4444 lines
170 KiB
C
4444 lines
170 KiB
C
/*
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* Direct3D Device
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*
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* Copyright (c) 1998-2004 Lionel Ulmer
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* Copyright (c) 2002-2005 Christian Costa
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*
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* This file contains the MESA implementation of all the D3D devices that
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* Wine supports.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include <stdarg.h>
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#include <string.h>
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#include <math.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "objbase.h"
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#include "wingdi.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "wine/debug.h"
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#include "wine/library.h"
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#include "d3d_private.h"
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#include "opengl_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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WINE_DECLARE_DEBUG_CHANNEL(ddraw_geom);
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/* x11drv GDI escapes */
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#define X11DRV_ESCAPE 6789
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enum x11drv_escape_codes
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{
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X11DRV_GET_DISPLAY, /* get X11 display for a DC */
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X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
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X11DRV_GET_FONT, /* get current X font for a DC */
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};
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/* They are non-static as they are used by Direct3D in the creation function */
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const GUID IID_D3DDEVICE_OpenGL = {
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0x31416d44,
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0x86ae,
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0x11d2,
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{ 0x82,0x2d,0xa8,0xd5,0x31,0x87,0xca,0xfa }
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};
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const float id_mat[16] = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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};
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/* This is filled at DLL loading time */
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static D3DDEVICEDESC7 opengl_device_caps;
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GL_EXTENSIONS_LIST GL_extensions;
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static void draw_primitive_strided(IDirect3DDeviceImpl *This,
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D3DPRIMITIVETYPE d3dptPrimitiveType,
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DWORD d3dvtVertexType,
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LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
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DWORD dwVertexCount,
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LPWORD dwIndices,
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DWORD dwIndexCount,
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DWORD dwFlags) ;
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static DWORD draw_primitive_handle_textures(IDirect3DDeviceImpl *This);
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/* retrieve the X display to use on a given DC */
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inline static Display *get_display( HDC hdc )
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{
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Display *display;
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enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
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if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
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sizeof(display), (LPSTR)&display )) display = NULL;
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return display;
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}
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#define UNLOCK_TEX_SIZE 256
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#define DEPTH_RANGE_BIT (0x00000001 << 0)
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#define VIEWPORT_BIT (0x00000001 << 1)
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static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, BOOLEAN use_alpha, BOOLEAN *initial) {
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IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
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DWORD opt_bitmap = 0x00000000;
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if ((gl_d3d_dev->current_bound_texture[1] != NULL) &&
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((d3d_dev->state_block.texture_stage_state[1][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE))) {
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if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE1_WINE) {
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GL_extensions.glActiveTexture(GL_TEXTURE1_WINE);
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gl_d3d_dev->current_active_tex_unit = GL_TEXTURE1_WINE;
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}
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/* Disable multi-texturing for level 1 to disable all others */
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glDisable(GL_TEXTURE_2D);
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}
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if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE0_WINE) {
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GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
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gl_d3d_dev->current_active_tex_unit = GL_TEXTURE0_WINE;
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}
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if ((gl_d3d_dev->current_bound_texture[0] == NULL) ||
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(d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE))
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glEnable(GL_TEXTURE_2D);
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if (gl_d3d_dev->unlock_tex == 0) {
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glGenTextures(1, &gl_d3d_dev->unlock_tex);
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glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
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*initial = TRUE;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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} else {
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glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
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*initial = FALSE;
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}
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if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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}
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if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
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gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
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d3ddevice_set_ortho(d3d_dev);
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}
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if (gl_d3d_dev->depth_test != FALSE) glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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if ((d3d_dev->active_viewport.dvMinZ != 0.0) ||
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(d3d_dev->active_viewport.dvMaxZ != 1.0)) {
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glDepthRange(0.0, 1.0);
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opt_bitmap |= DEPTH_RANGE_BIT;
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}
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if ((d3d_dev->active_viewport.dwX != 0) ||
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(d3d_dev->active_viewport.dwY != 0) ||
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(d3d_dev->active_viewport.dwWidth != d3d_dev->surface->surface_desc.dwWidth) ||
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(d3d_dev->active_viewport.dwHeight != d3d_dev->surface->surface_desc.dwHeight)) {
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glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
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opt_bitmap |= VIEWPORT_BIT;
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}
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glScissor(pRect->left, d3d_dev->surface->surface_desc.dwHeight - pRect->bottom,
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pRect->right - pRect->left, pRect->bottom - pRect->top);
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if (gl_d3d_dev->lighting != FALSE) glDisable(GL_LIGHTING);
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if (gl_d3d_dev->cull_face != FALSE) glDisable(GL_CULL_FACE);
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if (use_alpha) {
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if (gl_d3d_dev->alpha_test == FALSE) glEnable(GL_ALPHA_TEST);
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if ((gl_d3d_dev->current_alpha_test_func != GL_NOTEQUAL) || (gl_d3d_dev->current_alpha_test_ref != 0.0))
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glAlphaFunc(GL_NOTEQUAL, 0.0);
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} else {
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if (gl_d3d_dev->alpha_test != FALSE) glDisable(GL_ALPHA_TEST);
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}
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if (gl_d3d_dev->stencil_test != FALSE) glDisable(GL_STENCIL_TEST);
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if (gl_d3d_dev->blending != FALSE) glDisable(GL_BLEND);
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if (gl_d3d_dev->fogging != FALSE) glDisable(GL_FOG);
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if (gl_d3d_dev->current_tex_env != GL_REPLACE)
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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return opt_bitmap;
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}
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static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DWORD opt_bitmap, BOOLEAN use_alpha) {
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IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
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/* And restore all the various states modified by this code */
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if (gl_d3d_dev->depth_test != 0) glEnable(GL_DEPTH_TEST);
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if (gl_d3d_dev->lighting != 0) glEnable(GL_LIGHTING);
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if ((gl_d3d_dev->alpha_test != 0) && (use_alpha == 0))
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glEnable(GL_ALPHA_TEST);
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else if ((gl_d3d_dev->alpha_test == 0) && (use_alpha != 0))
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glDisable(GL_ALPHA_TEST);
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if (use_alpha) {
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if ((gl_d3d_dev->current_alpha_test_func != GL_NOTEQUAL) || (gl_d3d_dev->current_alpha_test_ref != 0.0))
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glAlphaFunc(gl_d3d_dev->current_alpha_test_func, gl_d3d_dev->current_alpha_test_ref);
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}
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if (gl_d3d_dev->stencil_test != 0) glEnable(GL_STENCIL_TEST);
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if (gl_d3d_dev->cull_face != 0) glEnable(GL_CULL_FACE);
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if (gl_d3d_dev->blending != 0) glEnable(GL_BLEND);
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if (gl_d3d_dev->fogging != 0) glEnable(GL_FOG);
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glDisable(GL_SCISSOR_TEST);
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if (opt_bitmap & DEPTH_RANGE_BIT) {
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glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
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}
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if (opt_bitmap & VIEWPORT_BIT) {
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glViewport(d3d_dev->active_viewport.dwX,
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d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
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d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
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}
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if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
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d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
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}
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if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE0_WINE) {
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GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
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gl_d3d_dev->current_active_tex_unit = GL_TEXTURE0_WINE;
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, gl_d3d_dev->current_tex_env);
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/* Note that here we could directly re-bind the previous texture... But it would in some case be a spurious
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bind if ever the game changes the texture just after.
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So choose 0x00000001 to postpone the binding to the next time we draw something on screen. */
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gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001;
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if (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE) glDisable(GL_TEXTURE_2D);
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/* And re-enabled if needed texture level 1 */
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if ((gl_d3d_dev->current_bound_texture[1] != NULL) &&
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(d3d_dev->state_block.texture_stage_state[1][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) {
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if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE1_WINE) {
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GL_extensions.glActiveTexture(GL_TEXTURE1_WINE);
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gl_d3d_dev->current_active_tex_unit = GL_TEXTURE1_WINE;
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}
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glEnable(GL_TEXTURE_2D);
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}
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}
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/* retrieve the X drawable to use on a given DC */
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inline static Drawable get_drawable( HDC hdc )
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{
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Drawable drawable;
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enum x11drv_escape_codes escape = X11DRV_GET_DRAWABLE;
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if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
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sizeof(drawable), (LPSTR)&drawable )) drawable = 0;
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return drawable;
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}
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static BOOL opengl_flip( LPVOID dev, LPVOID drawable)
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{
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IDirect3DDeviceImpl *d3d_dev = (IDirect3DDeviceImpl *) dev;
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IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) dev;
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TRACE("(%p, %ld)\n", gl_d3d_dev->display,(Drawable)drawable);
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ENTER_GL();
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if (gl_d3d_dev->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) {
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d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[WINE_GL_BUFFER_BACK]), gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK]);
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}
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gl_d3d_dev->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
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gl_d3d_dev->state[WINE_GL_BUFFER_FRONT] = SURFACE_GL;
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glXSwapBuffers(gl_d3d_dev->display, (Drawable)drawable);
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LEAVE_GL();
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return TRUE;
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}
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/*******************************************************************************
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* OpenGL static functions
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*/
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static void set_context(IDirect3DDeviceImpl* This)
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{
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IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
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TRACE("glxMakeCurrent %p, %ld, %p\n",glThis->display,glThis->drawable, glThis->gl_context);
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ENTER_GL();
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if (glXMakeCurrent(glThis->display, glThis->drawable, glThis->gl_context) == False) {
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ERR("Error in setting current context (context %p drawable %ld)!\n",
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glThis->gl_context, glThis->drawable);
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}
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LEAVE_GL();
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}
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static void fill_opengl_caps(D3DDEVICEDESC *d1)
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{
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d1->dwSize = sizeof(*d1);
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d1->dwFlags = D3DDD_COLORMODEL | D3DDD_DEVCAPS | D3DDD_TRANSFORMCAPS | D3DDD_BCLIPPING | D3DDD_LIGHTINGCAPS |
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D3DDD_LINECAPS | D3DDD_TRICAPS | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH |
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D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT;
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d1->dcmColorModel = D3DCOLOR_RGB;
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d1->dwDevCaps = opengl_device_caps.dwDevCaps;
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d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS);
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d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP;
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d1->bClipping = TRUE;
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d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS);
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d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT;
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d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB;
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d1->dlcLightingCaps.dwNumLights = opengl_device_caps.dwMaxActiveLights;
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d1->dpcLineCaps = opengl_device_caps.dpcLineCaps;
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d1->dpcTriCaps = opengl_device_caps.dpcTriCaps;
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d1->dwDeviceRenderBitDepth = opengl_device_caps.dwDeviceRenderBitDepth;
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d1->dwDeviceZBufferBitDepth = opengl_device_caps.dwDeviceZBufferBitDepth;
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d1->dwMaxBufferSize = 0;
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d1->dwMaxVertexCount = 65536;
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d1->dwMinTextureWidth = opengl_device_caps.dwMinTextureWidth;
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d1->dwMinTextureHeight = opengl_device_caps.dwMinTextureHeight;
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d1->dwMaxTextureWidth = opengl_device_caps.dwMaxTextureWidth;
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d1->dwMaxTextureHeight = opengl_device_caps.dwMaxTextureHeight;
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d1->dwMinStippleWidth = 1;
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d1->dwMinStippleHeight = 1;
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d1->dwMaxStippleWidth = 32;
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d1->dwMaxStippleHeight = 32;
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d1->dwMaxTextureRepeat = opengl_device_caps.dwMaxTextureRepeat;
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d1->dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureAspectRatio;
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d1->dwMaxAnisotropy = opengl_device_caps.dwMaxAnisotropy;
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d1->dvGuardBandLeft = opengl_device_caps.dvGuardBandLeft;
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d1->dvGuardBandRight = opengl_device_caps.dvGuardBandRight;
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d1->dvGuardBandTop = opengl_device_caps.dvGuardBandTop;
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d1->dvGuardBandBottom = opengl_device_caps.dvGuardBandBottom;
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d1->dvExtentsAdjust = opengl_device_caps.dvExtentsAdjust;
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d1->dwStencilCaps = opengl_device_caps.dwStencilCaps;
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d1->dwFVFCaps = opengl_device_caps.dwFVFCaps;
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d1->dwTextureOpCaps = opengl_device_caps.dwTextureOpCaps;
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d1->wMaxTextureBlendStages = opengl_device_caps.wMaxTextureBlendStages;
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d1->wMaxSimultaneousTextures = opengl_device_caps.wMaxSimultaneousTextures;
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}
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static void fill_opengl_caps_7(D3DDEVICEDESC7 *d)
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{
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*d = opengl_device_caps;
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}
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HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context, DWORD version)
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{
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D3DDEVICEDESC dref, d1, d2;
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HRESULT ret_value;
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/* Some games (Motoracer 2 demo) have the bad idea to modify the device name string.
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Let's put the string in a sufficiently sized array in writable memory. */
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char device_name[50];
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strcpy(device_name,"direct3d");
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fill_opengl_caps(&dref);
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if (version > 1) {
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/* It seems that enumerating the reference IID on Direct3D 1 games (AvP / Motoracer2) breaks them */
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char interface_name[] = "WINE Reference Direct3DX using OpenGL";
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TRACE(" enumerating OpenGL D3DDevice interface using reference IID (IID %s).\n", debugstr_guid(&IID_IDirect3DRefDevice));
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d1 = dref;
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d2 = dref;
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ret_value = cb((LPIID) &IID_IDirect3DRefDevice, interface_name, device_name, &d1, &d2, context);
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if (ret_value != D3DENUMRET_OK)
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return ret_value;
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}
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{
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char interface_name[] = "WINE Direct3DX using OpenGL";
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TRACE(" enumerating OpenGL D3DDevice interface (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL));
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d1 = dref;
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d2 = dref;
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ret_value = cb((LPIID) &IID_D3DDEVICE_OpenGL, interface_name, device_name, &d1, &d2, context);
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if (ret_value != D3DENUMRET_OK)
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return ret_value;
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}
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return D3DENUMRET_OK;
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}
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HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context)
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{
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D3DDEVICEDESC7 ddesc;
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char interface_name[] = "WINE Direct3D7 using OpenGL";
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char device_name[] = "Wine D3D7 device";
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fill_opengl_caps_7(&ddesc);
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TRACE(" enumerating OpenGL D3DDevice7 interface.\n");
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return cb(interface_name, device_name, &ddesc, context);
|
|
}
|
|
|
|
static ULONG WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
ULONG ref = InterlockedDecrement(&This->ref);
|
|
|
|
TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, ref + 1);
|
|
|
|
if (!ref) {
|
|
int i;
|
|
IDirectDrawSurfaceImpl *surface = This->surface, *surf;
|
|
|
|
/* Release texture associated with the device */
|
|
for (i = 0; i < MAX_TEXTURES; i++) {
|
|
if (This->current_texture[i] != NULL)
|
|
IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[i], IDirectDrawSurface7));
|
|
HeapFree(GetProcessHeap(), 0, This->tex_mat[i]);
|
|
}
|
|
|
|
/* Look for the front buffer and override its surface's Flip method (if in double buffering) */
|
|
for (surf = surface; surf != NULL; surf = surf->surface_owner) {
|
|
if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) {
|
|
surf->aux_ctx = NULL;
|
|
surf->aux_data = NULL;
|
|
surf->aux_flip = NULL;
|
|
break;
|
|
}
|
|
}
|
|
for (surf = surface; surf != NULL; surf = surf->surface_owner) {
|
|
IDirectDrawSurfaceImpl *surf2;
|
|
for (surf2 = surf; surf2->prev_attached != NULL; surf2 = surf2->prev_attached) ;
|
|
for (; surf2 != NULL; surf2 = surf2->next_attached) {
|
|
if (((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) &&
|
|
((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) {
|
|
/* Override the Lock / Unlock function for all these surfaces */
|
|
surf2->lock_update = surf2->lock_update_prev;
|
|
surf2->unlock_update = surf2->unlock_update_prev;
|
|
/* And install also the blt / bltfast overrides */
|
|
surf2->aux_blt = NULL;
|
|
surf2->aux_bltfast = NULL;
|
|
}
|
|
surf2->d3ddevice = NULL;
|
|
}
|
|
}
|
|
|
|
/* And warn the D3D object that this device is no longer active... */
|
|
This->d3d->d3d_removed_device(This->d3d, This);
|
|
|
|
/* Free light arrays */
|
|
HeapFree(GetProcessHeap(), 0, This->light_parameters);
|
|
HeapFree(GetProcessHeap(), 0, This->active_lights);
|
|
|
|
HeapFree(GetProcessHeap(), 0, This->world_mat);
|
|
HeapFree(GetProcessHeap(), 0, This->view_mat);
|
|
HeapFree(GetProcessHeap(), 0, This->proj_mat);
|
|
|
|
HeapFree(GetProcessHeap(), 0, glThis->surface_ptr);
|
|
|
|
DeleteCriticalSection(&(This->crit));
|
|
|
|
ENTER_GL();
|
|
if (glThis->unlock_tex)
|
|
glDeleteTextures(1, &(glThis->unlock_tex));
|
|
glXDestroyContext(glThis->display, glThis->gl_context);
|
|
LEAVE_GL();
|
|
HeapFree(GetProcessHeap(), 0, This->clipping_planes);
|
|
HeapFree(GetProcessHeap(), 0, This->vertex_buffer);
|
|
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
return 0;
|
|
}
|
|
return ref;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps(LPDIRECT3DDEVICE3 iface,
|
|
LPD3DDEVICEDESC lpD3DHWDevDesc,
|
|
LPD3DDEVICEDESC lpD3DHELDevDesc)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
|
|
D3DDEVICEDESC desc;
|
|
DWORD dwSize;
|
|
|
|
TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DHWDevDesc, lpD3DHELDevDesc);
|
|
|
|
fill_opengl_caps(&desc);
|
|
dwSize = lpD3DHWDevDesc->dwSize;
|
|
memset(lpD3DHWDevDesc, 0, dwSize);
|
|
memcpy(lpD3DHWDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize));
|
|
|
|
dwSize = lpD3DHELDevDesc->dwSize;
|
|
memset(lpD3DHELDevDesc, 0, dwSize);
|
|
memcpy(lpD3DHELDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize));
|
|
|
|
TRACE(" returning caps : (no dump function yet)\n");
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1,
|
|
LPD3DENUMPIXELFORMATSCALLBACK cb_2,
|
|
LPVOID context, int version)
|
|
{
|
|
DDSURFACEDESC sdesc;
|
|
LPDDPIXELFORMAT pformat;
|
|
|
|
/* Do the texture enumeration */
|
|
sdesc.dwSize = sizeof(DDSURFACEDESC);
|
|
sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS;
|
|
sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
|
|
pformat = &(sdesc.ddpfPixelFormat);
|
|
pformat->dwSize = sizeof(DDPIXELFORMAT);
|
|
pformat->dwFourCC = 0;
|
|
|
|
TRACE("Enumerating GL_RGBA unpacked (32)\n");
|
|
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
|
|
pformat->u1.dwRGBBitCount = 32;
|
|
pformat->u2.dwRBitMask = 0x00FF0000;
|
|
pformat->u3.dwGBitMask = 0x0000FF00;
|
|
pformat->u4.dwBBitMask = 0x000000FF;
|
|
pformat->u5.dwRGBAlphaBitMask = 0xFF000000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating GL_RGB unpacked (32)\n");
|
|
pformat->dwFlags = DDPF_RGB;
|
|
pformat->u1.dwRGBBitCount = 32;
|
|
pformat->u2.dwRBitMask = 0x00FF0000;
|
|
pformat->u3.dwGBitMask = 0x0000FF00;
|
|
pformat->u4.dwBBitMask = 0x000000FF;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x00000000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating GL_RGB unpacked (24)\n");
|
|
pformat->dwFlags = DDPF_RGB;
|
|
pformat->u1.dwRGBBitCount = 24;
|
|
pformat->u2.dwRBitMask = 0x00FF0000;
|
|
pformat->u3.dwGBitMask = 0x0000FF00;
|
|
pformat->u4.dwBBitMask = 0x000000FF;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x00000000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
/* Note : even if this is an 'emulated' texture format, it needs to be first
|
|
as some dumb applications seem to rely on that. */
|
|
TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_1_5_5_5 (ARGB) (16)\n");
|
|
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
|
|
pformat->u1.dwRGBBitCount = 16;
|
|
pformat->u2.dwRBitMask = 0x00007C00;
|
|
pformat->u3.dwGBitMask = 0x000003E0;
|
|
pformat->u4.dwBBitMask = 0x0000001F;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x00008000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (ARGB) (16)\n");
|
|
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
|
|
pformat->u1.dwRGBBitCount = 16;
|
|
pformat->u2.dwRBitMask = 0x00000F00;
|
|
pformat->u3.dwGBitMask = 0x000000F0;
|
|
pformat->u4.dwBBitMask = 0x0000000F;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x0000F000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n");
|
|
pformat->dwFlags = DDPF_RGB;
|
|
pformat->u1.dwRGBBitCount = 16;
|
|
pformat->u2.dwRBitMask = 0x0000F800;
|
|
pformat->u3.dwGBitMask = 0x000007E0;
|
|
pformat->u4.dwBBitMask = 0x0000001F;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x00000000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_5_5 (16)\n");
|
|
pformat->dwFlags = DDPF_RGB;
|
|
pformat->u1.dwRGBBitCount = 16;
|
|
pformat->u2.dwRBitMask = 0x00007C00;
|
|
pformat->u3.dwGBitMask = 0x000003E0;
|
|
pformat->u4.dwBBitMask = 0x0000001F;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x00000000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
#if 0
|
|
/* This is a compromise : some games choose the first 16 bit texture format with alpha they
|
|
find enumerated, others the last one. And both want to have the ARGB one.
|
|
|
|
So basically, forget our OpenGL roots and do not even enumerate our RGBA ones.
|
|
*/
|
|
/* See argument about the RGBA format for 'packed' texture formats */
|
|
TRACE("Enumerating GL_RGBA unpacked (32)\n");
|
|
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
|
|
pformat->u1.dwRGBBitCount = 32;
|
|
pformat->u2.dwRBitMask = 0xFF000000;
|
|
pformat->u3.dwGBitMask = 0x00FF0000;
|
|
pformat->u4.dwBBitMask = 0x0000FF00;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x000000FF;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n");
|
|
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
|
|
pformat->u1.dwRGBBitCount = 16;
|
|
pformat->u2.dwRBitMask = 0x0000F000;
|
|
pformat->u3.dwGBitMask = 0x00000F00;
|
|
pformat->u4.dwBBitMask = 0x000000F0;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x0000000F;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n");
|
|
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
|
|
pformat->u1.dwRGBBitCount = 16;
|
|
pformat->u2.dwRBitMask = 0x0000F800;
|
|
pformat->u3.dwGBitMask = 0x000007C0;
|
|
pformat->u4.dwBBitMask = 0x0000003E;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x00000001;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
#endif
|
|
|
|
TRACE("Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n");
|
|
pformat->dwFlags = DDPF_RGB;
|
|
pformat->u1.dwRGBBitCount = 8;
|
|
pformat->u2.dwRBitMask = 0x000000E0;
|
|
pformat->u3.dwGBitMask = 0x0000001C;
|
|
pformat->u4.dwBBitMask = 0x00000003;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x00000000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating Paletted (8)\n");
|
|
pformat->dwFlags = DDPF_PALETTEINDEXED8;
|
|
pformat->u1.dwRGBBitCount = 8;
|
|
pformat->u2.dwRBitMask = 0x00000000;
|
|
pformat->u3.dwGBitMask = 0x00000000;
|
|
pformat->u4.dwBBitMask = 0x00000000;
|
|
pformat->u5.dwRGBAlphaBitMask = 0x00000000;
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
/* DXT textures only exist for devices created from IDirect3D3 and above */
|
|
if ((version >= 3) && GL_extensions.s3tc_compressed_texture) {
|
|
TRACE("Enumerating DXT1\n");
|
|
pformat->dwFlags = DDPF_FOURCC;
|
|
pformat->dwFourCC = MAKE_FOURCC('D','X','T','1');
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating DXT3\n");
|
|
pformat->dwFlags = DDPF_FOURCC;
|
|
pformat->dwFourCC = MAKE_FOURCC('D','X','T','3');
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
|
|
TRACE("Enumerating DXT5\n");
|
|
pformat->dwFlags = DDPF_FOURCC;
|
|
pformat->dwFourCC = MAKE_FOURCC('D','X','T','5');
|
|
if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
|
|
if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
|
|
}
|
|
|
|
TRACE("End of enumeration\n");
|
|
return DD_OK;
|
|
}
|
|
|
|
|
|
HRESULT
|
|
d3ddevice_find(IDirectDrawImpl *d3d,
|
|
LPD3DFINDDEVICESEARCH lpD3DDFS,
|
|
LPD3DFINDDEVICERESULT lplpD3DDevice)
|
|
{
|
|
D3DDEVICEDESC desc;
|
|
|
|
if ((lpD3DDFS->dwFlags & D3DFDS_COLORMODEL) &&
|
|
(lpD3DDFS->dcmColorModel != D3DCOLOR_RGB)) {
|
|
TRACE(" trying to request a non-RGB D3D color model. Not supported.\n");
|
|
return DDERR_INVALIDPARAMS; /* No real idea what to return here :-) */
|
|
}
|
|
if (lpD3DDFS->dwFlags & D3DFDS_GUID) {
|
|
TRACE(" trying to match guid %s.\n", debugstr_guid(&(lpD3DDFS->guid)));
|
|
if ((IsEqualGUID(&IID_D3DDEVICE_OpenGL, &(lpD3DDFS->guid)) == 0) &&
|
|
(IsEqualGUID(&IID_IDirect3DHALDevice, &(lpD3DDFS->guid)) == 0) &&
|
|
(IsEqualGUID(&IID_IDirect3DRefDevice, &(lpD3DDFS->guid)) == 0)) {
|
|
TRACE(" no match for this GUID.\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
}
|
|
|
|
/* Now return our own GUID */
|
|
lplpD3DDevice->guid = IID_D3DDEVICE_OpenGL;
|
|
fill_opengl_caps(&desc);
|
|
lplpD3DDevice->ddHwDesc = desc;
|
|
lplpD3DDevice->ddSwDesc = desc;
|
|
|
|
TRACE(" returning Wine's OpenGL device with (undumped) capabilities\n");
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats(LPDIRECT3DDEVICE2 iface,
|
|
LPD3DENUMTEXTUREFORMATSCALLBACK lpD3DEnumTextureProc,
|
|
LPVOID lpArg)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
|
|
TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumTextureProc, lpArg);
|
|
return enum_texture_format_OpenGL(lpD3DEnumTextureProc, NULL, lpArg, This->version);
|
|
}
|
|
|
|
static HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats(LPDIRECT3DDEVICE7 iface,
|
|
LPD3DENUMPIXELFORMATSCALLBACK lpD3DEnumPixelProc,
|
|
LPVOID lpArg)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumPixelProc, lpArg);
|
|
return enum_texture_format_OpenGL(NULL, lpD3DEnumPixelProc, lpArg, This->version);
|
|
}
|
|
|
|
static HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState(LPDIRECT3DDEVICE7 iface,
|
|
D3DRENDERSTATETYPE dwRenderStateType,
|
|
DWORD dwRenderState)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwRenderStateType, dwRenderState);
|
|
|
|
/* Call the render state functions */
|
|
store_render_state(This, dwRenderStateType, dwRenderState, &This->state_block);
|
|
set_render_state(This, dwRenderStateType, &This->state_block);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState(LPDIRECT3DDEVICE7 iface,
|
|
D3DRENDERSTATETYPE dwRenderStateType,
|
|
LPDWORD lpdwRenderState)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwRenderStateType, lpdwRenderState);
|
|
|
|
/* Call the render state functions */
|
|
get_render_state(This, dwRenderStateType, lpdwRenderState, &This->state_block);
|
|
|
|
TRACE(" - asked for rendering state : %s, returning value %08lx.\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_3_2T_GetLightState(LPDIRECT3DDEVICE3 iface,
|
|
D3DLIGHTSTATETYPE dwLightStateType,
|
|
LPDWORD lpdwLightState)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
|
|
|
|
TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwLightStateType, lpdwLightState);
|
|
|
|
if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX)) {
|
|
TRACE("Unexpected Light State Type\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
|
|
*lpdwLightState = This->material;
|
|
} else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
|
|
*lpdwLightState = D3DCOLOR_RGB;
|
|
} else {
|
|
D3DRENDERSTATETYPE rs;
|
|
switch (dwLightStateType) {
|
|
case D3DLIGHTSTATE_AMBIENT: /* 2 */
|
|
rs = D3DRENDERSTATE_AMBIENT;
|
|
break;
|
|
case D3DLIGHTSTATE_FOGMODE: /* 4 */
|
|
rs = D3DRENDERSTATE_FOGVERTEXMODE;
|
|
break;
|
|
case D3DLIGHTSTATE_FOGSTART: /* 5 */
|
|
rs = D3DRENDERSTATE_FOGSTART;
|
|
break;
|
|
case D3DLIGHTSTATE_FOGEND: /* 6 */
|
|
rs = D3DRENDERSTATE_FOGEND;
|
|
break;
|
|
case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
|
|
rs = D3DRENDERSTATE_FOGDENSITY;
|
|
break;
|
|
case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
|
|
rs = D3DRENDERSTATE_COLORVERTEX;
|
|
break;
|
|
default:
|
|
ERR("Unknown D3DLIGHTSTATETYPE %d.\n", dwLightStateType);
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
IDirect3DDevice7_GetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7),
|
|
rs,lpdwLightState);
|
|
}
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
|
|
D3DLIGHTSTATETYPE dwLightStateType,
|
|
DWORD dwLightState)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
|
|
|
|
TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState);
|
|
|
|
if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX)) {
|
|
TRACE("Unexpected Light State Type\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
|
|
IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) dwLightState;
|
|
|
|
if (mat != NULL) {
|
|
TRACE(" activating material %p.\n", mat);
|
|
mat->activate(mat);
|
|
} else {
|
|
FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
|
|
}
|
|
This->material = dwLightState;
|
|
} else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
|
|
switch (dwLightState) {
|
|
case D3DCOLOR_MONO:
|
|
ERR("DDCOLOR_MONO should not happen!\n");
|
|
break;
|
|
case D3DCOLOR_RGB:
|
|
/* We are already in this mode */
|
|
TRACE("Setting color model to RGB (no-op).\n");
|
|
break;
|
|
default:
|
|
ERR("Unknown color model!\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
} else {
|
|
D3DRENDERSTATETYPE rs;
|
|
switch (dwLightStateType) {
|
|
case D3DLIGHTSTATE_AMBIENT: /* 2 */
|
|
rs = D3DRENDERSTATE_AMBIENT;
|
|
break;
|
|
case D3DLIGHTSTATE_FOGMODE: /* 4 */
|
|
rs = D3DRENDERSTATE_FOGVERTEXMODE;
|
|
break;
|
|
case D3DLIGHTSTATE_FOGSTART: /* 5 */
|
|
rs = D3DRENDERSTATE_FOGSTART;
|
|
break;
|
|
case D3DLIGHTSTATE_FOGEND: /* 6 */
|
|
rs = D3DRENDERSTATE_FOGEND;
|
|
break;
|
|
case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
|
|
rs = D3DRENDERSTATE_FOGDENSITY;
|
|
break;
|
|
case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
|
|
rs = D3DRENDERSTATE_COLORVERTEX;
|
|
break;
|
|
default:
|
|
ERR("Unknown D3DLIGHTSTATETYPE %d.\n", dwLightStateType);
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7),
|
|
rs,dwLightState);
|
|
}
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static GLenum convert_D3D_ptype_to_GL(D3DPRIMITIVETYPE d3dpt)
|
|
{
|
|
switch (d3dpt) {
|
|
case D3DPT_POINTLIST:
|
|
TRACE(" primitive type is POINTS\n");
|
|
return GL_POINTS;
|
|
|
|
case D3DPT_LINELIST:
|
|
TRACE(" primitive type is LINES\n");
|
|
return GL_LINES;
|
|
|
|
case D3DPT_LINESTRIP:
|
|
TRACE(" primitive type is LINE_STRIP\n");
|
|
return GL_LINE_STRIP;
|
|
|
|
case D3DPT_TRIANGLELIST:
|
|
TRACE(" primitive type is TRIANGLES\n");
|
|
return GL_TRIANGLES;
|
|
|
|
case D3DPT_TRIANGLESTRIP:
|
|
TRACE(" primitive type is TRIANGLE_STRIP\n");
|
|
return GL_TRIANGLE_STRIP;
|
|
|
|
case D3DPT_TRIANGLEFAN:
|
|
TRACE(" primitive type is TRIANGLE_FAN\n");
|
|
return GL_TRIANGLE_FAN;
|
|
|
|
default:
|
|
FIXME("Unhandled primitive %08x\n", d3dpt);
|
|
return GL_POINTS;
|
|
}
|
|
}
|
|
|
|
/* This function calculate the Z coordinate from Zproj */
|
|
static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj)
|
|
{
|
|
float a,b,c,d;
|
|
/* Assume that X = Y = 0 and W = 1 */
|
|
a = This->proj_mat->_33;
|
|
b = This->proj_mat->_34;
|
|
c = This->proj_mat->_43;
|
|
d = This->proj_mat->_44;
|
|
/* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d
|
|
* So in non homogenous coordinates we have Zproj = (a * Z + c) / (b * Z + d)
|
|
* And finally Z = (d * Zproj - c) / (a - b * Zproj)
|
|
*/
|
|
return (d*Zproj - c) / (a - b*Zproj);
|
|
}
|
|
|
|
static void build_fog_table(BYTE *fog_table, DWORD fog_color) {
|
|
int i;
|
|
|
|
TRACE(" rebuilding fog table (%06lx)...\n", fog_color & 0x00FFFFFF);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
BYTE fog_color_component = (fog_color >> (8 * i)) & 0xFF;
|
|
DWORD elt;
|
|
for (elt = 0; elt < 0x10000; elt++) {
|
|
/* We apply the fog transformation and cache the result */
|
|
DWORD fog_intensity = elt & 0xFF;
|
|
DWORD vertex_color = (elt >> 8) & 0xFF;
|
|
fog_table[(i * 0x10000) + elt] = ((fog_intensity * vertex_color) + ((0xFF - fog_intensity) * fog_color_component)) / 0xFF;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
|
|
BOOLEAN vertex_transformed,
|
|
BOOLEAN vertex_lit) {
|
|
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
|
|
|
|
/* Puts GL in the correct lighting / transformation mode */
|
|
if ((vertex_transformed == FALSE) &&
|
|
(glThis->transform_state != GL_TRANSFORM_NORMAL)) {
|
|
/* Need to put the correct transformation again if we go from Transformed
|
|
vertices to non-transformed ones.
|
|
*/
|
|
This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
|
|
This->world_mat, This->view_mat, This->proj_mat);
|
|
glThis->transform_state = GL_TRANSFORM_NORMAL;
|
|
|
|
} else if (vertex_transformed &&
|
|
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
|
|
/* Set our orthographic projection */
|
|
if (glThis->transform_state != GL_TRANSFORM_ORTHO) {
|
|
glThis->transform_state = GL_TRANSFORM_ORTHO;
|
|
d3ddevice_set_ortho(This);
|
|
}
|
|
}
|
|
|
|
/* TODO: optimize this to not always reset all the fog stuff on all DrawPrimitive call
|
|
if no fogging state change occurred */
|
|
if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1]) {
|
|
if (vertex_transformed) {
|
|
if (glThis->fogging != 0) {
|
|
glDisable(GL_FOG);
|
|
glThis->fogging = 0;
|
|
}
|
|
/* Now check if our fog_table still corresponds to the current vertex color.
|
|
Element '0x..00' is always the fog color as it corresponds to maximum fog intensity */
|
|
if ((glThis->fog_table[0 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 0) & 0xFF)) ||
|
|
(glThis->fog_table[1 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 8) & 0xFF)) ||
|
|
(glThis->fog_table[2 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 16) & 0xFF))) {
|
|
/* We need to rebuild our fog table.... */
|
|
build_fog_table(glThis->fog_table, This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]);
|
|
}
|
|
} else {
|
|
if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) {
|
|
switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) {
|
|
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); break;
|
|
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); break;
|
|
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); break;
|
|
}
|
|
if (vertex_lit == FALSE) {
|
|
glFogf(GL_FOG_START, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]);
|
|
glFogf(GL_FOG_END, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]);
|
|
} else {
|
|
/* Special case of 'pixel fog' */
|
|
glFogf(GL_FOG_START, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]));
|
|
glFogf(GL_FOG_END, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]));
|
|
}
|
|
if (glThis->fogging == 0) {
|
|
glEnable(GL_FOG);
|
|
glThis->fogging = 1;
|
|
}
|
|
} else {
|
|
if (glThis->fogging != 0) {
|
|
glDisable(GL_FOG);
|
|
glThis->fogging = 0;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (glThis->fogging != 0) {
|
|
glDisable(GL_FOG);
|
|
glThis->fogging = 0;
|
|
}
|
|
}
|
|
|
|
/* Handle the 'no-normal' case */
|
|
if ((vertex_lit == FALSE) && This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1]) {
|
|
if (glThis->lighting == 0) {
|
|
glEnable(GL_LIGHTING);
|
|
glThis->lighting = 1;
|
|
}
|
|
} else {
|
|
if (glThis->lighting != 0) {
|
|
glDisable(GL_LIGHTING);
|
|
glThis->lighting = 0;
|
|
}
|
|
}
|
|
|
|
/* Handle the code for pre-vertex material properties */
|
|
if (vertex_transformed == FALSE) {
|
|
if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] &&
|
|
This->state_block.render_state[D3DRENDERSTATE_COLORVERTEX - 1]) {
|
|
if ((This->state_block.render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
|
|
(This->state_block.render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
|
|
(This->state_block.render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
|
|
(This->state_block.render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] != D3DMCS_MATERIAL)) {
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
inline static void draw_primitive(IDirect3DDeviceImpl *This, DWORD maxvert, WORD *index,
|
|
D3DVERTEXTYPE d3dvt, D3DPRIMITIVETYPE d3dpt, void *lpvertex)
|
|
{
|
|
D3DDRAWPRIMITIVESTRIDEDDATA strided;
|
|
|
|
switch (d3dvt) {
|
|
case D3DVT_VERTEX: {
|
|
strided.position.lpvData = &((D3DVERTEX *) lpvertex)->u1.x;
|
|
strided.position.dwStride = sizeof(D3DVERTEX);
|
|
strided.normal.lpvData = &((D3DVERTEX *) lpvertex)->u4.nx;
|
|
strided.normal.dwStride = sizeof(D3DVERTEX);
|
|
strided.textureCoords[0].lpvData = &((D3DVERTEX *) lpvertex)->u7.tu;
|
|
strided.textureCoords[0].dwStride = sizeof(D3DVERTEX);
|
|
draw_primitive_strided(This, d3dpt, D3DFVF_VERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */);
|
|
} break;
|
|
|
|
case D3DVT_LVERTEX: {
|
|
strided.position.lpvData = &((D3DLVERTEX *) lpvertex)->u1.x;
|
|
strided.position.dwStride = sizeof(D3DLVERTEX);
|
|
strided.diffuse.lpvData = &((D3DLVERTEX *) lpvertex)->u4.color;
|
|
strided.diffuse.dwStride = sizeof(D3DLVERTEX);
|
|
strided.specular.lpvData = &((D3DLVERTEX *) lpvertex)->u5.specular;
|
|
strided.specular.dwStride = sizeof(D3DLVERTEX);
|
|
strided.textureCoords[0].lpvData = &((D3DLVERTEX *) lpvertex)->u6.tu;
|
|
strided.textureCoords[0].dwStride = sizeof(D3DLVERTEX);
|
|
draw_primitive_strided(This, d3dpt, D3DFVF_LVERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */);
|
|
} break;
|
|
|
|
case D3DVT_TLVERTEX: {
|
|
strided.position.lpvData = &((D3DTLVERTEX *) lpvertex)->u1.sx;
|
|
strided.position.dwStride = sizeof(D3DTLVERTEX);
|
|
strided.diffuse.lpvData = &((D3DTLVERTEX *) lpvertex)->u5.color;
|
|
strided.diffuse.dwStride = sizeof(D3DTLVERTEX);
|
|
strided.specular.lpvData = &((D3DTLVERTEX *) lpvertex)->u6.specular;
|
|
strided.specular.dwStride = sizeof(D3DTLVERTEX);
|
|
strided.textureCoords[0].lpvData = &((D3DTLVERTEX *) lpvertex)->u7.tu;
|
|
strided.textureCoords[0].dwStride = sizeof(D3DTLVERTEX);
|
|
draw_primitive_strided(This, d3dpt, D3DFVF_TLVERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */);
|
|
} break;
|
|
|
|
default:
|
|
FIXME("Unhandled vertex type %08x\n", d3dvt);
|
|
break;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_2_DrawPrimitive(LPDIRECT3DDEVICE2 iface,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
D3DVERTEXTYPE d3dvtVertexType,
|
|
LPVOID lpvVertices,
|
|
DWORD dwVertexCount,
|
|
DWORD dwFlags)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
|
|
|
|
TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
|
|
}
|
|
|
|
draw_primitive(This, dwVertexCount, NULL, d3dvtVertexType, d3dptPrimitiveType, lpvVertices);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive(LPDIRECT3DDEVICE2 iface,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
D3DVERTEXTYPE d3dvtVertexType,
|
|
LPVOID lpvVertices,
|
|
DWORD dwVertexCount,
|
|
LPWORD dwIndices,
|
|
DWORD dwIndexCount,
|
|
DWORD dwFlags)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
|
|
TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
|
|
}
|
|
|
|
draw_primitive(This, dwIndexCount, dwIndices, d3dvtVertexType, d3dptPrimitiveType, lpvVertices);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer(LPDIRECT3DDEVICE iface,
|
|
LPD3DEXECUTEBUFFERDESC lpDesc,
|
|
LPDIRECT3DEXECUTEBUFFER* lplpDirect3DExecuteBuffer,
|
|
IUnknown* pUnkOuter)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface);
|
|
IDirect3DExecuteBufferImpl *ret;
|
|
HRESULT ret_value;
|
|
|
|
TRACE("(%p/%p)->(%p,%p,%p)\n", This, iface, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter);
|
|
|
|
ret_value = d3dexecutebuffer_create(&ret, This->d3d, This, lpDesc);
|
|
*lplpDirect3DExecuteBuffer = ICOM_INTERFACE(ret, IDirect3DExecuteBuffer);
|
|
|
|
TRACE(" returning %p.\n", *lplpDirect3DExecuteBuffer);
|
|
|
|
return ret_value;
|
|
}
|
|
|
|
static void flush_zbuffer_to_GL(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
|
|
static BOOLEAN first = TRUE;
|
|
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
|
|
unsigned int row;
|
|
GLenum type;
|
|
|
|
if (first) {
|
|
MESSAGE("Warning : application does direct locking of ZBuffer - expect slowdowns on many GL implementations :-)\n");
|
|
first = FALSE;
|
|
}
|
|
|
|
TRACE("flushing ZBuffer back to GL\n");
|
|
|
|
if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
|
|
gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
|
|
d3ddevice_set_ortho(d3d_dev);
|
|
}
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
if (gl_d3d_dev->depth_test == 0) glEnable(GL_DEPTH_TEST);
|
|
if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS) glDepthFunc(GL_ALWAYS);
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
/* This loop here is to prevent using PixelZoom that may be unoptimized for the 1.0 / -1.0 case
|
|
in some drivers...
|
|
*/
|
|
switch (surf->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth) {
|
|
case 16: type = GL_UNSIGNED_SHORT; break;
|
|
case 32: type = GL_UNSIGNED_INT; break;
|
|
default: FIXME("Unhandled ZBuffer format !\n"); goto restore_state;
|
|
}
|
|
|
|
for (row = 0; row < surf->surface_desc.dwHeight; row++) {
|
|
/* glRasterPos3d(0.0, row + 1.0, 0.5); */
|
|
glRasterPos2i(0, row + 1);
|
|
glDrawPixels(surf->surface_desc.dwWidth, 1, GL_DEPTH_COMPONENT, type,
|
|
((unsigned char *) surf->surface_desc.lpSurface) + (row * surf->surface_desc.u1.lPitch));
|
|
}
|
|
|
|
restore_state:
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS)
|
|
glDepthFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1]));
|
|
if (gl_d3d_dev->depth_test == 0) glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
/* These are the various handler used in the generic path */
|
|
inline static void handle_xyz(D3DVALUE *coords) {
|
|
glVertex3fv(coords);
|
|
}
|
|
inline static void handle_xyzrhw(D3DVALUE *coords) {
|
|
if ((coords[3] < 1e-8) && (coords[3] > -1e-8))
|
|
glVertex3fv(coords);
|
|
else {
|
|
GLfloat w = 1.0 / coords[3];
|
|
|
|
glVertex4f(coords[0] * w,
|
|
coords[1] * w,
|
|
coords[2] * w,
|
|
w);
|
|
}
|
|
}
|
|
inline static void handle_normal(D3DVALUE *coords) {
|
|
glNormal3fv(coords);
|
|
}
|
|
|
|
inline static void handle_diffuse_base(STATEBLOCK *sb, DWORD *color) {
|
|
if (sb->render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] ||
|
|
sb->render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1]) {
|
|
glColor4ub((*color >> 16) & 0xFF,
|
|
(*color >> 8) & 0xFF,
|
|
(*color >> 0) & 0xFF,
|
|
(*color >> 24) & 0xFF);
|
|
} else {
|
|
glColor3ub((*color >> 16) & 0xFF,
|
|
(*color >> 8) & 0xFF,
|
|
(*color >> 0) & 0xFF);
|
|
}
|
|
}
|
|
|
|
inline static void handle_specular_base(STATEBLOCK *sb, DWORD *color) {
|
|
glColor4ub((*color >> 16) & 0xFF,
|
|
(*color >> 8) & 0xFF,
|
|
(*color >> 0) & 0xFF,
|
|
(*color >> 24) & 0xFF); /* No idea if the alpha field is really used.. */
|
|
}
|
|
|
|
inline static void handle_diffuse(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
|
|
if ((lighted == FALSE) &&
|
|
sb->render_state[D3DRENDERSTATE_LIGHTING - 1] &&
|
|
sb->render_state[D3DRENDERSTATE_COLORVERTEX - 1]) {
|
|
if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
|
handle_diffuse_base(sb, color);
|
|
}
|
|
if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
|
|
handle_diffuse_base(sb, color);
|
|
}
|
|
if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR1) &&
|
|
sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) {
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
|
|
handle_diffuse_base(sb, color);
|
|
}
|
|
if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
|
|
handle_diffuse_base(sb, color);
|
|
}
|
|
} else {
|
|
handle_diffuse_base(sb, color);
|
|
}
|
|
}
|
|
|
|
inline static void handle_specular(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
|
|
if ((lighted == FALSE) &&
|
|
sb->render_state[D3DRENDERSTATE_LIGHTING - 1] &&
|
|
sb->render_state[D3DRENDERSTATE_COLORVERTEX - 1]) {
|
|
if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
|
handle_specular_base(sb, color);
|
|
}
|
|
if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
|
|
handle_specular_base(sb, color);
|
|
}
|
|
if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR2) &&
|
|
sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) {
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
|
|
handle_specular_base(sb, color);
|
|
}
|
|
if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
|
|
handle_specular_base(sb, color);
|
|
}
|
|
}
|
|
/* No else here as we do not know how to handle 'specular' on its own in any case.. */
|
|
}
|
|
|
|
inline static void handle_diffuse_and_specular(STATEBLOCK *sb, BYTE *fog_table, DWORD *color_d, DWORD *color_s, BOOLEAN lighted) {
|
|
if (lighted) {
|
|
DWORD color = *color_d;
|
|
if (sb->render_state[D3DRENDERSTATE_FOGENABLE - 1]) {
|
|
/* Special case where the specular value is used to do fogging */
|
|
BYTE fog_intensity = *color_s >> 24; /* The alpha value of the specular component is the fog 'intensity' for this vertex */
|
|
color &= 0xFF000000; /* Only keep the alpha component */
|
|
color |= fog_table[((*color_d >> 0) & 0xFF) << 8 | fog_intensity] << 0;
|
|
color |= fog_table[((*color_d >> 8) & 0xFF) << 8 | fog_intensity] << 8;
|
|
color |= fog_table[((*color_d >> 16) & 0xFF) << 8 | fog_intensity] << 16;
|
|
}
|
|
if (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) {
|
|
/* Standard specular value in transformed mode. TODO */
|
|
}
|
|
handle_diffuse_base(sb, &color);
|
|
} else {
|
|
if (sb->render_state[D3DRENDERSTATE_LIGHTING - 1]) {
|
|
handle_diffuse(sb, color_d, FALSE);
|
|
handle_specular(sb, color_s, FALSE);
|
|
} else {
|
|
/* In that case, only put the diffuse color... */
|
|
handle_diffuse_base(sb, color_d);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void handle_texture(DWORD size, const D3DVALUE *coords) {
|
|
switch (size) {
|
|
case 1: glTexCoord1fv(coords); break;
|
|
case 2: glTexCoord2fv(coords); break;
|
|
case 3: glTexCoord3fv(coords); break;
|
|
case 4: glTexCoord4fv(coords); break;
|
|
}
|
|
}
|
|
|
|
inline static void handle_textures(DWORD size, const D3DVALUE *coords, int tex_stage) {
|
|
if (GL_extensions.max_texture_units > 0) {
|
|
GL_extensions.glMultiTexCoord[size - 1](GL_TEXTURE0_WINE + tex_stage, coords);
|
|
} else {
|
|
if (tex_stage == 0) handle_texture(size, coords);
|
|
}
|
|
}
|
|
|
|
static void draw_primitive_strided(IDirect3DDeviceImpl *This,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
DWORD d3dvtVertexType,
|
|
LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
|
|
DWORD dwVertexCount,
|
|
LPWORD dwIndices,
|
|
DWORD dwIndexCount,
|
|
DWORD dwFlags)
|
|
{
|
|
BOOLEAN vertex_lighted = FALSE;
|
|
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
|
|
int num_active_stages = 0;
|
|
int num_tex_index = GET_TEXCOUNT_FROM_FVF(d3dvtVertexType);
|
|
|
|
/* I put the trace before the various locks... So as to better understand where locks occur :-) */
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
|
|
}
|
|
|
|
/* This is to prevent 'thread contention' between a thread locking the device and another
|
|
doing 3D display on it... */
|
|
EnterCriticalSection(&(This->crit));
|
|
|
|
ENTER_GL();
|
|
if (glThis->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) {
|
|
This->flush_to_framebuffer(This, &(glThis->lock_rect[WINE_GL_BUFFER_BACK]), glThis->lock_surf[WINE_GL_BUFFER_BACK]);
|
|
}
|
|
glThis->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
|
|
|
|
if (This->current_zbuffer == NULL) {
|
|
/* Search for an attached ZBuffer */
|
|
static const DDSCAPS2 zbuf_caps = { DDSCAPS_ZBUFFER, 0, 0, 0 };
|
|
LPDIRECTDRAWSURFACE7 zbuf;
|
|
HRESULT hr;
|
|
|
|
hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(This->surface, IDirectDrawSurface7),
|
|
(DDSCAPS2 *) &zbuf_caps, &zbuf);
|
|
if (!FAILED(hr)) {
|
|
This->current_zbuffer = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, zbuf);
|
|
IDirectDrawSurface7_Release(zbuf);
|
|
}
|
|
}
|
|
if (This->current_zbuffer != NULL) {
|
|
if (This->current_zbuffer->get_dirty_status(This->current_zbuffer, NULL)) {
|
|
flush_zbuffer_to_GL(This, NULL, This->current_zbuffer);
|
|
}
|
|
}
|
|
|
|
if ( ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) ||
|
|
((d3dvtVertexType & D3DFVF_NORMAL) == 0) )
|
|
vertex_lighted = TRUE;
|
|
|
|
/* Compute the number of active texture stages and set the various texture parameters */
|
|
num_active_stages = draw_primitive_handle_textures(This);
|
|
|
|
/* And restore to handle '0' in the case we use glTexCoord calls */
|
|
if (glThis->current_active_tex_unit != GL_TEXTURE0_WINE) {
|
|
GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
|
|
glThis->current_active_tex_unit = GL_TEXTURE0_WINE;
|
|
}
|
|
|
|
draw_primitive_handle_GL_state(This,
|
|
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
|
|
vertex_lighted);
|
|
|
|
/* First, see if we can use the OpenGL vertex arrays... This is very limited
|
|
for now to some 'special' cases where we can do a direct mapping between D3D
|
|
types and GL types.
|
|
|
|
Note: in the future all calls will go through vertex arrays but the arrays
|
|
will be generated by this function.
|
|
|
|
Note2: colours cannot be mapped directly because they are stored as BGRA in memory
|
|
(ie not as an array of R, G, B, A as OpenGL does it but as a LWORD 0xAARRGGBB
|
|
which, as we are little indian, gives a B, G, R, A storage in memory.
|
|
*/
|
|
if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) && /* Standard XYZ vertices */
|
|
((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == 0)) {
|
|
int tex_stage;
|
|
TRACE(" using GL vertex arrays for performance !\n");
|
|
/* First, the vertices (we are sure we have some :-) */
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, lpD3DDrawPrimStrideData->position.dwStride, lpD3DDrawPrimStrideData->position.lpvData);
|
|
/* Then the normals */
|
|
if (d3dvtVertexType & D3DFVF_NORMAL) {
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glNormalPointer(GL_FLOAT, lpD3DDrawPrimStrideData->normal.dwStride, lpD3DDrawPrimStrideData->normal.lpvData);
|
|
}
|
|
/* Then the diffuse colour */
|
|
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(3, GL_UNSIGNED_BYTE, lpD3DDrawPrimStrideData->normal.dwStride,
|
|
((char *) lpD3DDrawPrimStrideData->diffuse.lpvData));
|
|
}
|
|
/* Then the various textures */
|
|
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
|
|
int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
|
|
if (tex_index >= num_tex_index) {
|
|
WARN("Default texture coordinate not handled in the vertex array path !!!\n");
|
|
tex_index = num_tex_index - 1;
|
|
}
|
|
if (GL_extensions.glClientActiveTexture) {
|
|
GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
|
|
}
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_index), GL_FLOAT, lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride,
|
|
lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData);
|
|
}
|
|
if (dwIndices != NULL) {
|
|
glDrawElements(convert_D3D_ptype_to_GL(d3dptPrimitiveType), dwIndexCount, GL_UNSIGNED_SHORT, dwIndices);
|
|
} else {
|
|
glDrawArrays(convert_D3D_ptype_to_GL(d3dptPrimitiveType), 0, dwIndexCount);
|
|
}
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
if (d3dvtVertexType & D3DFVF_NORMAL) {
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
}
|
|
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
|
|
if (GL_extensions.glClientActiveTexture) {
|
|
GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
|
|
}
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
} else {
|
|
glBegin(convert_D3D_ptype_to_GL(d3dptPrimitiveType));
|
|
|
|
/* Some fast paths first before the generic case.... */
|
|
if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) {
|
|
unsigned int index;
|
|
|
|
for (index = 0; index < dwIndexCount; index++) {
|
|
int i = (dwIndices == NULL) ? index : dwIndices[index];
|
|
D3DVALUE *normal =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
|
|
D3DVALUE *tex_coord =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
|
|
D3DVALUE *position =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
|
|
|
|
handle_normal(normal);
|
|
handle_texture(2, tex_coord);
|
|
handle_xyz(position);
|
|
|
|
TRACE_(ddraw_geom)(" %f %f %f / %f %f %f (%f %f)\n",
|
|
position[0], position[1], position[2],
|
|
normal[0], normal[1], normal[2],
|
|
tex_coord[0], tex_coord[1]);
|
|
}
|
|
} else if ((d3dvtVertexType == D3DFVF_TLVERTEX) && (num_active_stages <= 1)) {
|
|
unsigned int index;
|
|
|
|
for (index = 0; index < dwIndexCount; index++) {
|
|
int i = (dwIndices == NULL) ? index : dwIndices[index];
|
|
DWORD *color_d =
|
|
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
|
|
DWORD *color_s =
|
|
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
|
|
D3DVALUE *tex_coord =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
|
|
D3DVALUE *position =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
|
|
|
|
handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE);
|
|
handle_texture(2, tex_coord);
|
|
handle_xyzrhw(position);
|
|
|
|
TRACE_(ddraw_geom)(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
|
|
position[0], position[1], position[2], position[3],
|
|
(*color_d >> 16) & 0xFF,
|
|
(*color_d >> 8) & 0xFF,
|
|
(*color_d >> 0) & 0xFF,
|
|
(*color_d >> 24) & 0xFF,
|
|
(*color_s >> 16) & 0xFF,
|
|
(*color_s >> 8) & 0xFF,
|
|
(*color_s >> 0) & 0xFF,
|
|
(*color_s >> 24) & 0xFF,
|
|
tex_coord[0], tex_coord[1]);
|
|
}
|
|
} else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) ||
|
|
((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) {
|
|
/* This is the 'slow path' but that should support all possible vertex formats out there...
|
|
Note that people should write a fast path for all vertex formats out there...
|
|
*/
|
|
unsigned int index;
|
|
/* static const D3DVALUE no_index[] = { 0.0, 0.0, 0.0, 0.0 }; */
|
|
|
|
for (index = 0; index < dwIndexCount; index++) {
|
|
int i = (dwIndices == NULL) ? index : dwIndices[index];
|
|
int tex_stage;
|
|
|
|
if (d3dvtVertexType & D3DFVF_NORMAL) {
|
|
D3DVALUE *normal =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
|
|
handle_normal(normal);
|
|
}
|
|
if ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) {
|
|
DWORD *color_d =
|
|
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
|
|
DWORD *color_s =
|
|
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
|
|
handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, vertex_lighted);
|
|
} else {
|
|
if (d3dvtVertexType & D3DFVF_SPECULAR) {
|
|
DWORD *color_s =
|
|
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
|
|
handle_specular(&(This->state_block), color_s, vertex_lighted);
|
|
} else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
|
|
DWORD *color_d =
|
|
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
|
|
handle_diffuse(&(This->state_block), color_d, vertex_lighted);
|
|
}
|
|
}
|
|
|
|
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
|
|
int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
|
|
D3DVALUE *tex_coord;
|
|
|
|
if (tex_index >= num_tex_index) {
|
|
/* This will have to be checked on Windows. RealMYST uses this feature and I would find it more
|
|
* logical to re-use the index of the previous stage than a default index of '0'.
|
|
*/
|
|
|
|
/* handle_textures((const D3DVALUE *) no_index, tex_stage); */
|
|
tex_index = num_tex_index - 1;
|
|
}
|
|
tex_coord = (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
|
|
i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
|
|
handle_textures(GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_index), tex_coord, tex_stage);
|
|
}
|
|
|
|
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
|
|
D3DVALUE *position =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
|
|
handle_xyz(position);
|
|
} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
|
|
D3DVALUE *position =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
|
|
handle_xyzrhw(position);
|
|
}
|
|
|
|
if (TRACE_ON(ddraw_geom)) {
|
|
unsigned int tex_index;
|
|
|
|
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
|
|
D3DVALUE *position =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
|
|
TRACE_(ddraw_geom)(" %f %f %f", position[0], position[1], position[2]);
|
|
} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
|
|
D3DVALUE *position =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
|
|
TRACE_(ddraw_geom)(" %f %f %f %f", position[0], position[1], position[2], position[3]);
|
|
}
|
|
if (d3dvtVertexType & D3DFVF_NORMAL) {
|
|
D3DVALUE *normal =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
|
|
TRACE_(ddraw_geom)(" / %f %f %f", normal[0], normal[1], normal[2]);
|
|
}
|
|
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
|
|
DWORD *color_d =
|
|
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
|
|
TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
|
|
(*color_d >> 16) & 0xFF,
|
|
(*color_d >> 8) & 0xFF,
|
|
(*color_d >> 0) & 0xFF,
|
|
(*color_d >> 24) & 0xFF);
|
|
}
|
|
if (d3dvtVertexType & D3DFVF_SPECULAR) {
|
|
DWORD *color_s =
|
|
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
|
|
TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
|
|
(*color_s >> 16) & 0xFF,
|
|
(*color_s >> 8) & 0xFF,
|
|
(*color_s >> 0) & 0xFF,
|
|
(*color_s >> 24) & 0xFF);
|
|
}
|
|
for (tex_index = 0; tex_index < GET_TEXCOUNT_FROM_FVF(d3dvtVertexType); tex_index++) {
|
|
D3DVALUE *tex_coord =
|
|
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
|
|
i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
|
|
switch (GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_index)) {
|
|
case 1: TRACE_(ddraw_geom)(" / %f", tex_coord[0]); break;
|
|
case 2: TRACE_(ddraw_geom)(" / %f %f", tex_coord[0], tex_coord[1]); break;
|
|
case 3: TRACE_(ddraw_geom)(" / %f %f %f", tex_coord[0], tex_coord[1], tex_coord[2]); break;
|
|
case 4: TRACE_(ddraw_geom)(" / %f %f %f %f", tex_coord[0], tex_coord[1], tex_coord[2], tex_coord[3]); break;
|
|
default: TRACE_(ddraw_geom)("Invalid texture size (%ld) !!!", GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_index)); break;
|
|
}
|
|
}
|
|
TRACE_(ddraw_geom)("\n");
|
|
}
|
|
}
|
|
} else {
|
|
ERR(" matrix weighting not handled yet....\n");
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
/* Whatever the case, disable the color material stuff */
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
LEAVE_GL();
|
|
TRACE("End\n");
|
|
|
|
LeaveCriticalSection(&(This->crit));
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive(LPDIRECT3DDEVICE7 iface,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
DWORD d3dvtVertexType,
|
|
LPVOID lpvVertices,
|
|
DWORD dwVertexCount,
|
|
DWORD dwFlags)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
D3DDRAWPRIMITIVESTRIDEDDATA strided;
|
|
|
|
TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
|
|
}
|
|
|
|
convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided, 0);
|
|
draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, NULL, dwVertexCount, dwFlags);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive(LPDIRECT3DDEVICE7 iface,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
DWORD d3dvtVertexType,
|
|
LPVOID lpvVertices,
|
|
DWORD dwVertexCount,
|
|
LPWORD dwIndices,
|
|
DWORD dwIndexCount,
|
|
DWORD dwFlags)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
D3DDRAWPRIMITIVESTRIDEDDATA strided;
|
|
|
|
TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
|
|
}
|
|
|
|
convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided, 0);
|
|
draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided(LPDIRECT3DDEVICE7 iface,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
DWORD dwVertexType,
|
|
LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
|
|
DWORD dwVertexCount,
|
|
DWORD dwFlags)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
|
|
TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, dwFlags);
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
|
|
}
|
|
draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, NULL, dwVertexCount, dwFlags);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided(LPDIRECT3DDEVICE7 iface,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
DWORD dwVertexType,
|
|
LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
|
|
DWORD dwVertexCount,
|
|
LPWORD lpIndex,
|
|
DWORD dwIndexCount,
|
|
DWORD dwFlags)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
|
|
TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags);
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
|
|
}
|
|
|
|
draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB(LPDIRECT3DDEVICE7 iface,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf,
|
|
DWORD dwStartVertex,
|
|
DWORD dwNumVertices,
|
|
DWORD dwFlags)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf);
|
|
D3DDRAWPRIMITIVESTRIDEDDATA strided;
|
|
|
|
TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, dwFlags);
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
|
|
}
|
|
|
|
if (vb_impl->processed) {
|
|
IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl;
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
|
|
glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER;
|
|
This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
|
|
&(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat));
|
|
|
|
convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided, dwStartVertex);
|
|
draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwNumVertices, NULL, dwNumVertices, dwFlags);
|
|
|
|
} else {
|
|
convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided, dwStartVertex);
|
|
draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwNumVertices, NULL, dwNumVertices, dwFlags);
|
|
}
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB(LPDIRECT3DDEVICE7 iface,
|
|
D3DPRIMITIVETYPE d3dptPrimitiveType,
|
|
LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf,
|
|
DWORD dwStartVertex,
|
|
DWORD dwNumVertices,
|
|
LPWORD lpwIndices,
|
|
DWORD dwIndexCount,
|
|
DWORD dwFlags)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf);
|
|
D3DDRAWPRIMITIVESTRIDEDDATA strided;
|
|
|
|
TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
|
|
}
|
|
|
|
if (vb_impl->processed) {
|
|
IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl;
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
|
|
glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER;
|
|
This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
|
|
&(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat));
|
|
|
|
convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided, dwStartVertex);
|
|
draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
|
|
|
|
} else {
|
|
convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided, dwStartVertex);
|
|
draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
|
|
}
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
/* We need a static function for that to handle the 'special' case of 'SELECT_ARG2' */
|
|
static BOOLEAN
|
|
handle_color_alpha_args(IDirect3DDeviceImpl *This, DWORD dwStage, D3DTEXTURESTAGESTATETYPE d3dTexStageStateType, DWORD dwState, D3DTEXTUREOP tex_op)
|
|
{
|
|
BOOLEAN is_complement = FALSE;
|
|
BOOLEAN is_alpha_replicate = FALSE;
|
|
BOOLEAN handled = TRUE;
|
|
GLenum src;
|
|
BOOLEAN is_color = ((d3dTexStageStateType == D3DTSS_COLORARG1) || (d3dTexStageStateType == D3DTSS_COLORARG2));
|
|
int num;
|
|
|
|
if (is_color) {
|
|
if (d3dTexStageStateType == D3DTSS_COLORARG1) num = 0;
|
|
else if (d3dTexStageStateType == D3DTSS_COLORARG2) num = 1;
|
|
else {
|
|
handled = FALSE;
|
|
num = 0;
|
|
}
|
|
if (tex_op == D3DTOP_SELECTARG2) {
|
|
num = 1 - num;
|
|
}
|
|
} else {
|
|
if (d3dTexStageStateType == D3DTSS_ALPHAARG1) num = 0;
|
|
else if (d3dTexStageStateType == D3DTSS_ALPHAARG2) num = 1;
|
|
else {
|
|
handled = FALSE;
|
|
num = 0;
|
|
}
|
|
if (tex_op == D3DTOP_SELECTARG2) {
|
|
num = 1 - num;
|
|
}
|
|
}
|
|
|
|
if (dwState & D3DTA_COMPLEMENT) {
|
|
is_complement = TRUE;
|
|
}
|
|
if (dwState & D3DTA_ALPHAREPLICATE) {
|
|
is_alpha_replicate = TRUE;
|
|
}
|
|
dwState &= D3DTA_SELECTMASK;
|
|
if ((dwStage == 0) && (dwState == D3DTA_CURRENT)) {
|
|
dwState = D3DTA_DIFFUSE;
|
|
}
|
|
|
|
switch (dwState) {
|
|
case D3DTA_CURRENT: src = GL_PREVIOUS_EXT; break;
|
|
case D3DTA_DIFFUSE: src = GL_PRIMARY_COLOR_EXT; break;
|
|
case D3DTA_TEXTURE: src = GL_TEXTURE; break;
|
|
case D3DTA_TFACTOR: {
|
|
/* Get the constant value from the current rendering state */
|
|
GLfloat color[4];
|
|
DWORD col = This->state_block.render_state[D3DRENDERSTATE_TEXTUREFACTOR - 1];
|
|
|
|
color[0] = ((col >> 16) & 0xFF) / 255.0f;
|
|
color[1] = ((col >> 8) & 0xFF) / 255.0f;
|
|
color[2] = ((col >> 0) & 0xFF) / 255.0f;
|
|
color[3] = ((col >> 24) & 0xFF) / 255.0f;
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
|
|
|
|
src = GL_CONSTANT_EXT;
|
|
} break;
|
|
default: src = GL_TEXTURE; handled = FALSE; break;
|
|
}
|
|
|
|
if (is_color) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT + num, src);
|
|
if (is_alpha_replicate) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT + num, is_complement ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA);
|
|
} else {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT + num, is_complement ? GL_ONE_MINUS_SRC_COLOR : GL_SRC_COLOR);
|
|
}
|
|
} else {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT + num, src);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT + num, is_complement ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA);
|
|
}
|
|
|
|
return handled;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
|
|
DWORD dwStage,
|
|
D3DTEXTURESTAGESTATETYPE d3dTexStageStateType,
|
|
DWORD dwState)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
const char *type;
|
|
DWORD prev_state;
|
|
GLenum unit;
|
|
|
|
TRACE("(%p/%p)->(%08lx,%08x,%08lx)\n", This, iface, dwStage, d3dTexStageStateType, dwState);
|
|
|
|
if (((GL_extensions.max_texture_units == 0) && (dwStage > 0)) ||
|
|
((GL_extensions.max_texture_units != 0) && (dwStage >= GL_extensions.max_texture_units))) {
|
|
return DD_OK;
|
|
}
|
|
|
|
unit = GL_TEXTURE0_WINE + dwStage;
|
|
if (unit != glThis->current_active_tex_unit) {
|
|
GL_extensions.glActiveTexture(unit);
|
|
glThis->current_active_tex_unit = unit;
|
|
}
|
|
|
|
switch (d3dTexStageStateType) {
|
|
#define GEN_CASE(a) case a: type = #a; break
|
|
GEN_CASE(D3DTSS_COLOROP);
|
|
GEN_CASE(D3DTSS_COLORARG1);
|
|
GEN_CASE(D3DTSS_COLORARG2);
|
|
GEN_CASE(D3DTSS_ALPHAOP);
|
|
GEN_CASE(D3DTSS_ALPHAARG1);
|
|
GEN_CASE(D3DTSS_ALPHAARG2);
|
|
GEN_CASE(D3DTSS_BUMPENVMAT00);
|
|
GEN_CASE(D3DTSS_BUMPENVMAT01);
|
|
GEN_CASE(D3DTSS_BUMPENVMAT10);
|
|
GEN_CASE(D3DTSS_BUMPENVMAT11);
|
|
GEN_CASE(D3DTSS_TEXCOORDINDEX);
|
|
GEN_CASE(D3DTSS_ADDRESS);
|
|
GEN_CASE(D3DTSS_ADDRESSU);
|
|
GEN_CASE(D3DTSS_ADDRESSV);
|
|
GEN_CASE(D3DTSS_BORDERCOLOR);
|
|
GEN_CASE(D3DTSS_MAGFILTER);
|
|
GEN_CASE(D3DTSS_MINFILTER);
|
|
GEN_CASE(D3DTSS_MIPFILTER);
|
|
GEN_CASE(D3DTSS_MIPMAPLODBIAS);
|
|
GEN_CASE(D3DTSS_MAXMIPLEVEL);
|
|
GEN_CASE(D3DTSS_MAXANISOTROPY);
|
|
GEN_CASE(D3DTSS_BUMPENVLSCALE);
|
|
GEN_CASE(D3DTSS_BUMPENVLOFFSET);
|
|
GEN_CASE(D3DTSS_TEXTURETRANSFORMFLAGS);
|
|
#undef GEN_CASE
|
|
default: type = "UNKNOWN";
|
|
}
|
|
|
|
/* Store the values in the state array */
|
|
prev_state = This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1];
|
|
This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1] = dwState;
|
|
/* Some special cases when one state modifies more than one... */
|
|
if (d3dTexStageStateType == D3DTSS_ADDRESS) {
|
|
This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSU - 1] = dwState;
|
|
This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSV - 1] = dwState;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
switch (d3dTexStageStateType) {
|
|
case D3DTSS_MINFILTER:
|
|
case D3DTSS_MIPFILTER:
|
|
if (TRACE_ON(ddraw)) {
|
|
if (d3dTexStageStateType == D3DTSS_MINFILTER) {
|
|
switch ((D3DTEXTUREMINFILTER) dwState) {
|
|
case D3DTFN_POINT: TRACE(" Stage type is : D3DTSS_MINFILTER => D3DTFN_POINT\n"); break;
|
|
case D3DTFN_LINEAR: TRACE(" Stage type is : D3DTSS_MINFILTER => D3DTFN_LINEAR\n"); break;
|
|
default: FIXME(" Unhandled stage type : D3DTSS_MINFILTER => %08lx\n", dwState); break;
|
|
}
|
|
} else {
|
|
switch ((D3DTEXTUREMIPFILTER) dwState) {
|
|
case D3DTFP_NONE: TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_NONE\n"); break;
|
|
case D3DTFP_POINT: TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_POINT\n"); break;
|
|
case D3DTFP_LINEAR: TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_LINEAR\n"); break;
|
|
default: FIXME(" Unhandled stage type : D3DTSS_MIPFILTER => %08lx\n", dwState); break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_MAGFILTER:
|
|
if (TRACE_ON(ddraw)) {
|
|
switch ((D3DTEXTUREMAGFILTER) dwState) {
|
|
case D3DTFG_POINT: TRACE(" Stage type is : D3DTSS_MAGFILTER => D3DTFG_POINT\n"); break;
|
|
case D3DTFG_LINEAR: TRACE(" Stage type is : D3DTSS_MAGFILTER => D3DTFG_LINEAR\n"); break;
|
|
default: FIXME(" Unhandled stage type : D3DTSS_MAGFILTER => %08lx\n", dwState); break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_ADDRESS:
|
|
case D3DTSS_ADDRESSU:
|
|
case D3DTSS_ADDRESSV: {
|
|
switch ((D3DTEXTUREADDRESS) dwState) {
|
|
case D3DTADDRESS_WRAP: TRACE(" Stage type is : %s => D3DTADDRESS_WRAP\n", type); break;
|
|
case D3DTADDRESS_CLAMP: TRACE(" Stage type is : %s => D3DTADDRESS_CLAMP\n", type); break;
|
|
case D3DTADDRESS_BORDER: TRACE(" Stage type is : %s => D3DTADDRESS_BORDER\n", type); break;
|
|
case D3DTADDRESS_MIRROR:
|
|
if (GL_extensions.mirrored_repeat) {
|
|
TRACE(" Stage type is : %s => D3DTADDRESS_MIRROR\n", type);
|
|
} else {
|
|
FIXME(" Stage type is : %s => D3DTADDRESS_MIRROR - not supported by GL !\n", type);
|
|
}
|
|
break;
|
|
default: FIXME(" Unhandled stage type : %s => %08lx\n", type, dwState); break;
|
|
}
|
|
} break;
|
|
|
|
case D3DTSS_ALPHAOP:
|
|
case D3DTSS_COLOROP: {
|
|
int scale = 1;
|
|
GLenum parm = (d3dTexStageStateType == D3DTSS_ALPHAOP) ? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT;
|
|
const char *value;
|
|
int handled = 1;
|
|
|
|
switch (dwState) {
|
|
#define GEN_CASE(a) case a: value = #a; break
|
|
GEN_CASE(D3DTOP_DISABLE);
|
|
GEN_CASE(D3DTOP_SELECTARG1);
|
|
GEN_CASE(D3DTOP_SELECTARG2);
|
|
GEN_CASE(D3DTOP_MODULATE);
|
|
GEN_CASE(D3DTOP_MODULATE2X);
|
|
GEN_CASE(D3DTOP_MODULATE4X);
|
|
GEN_CASE(D3DTOP_ADD);
|
|
GEN_CASE(D3DTOP_ADDSIGNED);
|
|
GEN_CASE(D3DTOP_ADDSIGNED2X);
|
|
GEN_CASE(D3DTOP_SUBTRACT);
|
|
GEN_CASE(D3DTOP_ADDSMOOTH);
|
|
GEN_CASE(D3DTOP_BLENDDIFFUSEALPHA);
|
|
GEN_CASE(D3DTOP_BLENDTEXTUREALPHA);
|
|
GEN_CASE(D3DTOP_BLENDFACTORALPHA);
|
|
GEN_CASE(D3DTOP_BLENDTEXTUREALPHAPM);
|
|
GEN_CASE(D3DTOP_BLENDCURRENTALPHA);
|
|
GEN_CASE(D3DTOP_PREMODULATE);
|
|
GEN_CASE(D3DTOP_MODULATEALPHA_ADDCOLOR);
|
|
GEN_CASE(D3DTOP_MODULATECOLOR_ADDALPHA);
|
|
GEN_CASE(D3DTOP_MODULATEINVALPHA_ADDCOLOR);
|
|
GEN_CASE(D3DTOP_MODULATEINVCOLOR_ADDALPHA);
|
|
GEN_CASE(D3DTOP_BUMPENVMAP);
|
|
GEN_CASE(D3DTOP_BUMPENVMAPLUMINANCE);
|
|
GEN_CASE(D3DTOP_DOTPRODUCT3);
|
|
GEN_CASE(D3DTOP_FORCE_DWORD);
|
|
#undef GEN_CASE
|
|
default: value = "UNKNOWN";
|
|
}
|
|
|
|
if ((d3dTexStageStateType == D3DTSS_COLOROP) && (dwState == D3DTOP_DISABLE)) {
|
|
glDisable(GL_TEXTURE_2D);
|
|
TRACE(" disabling 2D texturing.\n");
|
|
} else {
|
|
/* Re-enable texturing only if COLOROP was not already disabled... */
|
|
if ((glThis->current_bound_texture[dwStage] != NULL) &&
|
|
(This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) {
|
|
glEnable(GL_TEXTURE_2D);
|
|
TRACE(" enabling 2D texturing.\n");
|
|
}
|
|
|
|
/* Re-Enable GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT */
|
|
if ((dwState != D3DTOP_DISABLE) &&
|
|
(This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) {
|
|
if (glThis->current_tex_env != GL_COMBINE_EXT) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
glThis->current_tex_env = GL_COMBINE_EXT;
|
|
}
|
|
}
|
|
|
|
/* Now set up the operand correctly */
|
|
switch (dwState) {
|
|
case D3DTOP_DISABLE:
|
|
/* Contrary to the docs, alpha can be disabled when colorop is enabled
|
|
and it works, so ignore this op */
|
|
TRACE(" Note : disable ALPHAOP but COLOROP enabled!\n");
|
|
break;
|
|
|
|
case D3DTOP_SELECTARG1:
|
|
case D3DTOP_SELECTARG2:
|
|
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:
|
|
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;
|
|
|
|
/* For the four blending modes, use the Arg2 parameter */
|
|
case D3DTOP_BLENDDIFFUSEALPHA:
|
|
case D3DTOP_BLENDTEXTUREALPHA:
|
|
case D3DTOP_BLENDFACTORALPHA:
|
|
case D3DTOP_BLENDCURRENTALPHA: {
|
|
GLenum src = GL_PRIMARY_COLOR_EXT; /* Just to prevent a compiler warning.. */
|
|
|
|
switch (dwState) {
|
|
case D3DTOP_BLENDDIFFUSEALPHA: src = GL_PRIMARY_COLOR_EXT;
|
|
case D3DTOP_BLENDTEXTUREALPHA: src = GL_TEXTURE;
|
|
case D3DTOP_BLENDFACTORALPHA: src = GL_CONSTANT_EXT;
|
|
case D3DTOP_BLENDCURRENTALPHA: src = GL_PREVIOUS_EXT;
|
|
}
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, parm, GL_INTERPOLATE_EXT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, src);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, src);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
|
|
} break;
|
|
|
|
default:
|
|
handled = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (((prev_state == D3DTOP_SELECTARG2) && (dwState != D3DTOP_SELECTARG2)) ||
|
|
((dwState == D3DTOP_SELECTARG2) && (prev_state != D3DTOP_SELECTARG2))) {
|
|
/* Switch the arguments if needed... */
|
|
if (d3dTexStageStateType == D3DTSS_COLOROP) {
|
|
handle_color_alpha_args(This, dwStage, D3DTSS_COLORARG1,
|
|
This->state_block.texture_stage_state[dwStage][D3DTSS_COLORARG1 - 1],
|
|
dwState);
|
|
handle_color_alpha_args(This, dwStage, D3DTSS_COLORARG2,
|
|
This->state_block.texture_stage_state[dwStage][D3DTSS_COLORARG2 - 1],
|
|
dwState);
|
|
} else {
|
|
handle_color_alpha_args(This, dwStage, D3DTSS_ALPHAARG1,
|
|
This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAARG1 - 1],
|
|
dwState);
|
|
handle_color_alpha_args(This, dwStage, D3DTSS_ALPHAARG2,
|
|
This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAARG2 - 1],
|
|
dwState);
|
|
}
|
|
}
|
|
|
|
if (handled) {
|
|
if (d3dTexStageStateType == D3DTSS_ALPHAOP) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale);
|
|
} else {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, scale);
|
|
}
|
|
TRACE(" Stage type is : %s => %s\n", type, value);
|
|
} else {
|
|
FIXME(" Unhandled stage type is : %s => %s\n", type, value);
|
|
}
|
|
} break;
|
|
|
|
case D3DTSS_COLORARG1:
|
|
case D3DTSS_COLORARG2:
|
|
case D3DTSS_ALPHAARG1:
|
|
case D3DTSS_ALPHAARG2: {
|
|
const char *value, *value_comp = "", *value_alpha = "";
|
|
BOOLEAN handled;
|
|
D3DTEXTUREOP tex_op;
|
|
|
|
switch (dwState & D3DTA_SELECTMASK) {
|
|
#define GEN_CASE(a) case a: value = #a; break
|
|
GEN_CASE(D3DTA_DIFFUSE);
|
|
GEN_CASE(D3DTA_CURRENT);
|
|
GEN_CASE(D3DTA_TEXTURE);
|
|
GEN_CASE(D3DTA_TFACTOR);
|
|
GEN_CASE(D3DTA_SPECULAR);
|
|
#undef GEN_CASE
|
|
default: value = "UNKNOWN";
|
|
}
|
|
if (dwState & D3DTA_COMPLEMENT) {
|
|
value_comp = " | D3DTA_COMPLEMENT";
|
|
}
|
|
if (dwState & D3DTA_ALPHAREPLICATE) {
|
|
value_alpha = " | D3DTA_ALPHAREPLICATE";
|
|
}
|
|
|
|
if ((d3dTexStageStateType == D3DTSS_COLORARG1) || (d3dTexStageStateType == D3DTSS_COLORARG2)) {
|
|
tex_op = This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1];
|
|
} else {
|
|
tex_op = This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAOP - 1];
|
|
}
|
|
|
|
handled = handle_color_alpha_args(This, dwStage, d3dTexStageStateType, dwState, tex_op);
|
|
|
|
if (handled) {
|
|
TRACE(" Stage type : %s => %s%s%s\n", type, value, value_comp, value_alpha);
|
|
} else {
|
|
FIXME(" Unhandled stage type : %s => %s%s%s\n", type, value, value_comp, value_alpha);
|
|
}
|
|
} break;
|
|
|
|
case D3DTSS_MIPMAPLODBIAS: {
|
|
D3DVALUE value = *((D3DVALUE *) &dwState);
|
|
BOOLEAN handled = TRUE;
|
|
|
|
if ((value != 0.0) && (GL_extensions.mipmap_lodbias == FALSE))
|
|
handled = FALSE;
|
|
|
|
if (handled) {
|
|
TRACE(" Stage type : D3DTSS_MIPMAPLODBIAS => %f\n", value);
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_WINE, GL_TEXTURE_LOD_BIAS_WINE, value);
|
|
} else {
|
|
FIXME(" Unhandled stage type : D3DTSS_MIPMAPLODBIAS => %f\n", value);
|
|
}
|
|
} break;
|
|
|
|
case D3DTSS_MAXMIPLEVEL:
|
|
TRACE(" Stage type : D3DTSS_MAXMIPLEVEL => %ld\n", dwState);
|
|
break;
|
|
|
|
case D3DTSS_BORDERCOLOR:
|
|
TRACE(" Stage type : D3DTSS_BORDERCOLOR => %02lx %02lx %02lx %02lx (RGBA)\n",
|
|
((dwState >> 16) & 0xFF),
|
|
((dwState >> 8) & 0xFF),
|
|
((dwState >> 0) & 0xFF),
|
|
((dwState >> 24) & 0xFF));
|
|
break;
|
|
|
|
case D3DTSS_TEXCOORDINDEX: {
|
|
BOOLEAN handled = TRUE;
|
|
const char *value;
|
|
|
|
switch (dwState & 0xFFFF0000) {
|
|
#define GEN_CASE(a) case a: value = #a; break
|
|
GEN_CASE(D3DTSS_TCI_PASSTHRU);
|
|
GEN_CASE(D3DTSS_TCI_CAMERASPACENORMAL);
|
|
GEN_CASE(D3DTSS_TCI_CAMERASPACEPOSITION);
|
|
GEN_CASE(D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
|
#undef GEN_CASE
|
|
default: value = "UNKNOWN";
|
|
}
|
|
if ((dwState & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU)
|
|
handled = FALSE;
|
|
|
|
if (handled) {
|
|
TRACE(" Stage type : D3DTSS_TEXCOORDINDEX => %ld | %s\n", dwState & 0x0000FFFF, value);
|
|
} else {
|
|
FIXME(" Unhandled stage type : D3DTSS_TEXCOORDINDEX => %ld | %s\n", dwState & 0x0000FFFF, value);
|
|
}
|
|
} break;
|
|
|
|
case D3DTSS_TEXTURETRANSFORMFLAGS: {
|
|
const char *projected = "", *value;
|
|
BOOLEAN handled = TRUE;
|
|
switch (dwState & 0xFF) {
|
|
#define GEN_CASE(a) case a: value = #a; break
|
|
GEN_CASE(D3DTTFF_DISABLE);
|
|
GEN_CASE(D3DTTFF_COUNT1);
|
|
GEN_CASE(D3DTTFF_COUNT2);
|
|
GEN_CASE(D3DTTFF_COUNT3);
|
|
GEN_CASE(D3DTTFF_COUNT4);
|
|
#undef GEN_CASE
|
|
default: value = "UNKNOWN";
|
|
}
|
|
if (dwState & D3DTTFF_PROJECTED) {
|
|
projected = " | D3DTTFF_PROJECTED";
|
|
handled = FALSE;
|
|
}
|
|
|
|
if ((dwState & 0xFF) != D3DTTFF_DISABLE) {
|
|
This->matrices_updated(This, TEXMAT0_CHANGED << dwStage);
|
|
}
|
|
|
|
if (handled) {
|
|
TRACE(" Stage type : D3DTSS_TEXTURETRANSFORMFLAGS => %s%s\n", value, projected);
|
|
} else {
|
|
FIXME(" Unhandled stage type : D3DTSS_TEXTURETRANSFORMFLAGS => %s%s\n", value, projected);
|
|
}
|
|
} break;
|
|
|
|
default:
|
|
FIXME(" Unhandled stage type : %s => %08lx\n", type, dwState);
|
|
break;
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static DWORD
|
|
draw_primitive_handle_textures(IDirect3DDeviceImpl *This)
|
|
{
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
DWORD stage;
|
|
BOOLEAN enable_colorkey = FALSE;
|
|
|
|
for (stage = 0; stage < MAX_TEXTURES; stage++) {
|
|
IDirectDrawSurfaceImpl *surf_ptr = This->current_texture[stage];
|
|
GLenum unit;
|
|
|
|
/* If this stage is disabled, no need to go further... */
|
|
if (This->state_block.texture_stage_state[stage][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE)
|
|
break;
|
|
|
|
/* First check if we need to bind any other texture for this stage */
|
|
if (This->current_texture[stage] != glThis->current_bound_texture[stage]) {
|
|
if (This->current_texture[stage] == NULL) {
|
|
TRACE(" disabling 2D texturing for stage %ld.\n", stage);
|
|
|
|
unit = GL_TEXTURE0_WINE + stage;
|
|
if (unit != glThis->current_active_tex_unit) {
|
|
GL_extensions.glActiveTexture(unit);
|
|
glThis->current_active_tex_unit = unit;
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glDisable(GL_TEXTURE_2D);
|
|
} else {
|
|
GLenum tex_name = gltex_get_tex_name(surf_ptr);
|
|
|
|
unit = GL_TEXTURE0_WINE + stage;
|
|
if (unit != glThis->current_active_tex_unit) {
|
|
GL_extensions.glActiveTexture(unit);
|
|
glThis->current_active_tex_unit = unit;
|
|
}
|
|
|
|
if (glThis->current_bound_texture[stage] == NULL) {
|
|
if (This->state_block.texture_stage_state[stage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE) {
|
|
TRACE(" enabling 2D texturing and");
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
}
|
|
TRACE(" activating OpenGL texture id %d for stage %ld.\n", tex_name, stage);
|
|
glBindTexture(GL_TEXTURE_2D, tex_name);
|
|
}
|
|
|
|
glThis->current_bound_texture[stage] = This->current_texture[stage];
|
|
} else {
|
|
if (glThis->current_bound_texture[stage] == NULL) {
|
|
TRACE(" displaying without texturing activated for stage %ld.\n", stage);
|
|
} else {
|
|
TRACE(" using already bound texture id %d for stage %ld.\n",
|
|
((IDirect3DTextureGLImpl *) (glThis->current_bound_texture[stage])->tex_private)->tex_name, stage);
|
|
}
|
|
}
|
|
|
|
/* If no texure valid for this stage, go out of the loop */
|
|
if (This->current_texture[stage] == NULL) break;
|
|
|
|
/* Then check if we need to flush this texture to GL or not (ie did it change) ?.
|
|
This will also update the various texture parameters if needed.
|
|
*/
|
|
gltex_upload_texture(surf_ptr, This, stage);
|
|
|
|
/* And finally check for color-keying (only on first stage) */
|
|
if (This->current_texture[stage]->surface_desc.dwFlags & DDSD_CKSRCBLT) {
|
|
if (stage == 0) {
|
|
enable_colorkey = TRUE;
|
|
} else {
|
|
static BOOL warn = FALSE;
|
|
if (warn == FALSE) {
|
|
warn = TRUE;
|
|
WARN(" Surface has color keying on stage different from 0 (%ld) !", stage);
|
|
}
|
|
}
|
|
} else {
|
|
if (stage == 0) {
|
|
enable_colorkey = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Apparently, whatever the state of BLEND, color keying is always activated for 'old' D3D versions */
|
|
if (((This->state_block.render_state[D3DRENDERSTATE_COLORKEYENABLE - 1]) ||
|
|
(glThis->parent.version == 1)) &&
|
|
(enable_colorkey)) {
|
|
TRACE(" colorkey activated.\n");
|
|
|
|
if (glThis->alpha_test == FALSE) {
|
|
glEnable(GL_ALPHA_TEST);
|
|
glThis->alpha_test = TRUE;
|
|
}
|
|
if ((glThis->current_alpha_test_func != GL_NOTEQUAL) || (glThis->current_alpha_test_ref != 0.0)) {
|
|
if (This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1]) {
|
|
static BOOL warn = FALSE;
|
|
if (warn == FALSE) {
|
|
warn = TRUE;
|
|
WARN(" Overriding application-given alpha test values - some graphical glitches may appear !\n");
|
|
}
|
|
}
|
|
glThis->current_alpha_test_func = GL_NOTEQUAL;
|
|
glThis->current_alpha_test_ref = 0.0;
|
|
glAlphaFunc(GL_NOTEQUAL, 0.0);
|
|
}
|
|
/* Some sanity checks should be added here if a game mixes alphatest + color keying...
|
|
Only one has been found for now, and the ALPHAFUNC is 'Always' so it works :-) */
|
|
} else {
|
|
if (This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == FALSE) {
|
|
glDisable(GL_ALPHA_TEST);
|
|
glThis->alpha_test = FALSE;
|
|
}
|
|
/* Maybe we should restore here the application-given alpha test states ? */
|
|
}
|
|
|
|
return stage;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_3T_SetTexture(LPDIRECT3DDEVICE7 iface,
|
|
DWORD dwStage,
|
|
LPDIRECTDRAWSURFACE7 lpTexture2)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
|
|
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2);
|
|
|
|
if (((GL_extensions.max_texture_units == 0) && (dwStage > 0)) ||
|
|
((GL_extensions.max_texture_units != 0) && (dwStage >= GL_extensions.max_texture_units))) {
|
|
if (lpTexture2 != NULL) {
|
|
WARN(" setting a texture to a non-supported texture stage !\n");
|
|
}
|
|
return DD_OK;
|
|
}
|
|
|
|
if (This->current_texture[dwStage] != NULL) {
|
|
IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[dwStage], IDirectDrawSurface7));
|
|
}
|
|
|
|
if (lpTexture2 == NULL) {
|
|
This->current_texture[dwStage] = NULL;
|
|
} else {
|
|
IDirectDrawSurfaceImpl *tex_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, lpTexture2);
|
|
IDirectDrawSurface7_AddRef(ICOM_INTERFACE(tex_impl, IDirectDrawSurface7));
|
|
This->current_texture[dwStage] = tex_impl;
|
|
}
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_GetCaps(LPDIRECT3DDEVICE7 iface,
|
|
LPD3DDEVICEDESC7 lpD3DHELDevDesc)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
TRACE("(%p/%p)->(%p)\n", This, iface, lpD3DHELDevDesc);
|
|
|
|
fill_opengl_caps_7(lpD3DHELDevDesc);
|
|
|
|
TRACE(" returning caps : no dump function yet.\n");
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_SetMaterial(LPDIRECT3DDEVICE7 iface,
|
|
LPD3DMATERIAL7 lpMat)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
TRACE("(%p/%p)->(%p)\n", This, iface, lpMat);
|
|
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" material is : \n");
|
|
dump_D3DMATERIAL7(lpMat);
|
|
}
|
|
|
|
This->current_material = *lpMat;
|
|
|
|
ENTER_GL();
|
|
glMaterialfv(GL_FRONT_AND_BACK,
|
|
GL_DIFFUSE,
|
|
(float *) &(This->current_material.u.diffuse));
|
|
glMaterialfv(GL_FRONT_AND_BACK,
|
|
GL_AMBIENT,
|
|
(float *) &(This->current_material.u1.ambient));
|
|
glMaterialfv(GL_FRONT_AND_BACK,
|
|
GL_SPECULAR,
|
|
(float *) &(This->current_material.u2.specular));
|
|
glMaterialfv(GL_FRONT_AND_BACK,
|
|
GL_EMISSION,
|
|
(float *) &(This->current_material.u3.emissive));
|
|
glMaterialf(GL_FRONT_AND_BACK,
|
|
GL_SHININESS,
|
|
This->current_material.u4.power); /* Not sure about this... */
|
|
LEAVE_GL();
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static LPD3DLIGHT7 get_light(IDirect3DDeviceImpl *This, DWORD dwLightIndex)
|
|
{
|
|
if (dwLightIndex >= This->num_set_lights)
|
|
{
|
|
/* Extend, or allocate the light parameters array. */
|
|
DWORD newlightnum = dwLightIndex + 1;
|
|
LPD3DLIGHT7 newarrayptr = NULL;
|
|
|
|
if (This->light_parameters)
|
|
newarrayptr = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
|
This->light_parameters, newlightnum * sizeof(D3DLIGHT7));
|
|
else
|
|
newarrayptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
|
newlightnum * sizeof(D3DLIGHT7));
|
|
|
|
if (!newarrayptr)
|
|
return NULL;
|
|
|
|
This->light_parameters = newarrayptr;
|
|
This->num_set_lights = newlightnum;
|
|
}
|
|
|
|
return &This->light_parameters[dwLightIndex];
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
|
|
DWORD dwLightIndex,
|
|
LPD3DLIGHT7 lpLight)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
LPD3DLIGHT7 lpdestlight = get_light( This, dwLightIndex );
|
|
|
|
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight);
|
|
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" setting light : \n");
|
|
dump_D3DLIGHT7(lpLight);
|
|
}
|
|
|
|
/* DirectX7 documentation states that this function can return
|
|
DDERR_OUTOFMEMORY, so we do just that in case of an allocation
|
|
error (which is the only reason why get_light() can fail). */
|
|
if( !lpdestlight )
|
|
return DDERR_OUTOFMEMORY;
|
|
|
|
*lpdestlight = *lpLight;
|
|
|
|
/* Some checks to print out nice warnings :-) */
|
|
switch (lpLight->dltType) {
|
|
case D3DLIGHT_DIRECTIONAL:
|
|
case D3DLIGHT_POINT:
|
|
/* These are handled properly... */
|
|
break;
|
|
|
|
case D3DLIGHT_SPOT:
|
|
if ((lpLight->dvTheta != 0.0) ||
|
|
(lpLight->dvTheta != lpLight->dvPhi)) {
|
|
ERR("dvTheta not fully supported yet !\n");
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERR("Light type not handled yet : %08x !\n", lpLight->dltType);
|
|
}
|
|
|
|
/* This will force the Light setting on next drawing of primitives */
|
|
glThis->transform_state = GL_TRANSFORM_NONE;
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface,
|
|
DWORD dwLightIndex,
|
|
BOOL bEnable)
|
|
{
|
|
int lightslot = -1, i;
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
LPD3DLIGHT7 lpdestlight = get_light(This, dwLightIndex);
|
|
|
|
TRACE("(%p/%p)->(%08lx,%d)\n", This, iface, dwLightIndex, bEnable);
|
|
|
|
/* The DirectX doc isn't as explicit as for SetLight as whether we can
|
|
return this from this function, but it doesn't state otherwise. */
|
|
if (!lpdestlight)
|
|
return DDERR_OUTOFMEMORY;
|
|
|
|
/* If this light hasn't been set, initialise it with default values. */
|
|
if (lpdestlight->dltType == 0)
|
|
{
|
|
TRACE("setting default light parameters\n");
|
|
|
|
/* We always use HEAP_ZERO_MEMORY when allocating the light_parameters
|
|
array, so we only have to setup anything that shoud not be zero. */
|
|
lpdestlight->dltType = D3DLIGHT_DIRECTIONAL;
|
|
lpdestlight->dcvDiffuse.u1.r = 1.f;
|
|
lpdestlight->dcvDiffuse.u2.g = 1.f;
|
|
lpdestlight->dcvDiffuse.u3.b = 1.f;
|
|
lpdestlight->dvDirection.u3.z = 1.f;
|
|
}
|
|
|
|
/* Look for this light in the active lights array. */
|
|
for (i = 0; i < This->max_active_lights; i++)
|
|
if (This->active_lights[i] == dwLightIndex)
|
|
{
|
|
lightslot = i;
|
|
break;
|
|
}
|
|
|
|
/* If we didn't find it, let's find the first available slot, if any. */
|
|
if (lightslot == -1)
|
|
for (i = 0; i < This->max_active_lights; i++)
|
|
if (This->active_lights[i] == ~0)
|
|
{
|
|
lightslot = i;
|
|
break;
|
|
}
|
|
|
|
ENTER_GL();
|
|
if (bEnable) {
|
|
if (lightslot == -1)
|
|
{
|
|
/* This means that the app is trying to enable more lights than
|
|
the maximum possible indicated in the caps.
|
|
|
|
Windows actually let you do this, and disable one of the
|
|
previously enabled lights to let you enable this one.
|
|
|
|
It's not documented and I'm not sure how windows pick which light
|
|
to disable to make room for this one. */
|
|
FIXME("Enabling more light than the maximum is not supported yet.");
|
|
return D3D_OK;
|
|
}
|
|
|
|
glEnable(GL_LIGHT0 + lightslot);
|
|
|
|
|
|
if (This->active_lights[lightslot] == ~0)
|
|
{
|
|
/* This light gets active... Need to update its parameters to GL before the next drawing */
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
|
|
This->active_lights[lightslot] = dwLightIndex;
|
|
glThis->transform_state = GL_TRANSFORM_NONE;
|
|
}
|
|
} else {
|
|
glDisable(GL_LIGHT0 + lightslot);
|
|
This->active_lights[lightslot] = ~0;
|
|
}
|
|
|
|
LEAVE_GL();
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_SetClipPlane(LPDIRECT3DDEVICE7 iface, DWORD dwIndex, CONST D3DVALUE* pPlaneEquation)
|
|
{
|
|
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
|
|
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
|
|
|
|
TRACE("(%p)->(%ld,%p)\n", This, dwIndex, pPlaneEquation);
|
|
|
|
if (dwIndex >= This->max_clipping_planes) {
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
TRACE(" clip plane %ld : %f %f %f %f\n", dwIndex, pPlaneEquation[0], pPlaneEquation[1], pPlaneEquation[2], pPlaneEquation[3] );
|
|
|
|
memcpy(This->clipping_planes[dwIndex].plane, pPlaneEquation, sizeof(D3DVALUE[4]));
|
|
|
|
/* This is to force the reset of the transformation matrices on the next drawing.
|
|
* This is needed to use the correct matrices for the various clipping planes.
|
|
*/
|
|
glThis->transform_state = GL_TRANSFORM_NONE;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI
|
|
GL_IDirect3DDeviceImpl_7_SetViewport(LPDIRECT3DDEVICE7 iface,
|
|
LPD3DVIEWPORT7 lpData)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
|
TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
|
|
|
|
if (TRACE_ON(ddraw)) {
|
|
TRACE(" viewport is : \n");
|
|
TRACE(" - dwX = %ld dwY = %ld\n",
|
|
lpData->dwX, lpData->dwY);
|
|
TRACE(" - dwWidth = %ld dwHeight = %ld\n",
|
|
lpData->dwWidth, lpData->dwHeight);
|
|
TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
|
|
lpData->dvMinZ, lpData->dvMaxZ);
|
|
}
|
|
ENTER_GL();
|
|
|
|
/* Set the viewport */
|
|
if ((lpData->dvMinZ != This->active_viewport.dvMinZ) ||
|
|
(lpData->dvMaxZ != This->active_viewport.dvMaxZ)) {
|
|
glDepthRange(lpData->dvMinZ, lpData->dvMaxZ);
|
|
}
|
|
if ((lpData->dwX != This->active_viewport.dwX) ||
|
|
(lpData->dwY != This->active_viewport.dwY) ||
|
|
(lpData->dwWidth != This->active_viewport.dwWidth) ||
|
|
(lpData->dwHeight != This->active_viewport.dwHeight)) {
|
|
glViewport(lpData->dwX,
|
|
This->surface->surface_desc.dwHeight - (lpData->dwHeight + lpData->dwY),
|
|
lpData->dwWidth, lpData->dwHeight);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
This->active_viewport = *lpData;
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
# define XCAST(fun) (typeof(VTABLE_IDirect3DDevice7.fun))
|
|
#else
|
|
# define XCAST(fun) (void*)
|
|
#endif
|
|
|
|
static const IDirect3DDevice7Vtbl VTABLE_IDirect3DDevice7 =
|
|
{
|
|
XCAST(QueryInterface) Main_IDirect3DDeviceImpl_7_3T_2T_1T_QueryInterface,
|
|
XCAST(AddRef) Main_IDirect3DDeviceImpl_7_3T_2T_1T_AddRef,
|
|
XCAST(Release) GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release,
|
|
XCAST(GetCaps) GL_IDirect3DDeviceImpl_7_GetCaps,
|
|
XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats,
|
|
XCAST(BeginScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_BeginScene,
|
|
XCAST(EndScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_EndScene,
|
|
XCAST(GetDirect3D) Main_IDirect3DDeviceImpl_7_3T_2T_1T_GetDirect3D,
|
|
XCAST(SetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_SetRenderTarget,
|
|
XCAST(GetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_GetRenderTarget,
|
|
XCAST(Clear) Main_IDirect3DDeviceImpl_7_Clear,
|
|
XCAST(SetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_SetTransform,
|
|
XCAST(GetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_GetTransform,
|
|
XCAST(SetViewport) GL_IDirect3DDeviceImpl_7_SetViewport,
|
|
XCAST(MultiplyTransform) Main_IDirect3DDeviceImpl_7_3T_2T_MultiplyTransform,
|
|
XCAST(GetViewport) Main_IDirect3DDeviceImpl_7_GetViewport,
|
|
XCAST(SetMaterial) GL_IDirect3DDeviceImpl_7_SetMaterial,
|
|
XCAST(GetMaterial) Main_IDirect3DDeviceImpl_7_GetMaterial,
|
|
XCAST(SetLight) GL_IDirect3DDeviceImpl_7_SetLight,
|
|
XCAST(GetLight) Main_IDirect3DDeviceImpl_7_GetLight,
|
|
XCAST(SetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState,
|
|
XCAST(GetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState,
|
|
XCAST(BeginStateBlock) Main_IDirect3DDeviceImpl_7_BeginStateBlock,
|
|
XCAST(EndStateBlock) Main_IDirect3DDeviceImpl_7_EndStateBlock,
|
|
XCAST(PreLoad) Main_IDirect3DDeviceImpl_7_PreLoad,
|
|
XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive,
|
|
XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive,
|
|
XCAST(SetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_SetClipStatus,
|
|
XCAST(GetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_GetClipStatus,
|
|
XCAST(DrawPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided,
|
|
XCAST(DrawIndexedPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided,
|
|
XCAST(DrawPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB,
|
|
XCAST(DrawIndexedPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB,
|
|
XCAST(ComputeSphereVisibility) Main_IDirect3DDeviceImpl_7_3T_ComputeSphereVisibility,
|
|
XCAST(GetTexture) Main_IDirect3DDeviceImpl_7_3T_GetTexture,
|
|
XCAST(SetTexture) GL_IDirect3DDeviceImpl_7_3T_SetTexture,
|
|
XCAST(GetTextureStageState) Main_IDirect3DDeviceImpl_7_3T_GetTextureStageState,
|
|
XCAST(SetTextureStageState) GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState,
|
|
XCAST(ValidateDevice) Main_IDirect3DDeviceImpl_7_3T_ValidateDevice,
|
|
XCAST(ApplyStateBlock) Main_IDirect3DDeviceImpl_7_ApplyStateBlock,
|
|
XCAST(CaptureStateBlock) Main_IDirect3DDeviceImpl_7_CaptureStateBlock,
|
|
XCAST(DeleteStateBlock) Main_IDirect3DDeviceImpl_7_DeleteStateBlock,
|
|
XCAST(CreateStateBlock) Main_IDirect3DDeviceImpl_7_CreateStateBlock,
|
|
XCAST(Load) Main_IDirect3DDeviceImpl_7_Load,
|
|
XCAST(LightEnable) GL_IDirect3DDeviceImpl_7_LightEnable,
|
|
XCAST(GetLightEnable) Main_IDirect3DDeviceImpl_7_GetLightEnable,
|
|
XCAST(SetClipPlane) GL_IDirect3DDeviceImpl_7_SetClipPlane,
|
|
XCAST(GetClipPlane) Main_IDirect3DDeviceImpl_7_GetClipPlane,
|
|
XCAST(GetInfo) Main_IDirect3DDeviceImpl_7_GetInfo,
|
|
};
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
#undef XCAST
|
|
#endif
|
|
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
# define XCAST(fun) (typeof(VTABLE_IDirect3DDevice3.fun))
|
|
#else
|
|
# define XCAST(fun) (void*)
|
|
#endif
|
|
|
|
static const IDirect3DDevice3Vtbl VTABLE_IDirect3DDevice3 =
|
|
{
|
|
XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_3_QueryInterface,
|
|
XCAST(AddRef) Thunk_IDirect3DDeviceImpl_3_AddRef,
|
|
XCAST(Release) Thunk_IDirect3DDeviceImpl_3_Release,
|
|
XCAST(GetCaps) GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps,
|
|
XCAST(GetStats) Main_IDirect3DDeviceImpl_3_2T_1T_GetStats,
|
|
XCAST(AddViewport) Main_IDirect3DDeviceImpl_3_2T_1T_AddViewport,
|
|
XCAST(DeleteViewport) Main_IDirect3DDeviceImpl_3_2T_1T_DeleteViewport,
|
|
XCAST(NextViewport) Main_IDirect3DDeviceImpl_3_2T_1T_NextViewport,
|
|
XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_3_EnumTextureFormats,
|
|
XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_3_BeginScene,
|
|
XCAST(EndScene) Thunk_IDirect3DDeviceImpl_3_EndScene,
|
|
XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_3_GetDirect3D,
|
|
XCAST(SetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_SetCurrentViewport,
|
|
XCAST(GetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_GetCurrentViewport,
|
|
XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_3_SetRenderTarget,
|
|
XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_3_GetRenderTarget,
|
|
XCAST(Begin) Main_IDirect3DDeviceImpl_3_Begin,
|
|
XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_3_BeginIndexed,
|
|
XCAST(Vertex) Main_IDirect3DDeviceImpl_3_2T_Vertex,
|
|
XCAST(Index) Main_IDirect3DDeviceImpl_3_2T_Index,
|
|
XCAST(End) Main_IDirect3DDeviceImpl_3_2T_End,
|
|
XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_3_GetRenderState,
|
|
XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_3_SetRenderState,
|
|
XCAST(GetLightState) GL_IDirect3DDeviceImpl_3_2T_GetLightState,
|
|
XCAST(SetLightState) GL_IDirect3DDeviceImpl_3_2T_SetLightState,
|
|
XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_3_SetTransform,
|
|
XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_3_GetTransform,
|
|
XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_3_MultiplyTransform,
|
|
XCAST(DrawPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawPrimitive,
|
|
XCAST(DrawIndexedPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitive,
|
|
XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_3_SetClipStatus,
|
|
XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_3_GetClipStatus,
|
|
XCAST(DrawPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveStrided,
|
|
XCAST(DrawIndexedPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided,
|
|
XCAST(DrawPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveVB,
|
|
XCAST(DrawIndexedPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB,
|
|
XCAST(ComputeSphereVisibility) Thunk_IDirect3DDeviceImpl_3_ComputeSphereVisibility,
|
|
XCAST(GetTexture) Thunk_IDirect3DDeviceImpl_3_GetTexture,
|
|
XCAST(SetTexture) Thunk_IDirect3DDeviceImpl_3_SetTexture,
|
|
XCAST(GetTextureStageState) Thunk_IDirect3DDeviceImpl_3_GetTextureStageState,
|
|
XCAST(SetTextureStageState) Thunk_IDirect3DDeviceImpl_3_SetTextureStageState,
|
|
XCAST(ValidateDevice) Thunk_IDirect3DDeviceImpl_3_ValidateDevice,
|
|
};
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
#undef XCAST
|
|
#endif
|
|
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
# define XCAST(fun) (typeof(VTABLE_IDirect3DDevice2.fun))
|
|
#else
|
|
# define XCAST(fun) (void*)
|
|
#endif
|
|
|
|
static const IDirect3DDevice2Vtbl VTABLE_IDirect3DDevice2 =
|
|
{
|
|
XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_2_QueryInterface,
|
|
XCAST(AddRef) Thunk_IDirect3DDeviceImpl_2_AddRef,
|
|
XCAST(Release) Thunk_IDirect3DDeviceImpl_2_Release,
|
|
XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_2_GetCaps,
|
|
XCAST(SwapTextureHandles) Main_IDirect3DDeviceImpl_2_1T_SwapTextureHandles,
|
|
XCAST(GetStats) Thunk_IDirect3DDeviceImpl_2_GetStats,
|
|
XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_2_AddViewport,
|
|
XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_2_DeleteViewport,
|
|
XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_2_NextViewport,
|
|
XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats,
|
|
XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_2_BeginScene,
|
|
XCAST(EndScene) Thunk_IDirect3DDeviceImpl_2_EndScene,
|
|
XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_2_GetDirect3D,
|
|
XCAST(SetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_SetCurrentViewport,
|
|
XCAST(GetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_GetCurrentViewport,
|
|
XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_2_SetRenderTarget,
|
|
XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_2_GetRenderTarget,
|
|
XCAST(Begin) Main_IDirect3DDeviceImpl_2_Begin,
|
|
XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_2_BeginIndexed,
|
|
XCAST(Vertex) Thunk_IDirect3DDeviceImpl_2_Vertex,
|
|
XCAST(Index) Thunk_IDirect3DDeviceImpl_2_Index,
|
|
XCAST(End) Thunk_IDirect3DDeviceImpl_2_End,
|
|
XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_2_GetRenderState,
|
|
XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_2_SetRenderState,
|
|
XCAST(GetLightState) Thunk_IDirect3DDeviceImpl_2_GetLightState,
|
|
XCAST(SetLightState) Thunk_IDirect3DDeviceImpl_2_SetLightState,
|
|
XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_2_SetTransform,
|
|
XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_2_GetTransform,
|
|
XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_2_MultiplyTransform,
|
|
XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_2_DrawPrimitive,
|
|
XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive,
|
|
XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_2_SetClipStatus,
|
|
XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_2_GetClipStatus,
|
|
};
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
#undef XCAST
|
|
#endif
|
|
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
# define XCAST(fun) (typeof(VTABLE_IDirect3DDevice.fun))
|
|
#else
|
|
# define XCAST(fun) (void*)
|
|
#endif
|
|
|
|
static const IDirect3DDeviceVtbl VTABLE_IDirect3DDevice =
|
|
{
|
|
XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_1_QueryInterface,
|
|
XCAST(AddRef) Thunk_IDirect3DDeviceImpl_1_AddRef,
|
|
XCAST(Release) Thunk_IDirect3DDeviceImpl_1_Release,
|
|
XCAST(Initialize) Main_IDirect3DDeviceImpl_1_Initialize,
|
|
XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_1_GetCaps,
|
|
XCAST(SwapTextureHandles) Thunk_IDirect3DDeviceImpl_1_SwapTextureHandles,
|
|
XCAST(CreateExecuteBuffer) GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer,
|
|
XCAST(GetStats) Thunk_IDirect3DDeviceImpl_1_GetStats,
|
|
XCAST(Execute) Main_IDirect3DDeviceImpl_1_Execute,
|
|
XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_1_AddViewport,
|
|
XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_1_DeleteViewport,
|
|
XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_1_NextViewport,
|
|
XCAST(Pick) Main_IDirect3DDeviceImpl_1_Pick,
|
|
XCAST(GetPickRecords) Main_IDirect3DDeviceImpl_1_GetPickRecords,
|
|
XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_1_EnumTextureFormats,
|
|
XCAST(CreateMatrix) Main_IDirect3DDeviceImpl_1_CreateMatrix,
|
|
XCAST(SetMatrix) Main_IDirect3DDeviceImpl_1_SetMatrix,
|
|
XCAST(GetMatrix) Main_IDirect3DDeviceImpl_1_GetMatrix,
|
|
XCAST(DeleteMatrix) Main_IDirect3DDeviceImpl_1_DeleteMatrix,
|
|
XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_1_BeginScene,
|
|
XCAST(EndScene) Thunk_IDirect3DDeviceImpl_1_EndScene,
|
|
XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_1_GetDirect3D,
|
|
};
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
#undef XCAST
|
|
#endif
|
|
|
|
static HRESULT d3ddevice_clear(IDirect3DDeviceImpl *This,
|
|
WINE_GL_BUFFER_TYPE buffer_type,
|
|
DWORD dwCount,
|
|
LPD3DRECT lpRects,
|
|
DWORD dwFlags,
|
|
DWORD dwColor,
|
|
D3DVALUE dvZ,
|
|
DWORD dwStencil)
|
|
{
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
GLbitfield bitfield = 0;
|
|
D3DRECT rect;
|
|
unsigned int i;
|
|
|
|
TRACE("(%p)->(%08lx,%p,%08lx,%08lx,%f,%08lx)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
|
|
if (TRACE_ON(ddraw)) {
|
|
if (dwCount > 0) {
|
|
unsigned int i;
|
|
TRACE(" rectangles : \n");
|
|
for (i = 0; i < dwCount; i++) {
|
|
TRACE(" - %ld x %ld %ld x %ld\n", lpRects[i].u1.x1, lpRects[i].u2.y1, lpRects[i].u3.x2, lpRects[i].u4.y2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dwCount == 0) {
|
|
dwCount = 1;
|
|
rect.u1.x1 = 0;
|
|
rect.u2.y1 = 0;
|
|
rect.u3.x2 = This->surface->surface_desc.dwWidth;
|
|
rect.u4.y2 = This->surface->surface_desc.dwHeight;
|
|
lpRects = ▭
|
|
}
|
|
|
|
/* Clears the screen */
|
|
ENTER_GL();
|
|
|
|
if (dwFlags & D3DCLEAR_TARGET) {
|
|
if (glThis->state[buffer_type] == SURFACE_MEMORY_DIRTY) {
|
|
/* TODO: optimize here the case where Clear changes all the screen... */
|
|
This->flush_to_framebuffer(This, &(glThis->lock_rect[buffer_type]), glThis->lock_surf[buffer_type]);
|
|
}
|
|
glThis->state[buffer_type] = SURFACE_GL;
|
|
}
|
|
|
|
if (dwFlags & D3DCLEAR_ZBUFFER) {
|
|
bitfield |= GL_DEPTH_BUFFER_BIT;
|
|
if (glThis->depth_mask == FALSE) {
|
|
glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
|
|
}
|
|
if (dvZ != glThis->prev_clear_Z) {
|
|
glClearDepth(dvZ);
|
|
glThis->prev_clear_Z = dvZ;
|
|
}
|
|
TRACE(" depth value : %f\n", dvZ);
|
|
}
|
|
if (dwFlags & D3DCLEAR_STENCIL) {
|
|
bitfield |= GL_STENCIL_BUFFER_BIT;
|
|
if (dwStencil != glThis->prev_clear_stencil) {
|
|
glClearStencil(dwStencil);
|
|
glThis->prev_clear_stencil = dwStencil;
|
|
}
|
|
TRACE(" stencil value : %ld\n", dwStencil);
|
|
}
|
|
if (dwFlags & D3DCLEAR_TARGET) {
|
|
bitfield |= GL_COLOR_BUFFER_BIT;
|
|
if (dwColor != glThis->prev_clear_color) {
|
|
glClearColor(((dwColor >> 16) & 0xFF) / 255.0,
|
|
((dwColor >> 8) & 0xFF) / 255.0,
|
|
((dwColor >> 0) & 0xFF) / 255.0,
|
|
((dwColor >> 24) & 0xFF) / 255.0);
|
|
glThis->prev_clear_color = dwColor;
|
|
}
|
|
TRACE(" color value (ARGB) : %08lx\n", dwColor);
|
|
}
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
for (i = 0; i < dwCount; i++) {
|
|
glScissor(lpRects[i].u1.x1, This->surface->surface_desc.dwHeight - lpRects[i].u4.y2,
|
|
lpRects[i].u3.x2 - lpRects[i].u1.x1, lpRects[i].u4.y2 - lpRects[i].u2.y1);
|
|
glClear(bitfield);
|
|
}
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
if (dwFlags & D3DCLEAR_ZBUFFER) {
|
|
if (glThis->depth_mask == FALSE) glDepthMask(GL_FALSE);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT d3ddevice_clear_back(IDirect3DDeviceImpl *This,
|
|
DWORD dwCount,
|
|
LPD3DRECT lpRects,
|
|
DWORD dwFlags,
|
|
DWORD dwColor,
|
|
D3DVALUE dvZ,
|
|
DWORD dwStencil)
|
|
{
|
|
return d3ddevice_clear(This, WINE_GL_BUFFER_BACK, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
|
|
}
|
|
|
|
static HRESULT
|
|
setup_rect_and_surface_for_blt(IDirectDrawSurfaceImpl *This,
|
|
WINE_GL_BUFFER_TYPE *buffer_type_p, D3DRECT *rect)
|
|
{
|
|
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
|
|
WINE_GL_BUFFER_TYPE buffer_type;
|
|
|
|
/* First check if we BLT to the backbuffer... */
|
|
if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) != 0) {
|
|
buffer_type = WINE_GL_BUFFER_BACK;
|
|
} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
|
|
buffer_type = WINE_GL_BUFFER_FRONT;
|
|
} else {
|
|
ERR("Only BLT override to front or back-buffer is supported for now !\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
if ((gl_d3d_dev->state[buffer_type] == SURFACE_MEMORY_DIRTY) &&
|
|
(rect->u1.x1 >= gl_d3d_dev->lock_rect[buffer_type].left) &&
|
|
(rect->u2.y1 >= gl_d3d_dev->lock_rect[buffer_type].top) &&
|
|
(rect->u3.x2 <= gl_d3d_dev->lock_rect[buffer_type].right) &&
|
|
(rect->u4.y2 <= gl_d3d_dev->lock_rect[buffer_type].bottom)) {
|
|
/* If the memory zone is already dirty, use the standard 'in memory' blit operations and not
|
|
* GL to do it.
|
|
*/
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
*buffer_type_p = buffer_type;
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT
|
|
d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
|
|
LPDIRECTDRAWSURFACE7 src, LPRECT rsrc,
|
|
DWORD dwFlags, LPDDBLTFX lpbltfx)
|
|
{
|
|
WINE_GL_BUFFER_TYPE buffer_type;
|
|
D3DRECT rect;
|
|
|
|
if (rdst) {
|
|
rect.u1.x1 = rdst->left;
|
|
rect.u2.y1 = rdst->top;
|
|
rect.u3.x2 = rdst->right;
|
|
rect.u4.y2 = rdst->bottom;
|
|
} else {
|
|
rect.u1.x1 = 0;
|
|
rect.u2.y1 = 0;
|
|
rect.u3.x2 = This->surface_desc.dwWidth;
|
|
rect.u4.y2 = This->surface_desc.dwHeight;
|
|
}
|
|
|
|
if (setup_rect_and_surface_for_blt(This, &buffer_type, &rect) != DD_OK) return DDERR_INVALIDPARAMS;
|
|
|
|
if (dwFlags & DDBLT_COLORFILL) {
|
|
/* This is easy to handle for the D3D Device... */
|
|
DWORD color;
|
|
GLint prev_draw;
|
|
|
|
/* The color as given in the Blt function is in the format of the frame-buffer...
|
|
* 'clear' expect it in ARGB format => we need to do some conversion :-)
|
|
*/
|
|
if (This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
|
|
if (This->palette) {
|
|
color = ((0xFF000000) |
|
|
(This->palette->palents[lpbltfx->u5.dwFillColor].peRed << 16) |
|
|
(This->palette->palents[lpbltfx->u5.dwFillColor].peGreen << 8) |
|
|
(This->palette->palents[lpbltfx->u5.dwFillColor].peBlue));
|
|
} else {
|
|
color = 0xFF000000;
|
|
}
|
|
} else if ((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_RGB) &&
|
|
(((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_ALPHAPIXELS) == 0) ||
|
|
(This->surface_desc.u4.ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000))) {
|
|
if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xF800) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x07E0) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x001F)) {
|
|
if (lpbltfx->u5.dwFillColor == 0xFFFF) {
|
|
color = 0xFFFFFFFF;
|
|
} else {
|
|
color = ((0xFF000000) |
|
|
((lpbltfx->u5.dwFillColor & 0xF800) << 8) |
|
|
((lpbltfx->u5.dwFillColor & 0x07E0) << 5) |
|
|
((lpbltfx->u5.dwFillColor & 0x001F) << 3));
|
|
}
|
|
} else if (((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 32) ||
|
|
(This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 24)) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x000000FF)) {
|
|
color = 0xFF000000 | lpbltfx->u5.dwFillColor;
|
|
} else {
|
|
ERR("Wrong surface type for BLT override (unknown RGB format) !\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
} else {
|
|
ERR("Wrong surface type for BLT override !\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
TRACE(" executing D3D Device override.\n");
|
|
|
|
ENTER_GL();
|
|
|
|
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
|
|
if (buffer_type == WINE_GL_BUFFER_FRONT)
|
|
glDrawBuffer(GL_FRONT);
|
|
else
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
d3ddevice_clear(This->d3ddevice, buffer_type, 1, &rect, D3DCLEAR_TARGET, color, 0.0, 0x00000000);
|
|
|
|
if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
|
|
((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT)))
|
|
glDrawBuffer(prev_draw);
|
|
|
|
LEAVE_GL();
|
|
|
|
return DD_OK;
|
|
} else if ((dwFlags & (~(DDBLT_KEYSRC|DDBLT_WAIT|DDBLT_ASYNC))) == 0) {
|
|
/* Normal blit without any special case... */
|
|
if (src != NULL) {
|
|
/* And which has a SRC surface */
|
|
IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
|
|
|
|
if ((src_impl->surface_desc.ddsCaps.dwCaps & DDSCAPS_3DDEVICE) &&
|
|
(src_impl->d3ddevice == This->d3ddevice) &&
|
|
((dwFlags & DDBLT_KEYSRC) == 0)) {
|
|
/* Both are 3D devices and using the same GL device and the Blt is without color-keying */
|
|
D3DRECT src_rect;
|
|
int width, height;
|
|
GLint prev_draw;
|
|
WINE_GL_BUFFER_TYPE src_buffer_type;
|
|
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
|
|
BOOLEAN initial;
|
|
DWORD opt_bitmap;
|
|
int x, y;
|
|
|
|
if (rsrc) {
|
|
src_rect.u1.x1 = rsrc->left;
|
|
src_rect.u2.y1 = rsrc->top;
|
|
src_rect.u3.x2 = rsrc->right;
|
|
src_rect.u4.y2 = rsrc->bottom;
|
|
} else {
|
|
src_rect.u1.x1 = 0;
|
|
src_rect.u2.y1 = 0;
|
|
src_rect.u3.x2 = src_impl->surface_desc.dwWidth;
|
|
src_rect.u4.y2 = src_impl->surface_desc.dwHeight;
|
|
}
|
|
|
|
width = src_rect.u3.x2 - src_rect.u1.x1;
|
|
height = src_rect.u4.y2 - src_rect.u2.y1;
|
|
|
|
if ((width != (rect.u3.x2 - rect.u1.x1)) ||
|
|
(height != (rect.u4.y2 - rect.u2.y1))) {
|
|
FIXME(" buffer to buffer copy not supported with stretching yet !\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
/* First check if we BLT from the backbuffer... */
|
|
if ((src_impl->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) != 0) {
|
|
src_buffer_type = WINE_GL_BUFFER_BACK;
|
|
} else if ((src_impl->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
|
|
src_buffer_type = WINE_GL_BUFFER_FRONT;
|
|
} else {
|
|
ERR("Unexpected case in direct buffer to buffer copy !\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
TRACE(" using direct buffer to buffer copy.\n");
|
|
|
|
ENTER_GL();
|
|
|
|
opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, (LPCRECT) &rect, FALSE, &initial);
|
|
|
|
if (upload_surface_to_tex_memory_init(This, 0, &gl_d3d_dev->current_internal_format,
|
|
initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
|
|
ERR(" unsupported pixel format at direct buffer to buffer copy.\n");
|
|
LEAVE_GL();
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
|
|
if (buffer_type == WINE_GL_BUFFER_FRONT)
|
|
glDrawBuffer(GL_FRONT);
|
|
else
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
if (src_buffer_type == WINE_GL_BUFFER_FRONT)
|
|
glReadBuffer(GL_FRONT);
|
|
else
|
|
glReadBuffer(GL_BACK);
|
|
|
|
/* Now the serious stuff happens. Basically, we copy from the source buffer to the texture memory.
|
|
And directly re-draws this on the destination buffer. */
|
|
for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
|
|
int get_height;
|
|
|
|
if ((src_rect.u2.y1 + y + UNLOCK_TEX_SIZE) > src_impl->surface_desc.dwHeight)
|
|
get_height = src_impl->surface_desc.dwHeight - (src_rect.u2.y1 + y);
|
|
else
|
|
get_height = UNLOCK_TEX_SIZE;
|
|
|
|
for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
|
|
int get_width;
|
|
|
|
if ((src_rect.u1.x1 + x + UNLOCK_TEX_SIZE) > src_impl->surface_desc.dwWidth)
|
|
get_width = src_impl->surface_desc.dwWidth - (src_rect.u1.x1 + x);
|
|
else
|
|
get_width = UNLOCK_TEX_SIZE;
|
|
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
|
|
0, UNLOCK_TEX_SIZE - get_height,
|
|
src_rect.u1.x1 + x, src_impl->surface_desc.dwHeight - (src_rect.u2.y1 + y + get_height),
|
|
get_width, get_height);
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0.0, 0.0);
|
|
glVertex3d(rect.u1.x1 + x,
|
|
rect.u2.y1 + y + UNLOCK_TEX_SIZE,
|
|
0.5);
|
|
glTexCoord2f(1.0, 0.0);
|
|
glVertex3d(rect.u1.x1 + x + UNLOCK_TEX_SIZE,
|
|
rect.u2.y1 + y + UNLOCK_TEX_SIZE,
|
|
0.5);
|
|
glTexCoord2f(1.0, 1.0);
|
|
glVertex3d(rect.u1.x1 + x + UNLOCK_TEX_SIZE,
|
|
rect.u2.y1 + y,
|
|
0.5);
|
|
glTexCoord2f(0.0, 1.0);
|
|
glVertex3d(rect.u1.x1 + x,
|
|
rect.u2.y1 + y,
|
|
0.5);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
upload_surface_to_tex_memory_release();
|
|
d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, FALSE);
|
|
|
|
if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
|
|
((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT)))
|
|
glDrawBuffer(prev_draw);
|
|
|
|
LEAVE_GL();
|
|
|
|
return DD_OK;
|
|
} else {
|
|
/* This is the normal 'with source' Blit. Use the texture engine to do the Blt for us
|
|
(this prevents calling glReadPixels) */
|
|
D3DRECT src_rect;
|
|
int width, height;
|
|
GLint prev_draw;
|
|
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
|
|
BOOLEAN initial;
|
|
DWORD opt_bitmap;
|
|
int x, y;
|
|
double x_stretch, y_stretch;
|
|
|
|
if (rsrc) {
|
|
src_rect.u1.x1 = rsrc->left;
|
|
src_rect.u2.y1 = rsrc->top;
|
|
src_rect.u3.x2 = rsrc->right;
|
|
src_rect.u4.y2 = rsrc->bottom;
|
|
} else {
|
|
src_rect.u1.x1 = 0;
|
|
src_rect.u2.y1 = 0;
|
|
src_rect.u3.x2 = src_impl->surface_desc.dwWidth;
|
|
src_rect.u4.y2 = src_impl->surface_desc.dwHeight;
|
|
}
|
|
|
|
width = src_rect.u3.x2 - src_rect.u1.x1;
|
|
height = src_rect.u4.y2 - src_rect.u2.y1;
|
|
|
|
x_stretch = (double) (rect.u3.x2 - rect.u1.x1) / (double) width;
|
|
y_stretch = (double) (rect.u4.y2 - rect.u2.y1) / (double) height;
|
|
|
|
TRACE(" using memory to buffer Blt override.\n");
|
|
|
|
ENTER_GL();
|
|
|
|
opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, (LPCRECT) &rect, ((dwFlags & DDBLT_KEYSRC) != 0), &initial);
|
|
|
|
if (upload_surface_to_tex_memory_init(src_impl, 0, &gl_d3d_dev->current_internal_format,
|
|
initial, ((dwFlags & DDBLT_KEYSRC) != 0), UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
|
|
ERR(" unsupported pixel format at memory to buffer Blt override.\n");
|
|
LEAVE_GL();
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
|
|
if (buffer_type == WINE_GL_BUFFER_FRONT)
|
|
glDrawBuffer(GL_FRONT);
|
|
else
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
/* Now the serious stuff happens. This is basically the same code as for the memory
|
|
flush to frame buffer ... with stretching and different rectangles added :-) */
|
|
for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
|
|
RECT flush_rect;
|
|
|
|
flush_rect.top = src_rect.u2.y1 + y;
|
|
flush_rect.bottom = ((src_rect.u2.y1 + y + UNLOCK_TEX_SIZE > src_rect.u4.y2) ?
|
|
src_rect.u4.y2 :
|
|
(src_rect.u2.y1 + y + UNLOCK_TEX_SIZE));
|
|
|
|
for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
|
|
flush_rect.left = src_rect.u1.x1 + x;
|
|
flush_rect.right = ((src_rect.u1.x1 + x + UNLOCK_TEX_SIZE > src_rect.u3.x2) ?
|
|
src_rect.u3.x2 :
|
|
(src_rect.u1.x1 + x + UNLOCK_TEX_SIZE));
|
|
|
|
upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0.0, 0.0);
|
|
glVertex3d(rect.u1.x1 + (x * x_stretch),
|
|
rect.u2.y1 + (y * y_stretch),
|
|
0.5);
|
|
glTexCoord2f(1.0, 0.0);
|
|
glVertex3d(rect.u1.x1 + ((x + UNLOCK_TEX_SIZE) * x_stretch),
|
|
rect.u2.y1 + (y * y_stretch),
|
|
0.5);
|
|
glTexCoord2f(1.0, 1.0);
|
|
glVertex3d(rect.u1.x1 + ((x + UNLOCK_TEX_SIZE) * x_stretch),
|
|
rect.u2.y1 + ((y + UNLOCK_TEX_SIZE) * y_stretch),
|
|
0.5);
|
|
glTexCoord2f(0.0, 1.0);
|
|
glVertex3d(rect.u1.x1 + (x * x_stretch),
|
|
rect.u2.y1 + ((y + UNLOCK_TEX_SIZE) * y_stretch),
|
|
0.5);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
upload_surface_to_tex_memory_release();
|
|
d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, ((dwFlags & DDBLT_KEYSRC) != 0));
|
|
|
|
if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
|
|
((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT)))
|
|
glDrawBuffer(prev_draw);
|
|
|
|
LEAVE_GL();
|
|
|
|
return DD_OK;
|
|
}
|
|
}
|
|
}
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
HRESULT
|
|
d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx,
|
|
DWORD dsty, LPDIRECTDRAWSURFACE7 src,
|
|
LPRECT rsrc, DWORD trans)
|
|
{
|
|
RECT rsrc2;
|
|
RECT rdst;
|
|
IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
|
|
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
|
|
WINE_GL_BUFFER_TYPE buffer_type;
|
|
GLint prev_draw;
|
|
DWORD opt_bitmap;
|
|
BOOLEAN initial;
|
|
int width, height, x, y;
|
|
|
|
/* Cannot support DSTCOLORKEY blitting... */
|
|
if ((trans & DDBLTFAST_DESTCOLORKEY) != 0) return DDERR_INVALIDPARAMS;
|
|
|
|
if (rsrc == NULL) {
|
|
WARN("rsrc is NULL - getting the whole surface !!\n");
|
|
rsrc = &rsrc2;
|
|
rsrc->left = rsrc->top = 0;
|
|
rsrc->right = src_impl->surface_desc.dwWidth;
|
|
rsrc->bottom = src_impl->surface_desc.dwHeight;
|
|
} else {
|
|
rsrc2 = *rsrc;
|
|
rsrc = &rsrc2;
|
|
}
|
|
|
|
rdst.left = dstx;
|
|
rdst.top = dsty;
|
|
rdst.right = dstx + (rsrc->right - rsrc->left);
|
|
if (rdst.right > This->surface_desc.dwWidth) {
|
|
rsrc->right -= (This->surface_desc.dwWidth - rdst.right);
|
|
rdst.right = This->surface_desc.dwWidth;
|
|
}
|
|
rdst.bottom = dsty + (rsrc->bottom - rsrc->top);
|
|
if (rdst.bottom > This->surface_desc.dwHeight) {
|
|
rsrc->bottom -= (This->surface_desc.dwHeight - rdst.bottom);
|
|
rdst.bottom = This->surface_desc.dwHeight;
|
|
}
|
|
|
|
width = rsrc->right - rsrc->left;
|
|
height = rsrc->bottom - rsrc->top;
|
|
|
|
if (setup_rect_and_surface_for_blt(This, &buffer_type, (D3DRECT *) &rdst) != DD_OK) return DDERR_INVALIDPARAMS;
|
|
|
|
TRACE(" using BltFast memory to frame buffer override.\n");
|
|
|
|
ENTER_GL();
|
|
|
|
opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, &rdst, (trans & DDBLTFAST_SRCCOLORKEY) != 0, &initial);
|
|
|
|
if (upload_surface_to_tex_memory_init(src_impl, 0, &gl_d3d_dev->current_internal_format,
|
|
initial, (trans & DDBLTFAST_SRCCOLORKEY) != 0,
|
|
UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
|
|
ERR(" unsupported pixel format at memory to buffer Blt override.\n");
|
|
LEAVE_GL();
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
|
|
if (buffer_type == WINE_GL_BUFFER_FRONT)
|
|
glDrawBuffer(GL_FRONT);
|
|
else
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
/* Now the serious stuff happens. This is basically the same code that for the memory
|
|
flush to frame buffer but with different rectangles for source and destination :-) */
|
|
for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
|
|
RECT flush_rect;
|
|
|
|
flush_rect.top = rsrc->top + y;
|
|
flush_rect.bottom = ((rsrc->top + y + UNLOCK_TEX_SIZE > rsrc->bottom) ?
|
|
rsrc->bottom :
|
|
(rsrc->top + y + UNLOCK_TEX_SIZE));
|
|
|
|
for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
|
|
flush_rect.left = rsrc->left + x;
|
|
flush_rect.right = ((rsrc->left + x + UNLOCK_TEX_SIZE > rsrc->right) ?
|
|
rsrc->right :
|
|
(rsrc->left + x + UNLOCK_TEX_SIZE));
|
|
|
|
upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0.0, 0.0);
|
|
glVertex3d(rdst.left + x,
|
|
rdst.top + y,
|
|
0.5);
|
|
glTexCoord2f(1.0, 0.0);
|
|
glVertex3d(rdst.left + (x + UNLOCK_TEX_SIZE),
|
|
rdst.top + y,
|
|
0.5);
|
|
glTexCoord2f(1.0, 1.0);
|
|
glVertex3d(rdst.left + (x + UNLOCK_TEX_SIZE),
|
|
rdst.top + (y + UNLOCK_TEX_SIZE),
|
|
0.5);
|
|
glTexCoord2f(0.0, 1.0);
|
|
glVertex3d(rdst.left + x,
|
|
rdst.top + (y + UNLOCK_TEX_SIZE),
|
|
0.5);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
upload_surface_to_tex_memory_release();
|
|
d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, (trans & DDBLTFAST_SRCCOLORKEY) != 0);
|
|
|
|
if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
|
|
((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT)))
|
|
glDrawBuffer(prev_draw);
|
|
|
|
LEAVE_GL();
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
void
|
|
d3ddevice_set_ortho(IDirect3DDeviceImpl *This)
|
|
{
|
|
GLfloat height, width;
|
|
GLfloat trans_mat[16];
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
width = This->surface->surface_desc.dwWidth;
|
|
height = This->surface->surface_desc.dwHeight;
|
|
|
|
/* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
|
|
* to OpenGL screen coordinates (ie the upper left corner is not the same).
|
|
*/
|
|
trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
|
|
trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
|
|
#if 0
|
|
/* It has been checked that in Messiah, which mixes XYZ and XYZRHZ vertex format in the same scene,
|
|
* that the Z coordinate needs to be given to GL unchanged.
|
|
*/
|
|
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 2.0; trans_mat[14] = -1.0;
|
|
#endif
|
|
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = 0.0;
|
|
trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
|
|
|
|
ENTER_GL();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
/* See the OpenGL Red Book for an explanation of the following translation (in the OpenGL
|
|
Correctness Tips section).
|
|
|
|
Basically, from what I understood, if the game does not filter the font texture,
|
|
as the 'real' pixel will lie at the middle of the two texels, OpenGL may choose the wrong
|
|
one and we will have strange artifacts (as the rounding and stuff may give different results
|
|
for different pixels, ie sometimes take the left pixel, sometimes the right).
|
|
*/
|
|
glTranslatef(0.375, 0.375, 0);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf(trans_mat);
|
|
LEAVE_GL();
|
|
}
|
|
|
|
void
|
|
d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
|
|
D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat)
|
|
{
|
|
TRACE("(%p,%08lx,%p,%p,%p)\n", This, matrices, world_mat, view_mat, proj_mat);
|
|
|
|
ENTER_GL();
|
|
if ((matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED)) != 0) {
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadMatrixf((float *) view_mat);
|
|
|
|
/* Now also re-loads all the Lights and Clipping Planes using the new matrices */
|
|
if (This->state_block.render_state[D3DRENDERSTATE_CLIPPING - 1] != FALSE) {
|
|
GLint i;
|
|
DWORD runner;
|
|
for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner <<= 1) {
|
|
if (runner & This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) {
|
|
GLdouble plane[4];
|
|
|
|
plane[0] = This->clipping_planes[i].plane[0];
|
|
plane[1] = This->clipping_planes[i].plane[1];
|
|
plane[2] = This->clipping_planes[i].plane[2];
|
|
plane[3] = This->clipping_planes[i].plane[3];
|
|
|
|
glClipPlane( GL_CLIP_PLANE0 + i, (const GLdouble*) (&plane) );
|
|
}
|
|
}
|
|
}
|
|
if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] != FALSE) {
|
|
GLint i;
|
|
|
|
for (i = 0; i < This->max_active_lights; i++ )
|
|
{
|
|
DWORD dwLightIndex = This->active_lights[i];
|
|
if (dwLightIndex != ~0)
|
|
{
|
|
LPD3DLIGHT7 pLight = &This->light_parameters[dwLightIndex];
|
|
switch (pLight->dltType)
|
|
{
|
|
case D3DLIGHT_DIRECTIONAL: {
|
|
float direction[4];
|
|
float cut_off = 180.0;
|
|
|
|
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &pLight->dcvAmbient);
|
|
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse);
|
|
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->dcvSpecular);
|
|
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
|
|
|
|
direction[0] = pLight->dvDirection.u1.x;
|
|
direction[1] = pLight->dvDirection.u2.y;
|
|
direction[2] = pLight->dvDirection.u3.z;
|
|
direction[3] = 0.0;
|
|
glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) direction);
|
|
} break;
|
|
|
|
case D3DLIGHT_POINT: {
|
|
float position[4];
|
|
float cut_off = 180.0;
|
|
|
|
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &pLight->dcvAmbient);
|
|
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse);
|
|
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->dcvSpecular);
|
|
position[0] = pLight->dvPosition.u1.x;
|
|
position[1] = pLight->dvPosition.u2.y;
|
|
position[2] = pLight->dvPosition.u3.z;
|
|
position[3] = 1.0;
|
|
glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) position);
|
|
glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &pLight->dvAttenuation0);
|
|
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &pLight->dvAttenuation1);
|
|
glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &pLight->dvAttenuation2);
|
|
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
|
|
} break;
|
|
|
|
case D3DLIGHT_SPOT: {
|
|
float direction[4];
|
|
float position[4];
|
|
float cut_off = 90.0 * (This->light_parameters[i].dvPhi / M_PI);
|
|
|
|
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &pLight->dcvAmbient);
|
|
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse);
|
|
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->dcvSpecular);
|
|
|
|
direction[0] = pLight->dvDirection.u1.x;
|
|
direction[1] = pLight->dvDirection.u2.y;
|
|
direction[2] = pLight->dvDirection.u3.z;
|
|
direction[3] = 0.0;
|
|
glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, (float *) direction);
|
|
position[0] = pLight->dvPosition.u1.x;
|
|
position[1] = pLight->dvPosition.u2.y;
|
|
position[2] = pLight->dvPosition.u3.z;
|
|
position[3] = 1.0;
|
|
glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) position);
|
|
glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &pLight->dvAttenuation0);
|
|
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &pLight->dvAttenuation1);
|
|
glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &pLight->dvAttenuation2);
|
|
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
|
|
glLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &pLight->dvFalloff);
|
|
} break;
|
|
|
|
default:
|
|
/* No warning here as it's already done at light setting */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
glMultMatrixf((float *) world_mat);
|
|
}
|
|
if ((matrices & PROJMAT_CHANGED) != 0) {
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf((float *) proj_mat);
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
|
|
void
|
|
d3ddevice_matrices_updated(IDirect3DDeviceImpl *This, DWORD matrices)
|
|
{
|
|
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
|
DWORD tex_mat, tex_stage;
|
|
|
|
TRACE("(%p,%08lx)\n", This, matrices);
|
|
|
|
if (matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED)) {
|
|
if (glThis->transform_state == GL_TRANSFORM_NORMAL) {
|
|
/* This will force an update of the transform state at the next drawing. */
|
|
glThis->transform_state = GL_TRANSFORM_NONE;
|
|
}
|
|
}
|
|
if (matrices & (TEXMAT0_CHANGED|TEXMAT1_CHANGED|TEXMAT2_CHANGED|TEXMAT3_CHANGED|
|
|
TEXMAT4_CHANGED|TEXMAT5_CHANGED|TEXMAT6_CHANGED|TEXMAT7_CHANGED))
|
|
{
|
|
ENTER_GL();
|
|
for (tex_mat = TEXMAT0_CHANGED, tex_stage = 0; tex_mat <= TEXMAT7_CHANGED; tex_mat <<= 1, tex_stage++) {
|
|
GLenum unit = GL_TEXTURE0_WINE + tex_stage;
|
|
if (matrices & tex_mat) {
|
|
if (This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXTURETRANSFORMFLAGS - 1] != D3DTTFF_DISABLE) {
|
|
int is_identity = (memcmp(This->tex_mat[tex_stage], id_mat, 16 * sizeof(D3DVALUE)) != 0);
|
|
|
|
if (This->tex_mat_is_identity[tex_stage] != is_identity) {
|
|
if (glThis->current_active_tex_unit != unit) {
|
|
GL_extensions.glActiveTexture(unit);
|
|
glThis->current_active_tex_unit = unit;
|
|
}
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadMatrixf((float *) This->tex_mat[tex_stage]);
|
|
}
|
|
This->tex_mat_is_identity[tex_stage] = is_identity;
|
|
} else {
|
|
if (This->tex_mat_is_identity[tex_stage] == FALSE) {
|
|
if (glThis->current_active_tex_unit != unit) {
|
|
GL_extensions.glActiveTexture(unit);
|
|
glThis->current_active_tex_unit = unit;
|
|
}
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
This->tex_mat_is_identity[tex_stage] = TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
}
|
|
|
|
/* TODO for both these functions :
|
|
- change / restore OpenGL parameters for pictures transfers in case they are ever modified
|
|
by other OpenGL code in D3D
|
|
- handle the case where no 'Begin / EndScene' was done between two locks
|
|
- handle the rectangles in the unlock too
|
|
- handle pitch correctly...
|
|
*/
|
|
static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
|
|
{
|
|
IDirect3DDeviceImpl *d3d_dev = This->d3ddevice;
|
|
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
|
|
WINE_GL_BUFFER_TYPE buffer_type;
|
|
RECT loc_rect;
|
|
|
|
if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
|
|
buffer_type = WINE_GL_BUFFER_FRONT;
|
|
if ((gl_d3d_dev->state[WINE_GL_BUFFER_FRONT] != SURFACE_GL) &&
|
|
(gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT] != This)) {
|
|
ERR("Change of front buffer.. Expect graphic corruptions !\n");
|
|
}
|
|
gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT] = This;
|
|
} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
|
|
buffer_type = WINE_GL_BUFFER_BACK;
|
|
if ((gl_d3d_dev->state[WINE_GL_BUFFER_BACK] != SURFACE_GL) &&
|
|
(gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK] != This)) {
|
|
ERR("Change of back buffer.. Expect graphic corruptions !\n");
|
|
}
|
|
gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK] = This;
|
|
} else {
|
|
ERR("Wrong surface type for locking !\n");
|
|
return;
|
|
}
|
|
|
|
if (pRect == NULL) {
|
|
loc_rect.top = 0;
|
|
loc_rect.left = 0;
|
|
loc_rect.bottom = This->surface_desc.dwHeight;
|
|
loc_rect.right = This->surface_desc.dwWidth;
|
|
pRect = &loc_rect;
|
|
}
|
|
|
|
/* Try to acquire the device critical section */
|
|
EnterCriticalSection(&(d3d_dev->crit));
|
|
|
|
if (gl_d3d_dev->lock_rect_valid[buffer_type]) {
|
|
ERR("Two consecutive locks on %s buffer... Expect problems !\n",
|
|
(buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"));
|
|
}
|
|
gl_d3d_dev->lock_rect_valid[buffer_type] = TRUE;
|
|
|
|
if (gl_d3d_dev->state[buffer_type] != SURFACE_GL) {
|
|
/* Check if the new rectangle is in the previous one or not.
|
|
If it is not, flush first the previous locks on screen.
|
|
*/
|
|
if ((pRect->top < gl_d3d_dev->lock_rect[buffer_type].top) ||
|
|
(pRect->left < gl_d3d_dev->lock_rect[buffer_type].left) ||
|
|
(pRect->right > gl_d3d_dev->lock_rect[buffer_type].right) ||
|
|
(pRect->bottom > gl_d3d_dev->lock_rect[buffer_type].bottom)) {
|
|
if (gl_d3d_dev->state[buffer_type] == SURFACE_MEMORY_DIRTY) {
|
|
TRACE(" flushing back to %s buffer as new rect : (%ldx%ld) - (%ldx%ld) not included in old rect : (%ldx%ld) - (%ldx%ld)\n",
|
|
(buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"),
|
|
pRect->left, pRect->top, pRect->right, pRect->bottom,
|
|
gl_d3d_dev->lock_rect[buffer_type].left, gl_d3d_dev->lock_rect[buffer_type].top,
|
|
gl_d3d_dev->lock_rect[buffer_type].right, gl_d3d_dev->lock_rect[buffer_type].bottom);
|
|
d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[buffer_type]), gl_d3d_dev->lock_surf[buffer_type]);
|
|
}
|
|
gl_d3d_dev->state[buffer_type] = SURFACE_GL;
|
|
gl_d3d_dev->lock_rect[buffer_type] = *pRect;
|
|
}
|
|
/* In the other case, do not upgrade the locking rectangle as it's no need... */
|
|
} else {
|
|
gl_d3d_dev->lock_rect[buffer_type] = *pRect;
|
|
}
|
|
|
|
if (gl_d3d_dev->state[buffer_type] == SURFACE_GL) {
|
|
/* If the surface is already in memory, no need to do anything here... */
|
|
GLenum buffer_format;
|
|
GLenum buffer_color;
|
|
int y;
|
|
char *dst;
|
|
|
|
TRACE(" copying %s buffer to main memory with rectangle (%ldx%ld) - (%ldx%ld).\n", (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"),
|
|
pRect->left, pRect->top, pRect->right, pRect->bottom);
|
|
|
|
/* Note that here we cannot do 'optmizations' about the WriteOnly flag... Indeed, a game
|
|
may only write to the device... But when we will blit it back to the screen, we need
|
|
also to blit correctly the parts the application did not overwrite... */
|
|
|
|
if (((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_RGB) != 0) &&
|
|
(((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_ALPHAPIXELS) == 0) ||
|
|
(This->surface_desc.u4.ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000))) {
|
|
if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xF800) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x07E0) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x001F)) {
|
|
buffer_format = GL_UNSIGNED_SHORT_5_6_5;
|
|
buffer_color = GL_RGB;
|
|
} else if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 24) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xFF0000) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x00FF00) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x0000FF)) {
|
|
buffer_format = GL_UNSIGNED_BYTE;
|
|
buffer_color = GL_RGB;
|
|
} else if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 32) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) &&
|
|
(This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x000000FF)) {
|
|
buffer_format = GL_UNSIGNED_INT_8_8_8_8_REV;
|
|
buffer_color = GL_BGRA;
|
|
} else {
|
|
ERR(" unsupported pixel format at device locking.\n");
|
|
return;
|
|
}
|
|
} else {
|
|
ERR(" unsupported pixel format at device locking - alpha on frame buffer.\n");
|
|
return;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
if (buffer_type == WINE_GL_BUFFER_FRONT)
|
|
/* Application wants to lock the front buffer */
|
|
glReadBuffer(GL_FRONT);
|
|
else
|
|
/* Application wants to lock the back buffer */
|
|
glReadBuffer(GL_BACK);
|
|
|
|
dst = ((char *)This->surface_desc.lpSurface) +
|
|
(pRect->top * This->surface_desc.u1.lPitch) + (pRect->left * GET_BPP(This->surface_desc));
|
|
|
|
if (This->surface_desc.u1.lPitch != (GET_BPP(This->surface_desc) * This->surface_desc.dwWidth)) {
|
|
/* Slow-path in case of 'odd' surfaces. This could be fixed using some GL options, but I
|
|
* could not be bothered considering the rare cases where it may be useful :-)
|
|
*/
|
|
for (y = (This->surface_desc.dwHeight - pRect->top - 1);
|
|
y >= ((int) This->surface_desc.dwHeight - (int) pRect->bottom);
|
|
y--) {
|
|
glReadPixels(pRect->left, y,
|
|
pRect->right - pRect->left, 1,
|
|
buffer_color, buffer_format, dst);
|
|
dst += This->surface_desc.u1.lPitch;
|
|
}
|
|
} else {
|
|
/* Faster path for surface copy. Note that I can use static variables here as I am
|
|
* protected by the OpenGL critical section so this function won't be called by
|
|
* two threads at the same time.
|
|
*/
|
|
static char *buffer = NULL;
|
|
static int buffer_width = 0;
|
|
char *dst2 = dst + ((pRect->bottom - pRect->top) - 1) * This->surface_desc.u1.lPitch;
|
|
int current_width = (pRect->right - pRect->left) * GET_BPP(This->surface_desc);
|
|
|
|
glReadPixels(pRect->left, ((int) This->surface_desc.dwHeight - (int) pRect->bottom),
|
|
pRect->right - pRect->left, pRect->bottom - pRect->top,
|
|
buffer_color, buffer_format, dst);
|
|
|
|
if (current_width > buffer_width) {
|
|
if (buffer != NULL) HeapFree(GetProcessHeap(), 0, buffer);
|
|
buffer_width = current_width;
|
|
buffer = HeapAlloc(GetProcessHeap(), 0, buffer_width);
|
|
}
|
|
for (y = 0; y < ((pRect->bottom - pRect->top) / 2); y++) {
|
|
memcpy(buffer, dst, current_width);
|
|
memcpy(dst, dst2, current_width);
|
|
memcpy(dst2, buffer, current_width);
|
|
dst += This->surface_desc.u1.lPitch;
|
|
dst2 -= This->surface_desc.u1.lPitch;
|
|
}
|
|
}
|
|
|
|
gl_d3d_dev->state[buffer_type] = SURFACE_MEMORY;
|
|
|
|
#if 0
|
|
/* I keep this code here as it's very useful to debug :-) */
|
|
{
|
|
static int flush_count = 0;
|
|
char buf[128];
|
|
FILE *f;
|
|
|
|
if ((++flush_count % 50) == 0) {
|
|
sprintf(buf, "lock_%06d.pnm", flush_count);
|
|
f = fopen(buf, "wb");
|
|
DDRAW_dump_surface_to_disk(This, f);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
LEAVE_GL();
|
|
}
|
|
}
|
|
|
|
static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
|
|
RECT loc_rect;
|
|
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
|
|
int x, y;
|
|
BOOLEAN initial;
|
|
DWORD opt_bitmap;
|
|
|
|
/* Note : no need here to lock the 'device critical section' as we are already protected by
|
|
the GL critical section. */
|
|
|
|
if (pRect == NULL) {
|
|
loc_rect.top = 0;
|
|
loc_rect.left = 0;
|
|
loc_rect.bottom = d3d_dev->surface->surface_desc.dwHeight;
|
|
loc_rect.right = d3d_dev->surface->surface_desc.dwWidth;
|
|
pRect = &loc_rect;
|
|
}
|
|
|
|
TRACE(" flushing memory back to screen memory (%ld,%ld) x (%ld,%ld).\n", pRect->top, pRect->left, pRect->right, pRect->bottom);
|
|
|
|
opt_bitmap = d3ddevice_set_state_for_flush(d3d_dev, pRect, FALSE, &initial);
|
|
|
|
if (upload_surface_to_tex_memory_init(surf, 0, &gl_d3d_dev->current_internal_format,
|
|
initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
|
|
ERR(" unsupported pixel format at frame buffer flush.\n");
|
|
return;
|
|
}
|
|
|
|
for (y = pRect->top; y < pRect->bottom; y += UNLOCK_TEX_SIZE) {
|
|
RECT flush_rect;
|
|
|
|
flush_rect.top = y;
|
|
flush_rect.bottom = (y + UNLOCK_TEX_SIZE > pRect->bottom) ? pRect->bottom : (y + UNLOCK_TEX_SIZE);
|
|
|
|
for (x = pRect->left; x < pRect->right; x += UNLOCK_TEX_SIZE) {
|
|
/* First, upload the texture... */
|
|
flush_rect.left = x;
|
|
flush_rect.right = (x + UNLOCK_TEX_SIZE > pRect->right) ? pRect->right : (x + UNLOCK_TEX_SIZE);
|
|
|
|
upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0.0, 0.0);
|
|
glVertex3d(x, y, 0.5);
|
|
glTexCoord2f(1.0, 0.0);
|
|
glVertex3d(x + UNLOCK_TEX_SIZE, y, 0.5);
|
|
glTexCoord2f(1.0, 1.0);
|
|
glVertex3d(x + UNLOCK_TEX_SIZE, y + UNLOCK_TEX_SIZE, 0.5);
|
|
glTexCoord2f(0.0, 1.0);
|
|
glVertex3d(x, y + UNLOCK_TEX_SIZE, 0.5);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
upload_surface_to_tex_memory_release();
|
|
d3ddevice_restore_state_after_flush(d3d_dev, opt_bitmap, FALSE);
|
|
|
|
#if 0
|
|
/* I keep this code here as it's very useful to debug :-) */
|
|
{
|
|
static int flush_count = 0;
|
|
char buf[128];
|
|
FILE *f;
|
|
|
|
if ((++flush_count % 50) == 0) {
|
|
sprintf(buf, "flush_%06d.pnm", flush_count);
|
|
f = fopen(buf, "wb");
|
|
DDRAW_dump_surface_to_disk(surf, f);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
|
|
{
|
|
WINE_GL_BUFFER_TYPE buffer_type;
|
|
IDirect3DDeviceImpl *d3d_dev = This->d3ddevice;
|
|
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
|
|
|
|
if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
|
|
buffer_type = WINE_GL_BUFFER_FRONT;
|
|
} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
|
|
buffer_type = WINE_GL_BUFFER_BACK;
|
|
} else {
|
|
ERR("Wrong surface type for locking !\n");
|
|
return;
|
|
}
|
|
|
|
if (gl_d3d_dev->lock_rect_valid[buffer_type] == FALSE) {
|
|
ERR("Unlock without prior lock on %s buffer... Expect problems !\n",
|
|
(buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"));
|
|
}
|
|
gl_d3d_dev->lock_rect_valid[buffer_type] = FALSE;
|
|
|
|
/* First, check if we need to do anything. For the backbuffer, flushing is done at the next 3D activity. */
|
|
if ((This->lastlocktype & DDLOCK_READONLY) == 0) {
|
|
if (buffer_type == WINE_GL_BUFFER_FRONT) {
|
|
GLint prev_draw;
|
|
|
|
TRACE(" flushing front buffer immediately on screen.\n");
|
|
|
|
ENTER_GL();
|
|
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
|
|
glDrawBuffer(GL_FRONT);
|
|
/* Note: we do not use the application provided lock rectangle but our own stored at
|
|
lock time. This is because in old D3D versions, the 'lock' parameter did not
|
|
exist.
|
|
*/
|
|
d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[WINE_GL_BUFFER_FRONT]), gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT]);
|
|
glDrawBuffer(prev_draw);
|
|
LEAVE_GL();
|
|
} else {
|
|
gl_d3d_dev->state[WINE_GL_BUFFER_BACK] = SURFACE_MEMORY_DIRTY;
|
|
}
|
|
}
|
|
|
|
/* And 'frees' the device critical section */
|
|
LeaveCriticalSection(&(d3d_dev->crit));
|
|
}
|
|
|
|
static void
|
|
apply_texture_state(IDirect3DDeviceImpl *This)
|
|
{
|
|
int stage, state;
|
|
|
|
/* Initialize texture stages states */
|
|
for (stage = 0; stage < MAX_TEXTURES; stage++) {
|
|
for (state = 0; state < HIGHEST_TEXTURE_STAGE_STATE; state += 1) {
|
|
if (This->state_block.set_flags.texture_stage_state[stage][state]) {
|
|
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
|
|
stage, state + 1, This->state_block.texture_stage_state[stage][state]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
HRESULT
|
|
d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface, int version)
|
|
{
|
|
IDirect3DDeviceImpl *object;
|
|
IDirect3DDeviceGLImpl *gl_object;
|
|
IDirectDrawSurfaceImpl *surf;
|
|
HDC device_context;
|
|
XVisualInfo *vis;
|
|
int num;
|
|
int tex_num;
|
|
XVisualInfo template;
|
|
GLenum buffer = GL_FRONT;
|
|
int light;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDeviceGLImpl));
|
|
if (object == NULL) return DDERR_OUTOFMEMORY;
|
|
|
|
gl_object = (IDirect3DDeviceGLImpl *) object;
|
|
|
|
object->ref = 1;
|
|
object->d3d = d3d;
|
|
object->surface = surface;
|
|
object->set_context = set_context;
|
|
object->clear = d3ddevice_clear_back;
|
|
object->set_matrices = d3ddevice_set_matrices;
|
|
object->matrices_updated = d3ddevice_matrices_updated;
|
|
object->flush_to_framebuffer = d3ddevice_flush_to_frame_buffer;
|
|
object->version = version;
|
|
|
|
TRACE(" creating OpenGL device for surface = %p, d3d = %p\n", surface, d3d);
|
|
|
|
InitializeCriticalSection(&(object->crit));
|
|
|
|
TRACE(" device critical section : %p\n", &(object->crit));
|
|
|
|
device_context = GetDC(surface->ddraw_owner->window);
|
|
gl_object->display = get_display(device_context);
|
|
gl_object->drawable = get_drawable(device_context);
|
|
ReleaseDC(surface->ddraw_owner->window,device_context);
|
|
|
|
ENTER_GL();
|
|
template.visualid = (VisualID)GetPropA( GetDesktopWindow(), "__wine_x11_visual_id" );
|
|
vis = XGetVisualInfo(gl_object->display, VisualIDMask, &template, &num);
|
|
if (vis == NULL) {
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
ERR("No visual found !\n");
|
|
LEAVE_GL();
|
|
return DDERR_INVALIDPARAMS;
|
|
} else {
|
|
TRACE(" visual found\n");
|
|
}
|
|
|
|
gl_object->gl_context = glXCreateContext(gl_object->display, vis,
|
|
NULL, GL_TRUE);
|
|
|
|
if (gl_object->gl_context == NULL) {
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
ERR("Error in context creation !\n");
|
|
LEAVE_GL();
|
|
return DDERR_INVALIDPARAMS;
|
|
} else {
|
|
TRACE(" context created (%p)\n", gl_object->gl_context);
|
|
}
|
|
|
|
/* Look for the front buffer and override its surface's Flip method (if in double buffering) */
|
|
for (surf = surface; surf != NULL; surf = surf->surface_owner) {
|
|
if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) {
|
|
surf->aux_ctx = (LPVOID) object;
|
|
surf->aux_data = (LPVOID) gl_object->drawable;
|
|
surf->aux_flip = opengl_flip;
|
|
buffer = GL_BACK;
|
|
break;
|
|
}
|
|
}
|
|
/* We are not doing any double buffering.. Then force OpenGL to draw on the front buffer */
|
|
if (surf == NULL) {
|
|
TRACE(" no double buffering : drawing on the front buffer\n");
|
|
buffer = GL_FRONT;
|
|
}
|
|
|
|
for (surf = surface; surf != NULL; surf = surf->surface_owner) {
|
|
IDirectDrawSurfaceImpl *surf2;
|
|
for (surf2 = surf; surf2->prev_attached != NULL; surf2 = surf2->prev_attached) ;
|
|
for (; surf2 != NULL; surf2 = surf2->next_attached) {
|
|
TRACE(" checking surface %p :", surf2);
|
|
if (((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) &&
|
|
((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) {
|
|
/* Override the Lock / Unlock function for all these surfaces */
|
|
surf2->lock_update_prev = surf2->lock_update;
|
|
surf2->lock_update = d3ddevice_lock_update;
|
|
surf2->unlock_update_prev = surf2->unlock_update;
|
|
surf2->unlock_update = d3ddevice_unlock_update;
|
|
/* And install also the blt / bltfast overrides */
|
|
surf2->aux_blt = d3ddevice_blt;
|
|
surf2->aux_bltfast = d3ddevice_bltfast;
|
|
|
|
TRACE(" overriding direct surface access.\n");
|
|
} else {
|
|
TRACE(" no override.\n");
|
|
}
|
|
surf2->d3ddevice = object;
|
|
}
|
|
}
|
|
|
|
/* Set the various light parameters */
|
|
object->num_set_lights = 0;
|
|
object->max_active_lights = opengl_device_caps.dwMaxActiveLights;
|
|
object->light_parameters = NULL;
|
|
object->active_lights = HeapAlloc(GetProcessHeap(), 0,
|
|
object->max_active_lights * sizeof(object->active_lights[0]));
|
|
/* Fill the active light array with ~0, which is used to indicate an
|
|
invalid light index. We don't use 0, because it's a valid light index. */
|
|
for (light=0; light < object->max_active_lights; light++)
|
|
object->active_lights[light] = ~0;
|
|
|
|
|
|
/* Allocate memory for the matrices */
|
|
object->world_mat = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
|
|
object->view_mat = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
|
|
object->proj_mat = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
|
|
memcpy(object->world_mat, id_mat, 16 * sizeof(float));
|
|
memcpy(object->view_mat , id_mat, 16 * sizeof(float));
|
|
memcpy(object->proj_mat , id_mat, 16 * sizeof(float));
|
|
for (tex_num = 0; tex_num < MAX_TEXTURES; tex_num++) {
|
|
object->tex_mat[tex_num] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
|
|
memcpy(object->tex_mat[tex_num], id_mat, 16 * sizeof(float));
|
|
object->tex_mat_is_identity[tex_num] = TRUE;
|
|
}
|
|
|
|
/* Initialisation */
|
|
TRACE(" setting current context\n");
|
|
object->set_context(object);
|
|
TRACE(" current context set\n");
|
|
|
|
/* allocate the clipping planes */
|
|
object->max_clipping_planes = opengl_device_caps.wMaxUserClipPlanes;
|
|
object->clipping_planes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane));
|
|
|
|
glHint(GL_FOG_HINT,GL_NICEST);
|
|
|
|
/* Initialize the various GL contexts to be in sync with what we store locally */
|
|
glClearDepth(0.0);
|
|
glClearStencil(0);
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
glDepthMask(GL_TRUE);
|
|
gl_object->depth_mask = TRUE;
|
|
glEnable(GL_DEPTH_TEST);
|
|
gl_object->depth_test = TRUE;
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_FOG);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
gl_object->current_tex_env = GL_REPLACE;
|
|
gl_object->current_active_tex_unit = GL_TEXTURE0_WINE;
|
|
if (GL_extensions.glActiveTexture != NULL) {
|
|
GL_extensions.glActiveTexture(GL_TEXTURE0_WINE);
|
|
}
|
|
gl_object->current_alpha_test_ref = 0.0;
|
|
gl_object->current_alpha_test_func = GL_ALWAYS;
|
|
glAlphaFunc(GL_ALWAYS, 0.0);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
glDrawBuffer(buffer);
|
|
glReadBuffer(buffer);
|
|
/* glDisable(GL_DEPTH_TEST); Need here to check for the presence of a ZBuffer and to reenable it when the ZBuffer is attached */
|
|
LEAVE_GL();
|
|
|
|
gl_object->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
|
|
gl_object->state[WINE_GL_BUFFER_FRONT] = SURFACE_GL;
|
|
|
|
/* fill_device_capabilities(d3d->ddraw); */
|
|
|
|
ICOM_INIT_INTERFACE(object, IDirect3DDevice, VTABLE_IDirect3DDevice);
|
|
ICOM_INIT_INTERFACE(object, IDirect3DDevice2, VTABLE_IDirect3DDevice2);
|
|
ICOM_INIT_INTERFACE(object, IDirect3DDevice3, VTABLE_IDirect3DDevice3);
|
|
ICOM_INIT_INTERFACE(object, IDirect3DDevice7, VTABLE_IDirect3DDevice7);
|
|
|
|
*obj = object;
|
|
|
|
TRACE(" creating implementation at %p.\n", *obj);
|
|
|
|
/* And finally warn D3D that this device is now present */
|
|
object->d3d->d3d_added_device(object->d3d, object);
|
|
|
|
InitDefaultStateBlock(&object->state_block, object->version);
|
|
/* Apply default render state and texture stage state values */
|
|
apply_render_state(object, &object->state_block);
|
|
apply_texture_state(object);
|
|
|
|
/* And fill the fog table with the default fog value */
|
|
build_fog_table(gl_object->fog_table, object->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
|
|
{
|
|
pc->dwSize = sizeof(*pc);
|
|
pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW |
|
|
D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKPLANES | D3DPMISCCAPS_MASKZ;
|
|
pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE |
|
|
D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL |
|
|
D3DPRASTERCAPS_ZFOG;
|
|
if (GL_extensions.mipmap_lodbias) {
|
|
pc->dwRasterCaps |= D3DPRASTERCAPS_MIPMAPLODBIAS;
|
|
}
|
|
pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
|
|
D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
|
|
pc->dwSrcBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR |
|
|
D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
|
|
D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
|
|
pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR |
|
|
D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
|
|
D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
|
|
pc->dwAlphaCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
|
|
D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
|
|
pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB |
|
|
D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB;
|
|
pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE |
|
|
D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY;
|
|
pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST |
|
|
D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST | D3DPTFILTERCAPS_MAGFLINEAR |
|
|
D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MIPFLINEAR |
|
|
D3DPTFILTERCAPS_MIPFPOINT;
|
|
pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK |
|
|
D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK;
|
|
pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV;
|
|
if (GL_extensions.mirrored_repeat) {
|
|
pc->dwTextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
|
|
}
|
|
pc->dwStippleWidth = 32;
|
|
pc->dwStippleHeight = 32;
|
|
}
|
|
|
|
static void fill_caps(void)
|
|
{
|
|
GLint max_clip_planes;
|
|
GLint depth_bits;
|
|
|
|
/* Fill first all the fields with default values which will be overriden later on with
|
|
correct ones from the GL code
|
|
*/
|
|
opengl_device_caps.dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY |
|
|
D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
|
|
D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY |
|
|
/* D3D 7 capabilities */
|
|
D3DDEVCAPS_DRAWPRIMITIVES2 /*| D3DDEVCAPS_HWTRANSFORMANDLIGHT*/ | D3DDEVCAPS_HWRASTERIZATION | D3DDEVCAPS_DRAWPRIMITIVES2EX;
|
|
fill_opengl_primcaps(&(opengl_device_caps.dpcLineCaps));
|
|
fill_opengl_primcaps(&(opengl_device_caps.dpcTriCaps));
|
|
opengl_device_caps.dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32;
|
|
opengl_device_caps.dwMinTextureWidth = 1;
|
|
opengl_device_caps.dwMinTextureHeight = 1;
|
|
opengl_device_caps.dwMaxTextureWidth = 1024;
|
|
opengl_device_caps.dwMaxTextureHeight = 1024;
|
|
opengl_device_caps.dwMaxTextureRepeat = 16;
|
|
opengl_device_caps.dwMaxTextureAspectRatio = 1024;
|
|
opengl_device_caps.dwMaxAnisotropy = 0;
|
|
opengl_device_caps.dvGuardBandLeft = 0.0;
|
|
opengl_device_caps.dvGuardBandRight = 0.0;
|
|
opengl_device_caps.dvGuardBandTop = 0.0;
|
|
opengl_device_caps.dvGuardBandBottom = 0.0;
|
|
opengl_device_caps.dvExtentsAdjust = 0.0;
|
|
opengl_device_caps.dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP |
|
|
D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO;
|
|
opengl_device_caps.dwTextureOpCaps = D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SELECTARG2 | D3DTEXOPCAPS_MODULATE4X |
|
|
D3DTEXOPCAPS_MODULATE2X | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_ADD | D3DTEXOPCAPS_ADDSIGNED2X | D3DTEXOPCAPS_ADDSIGNED |
|
|
D3DTEXOPCAPS_BLENDDIFFUSEALPHA | D3DTEXOPCAPS_BLENDTEXTUREALPHA | D3DTEXOPCAPS_BLENDFACTORALPHA | D3DTEXOPCAPS_BLENDCURRENTALPHA;
|
|
if (GL_extensions.max_texture_units != 0) {
|
|
opengl_device_caps.wMaxTextureBlendStages = GL_extensions.max_texture_units;
|
|
opengl_device_caps.wMaxSimultaneousTextures = GL_extensions.max_texture_units;
|
|
opengl_device_caps.dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | GL_extensions.max_texture_units;
|
|
} else {
|
|
opengl_device_caps.wMaxTextureBlendStages = 1;
|
|
opengl_device_caps.wMaxSimultaneousTextures = 1;
|
|
opengl_device_caps.dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1;
|
|
}
|
|
opengl_device_caps.dwMaxActiveLights = 16;
|
|
opengl_device_caps.dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */
|
|
opengl_device_caps.deviceGUID = IID_IDirect3DTnLHalDevice;
|
|
opengl_device_caps.wMaxUserClipPlanes = 1;
|
|
opengl_device_caps.wMaxVertexBlendMatrices = 0;
|
|
opengl_device_caps.dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG |
|
|
D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER;
|
|
opengl_device_caps.dwReserved1 = 0;
|
|
opengl_device_caps.dwReserved2 = 0;
|
|
opengl_device_caps.dwReserved3 = 0;
|
|
opengl_device_caps.dwReserved4 = 0;
|
|
|
|
/* And now some GL overrides :-) */
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) &opengl_device_caps.dwMaxTextureWidth);
|
|
opengl_device_caps.dwMaxTextureHeight = opengl_device_caps.dwMaxTextureWidth;
|
|
opengl_device_caps.dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureWidth;
|
|
TRACE(": max texture size = %ld\n", opengl_device_caps.dwMaxTextureWidth);
|
|
|
|
glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &opengl_device_caps.dwMaxActiveLights);
|
|
TRACE(": max active lights = %ld\n", opengl_device_caps.dwMaxActiveLights);
|
|
|
|
glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
|
|
opengl_device_caps.wMaxUserClipPlanes = max_clip_planes;
|
|
TRACE(": max clipping planes = %d\n", opengl_device_caps.wMaxUserClipPlanes);
|
|
|
|
glGetIntegerv(GL_DEPTH_BITS, &depth_bits);
|
|
TRACE(": Z bits = %d\n", depth_bits);
|
|
switch (depth_bits) {
|
|
case 16: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16; break;
|
|
case 24: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24; break;
|
|
case 32:
|
|
default: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; break;
|
|
}
|
|
}
|
|
|
|
BOOL
|
|
d3ddevice_init_at_startup(void *gl_handle)
|
|
{
|
|
XVisualInfo template;
|
|
XVisualInfo *vis;
|
|
HDC device_context;
|
|
Display *display;
|
|
Visual *visual;
|
|
Drawable drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
|
|
XWindowAttributes win_attr;
|
|
GLXContext gl_context;
|
|
int num;
|
|
const char *glExtensions;
|
|
const char *glVersion;
|
|
const char *glXExtensions = NULL;
|
|
const void *(*pglXGetProcAddressARB)(const GLubyte *) = NULL;
|
|
int major, minor, patch, num_parsed;
|
|
|
|
TRACE("Initializing GL...\n");
|
|
|
|
if (!drawable)
|
|
{
|
|
WARN("x11drv not loaded - D3D support disabled!\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* Get a default rendering context to have the 'caps' function query some info from GL */
|
|
device_context = GetDC(0);
|
|
display = get_display(device_context);
|
|
ReleaseDC(0, device_context);
|
|
|
|
ENTER_GL();
|
|
if (XGetWindowAttributes(display, drawable, &win_attr)) {
|
|
visual = win_attr.visual;
|
|
} else {
|
|
visual = DefaultVisual(display, DefaultScreen(display));
|
|
}
|
|
template.visualid = XVisualIDFromVisual(visual);
|
|
vis = XGetVisualInfo(display, VisualIDMask, &template, &num);
|
|
if (vis == NULL) {
|
|
LEAVE_GL();
|
|
WARN("Error creating visual info for capabilities initialization - D3D support disabled !\n");
|
|
return FALSE;
|
|
}
|
|
gl_context = glXCreateContext(display, vis, NULL, GL_TRUE);
|
|
XFree(vis);
|
|
|
|
if (gl_context == NULL) {
|
|
LEAVE_GL();
|
|
WARN("Error creating default context for capabilities initialization - D3D support disabled !\n");
|
|
return FALSE;
|
|
}
|
|
if (glXMakeCurrent(display, drawable, gl_context) == False) {
|
|
glXDestroyContext(display, gl_context);
|
|
LEAVE_GL();
|
|
WARN("Error setting default context as current for capabilities initialization - D3D support disabled !\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* Then, query all extensions */
|
|
glXExtensions = glXQueryExtensionsString(display, DefaultScreen(display)); /* Note: not used right now but will for PBuffers */
|
|
glExtensions = (const char *) glGetString(GL_EXTENSIONS);
|
|
glVersion = (const char *) glGetString(GL_VERSION);
|
|
if (gl_handle != NULL) {
|
|
pglXGetProcAddressARB = wine_dlsym(gl_handle, "glXGetProcAddressARB", NULL, 0);
|
|
}
|
|
|
|
/* Parse the GL version string */
|
|
num_parsed = sscanf(glVersion, "%d.%d.%d", &major, &minor, &patch);
|
|
if (num_parsed == 1) {
|
|
minor = 0;
|
|
patch = 0;
|
|
} else if (num_parsed == 2) {
|
|
patch = 0;
|
|
}
|
|
TRACE("GL version %d.%d.%d\n", major, minor, patch);
|
|
|
|
/* And starts to fill the extension context properly */
|
|
memset(&GL_extensions, 0, sizeof(GL_extensions));
|
|
TRACE("GL supports following extensions used by Wine :\n");
|
|
|
|
/* Mirrored Repeat extension :
|
|
- GL_ARB_texture_mirrored_repeat
|
|
- GL_IBM_texture_mirrored_repeat
|
|
- GL >= 1.4
|
|
*/
|
|
if ((strstr(glExtensions, "GL_ARB_texture_mirrored_repeat")) ||
|
|
(strstr(glExtensions, "GL_IBM_texture_mirrored_repeat")) ||
|
|
(major > 1) ||
|
|
((major == 1) && (minor >= 4))) {
|
|
TRACE(" - mirrored repeat\n");
|
|
GL_extensions.mirrored_repeat = TRUE;
|
|
}
|
|
|
|
/* Texture LOD Bias :
|
|
- GL_EXT_texture_lod_bias
|
|
*/
|
|
if (strstr(glExtensions, "GL_EXT_texture_lod_bias")) {
|
|
TRACE(" - texture lod bias\n");
|
|
GL_extensions.mipmap_lodbias = TRUE;
|
|
}
|
|
|
|
/* For all subsequent extensions, we need glXGetProcAddress */
|
|
if (pglXGetProcAddressARB != NULL) {
|
|
/* Multi-texturing :
|
|
- GL_ARB_multitexture
|
|
- GL >= 1.2.1
|
|
*/
|
|
if ((strstr(glExtensions, "GL_ARB_multitexture")) ||
|
|
(major > 1) ||
|
|
((major == 1) && (minor > 2)) ||
|
|
((major == 1) && (minor == 2) && (patch >= 1))) {
|
|
glGetIntegerv(GL_MAX_TEXTURE_UNITS_WINE, &(GL_extensions.max_texture_units));
|
|
TRACE(" - multi-texturing (%d stages)\n", GL_extensions.max_texture_units);
|
|
/* We query the ARB version to be the most portable we can... */
|
|
GL_extensions.glActiveTexture = pglXGetProcAddressARB( (const GLubyte *) "glActiveTextureARB");
|
|
GL_extensions.glMultiTexCoord[0] = pglXGetProcAddressARB( (const GLubyte *) "glMultiTexCoord1fvARB");
|
|
GL_extensions.glMultiTexCoord[1] = pglXGetProcAddressARB( (const GLubyte *) "glMultiTexCoord2fvARB");
|
|
GL_extensions.glMultiTexCoord[2] = pglXGetProcAddressARB( (const GLubyte *) "glMultiTexCoord3fvARB");
|
|
GL_extensions.glMultiTexCoord[3] = pglXGetProcAddressARB( (const GLubyte *) "glMultiTexCoord4fvARB");
|
|
GL_extensions.glClientActiveTexture = pglXGetProcAddressARB( (const GLubyte *) "glClientActiveTextureARB");
|
|
} else {
|
|
GL_extensions.max_texture_units = 0;
|
|
}
|
|
|
|
if (strstr(glExtensions, "GL_EXT_texture_compression_s3tc")) {
|
|
TRACE(" - S3TC compression supported\n");
|
|
GL_extensions.s3tc_compressed_texture = TRUE;
|
|
GL_extensions.glCompressedTexImage2D = pglXGetProcAddressARB( (const GLubyte *) "glCompressedTexImage2DARB");
|
|
GL_extensions.glCompressedTexSubImage2D = pglXGetProcAddressARB( (const GLubyte *) "glCompressedTexSubImage2DARB");
|
|
}
|
|
}
|
|
|
|
/* Fill the D3D capabilities according to what GL tells us... */
|
|
fill_caps();
|
|
|
|
/* And frees this now-useless context */
|
|
glXMakeCurrent(display, None, NULL);
|
|
glXDestroyContext(display, gl_context);
|
|
LEAVE_GL();
|
|
|
|
return TRUE;
|
|
}
|