOTPRODUCT3 :
case D3DTOP_MULTIPLYADD :
case D3DTOP_LERP :
default:
FIXME("Unhandled texture operation %ld\n", Value);
}
break;
}
/* Unhandled */
case D3DTSS_BUMPENVMAT00 :
case D3DTSS_BUMPENVMAT01 :
case D3DTSS_BUMPENVMAT10 :
case D3DTSS_BUMPENVMAT11 :
case D3DTSS_TEXCOORDINDEX :
case D3DTSS_ADDRESSU :
case D3DTSS_ADDRESSV :
case D3DTSS_BORDERCOLOR :
case D3DTSS_MIPFILTER :
case D3DTSS_MIPMAPLODBIAS :
case D3DTSS_MAXMIPLEVEL :
case D3DTSS_MAXANISOTROPY :
case D3DTSS_BUMPENVLSCALE :
case D3DTSS_BUMPENVLOFFSET :
case D3DTSS_TEXTURETRANSFORMFLAGS :
case D3DTSS_ADDRESSW :
case D3DTSS_RESULTARG :
default:
FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value);
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber,CONST PALETTEENTRY* pEntries) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber,PALETTEENTRY* pEntries) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) {
IDirect3DVertexBuffer8 *pVB;
D3DVERTEXBUFFER_DESC VtxBufDsc;
ICOM_THIS(IDirect3DDevice8Impl,iface);
pVB = This->StateBlock.stream_source[0];
TRACE("(%p) : Type=%d, Start=%d, Count=%d\n", This, PrimitiveType, StartVertex, PrimitiveCount);
IDirect3DVertexBuffer8Impl_GetDesc(pVB, &VtxBufDsc);
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE,
VtxBufDsc.FVF, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory, StartVertex, -1, 0, NULL);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,
UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) {
UINT idxStride = 2;
IDirect3DIndexBuffer8 *pIB;
IDirect3DVertexBuffer8 *pVB;
D3DINDEXBUFFER_DESC IdxBufDsc;
D3DVERTEXBUFFER_DESC VtxBufDsc;
ICOM_THIS(IDirect3DDevice8Impl,iface);
pIB = This->StateBlock.pIndexData;
pVB = This->StateBlock.stream_source[0];
TRACE("(%p) : Type=%d, min=%d, CountV=%d, startIdx=%d, countP=%d \n", This, PrimitiveType,
minIndex, NumVertices, startIndex, primCount);
IDirect3DIndexBuffer8Impl_GetDesc(pIB, &IdxBufDsc);
if (IdxBufDsc.Format == D3DFMT_INDEX16) {
idxStride = 2;
} else {
idxStride = 4;
}
IDirect3DVertexBuffer8Impl_GetDesc(pVB, &VtxBufDsc);
DrawPrimitiveI(iface, PrimitiveType, primCount, TRUE, VtxBufDsc.FVF, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory,
This->StateBlock.baseVertexIndex, startIndex, idxStride, ((IDirect3DIndexBuffer8Impl *) pIB)->allocatedMemory);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Type=%d, pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
if (This->StateBlock.stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock.stream_source[0]);
This->StateBlock.stream_source[0] = NULL;
This->StateBlock.stream_stride[0] = VertexStreamZeroStride;
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE, This->StateBlock.VertexShader, pVertexStreamZeroData,
0, 0, 0, NULL);
This->StateBlock.stream_stride[0] = 0;
/*stream zero settings set to null at end */
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,
UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,
D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
UINT VertexStreamZeroStride) {
int idxStride;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Type=%d, MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n", This, PrimitiveType,
MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
if (This->StateBlock.stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock.stream_source[0]);
if (IndexDataFormat == D3DFMT_INDEX16) {
idxStride = 2;
} else {
idxStride = 4;
}
This->StateBlock.stream_source[0] = NULL;
This->StateBlock.stream_stride[0] = VertexStreamZeroStride;
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, TRUE, This->StateBlock.VertexShader, pVertexStreamZeroData,
This->StateBlock.baseVertexIndex, 0, idxStride, pIndexData);
/*stream zero settings set to null at end */
This->StateBlock.stream_stride[0] = 0;
IDirect3DDevice8Impl_SetIndices(iface, NULL, 0);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration,CONST DWORD* pFunction,DWORD* pHandle,DWORD Usage) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
This->UpdateStateBlock->VertexShader = Handle;
This->UpdateStateBlock->Changed.vertexShader = TRUE;
This->UpdateStateBlock->Set.vertexShader = TRUE;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (Handle <= VS_HIGHESTFIXEDFXF) {
TRACE("(%p) : FVF Shader, Handle=%ld\n", This, Handle);
return D3D_OK;
} else {
FIXME("(%p) : Created shader, Handle=%lx stub\n", This, Handle);
return D3D_OK;
}
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) = %ld\n", This, This->StateBlock.VertexShader);
*pHandle = This->StateBlock.VertexShader;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,CONST void* pConstantData,DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,void* pConstantData,DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex) {
IDirect3DIndexBuffer8 *oldIdxs;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
oldIdxs = This->StateBlock.pIndexData;
This->UpdateStateBlock->Changed.Indices = TRUE;
This->UpdateStateBlock->Set.Indices = TRUE;
This->UpdateStateBlock->pIndexData = pIndexData;
This->UpdateStateBlock->baseVertexIndex = BaseVertexIndex;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (oldIdxs) IDirect3DIndexBuffer8Impl_Release(oldIdxs);
if (pIndexData) IDirect3DIndexBuffer8Impl_AddRef(This->StateBlock.pIndexData);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This);
*ppIndexData = This->StateBlock.pIndexData;
/* up ref count on ppindexdata */
if (*ppIndexData) IDirect3DIndexBuffer8Impl_AddRef(*ppIndexData);
*pBaseVertexIndex = This->StateBlock.baseVertexIndex;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction,DWORD* pHandle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
This->UpdateStateBlock->PixelShader = Handle;
This->UpdateStateBlock->Changed.pixelShader = TRUE;
This->UpdateStateBlock->Set.pixelShader = TRUE;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : returning %ld\n", This, This->StateBlock.PixelShader);
*pHandle = This->StateBlock.PixelShader;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,CONST void* pConstantData,DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,void* pConstantData,DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride) {
IDirect3DVertexBuffer8 *oldSrc;
ICOM_THIS(IDirect3DDevice8Impl,iface);
oldSrc = This->StateBlock.stream_source[StreamNumber];
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
This->UpdateStateBlock->Changed.stream_source[StreamNumber] = TRUE;
This->UpdateStateBlock->Set.stream_source[StreamNumber] = TRUE;
This->UpdateStateBlock->stream_stride[StreamNumber] = Stride;
This->UpdateStateBlock->stream_source[StreamNumber] = pStreamData;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (oldSrc != NULL) IDirect3DVertexBuffer8Impl_Release(oldSrc);
if (pStreamData != NULL) IDirect3DVertexBuffer8Impl_AddRef(pStreamData);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->StateBlock.stream_source[StreamNumber], This->StateBlock.stream_stride[StreamNumber]);
*pStream = This->StateBlock.stream_source[StreamNumber];
*pStride = This->StateBlock.stream_stride[StreamNumber];
IDirect3DVertexBuffer8Impl_AddRef((LPDIRECT3DVERTEXBUFFER8) *pStream);
return D3D_OK;
}
ICOM_VTABLE(IDirect3DDevice8) Direct3DDevice8_Vtbl =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3DDevice8Impl_QueryInterface,
IDirect3DDevice8Impl_AddRef,
IDirect3DDevice8Impl_Release,
IDirect3DDevice8Impl_TestCooperativeLevel,
IDirect3DDevice8Impl_GetAvailableTextureMem,
IDirect3DDevice8Impl_ResourceManagerDiscardBytes,
IDirect3DDevice8Impl_GetDirect3D,
IDirect3DDevice8Impl_GetDeviceCaps,
IDirect3DDevice8Impl_GetDisplayMode,
IDirect3DDevice8Impl_GetCreationParameters,
IDirect3DDevice8Impl_SetCursorProperties,
IDirect3DDevice8Impl_SetCursorPosition,
IDirect3DDevice8Impl_ShowCursor,
IDirect3DDevice8Impl_CreateAdditionalSwapChain,
IDirect3DDevice8Impl_Reset,
IDirect3DDevice8Impl_Present,
IDirect3DDevice8Impl_GetBackBuffer,
IDirect3DDevice8Impl_GetRasterStatus,
IDirect3DDevice8Impl_SetGammaRamp,
IDirect3DDevice8Impl_GetGammaRamp,
IDirect3DDevice8Impl_CreateTexture,
IDirect3DDevice8Impl_CreateVolumeTexture,
IDirect3DDevice8Impl_CreateCubeTexture,
IDirect3DDevice8Impl_CreateVertexBuffer,
IDirect3DDevice8Impl_CreateIndexBuffer,
IDirect3DDevice8Impl_CreateRenderTarget,
IDirect3DDevice8Impl_CreateDepthStencilSurface,
IDirect3DDevice8Impl_CreateImageSurface,
IDirect3DDevice8Impl_CopyRects,
IDirect3DDevice8Impl_UpdateTexture,
IDirect3DDevice8Impl_GetFrontBuffer,
IDirect3DDevice8Impl_SetRenderTarget,
IDirect3DDevice8Impl_GetRenderTarget,
IDirect3DDevice8Impl_GetDepthStencilSurface,
IDirect3DDevice8Impl_BeginScene,
IDirect3DDevice8Impl_EndScene,
IDirect3DDevice8Impl_Clear,
IDirect3DDevice8Impl_SetTransform,
IDirect3DDevice8Impl_GetTransform,
IDirect3DDevice8Impl_MultiplyTransform,
IDirect3DDevice8Impl_SetViewport,
IDirect3DDevice8Impl_GetViewport,
IDirect3DDevice8Impl_SetMaterial,
IDirect3DDevice8Impl_GetMaterial,
IDirect3DDevice8Impl_SetLight,
IDirect3DDevice8Impl_GetLight,
IDirect3DDevice8Impl_LightEnable,
IDirect3DDevice8Impl_GetLightEnable,
IDirect3DDevice8Impl_SetClipPlane,
IDirect3DDevice8Impl_GetClipPlane,
IDirect3DDevice8Impl_SetRenderState,
IDirect3DDevice8Impl_GetRenderState,
IDirect3DDevice8Impl_BeginStateBlock,
IDirect3DDevice8Impl_EndStateBlock,
IDirect3DDevice8Impl_ApplyStateBlock,
IDirect3DDevice8Impl_CaptureStateBlock,
IDirect3DDevice8Impl_DeleteStateBlock,
IDirect3DDevice8Impl_CreateStateBlock,
IDirect3DDevice8Impl_SetClipStatus,
IDirect3DDevice8Impl_GetClipStatus,
IDirect3DDevice8Impl_GetTexture,
IDirect3DDevice8Impl_SetTexture,
IDirect3DDevice8Impl_GetTextureStageState,
IDirect3DDevice8Impl_SetTextureStageState,
IDirect3DDevice8Impl_ValidateDevice,
IDirect3DDevice8Impl_GetInfo,
IDirect3DDevice8Impl_SetPaletteEntries,
IDirect3DDevice8Impl_GetPaletteEntries,
IDirect3DDevice8Impl_SetCurrentTexturePalette,
IDirect3DDevice8Impl_GetCurrentTexturePalette,
IDirect3DDevice8Impl_DrawPrimitive,
IDirect3DDevice8Impl_DrawIndexedPrimitive,
IDirect3DDevice8Impl_DrawPrimitiveUP,
IDirect3DDevice8Impl_DrawIndexedPrimitiveUP,
IDirect3DDevice8Impl_ProcessVertices,
IDirect3DDevice8Impl_CreateVertexShader,
IDirect3DDevice8Impl_SetVertexShader,
IDirect3DDevice8Impl_GetVertexShader,
IDirect3DDevice8Impl_DeleteVertexShader,
IDirect3DDevice8Impl_SetVertexShaderConstant,
IDirect3DDevice8Impl_GetVertexShaderConstant,
IDirect3DDevice8Impl_GetVertexShaderDeclaration,
IDirect3DDevice8Impl_GetVertexShaderFunction,
IDirect3DDevice8Impl_SetStreamSource,
IDirect3DDevice8Impl_GetStreamSource,
IDirect3DDevice8Impl_SetIndices,
IDirect3DDevice8Impl_GetIndices,
IDirect3DDevice8Impl_CreatePixelShader,
IDirect3DDevice8Impl_SetPixelShader,
IDirect3DDevice8Impl_GetPixelShader,
IDirect3DDevice8Impl_DeletePixelShader,
IDirect3DDevice8Impl_SetPixelShaderConstant,
IDirect3DDevice8Impl_GetPixelShaderConstant,
IDirect3DDevice8Impl_GetPixelShaderFunction,
IDirect3DDevice8Impl_DrawRectPatch,
IDirect3DDevice8Impl_DrawTriPatch,
IDirect3DDevice8Impl_DeletePatch
};
void CreateStateBlock(LPDIRECT3DDEVICE8 iface) {
D3DLINEPATTERN lp;
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("Need to sort out defaults for the state information! \n");
TRACE("-----------------------> Setting up device defaults...\n");
This->StateBlock.blockType = D3DSBT_ALL;
/* Set some of the defaults */
/* Render states: */
if (This->PresentParms.EnableAutoDepthStencil) {
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE );
} else {
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE );
}
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
lp.wRepeatFactor = 0; lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, (DWORD) &lp);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, (DWORD) 64.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, (DWORD) 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
TRACE("-----------------------> Device defaults now set up...\n");
}
DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
D3DRS_ALPHABLENDENABLE ,
D3DRS_ALPHAFUNC ,
D3DRS_ALPHAREF ,
D3DRS_ALPHATESTENABLE ,
D3DRS_BLENDOP ,
D3DRS_COLORWRITEENABLE ,
D3DRS_DESTBLEND ,
D3DRS_DITHERENABLE ,
D3DRS_EDGEANTIALIAS ,
D3DRS_FILLMODE ,
D3DRS_FOGDENSITY ,
D3DRS_FOGEND ,
D3DRS_FOGSTART ,
D3DRS_LASTPIXEL ,
D3DRS_LINEPATTERN ,
D3DRS_SHADEMODE ,
D3DRS_SRCBLEND ,
D3DRS_STENCILENABLE ,
D3DRS_STENCILFAIL ,
D3DRS_STENCILFUNC ,
D3DRS_STENCILMASK ,
D3DRS_STENCILPASS ,
D3DRS_STENCILREF ,
D3DRS_STENCILWRITEMASK ,
D3DRS_STENCILZFAIL ,
D3DRS_TEXTUREFACTOR ,
D3DRS_WRAP0 ,
D3DRS_WRAP1 ,
D3DRS_WRAP2 ,
D3DRS_WRAP3 ,
D3DRS_WRAP4 ,
D3DRS_WRAP5 ,
D3DRS_WRAP6 ,
D3DRS_WRAP7 ,
D3DRS_ZBIAS ,
D3DRS_ZENABLE ,
D3DRS_ZFUNC ,
D3DRS_ZWRITEENABLE
};
DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
D3DTSS_ADDRESSU ,
D3DTSS_ADDRESSV ,
D3DTSS_ADDRESSW ,
D3DTSS_ALPHAARG0 ,
D3DTSS_ALPHAARG1 ,
D3DTSS_ALPHAARG2 ,
D3DTSS_ALPHAOP ,
D3DTSS_BORDERCOLOR ,
D3DTSS_BUMPENVLOFFSET ,
D3DTSS_BUMPENVLSCALE ,
D3DTSS_BUMPENVMAT00 ,
D3DTSS_BUMPENVMAT01 ,
D3DTSS_BUMPENVMAT10 ,
D3DTSS_BUMPENVMAT11 ,
D3DTSS_COLORARG0 ,
D3DTSS_COLORARG1 ,
D3DTSS_COLORARG2 ,
D3DTSS_COLOROP ,
D3DTSS_MAGFILTER ,
D3DTSS_MAXANISOTROPY ,
D3DTSS_MAXMIPLEVEL ,
D3DTSS_MINFILTER ,
D3DTSS_MIPFILTER ,
D3DTSS_MIPMAPLODBIAS ,
D3DTSS_RESULTARG ,
D3DTSS_TEXCOORDINDEX ,
D3DTSS_TEXTURETRANSFORMFLAGS
};
DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
D3DRS_AMBIENT ,
D3DRS_AMBIENTMATERIALSOURCE ,
D3DRS_CLIPPING ,
D3DRS_CLIPPLANEENABLE ,
D3DRS_COLORVERTEX ,
D3DRS_DIFFUSEMATERIALSOURCE ,
D3DRS_EMISSIVEMATERIALSOURCE ,
D3DRS_FOGDENSITY ,
D3DRS_FOGEND ,
D3DRS_FOGSTART ,
D3DRS_FOGTABLEMODE ,
D3DRS_FOGVERTEXMODE ,
D3DRS_INDEXEDVERTEXBLENDENABLE ,
D3DRS_LIGHTING ,
D3DRS_LOCALVIEWER ,
D3DRS_MULTISAMPLEANTIALIAS ,
D3DRS_MULTISAMPLEMASK ,
D3DRS_NORMALIZENORMALS ,
D3DRS_PATCHEDGESTYLE ,
D3DRS_PATCHSEGMENTS ,
D3DRS_POINTSCALE_A ,
D3DRS_POINTSCALE_B ,
D3DRS_POINTSCALE_C ,
D3DRS_POINTSCALEENABLE ,
D3DRS_POINTSIZE ,
D3DRS_POINTSIZE_MAX ,
D3DRS_POINTSIZE_MIN ,
D3DRS_POINTSPRITEENABLE ,
D3DRS_RANGEFOGENABLE ,
D3DRS_SOFTWAREVERTEXPROCESSING ,
D3DRS_SPECULARMATERIALSOURCE ,
D3DRS_TWEENFACTOR ,
D3DRS_VERTEXBLEND
};
DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
D3DTSS_TEXCOORDINDEX ,
D3DTSS_TEXTURETRANSFORMFLAGS
};