Sweden-Number/dlls/ddraw/mesa.c

509 lines
16 KiB
C

/* Direct3D Common functions
* Copyright (c) 1998 Lionel ULMER
*
* This file contains all MESA common code
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "windef.h"
#include "objbase.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "mesa_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
{
switch (dwRenderState) {
case D3DCMP_NEVER: return GL_NEVER;
case D3DCMP_LESS: return GL_LESS;
case D3DCMP_EQUAL: return GL_EQUAL;
case D3DCMP_LESSEQUAL: return GL_LEQUAL;
case D3DCMP_GREATER: return GL_GREATER;
case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
case D3DCMP_ALWAYS: return GL_ALWAYS;
default: ERR("Unexpected compare type %d !\n", dwRenderState);
}
return GL_ALWAYS;
}
GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
{
switch (dwRenderState) {
case D3DSTENCILOP_KEEP: return GL_KEEP;
case D3DSTENCILOP_ZERO: return GL_ZERO;
case D3DSTENCILOP_REPLACE: return GL_REPLACE;
case D3DSTENCILOP_INCRSAT: return GL_INCR;
case D3DSTENCILOP_DECRSAT: return GL_DECR;
case D3DSTENCILOP_INVERT: return GL_INVERT;
case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR;
case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR;
default: ERR("Unexpected compare type %d !\n", dwRenderState);
}
return GL_KEEP;
}
void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState, RenderState *rs)
{
if (TRACE_ON(ddraw))
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
/* First, all the stipple patterns */
if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
(dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
} else {
ENTER_GL();
/* All others state variables */
switch (dwRenderStateType) {
case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
if (tex == NULL) {
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
TRACE("disabling texturing\n");
} else {
IDirect3DTextureGLImpl *gl_tex = (IDirect3DTextureGLImpl *) tex->tex_private;
glEnable(GL_TEXTURE_2D);
/* Default parameters */
glBindTexture(GL_TEXTURE_2D, gl_tex->tex_name);
/* To prevent state change, we could test here what are the parameters
stored in the texture */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rs->mag);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rs->min);
TRACE("setting OpenGL texture handle : %d\n", gl_tex->tex_name);
}
} break;
case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
GLenum arg = GL_REPEAT; /* Default value */
switch ((D3DTEXTUREADDRESS) dwRenderState) {
case D3DTADDRESS_WRAP: arg = GL_REPEAT; break;
case D3DTADDRESS_CLAMP: arg = GL_CLAMP; break;
case D3DTADDRESS_BORDER: arg = GL_CLAMP_TO_EDGE; break;
default: ERR("Unhandled TEXTUREADDRESS mode %ld !\n", dwRenderState);
}
if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) ||
(dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg);
if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSV) ||
(dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg);
} break;
case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
if (dwRenderState)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
else
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
break;
case D3DRENDERSTATE_WRAPU: /* 5 */
if (dwRenderState)
ERR("WRAPU mode unsupported by OpenGL.. Expect graphical glitches !\n");
break;
case D3DRENDERSTATE_WRAPV: /* 6 */
if (dwRenderState)
ERR("WRAPV mode unsupported by OpenGL.. Expect graphical glitches !\n");
break;
case D3DRENDERSTATE_ZENABLE: /* 7 */
/* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
updated either.. No idea about what happens in D3D.
Maybe replacing the Z function by ALWAYS would be a better idea. */
if (dwRenderState == D3DZB_TRUE)
glEnable(GL_DEPTH_TEST);
else if (dwRenderState == D3DZB_FALSE)
glDisable(GL_DEPTH_TEST);
else {
glEnable(GL_DEPTH_TEST);
WARN(" w-buffering not supported.\n");
}
break;
case D3DRENDERSTATE_FILLMODE: /* 8 */
switch ((D3DFILLMODE) dwRenderState) {
case D3DFILL_POINT:
glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
break;
case D3DFILL_WIREFRAME:
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
break;
case D3DFILL_SOLID:
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
break;
default:
ERR("Unhandled fill mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_SHADEMODE: /* 9 */
switch ((D3DSHADEMODE) dwRenderState) {
case D3DSHADE_FLAT:
glShadeModel(GL_FLAT);
break;
case D3DSHADE_GOURAUD:
glShadeModel(GL_SMOOTH);
break;
default:
ERR("Unhandled shade mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
if (dwRenderState)
glDepthMask(GL_TRUE);
else
glDepthMask(GL_FALSE);
break;
case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
if (dwRenderState)
glEnable(GL_ALPHA_TEST);
else
glDisable(GL_ALPHA_TEST);
break;
case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
rs->mag = GL_NEAREST;
break;
case D3DFILTER_LINEAR:
rs->mag = GL_LINEAR;
break;
default:
ERR("Unhandled texture mag %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
rs->min = GL_NEAREST;
break;
case D3DFILTER_LINEAR:
rs->mag = GL_LINEAR;
break;
default:
ERR("Unhandled texture min %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_SRCBLEND: /* 19 */
switch ((D3DBLEND) dwRenderState) {
case D3DBLEND_ZERO:
rs->src = GL_ZERO;
break;
case D3DBLEND_ONE:
rs->src = GL_ONE;
break;
case D3DBLEND_SRCALPHA:
rs->src = GL_SRC_ALPHA;
break;
case D3DBLEND_INVSRCALPHA:
rs->src = GL_ONE_MINUS_SRC_ALPHA;
break;
case D3DBLEND_DESTALPHA:
rs->src = GL_DST_ALPHA;
break;
case D3DBLEND_INVDESTALPHA:
rs->src = GL_ONE_MINUS_DST_ALPHA;
break;
case D3DBLEND_DESTCOLOR:
rs->src = GL_DST_COLOR;
break;
case D3DBLEND_INVDESTCOLOR:
rs->src = GL_ONE_MINUS_DST_COLOR;
break;
case D3DBLEND_BOTHSRCALPHA:
rs->src = GL_SRC_ALPHA;
rs->dst = GL_SRC_ALPHA;
break;
case D3DBLEND_BOTHINVSRCALPHA:
rs->src = GL_ONE_MINUS_SRC_ALPHA;
rs->dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case D3DBLEND_SRCALPHASAT:
rs->src = GL_SRC_ALPHA_SATURATE;
break;
case D3DBLEND_SRCCOLOR:
case D3DBLEND_INVSRCCOLOR:
/* Cannot be supported with OpenGL */
break;
default:
ERR("Unhandled src blend mode %ld !\n",dwRenderState);
}
glBlendFunc(rs->src, rs->dst);
break;
case D3DRENDERSTATE_DESTBLEND: /* 20 */
switch ((D3DBLEND) dwRenderState) {
case D3DBLEND_ZERO:
rs->dst = GL_ZERO;
break;
case D3DBLEND_ONE:
rs->dst = GL_ONE;
break;
case D3DBLEND_SRCCOLOR:
rs->dst = GL_SRC_COLOR;
break;
case D3DBLEND_INVSRCCOLOR:
rs->dst = GL_ONE_MINUS_SRC_COLOR;
break;
case D3DBLEND_SRCALPHA:
rs->dst = GL_SRC_ALPHA;
break;
case D3DBLEND_INVSRCALPHA:
rs->dst = GL_ONE_MINUS_SRC_ALPHA;
break;
case D3DBLEND_DESTALPHA:
rs->dst = GL_DST_ALPHA;
break;
case D3DBLEND_INVDESTALPHA:
rs->dst = GL_ONE_MINUS_DST_ALPHA;
break;
case D3DBLEND_DESTCOLOR:
case D3DBLEND_INVDESTCOLOR:
/* Cannot be supported with OpenGL */
break;
default:
ERR("Unhandled dest blend mode %ld !\n",dwRenderState);
}
glBlendFunc(rs->src, rs->dst);
break;
case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
switch ((D3DTEXTUREBLEND) dwRenderState) {
case D3DTBLEND_MODULATE:
case D3DTBLEND_MODULATEALPHA:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
default:
ERR("Unhandled texture environment %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_CULLMODE: /* 22 */
switch ((D3DCULL) dwRenderState) {
case D3DCULL_NONE:
glDisable(GL_CULL_FACE);
break;
/* Not sure about these... The DirectX doc is, well, pretty unclear :-) */
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
break;
case D3DCULL_CCW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
glCullFace(GL_BACK);
break;
default:
ERR("Unhandled cull mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_ZFUNC: /* 23 */
glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
break;
case D3DRENDERSTATE_ALPHAREF: /* 24 */
rs->alpha_ref = dwRenderState / 255.0;
glAlphaFunc(rs->alpha_func, rs->alpha_ref);
break;
case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
rs->alpha_func = convert_D3D_compare_to_GL(dwRenderState);
glAlphaFunc(rs->alpha_func, rs->alpha_ref);
break;
case D3DRENDERSTATE_DITHERENABLE: /* 26 */
if (dwRenderState)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
break;
case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
if (dwRenderState) {
glEnable(GL_BLEND);
rs->alpha_blend_enable = TRUE;
} else {
glDisable(GL_BLEND);
rs->alpha_blend_enable = FALSE;
}
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
if (dwRenderState) {
glEnable(GL_FOG);
rs->fog_on = TRUE;
} else {
glDisable(GL_FOG);
rs->fog_on = FALSE;
}
break;
case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
if (dwRenderState)
ERR(" Specular Lighting not supported yet.\n");
break;
case D3DRENDERSTATE_SUBPIXEL: /* 31 */
case D3DRENDERSTATE_SUBPIXELX: /* 32 */
/* We do not support this anyway, so why protest :-) */
break;
case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
if (dwRenderState)
ERR(" Stippled Alpha not supported yet.\n");
break;
case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
GLint color[4];
color[0] = (dwRenderState >> 16) & 0xFF;
color[1] = (dwRenderState >> 8) & 0xFF;
color[2] = (dwRenderState >> 0) & 0xFF;
color[3] = (dwRenderState >> 24) & 0xFF;
glFogiv(GL_FOG_COLOR, color);
} break;
case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
if (dwRenderState)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
break;
case D3DRENDERSTATE_ZBIAS: /* 47 */
/* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
if (dwRenderState == 0) {
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
glDisable(GL_POLYGON_OFFSET_POINT);
} else {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_POINT);
glPolygonOffset(1.0, dwRenderState * 1.0);
}
break;
case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
break;
case D3DRENDERSTATE_STENCILENABLE: /* 52 */
if (dwRenderState)
glDisable(GL_STENCIL_TEST);
else
glDisable(GL_STENCIL_TEST);
break;
case D3DRENDERSTATE_STENCILFAIL: /* 53 */
rs->stencil_fail = convert_D3D_stencilop_to_GL(dwRenderState);
glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
break;
case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
rs->stencil_zfail = convert_D3D_stencilop_to_GL(dwRenderState);
glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
break;
case D3DRENDERSTATE_STENCILPASS: /* 55 */
rs->stencil_pass = convert_D3D_stencilop_to_GL(dwRenderState);
glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
break;
case D3DRENDERSTATE_STENCILFUNC: /* 56 */
rs->stencil_func = convert_D3D_compare_to_GL(dwRenderState);
glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
break;
case D3DRENDERSTATE_STENCILREF: /* 57 */
rs->stencil_ref = dwRenderState;
glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
break;
case D3DRENDERSTATE_STENCILMASK: /* 58 */
rs->stencil_mask = dwRenderState;
glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
break;
case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
glStencilMask(dwRenderState);
break;
case D3DRENDERSTATE_LIGHTING: /* 137 */
/* There will be more to do here once we really support D3D7 Lighting.
Should be enough for now to prevent warnings :-) */
if (dwRenderState)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
break;
case D3DRENDERSTATE_AMBIENT: { /* 139 */
float light[4];
light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
} break;
case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
if (dwRenderState)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
else
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
break;
case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
if (dwRenderState) {
glEnable(GL_NORMALIZE);
glEnable(GL_RESCALE_NORMAL);
} else {
glDisable(GL_NORMALIZE);
glDisable(GL_RESCALE_NORMAL);
}
break;
default:
ERR("Unhandled dwRenderStateType %s (%08x) !\n", _get_renderstate(dwRenderStateType), dwRenderStateType);
}
LEAVE_GL();
}
}