Sweden-Number/dlls/ddraw/d3ddevice/mesa.c

2206 lines
85 KiB
C

/* Direct3D Device
* Copyright (c) 1998 Lionel ULMER
*
* This file contains the MESA implementation of all the D3D devices that
* Wine supports.
*
* 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 <string.h>
#include "windef.h"
#include "winerror.h"
#include "objbase.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "mesa_private.h"
#include "main.h"
#include "x11drv.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/* They are non-static as they are used by Direct3D in the creation function */
const GUID IID_D3DDEVICE_OpenGL = {
0x31416d44,
0x86ae,
0x11d2,
{ 0x82,0x2d,0xa8,0xd5,0x31,0x87,0xca,0xfa }
};
#ifndef HAVE_GLEXT_PROTOTYPES
/* This is for non-OpenGL ABI compliant glext.h headers :-) */
typedef void (* PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat,
GLsizei width, GLenum format, GLenum type,
const GLvoid *table);
#endif
static const float id_mat[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
D3DPRIMITIVETYPE d3dptPrimitiveType,
DWORD d3dvtVertexType,
LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
DWORD dwStartVertex,
DWORD dwVertexCount,
LPWORD dwIndices,
DWORD dwIndexCount,
DWORD dwFlags) ;
/* retrieve the X display to use on a given DC */
inline static Display *get_display( HDC hdc )
{
Display *display;
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
sizeof(display), (LPSTR)&display )) display = NULL;
return display;
}
/* retrieve the X drawable to use on a given DC */
inline static Drawable get_drawable( HDC hdc )
{
Drawable drawable;
enum x11drv_escape_codes escape = X11DRV_GET_DRAWABLE;
if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
sizeof(drawable), (LPSTR)&drawable )) drawable = 0;
return drawable;
}
static BOOL opengl_flip( LPVOID display, LPVOID drawable)
{
TRACE("(%p, %ld)\n",(Display*)display,(Drawable)drawable);
ENTER_GL();
glXSwapBuffers((Display*)display,(Drawable)drawable);
LEAVE_GL();
return TRUE;
}
/*******************************************************************************
* OpenGL static functions
*/
static void set_context(IDirect3DDeviceImpl* This)
{
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
ENTER_GL();
TRACE("glxMakeCurrent %p, %ld, %p\n",glThis->display,glThis->drawable, glThis->gl_context);
if (glXMakeCurrent(glThis->display, glThis->drawable, glThis->gl_context) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n",
glThis->gl_context, glThis->drawable);
}
LEAVE_GL();
}
static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
{
pc->dwSize = sizeof(*pc);
pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW |
D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ;
pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE |
D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL;
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;
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;
pc->dwStippleWidth = 32;
pc->dwStippleHeight = 32;
}
static void fill_opengl_caps(D3DDEVICEDESC *d1)
{
/* GLint maxlight; */
d1->dwSize = sizeof(*d1);
d1->dwFlags = D3DDD_DEVCAPS | D3DDD_BCLIPPING | D3DDD_COLORMODEL | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH
| D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS;
d1->dcmColorModel = D3DCOLOR_RGB;
d1->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;
d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS);
d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP;
d1->bClipping = TRUE;
d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS);
d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT;
d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB;
d1->dlcLightingCaps.dwNumLights = 16; /* glGetIntegerv(GL_MAX_LIGHTS, &maxlight); d1->dlcLightingCaps.dwNumLights = maxlight; */
fill_opengl_primcaps(&(d1->dpcLineCaps));
fill_opengl_primcaps(&(d1->dpcTriCaps));
d1->dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32;
d1->dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32;
d1->dwMaxBufferSize = 0;
d1->dwMaxVertexCount = 65536;
d1->dwMinTextureWidth = 1;
d1->dwMinTextureHeight = 1;
d1->dwMaxTextureWidth = 1024;
d1->dwMaxTextureHeight = 1024;
d1->dwMinStippleWidth = 1;
d1->dwMinStippleHeight = 1;
d1->dwMaxStippleWidth = 32;
d1->dwMaxStippleHeight = 32;
d1->dwMaxTextureRepeat = 16;
d1->dwMaxTextureAspectRatio = 1024;
d1->dwMaxAnisotropy = 0;
d1->dvGuardBandLeft = 0.0;
d1->dvGuardBandRight = 0.0;
d1->dvGuardBandTop = 0.0;
d1->dvGuardBandBottom = 0.0;
d1->dvExtentsAdjust = 0.0;
d1->dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP |
D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO;
d1->dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1;
d1->dwTextureOpCaps = 0; /* TODO add proper caps according to OpenGL multi-texture stuff */
d1->wMaxTextureBlendStages = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
d1->wMaxSimultaneousTextures = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
}
static void fill_opengl_caps_7(D3DDEVICEDESC7 *d)
{
D3DDEVICEDESC d1;
/* Copy first D3D1/2/3 capabilities */
fill_opengl_caps(&d1);
/* And fill the D3D7 one with it */
d->dwDevCaps = d1.dwDevCaps;
d->dpcLineCaps = d1.dpcLineCaps;
d->dpcTriCaps = d1.dpcTriCaps;
d->dwDeviceRenderBitDepth = d1.dwDeviceRenderBitDepth;
d->dwDeviceZBufferBitDepth = d1.dwDeviceZBufferBitDepth;
d->dwMinTextureWidth = d1.dwMinTextureWidth;
d->dwMinTextureHeight = d1.dwMinTextureHeight;
d->dwMaxTextureWidth = d1.dwMaxTextureWidth;
d->dwMaxTextureHeight = d1.dwMaxTextureHeight;
d->dwMaxTextureRepeat = d1.dwMaxTextureRepeat;
d->dwMaxTextureAspectRatio = d1.dwMaxTextureAspectRatio;
d->dwMaxAnisotropy = d1.dwMaxAnisotropy;
d->dvGuardBandLeft = d1.dvGuardBandLeft;
d->dvGuardBandTop = d1.dvGuardBandTop;
d->dvGuardBandRight = d1.dvGuardBandRight;
d->dvGuardBandBottom = d1.dvGuardBandBottom;
d->dvExtentsAdjust = d1.dvExtentsAdjust;
d->dwStencilCaps = d1.dwStencilCaps;
d->dwFVFCaps = d1.dwFVFCaps;
d->dwTextureOpCaps = d1.dwTextureOpCaps;
d->wMaxTextureBlendStages = d1.wMaxTextureBlendStages;
d->wMaxSimultaneousTextures = d1.wMaxSimultaneousTextures;
d->dwMaxActiveLights = d1.dlcLightingCaps.dwNumLights;
d->dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */
d->deviceGUID = IID_IDirect3DTnLHalDevice;
d->wMaxUserClipPlanes = 1;
d->wMaxVertexBlendMatrices = 0;
d->dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG | D3DVTXPCAPS_DIRECTIONALLIGHTS |
D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER;
d->dwReserved1 = 0;
d->dwReserved2 = 0;
d->dwReserved3 = 0;
d->dwReserved4 = 0;
}
#if 0 /* TODO : fix this and add multitexturing and other needed stuff */
static void fill_device_capabilities(IDirectDrawImpl* ddraw)
{
x11_dd_private *private = (x11_dd_private *) ddraw->d->private;
const char *ext_string;
Mesa_DeviceCapabilities *devcap;
private->device_capabilities = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(Mesa_DeviceCapabilities));
devcap = (Mesa_DeviceCapabilities *) private->device_capabilities;
ENTER_GL();
ext_string = glGetString(GL_EXTENSIONS);
/* Query for the ColorTable Extension */
if (strstr(ext_string, "GL_EXT_paletted_texture")) {
devcap->ptr_ColorTableEXT = (PFNGLCOLORTABLEEXTPROC) glXGetProcAddressARB("glColorTableEXT");
TRACE("Color table extension supported (function at %p)\n", devcap->ptr_ColorTableEXT);
} else {
TRACE("Color table extension not found.\n");
}
LEAVE_GL();
}
#endif
HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context)
{
D3DDEVICEDESC d1, d2;
HRESULT ret_value;
fill_opengl_caps(&d1);
d2 = d1;
TRACE(" enumerating OpenGL D3DDevice interface using reference IID (IID %s).\n", debugstr_guid(&IID_IDirect3DRefDevice));
ret_value = cb((LPIID) &IID_IDirect3DRefDevice, "WINE Reference Direct3DX using OpenGL", "direct3d", &d1, &d2, context);
if (ret_value != D3DENUMRET_OK)
return ret_value;
TRACE(" enumerating OpenGL D3DDevice interface (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL));
ret_value = cb((LPIID) &IID_D3DDEVICE_OpenGL, "WINE Direct3DX using OpenGL", "direct3d", &d1, &d2, context);
if (ret_value != D3DENUMRET_OK)
return ret_value;
return D3DENUMRET_OK;
}
HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context)
{
D3DDEVICEDESC7 ddesc;
fill_opengl_caps_7(&ddesc);
TRACE(" enumerating OpenGL D3DDevice7 interface.\n");
return cb("WINE Direct3D7 using OpenGL", "Wine D3D7 device", &ddesc, context);
}
ULONG WINAPI
GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
if (!--(This->ref)) {
/* Release texture associated with the device */
if (This->current_texture[0] != NULL)
IDirect3DTexture2_Release(ICOM_INTERFACE(This->current_texture[0], IDirect3DTexture2));
/* And warn the D3D object that this device is no longer active... */
This->d3d->removed_device(This->d3d, This);
HeapFree(GetProcessHeap(), 0, This->world_mat);
HeapFree(GetProcessHeap(), 0, This->view_mat);
HeapFree(GetProcessHeap(), 0, This->proj_mat);
ENTER_GL();
glXDestroyContext(glThis->display, glThis->gl_context);
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return This->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)
{
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 = 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_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;
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_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;
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_1_5_5_5 (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_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 GL_ARGB (no direct OpenGL equivalent - conversion needed)\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 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;
TRACE("End of enumeration\n");
return DD_OK;
}
HRESULT
d3ddevice_find(IDirect3DImpl *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);
}
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);
}
HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState(LPDIRECT3DDEVICE7 iface,
D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwRenderStateType, dwRenderState);
/* Call the render state functions */
set_render_state(dwRenderStateType, dwRenderState, &(glThis->render_state));
return DD_OK;
}
HRESULT WINAPI
GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
D3DLIGHTSTATETYPE dwLightStateType,
DWORD dwLightState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState);
switch (dwLightStateType) {
case D3DLIGHTSTATE_MATERIAL: { /* 1 */
IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) dwLightState;
if (mat != NULL) {
ENTER_GL();
mat->activate(mat);
LEAVE_GL();
} else {
ERR(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
}
} break;
case D3DLIGHTSTATE_AMBIENT: /* 2 */
/* Call the render_state function... */
set_render_state(D3DRENDERSTATE_AMBIENT, dwLightState, &(glThis->render_state));
break;
#define UNSUP(x) case D3DLIGHTSTATE_##x: FIXME("unsupported D3DLIGHTSTATE_" #x "!\n");break;
UNSUP(COLORMODEL);
UNSUP(FOGMODE);
UNSUP(FOGSTART);
UNSUP(FOGEND);
UNSUP(FOGDENSITY);
UNSUP(COLORVERTEX);
#undef UNSUP
default:
TRACE("Unexpected Light State Type\n");
return DDERR_INVALIDPARAMS;
}
return DD_OK;
}
HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_2T_SetTransform(LPDIRECT3DDEVICE7 iface,
D3DTRANSFORMSTATETYPE dtstTransformStateType,
LPD3DMATRIX lpD3DMatrix)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dtstTransformStateType, lpD3DMatrix);
ENTER_GL();
/* Using a trial and failure approach, I found that the order of
Direct3D transformations that works best is :
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
As OpenGL uses only two matrices, I combined PROJECTION and VIEW into
OpenGL's GL_PROJECTION matrix and the WORLD into GL_MODELVIEW.
If anyone has a good explanation of the three different matrices in
the SDK online documentation, feel free to point it to me. For example,
which matrices transform lights ? In OpenGL only the PROJECTION matrix
transform the lights, not the MODELVIEW. Using the matrix names, I
supposed that PROJECTION and VIEW (all 'camera' related names) do
transform lights, but WORLD do not. It may be wrong though... */
/* After reading through both OpenGL and Direct3D documentations, I
thought that D3D matrices were written in 'line major mode' transposed
from OpenGL's 'column major mode'. But I found out that a simple memcpy
works fine to transfer one matrix format to the other (it did not work
when transposing)....
So :
1) are the documentations wrong
2) does the matrix work even if they are not read correctly
3) is Mesa's implementation of OpenGL not compliant regarding Matrix
loading using glLoadMatrix ?
Anyway, I always use 'conv_mat' to transfer the matrices from one format
to the other so that if I ever find out that I need to transpose them, I
will able to do it quickly, only by changing the macro conv_mat. */
switch (dtstTransformStateType) {
case D3DTRANSFORMSTATE_WORLD: {
TRACE(" D3DTRANSFORMSTATE_WORLD :\n");
conv_mat(lpD3DMatrix, This->world_mat);
if (glThis->last_vertices_transformed == FALSE) {
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float *) This->view_mat);
glMultMatrixf((float *) This->world_mat);
}
} break;
case D3DTRANSFORMSTATE_VIEW: {
TRACE(" D3DTRANSFORMSTATE_VIEW :\n");
conv_mat(lpD3DMatrix, This->view_mat);
if (glThis->last_vertices_transformed == FALSE) {
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float *) This->view_mat);
glMultMatrixf((float *) This->world_mat);
}
} break;
case D3DTRANSFORMSTATE_PROJECTION: {
TRACE(" D3DTRANSFORMSTATE_PROJECTION :\n");
conv_mat(lpD3DMatrix, This->proj_mat);
if (glThis->last_vertices_transformed == FALSE) {
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) This->proj_mat);
}
} break;
default:
ERR("Unknown transform type %08x !!!\n", dtstTransformStateType);
break;
}
LEAVE_GL();
return DD_OK;
}
static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
{
switch (d3dpt) {
case D3DPT_POINTLIST:
TRACE("Start POINTS\n");
glBegin(GL_POINTS);
break;
case D3DPT_LINELIST:
TRACE("Start LINES\n");
glBegin(GL_LINES);
break;
case D3DPT_LINESTRIP:
TRACE("Start LINE_STRIP\n");
glBegin(GL_LINE_STRIP);
break;
case D3DPT_TRIANGLELIST:
TRACE("Start TRIANGLES\n");
glBegin(GL_TRIANGLES);
break;
case D3DPT_TRIANGLESTRIP:
TRACE("Start TRIANGLE_STRIP\n");
glBegin(GL_TRIANGLE_STRIP);
break;
case D3DPT_TRIANGLEFAN:
TRACE("Start TRIANGLE_FAN\n");
glBegin(GL_TRIANGLE_FAN);
break;
default:
TRACE("Unhandled primitive\n");
break;
}
}
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->last_vertices_transformed == TRUE)) {
/* Need to put the correct transformation again if we go from Transformed
vertices to non-transformed ones.
*/
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float *) This->view_mat);
glMultMatrixf((float *) This->world_mat);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) This->proj_mat);
if (glThis->render_state.fog_on == TRUE) glEnable(GL_FOG);
} else if ((vertex_transformed == TRUE) &&
(glThis->last_vertices_transformed == FALSE)) {
GLfloat height, width;
GLfloat trans_mat[16];
width = glThis->parent.surface->surface_desc.dwWidth;
height = glThis->parent.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).
For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
-1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
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;
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(trans_mat);
/* Remove also fogging... */
glDisable(GL_FOG);
}
/* Handle the 'no-normal' case */
if (vertex_lit == FALSE)
glDisable(GL_LIGHTING);
else if (glThis->render_state.lighting_enable == TRUE)
glEnable(GL_LIGHTING);
/* Handle the code for pre-vertex material properties */
if (vertex_transformed == FALSE) {
if (glThis->render_state.lighting_enable == TRUE) {
if ((glThis->render_state.color_diffuse != D3DMCS_MATERIAL) ||
(glThis->render_state.color_specular != D3DMCS_MATERIAL) ||
(glThis->render_state.color_ambient != D3DMCS_MATERIAL) ||
(glThis->render_state.color_emissive != D3DMCS_MATERIAL)) {
glEnable(GL_COLOR_MATERIAL);
}
}
}
/* And save the current state */
glThis->last_vertices_transformed = vertex_transformed;
}
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_7(This, d3dpt, D3DFVF_VERTEX, &strided, 0, 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_7(This, d3dpt, D3DFVF_LVERTEX, &strided, 0, 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_7(This, d3dpt, D3DFVF_TLVERTEX, &strided, 0, 0 /* Unused */, index, maxvert, 0 /* Unused */);
} break;
default:
FIXME("Unhandled vertex type\n");
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);
ENTER_GL();
draw_primitive(This, dwVertexCount, NULL, d3dvtVertexType, d3dptPrimitiveType, lpvVertices);
LEAVE_GL();
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);
ENTER_GL();
draw_primitive(This, dwIndexCount, dwIndices, d3dvtVertexType, d3dptPrimitiveType, lpvVertices);
LEAVE_GL();
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;
}
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType, DWORD *elements)
{
DWORD size = 0;
DWORD elts = 0;
if (d3dvtVertexType & D3DFVF_NORMAL) { size += 3 * sizeof(D3DVALUE); elts += 1; }
if (d3dvtVertexType & D3DFVF_DIFFUSE) { size += sizeof(DWORD); elts += 1; }
if (d3dvtVertexType & D3DFVF_SPECULAR) { size += sizeof(DWORD); elts += 1; }
switch (d3dvtVertexType & D3DFVF_POSITION_MASK) {
case D3DFVF_XYZ: size += 3 * sizeof(D3DVALUE); elts += 1; break;
case D3DFVF_XYZRHW: size += 4 * sizeof(D3DVALUE); elts += 1; break;
default: TRACE(" matrix weighting not handled yet...\n");
}
size += 2 * sizeof(D3DVALUE) * ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT);
elts += (d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
if (elements) *elements = elts;
return size;
}
void dump_flexible_vertex(DWORD d3dvtVertexType)
{
static const flag_info flags[] = {
FE(D3DFVF_NORMAL),
FE(D3DFVF_RESERVED1),
FE(D3DFVF_DIFFUSE),
FE(D3DFVF_SPECULAR)
};
if (d3dvtVertexType & D3DFVF_RESERVED0) DPRINTF("D3DFVF_RESERVED0 ");
switch (d3dvtVertexType & D3DFVF_POSITION_MASK) {
#define GEN_CASE(a) case a: DPRINTF(#a " "); break
GEN_CASE(D3DFVF_XYZ);
GEN_CASE(D3DFVF_XYZRHW);
GEN_CASE(D3DFVF_XYZB1);
GEN_CASE(D3DFVF_XYZB2);
GEN_CASE(D3DFVF_XYZB3);
GEN_CASE(D3DFVF_XYZB4);
GEN_CASE(D3DFVF_XYZB5);
}
DDRAW_dump_flags_(d3dvtVertexType, flags, sizeof(flags)/sizeof(flags[0]), FALSE);
switch (d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) {
GEN_CASE(D3DFVF_TEX0);
GEN_CASE(D3DFVF_TEX1);
GEN_CASE(D3DFVF_TEX2);
GEN_CASE(D3DFVF_TEX3);
GEN_CASE(D3DFVF_TEX4);
GEN_CASE(D3DFVF_TEX5);
GEN_CASE(D3DFVF_TEX6);
GEN_CASE(D3DFVF_TEX7);
GEN_CASE(D3DFVF_TEX8);
}
#undef GEN_CASE
DPRINTF("\n");
}
/* 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)
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(RenderState *rs, DWORD *color) {
if (rs->alpha_blend_enable == TRUE) {
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(RenderState *rs, 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(RenderState *rs, DWORD *color) {
if (rs->lighting_enable == TRUE) {
if (rs->color_diffuse == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
handle_diffuse_base(rs, color);
}
if (rs->color_ambient == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
handle_diffuse_base(rs, color);
}
if ((rs->color_specular == D3DMCS_COLOR1) && (rs->specular_enable == TRUE)) {
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
handle_diffuse_base(rs, color);
}
if (rs->color_emissive == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
handle_diffuse_base(rs, color);
}
} else {
handle_diffuse_base(rs, color);
}
}
inline static void handle_specular(RenderState *rs, DWORD *color) {
if (rs->lighting_enable == TRUE) {
if (rs->color_diffuse == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
handle_specular(rs, color);
}
if (rs->color_ambient == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
handle_specular(rs, color);
}
if ((rs->color_specular == D3DMCS_COLOR2) && (rs->specular_enable == TRUE)) {
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
handle_specular(rs, color);
}
if (rs->color_emissive == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
handle_specular(rs, 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(RenderState *rs, DWORD *color_d, DWORD *color_s, BOOLEAN transformed) {
if (transformed == TRUE) {
if (rs->fog_on == TRUE) {
/* Special case where the specular value is used to do fogging. TODO */
}
if (rs->specular_enable == TRUE) {
/* Standard specular value in transformed mode. TODO */
}
handle_diffuse_base(rs, color_d);
} else {
if (rs->lighting_enable == TRUE) {
handle_diffuse(rs, color_d);
handle_specular(rs, color_s);
} else {
/* In that case, only put the diffuse color... */
handle_diffuse_base(rs, color_d);
}
}
}
inline static void handle_texture(D3DVALUE *coords) {
glTexCoord2fv(coords);
}
inline static void handle_textures(D3DVALUE *coords, int tex_index) {
/* For the moment, draw only the first texture.. */
if (tex_index == 0) glTexCoord2fv(coords);
}
static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
D3DPRIMITIVETYPE d3dptPrimitiveType,
DWORD d3dvtVertexType,
LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
DWORD dwStartVertex,
DWORD dwVertexCount,
LPWORD dwIndices,
DWORD dwIndexCount,
DWORD dwFlags)
{
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
if (TRACE_ON(ddraw)) {
TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
}
ENTER_GL();
draw_primitive_handle_GL_state(This,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
(d3dvtVertexType & D3DFVF_NORMAL) == 0);
draw_primitive_start_GL(d3dptPrimitiveType);
/* Some fast paths first before the generic case.... */
if (d3dvtVertexType == D3DFVF_VERTEX) {
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(tex_coord);
handle_xyz(position);
TRACE(" %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) {
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(&(glThis->render_state), color_d, color_s, TRUE);
handle_texture(tex_coord);
handle_xyzrhw(position);
TRACE(" %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...
*/
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
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(&(glThis->render_state), color_d, color_s, (d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW);
} else {
if (d3dvtVertexType & D3DFVF_SPECULAR) {
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
handle_specular(&(glThis->render_state), color_s);
} else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
handle_diffuse(&(glThis->render_state), color_d);
}
}
if (((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT) == 1) {
/* Special case for single texture... */
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
handle_texture(tex_coord);
} else {
int tex_index;
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
handle_textures(tex_coord, tex_index);
}
}
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)) {
int tex_index;
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
TRACE(" %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(" %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);
DPRINTF(" / %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);
DPRINTF(" / %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);
DPRINTF(" / %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 < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
DPRINTF(" / %f %f", tex_coord[0], tex_coord[1]);
}
DPRINTF("\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");
}
static void draw_primitive_7(IDirect3DDeviceImpl *This,
D3DPRIMITIVETYPE d3dptPrimitiveType,
DWORD d3dvtVertexType,
LPVOID lpvVertices,
DWORD dwStartVertex,
DWORD dwVertexCount,
LPWORD dwIndices,
DWORD dwIndexCount,
DWORD dwFlags)
{
D3DDRAWPRIMITIVESTRIDEDDATA strided;
int current_offset = 0;
int tex_index;
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
strided.position.lpvData = lpvVertices;
current_offset += 3 * sizeof(D3DVALUE);
} else {
strided.position.lpvData = lpvVertices;
current_offset += 4 * sizeof(D3DVALUE);
}
if (d3dvtVertexType & D3DFVF_NORMAL) {
strided.normal.lpvData = ((char *) lpvVertices) + current_offset;
current_offset += 3 * sizeof(D3DVALUE);
}
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
strided.diffuse.lpvData = ((char *) lpvVertices) + current_offset;
current_offset += sizeof(DWORD);
}
if (d3dvtVertexType & D3DFVF_SPECULAR) {
strided.specular.lpvData = ((char *) lpvVertices) + current_offset;
current_offset += sizeof(DWORD);
}
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
strided.textureCoords[tex_index].lpvData = ((char *) lpvVertices) + current_offset;
current_offset += 2 * sizeof(D3DVALUE);
}
strided.position.dwStride = current_offset;
strided.normal.dwStride = current_offset;
strided.diffuse.dwStride = current_offset;
strided.specular.dwStride = current_offset;
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++)
strided.textureCoords[tex_index].dwStride = current_offset;
draw_primitive_strided_7(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwStartVertex, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
}
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);
TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
draw_primitive_7(This, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, 0, 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);
TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
draw_primitive_7(This, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, 0, 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);
draw_primitive_strided_7(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, 0, 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);
draw_primitive_strided_7(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, 0, 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);
TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, dwFlags);
draw_primitive_7(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, vb_impl->vertices, dwStartVertex, 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);
TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
draw_primitive_7(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, vb_impl->vertices, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
return DD_OK;
}
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;
GLenum gl_state;
TRACE("(%p/%p)->(%08lx,%08x,%08lx)\n", This, iface, dwStage, d3dTexStageStateType, dwState);
if (TRACE_ON(ddraw)) {
TRACE(" Stage type is : ");
switch (d3dTexStageStateType) {
#define GEN_CASE(a) case a: DPRINTF(#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: DPRINTF("UNKNOWN !!!");
}
DPRINTF(" => ");
}
switch (d3dTexStageStateType) {
case D3DTSS_MINFILTER:
switch ((D3DTEXTUREMINFILTER) dwState) {
case D3DTFN_POINT:
if (TRACE_ON(ddraw)) DPRINTF("D3DTFN_POINT\n");
gl_state = GL_NEAREST;
break;
case D3DTFN_LINEAR:
if (TRACE_ON(ddraw)) DPRINTF("D3DTFN_LINEAR\n");
gl_state = GL_LINEAR;
break;
default:
if (TRACE_ON(ddraw)) DPRINTF(" state unhandled (%ld).\n", dwState);
gl_state = GL_LINEAR;
break;
}
glThis->render_state.min = gl_state;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_state);
break;
case D3DTSS_MAGFILTER:
switch ((D3DTEXTUREMAGFILTER) dwState) {
case D3DTFG_POINT:
if (TRACE_ON(ddraw)) DPRINTF("D3DTFG_POINT\n");
gl_state = GL_NEAREST;
break;
case D3DTFG_LINEAR:
if (TRACE_ON(ddraw)) DPRINTF("D3DTFG_LINEAR\n");
gl_state = GL_LINEAR;
break;
default:
if (TRACE_ON(ddraw)) DPRINTF(" state unhandled (%ld).\n", dwState);
gl_state = GL_LINEAR;
break;
}
glThis->render_state.mag = gl_state;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_state);
break;
case D3DTSS_ADDRESS:
case D3DTSS_ADDRESSU:
case D3DTSS_ADDRESSV: {
GLenum arg = GL_REPEAT; /* Default value */
switch ((D3DTEXTUREADDRESS) dwState) {
case D3DTADDRESS_WRAP: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_WRAP\n"); arg = GL_REPEAT; break;
case D3DTADDRESS_CLAMP: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_CLAMP\n"); arg = GL_CLAMP; break;
case D3DTADDRESS_BORDER: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_BORDER\n"); arg = GL_CLAMP_TO_EDGE; break;
default: DPRINTF(" state unhandled (%ld).\n", dwState);
}
if ((d3dTexStageStateType == D3DTSS_ADDRESS) ||
(d3dTexStageStateType == D3DTSS_ADDRESSU))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg);
if ((d3dTexStageStateType == D3DTSS_ADDRESS) ||
(d3dTexStageStateType == D3DTSS_ADDRESSV))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg);
} break;
default:
if (TRACE_ON(ddraw)) DPRINTF(" unhandled.\n");
}
return DD_OK;
}
HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_SetTexture(LPDIRECT3DDEVICE7 iface,
DWORD dwStage,
LPDIRECTDRAWSURFACE7 lpTexture2)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2);
if (This->current_texture[dwStage] != NULL) {
/* Seems that this is not right... Need to test in real Windows
IDirect3DTexture2_Release(ICOM_INTERFACE(This->current_texture[dwStage], IDirect3DTexture2)); */
}
ENTER_GL();
if (lpTexture2 == NULL) {
TRACE(" disabling 2D texturing.\n");
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
} else {
IDirectDrawSurfaceImpl *tex_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, lpTexture2);
IDirect3DTextureGLImpl *tex_glimpl = (IDirect3DTextureGLImpl *) tex_impl->tex_private;
This->current_texture[dwStage] = tex_impl;
IDirectDrawSurface7_AddRef(ICOM_INTERFACE(tex_impl, IDirectDrawSurface7)); /* Not sure about this either */
TRACE(" activating OpenGL texture %d.\n", tex_glimpl->tex_name);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex_glimpl->tex_name);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glThis->render_state.mag);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glThis->render_state.min);
}
LEAVE_GL();
return DD_OK;
}
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;
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... */
return DD_OK;
}
HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
DWORD dwLightIndex,
LPD3DLIGHT7 lpLight)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight);
if (TRACE_ON(ddraw)) {
TRACE(" setting light : \n");
dump_D3DLIGHT7(lpLight);
}
if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS;
This->set_lights |= 0x00000001 << dwLightIndex;
This->light_parameters[dwLightIndex] = *lpLight;
switch (lpLight->dltType) {
case D3DLIGHT_DIRECTIONAL: { /* 3 */
float direction[4];
glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
direction[0] = lpLight->dvDirection.u1.x;
direction[1] = lpLight->dvDirection.u2.y;
direction[2] = lpLight->dvDirection.u3.z;
direction[3] = 0.0; /* This is a directional light */
glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) direction);
} break;
default: WARN(" light type not handled yet...\n");
}
return DD_OK;
}
HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface,
DWORD dwLightIndex,
BOOL bEnable)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
TRACE("(%p/%p)->(%08lx,%d)\n", This, iface, dwLightIndex, bEnable);
if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS;
if (bEnable) {
if (((0x00000001 << dwLightIndex) & This->set_lights) == 0) {
/* Set the default parameters.. */
TRACE(" setting default light parameters...\n");
GL_IDirect3DDeviceImpl_7_SetLight(iface, dwLightIndex, &(This->light_parameters[dwLightIndex]));
}
glEnable(GL_LIGHT0 + dwLightIndex);
} else {
glDisable(GL_LIGHT0 + dwLightIndex);
}
return DD_OK;
}
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
# define XCAST(fun) (typeof(VTABLE_IDirect3DDevice7.fun))
#else
# define XCAST(fun) (void*)
#endif
ICOM_VTABLE(IDirect3DDevice7) VTABLE_IDirect3DDevice7 =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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) GL_IDirect3DDeviceImpl_7_3T_2T_SetTransform,
XCAST(GetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_GetTransform,
XCAST(SetViewport) Main_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) Main_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) Main_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
ICOM_VTABLE(IDirect3DDevice3) VTABLE_IDirect3DDevice3 =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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) Main_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
ICOM_VTABLE(IDirect3DDevice2) VTABLE_IDirect3DDevice2 =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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
ICOM_VTABLE(IDirect3DDevice) VTABLE_IDirect3DDevice =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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,
DWORD dwCount,
LPD3DRECT lpRects,
DWORD dwFlags,
DWORD dwColor,
D3DVALUE dvZ,
DWORD dwStencil)
{
GLboolean ztest;
GLfloat old_z_clear_value;
GLbitfield bitfield = 0;
GLint old_stencil_clear_value;
GLfloat old_color_clear_value[4];
TRACE("(%p)->(%08lx,%p,%08lx,%08lx,%f,%08lx)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
if (TRACE_ON(ddraw)) {
if (dwCount > 0) {
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 > 1) {
WARN(" Warning, this function only for now clears the whole screen...\n");
}
/* Clears the screen */
ENTER_GL();
if (dwFlags & D3DCLEAR_ZBUFFER) {
bitfield |= GL_DEPTH_BUFFER_BIT;
glGetBooleanv(GL_DEPTH_WRITEMASK, &ztest);
glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
glClearDepth(dvZ);
TRACE(" depth value : %f\n", dvZ);
}
if (dwFlags & D3DCLEAR_STENCIL) {
bitfield |= GL_STENCIL_BUFFER_BIT;
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
glClearStencil(dwStencil);
TRACE(" stencil value : %ld\n", dwStencil);
}
if (dwFlags & D3DCLEAR_TARGET) {
bitfield |= GL_COLOR_BUFFER_BIT;
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
glClearColor(((dwColor >> 16) & 0xFF) / 255.0,
((dwColor >> 8) & 0xFF) / 255.0,
((dwColor >> 0) & 0xFF) / 255.0,
((dwColor >> 24) & 0xFF) / 255.0);
TRACE(" color value (ARGB) : %08lx\n", dwColor);
}
glClear(bitfield);
if (dwFlags & D3DCLEAR_ZBUFFER) {
glDepthMask(ztest);
glClearDepth(old_z_clear_value);
}
if (dwFlags & D3DCLEAR_STENCIL) {
bitfield |= GL_STENCIL_BUFFER_BIT;
glClearStencil(old_stencil_clear_value);
}
if (dwFlags & D3DCLEAR_TARGET) {
bitfield |= GL_COLOR_BUFFER_BIT;
glClearColor(old_color_clear_value[0],
old_color_clear_value[1],
old_color_clear_value[2],
old_color_clear_value[3]);
}
LEAVE_GL();
return DD_OK;
}
HRESULT
d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
LPDIRECTDRAWSURFACE7 src, LPRECT rsrc,
DWORD dwFlags, LPDDBLTFX lpbltfx)
{
if (dwFlags & DDBLT_COLORFILL) {
/* This is easy to handle for the D3D Device... */
DWORD color = lpbltfx->u5.dwFillColor;
TRACE(" executing D3D Device override.\n");
d3ddevice_clear(This->d3ddevice, 0, NULL, D3DCLEAR_TARGET, color, 0.0, 0x00000000);
return DD_OK;
}
return DDERR_INVALIDPARAMS;
}
HRESULT
d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx,
DWORD dsty, LPDIRECTDRAWSURFACE7 src,
LPRECT rsrc, DWORD trans)
{
return DDERR_INVALIDPARAMS;
}
/* 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)
{
/* First, check if we need to do anything */
if ((This->lastlocktype & DDLOCK_WRITEONLY) == 0) {
GLenum buffer_type;
GLenum prev_read;
RECT loc_rect;
ENTER_GL();
glGetIntegerv(GL_READ_BUFFER, &prev_read);
glFlush();
WARN(" application does a lock on a 3D surface - expect slow downs.\n");
if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
/* Application wants to lock the front buffer */
glReadBuffer(GL_FRONT);
} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
/* Application wants to lock the back buffer */
glReadBuffer(GL_BACK);
} else {
WARN(" do not support 3D surface locking for this surface type - trying to use default buffer.\n");
}
if (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) {
buffer_type = GL_UNSIGNED_SHORT_5_6_5;
} else {
WARN(" unsupported pixel format.\n");
LEAVE_GL();
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;
} else {
loc_rect = *pRect;
}
glReadPixels(loc_rect.left, loc_rect.top, loc_rect.right, loc_rect.bottom,
GL_RGB, buffer_type, ((char *)This->surface_desc.lpSurface
+ loc_rect.top * This->surface_desc.u1.lPitch
+ loc_rect.left * GET_BPP(This->surface_desc)));
glReadBuffer(prev_read);
LEAVE_GL();
}
}
static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
{
/* First, check if we need to do anything */
if ((This->lastlocktype & DDLOCK_READONLY) == 0) {
GLenum buffer_type;
GLenum prev_draw;
ENTER_GL();
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
WARN(" application does an unlock on a 3D surface - expect slow downs.\n");
if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
/* Application wants to lock the front buffer */
glDrawBuffer(GL_FRONT);
} else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
/* Application wants to lock the back buffer */
glDrawBuffer(GL_BACK);
} else {
WARN(" do not support 3D surface unlocking for this surface type - trying to use default buffer.\n");
}
if (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) {
buffer_type = GL_UNSIGNED_SHORT_5_6_5;
} else {
WARN(" unsupported pixel format.\n");
LEAVE_GL();
return;
}
glRasterPos2f(0.0, 0.0);
glDrawPixels(This->surface_desc.dwWidth, This->surface_desc.dwHeight,
GL_RGB, buffer_type, This->surface_desc.lpSurface);
glDrawBuffer(prev_draw);
LEAVE_GL();
}
}
HRESULT
d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfaceImpl *surface)
{
IDirect3DDeviceImpl *object;
IDirect3DDeviceGLImpl *gl_object;
IDirectDrawSurfaceImpl *surf;
HDC device_context;
XVisualInfo *vis;
int num;
XVisualInfo template;
GLenum buffer;
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;
TRACE(" creating OpenGL device for surface = %p, d3d = %p\n", surface, d3d);
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) gl_object->display;
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->prev_attached != NULL; surf = surf->prev_attached) ;
for (; surf != NULL; surf = surf->next_attached) {
if (((surf->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) &&
((surf->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) {
/* Override the Lock / Unlock function for all these surfaces */
surf->lock_update = d3ddevice_lock_update;
surf->unlock_update = d3ddevice_unlock_update;
/* And install also the blt / bltfast overrides */
surf->aux_blt = d3ddevice_blt;
surf->aux_bltfast = d3ddevice_bltfast;
}
surf->d3ddevice = object;
}
gl_object->render_state.src = GL_ONE;
gl_object->render_state.dst = GL_ZERO;
gl_object->render_state.mag = GL_NEAREST;
gl_object->render_state.min = GL_NEAREST;
gl_object->render_state.alpha_ref = 0.0; /* No actual idea about the real default value... */
gl_object->render_state.alpha_func = GL_ALWAYS; /* Here either but it seems logical */
gl_object->render_state.alpha_blend_enable = FALSE;
gl_object->render_state.fog_on = FALSE;
gl_object->render_state.stencil_func = GL_ALWAYS;
gl_object->render_state.stencil_mask = 0xFFFFFFFF;
gl_object->render_state.stencil_ref = 0;
gl_object->render_state.stencil_enable = FALSE;
gl_object->render_state.stencil_fail = GL_KEEP;
gl_object->render_state.stencil_zfail = GL_KEEP;
gl_object->render_state.stencil_pass = GL_KEEP;
gl_object->render_state.lighting_enable = FALSE;
gl_object->render_state.specular_enable = FALSE;
gl_object->render_state.color_diffuse = D3DMCS_COLOR1;
gl_object->render_state.color_specular = D3DMCS_COLOR2;
gl_object->render_state.color_ambient = D3DMCS_COLOR2;
gl_object->render_state.color_emissive = D3DMCS_MATERIAL;
/* Set the various light parameters */
for (light = 0; light < MAX_LIGHTS; light++) {
/* Only set the fields that are not zero-created */
object->light_parameters[light].dltType = D3DLIGHT_DIRECTIONAL;
object->light_parameters[light].dcvDiffuse.u1.r = 1.0;
object->light_parameters[light].dcvDiffuse.u2.g = 1.0;
object->light_parameters[light].dcvDiffuse.u3.b = 1.0;
object->light_parameters[light].dvDirection.u3.z = 1.0;
}
/* Allocate memory for the matrices */
object->world_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
object->view_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
object->proj_mat = (D3DMATRIX *) 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));
/* Initialisation */
TRACE(" setting current context\n");
LEAVE_GL();
object->set_context(object);
ENTER_GL();
TRACE(" current context set\n");
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glClearColor(0.0, 0.0, 0.0, 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();
/* 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->added_device(object->d3d, object);
return DD_OK;
}