- create a function to set the various transformation matrices to

factorize the code between the various code path
- fixed some logging stuff
This commit is contained in:
Lionel Ulmer 2003-01-03 21:05:38 +00:00 committed by Alexandre Julliard
parent 74c95ec008
commit 0114945b6d
8 changed files with 215 additions and 254 deletions

View file

@ -168,6 +168,10 @@ struct IDirect3DExecuteBufferImpl
#define MAX_TEXTURES 8
#define MAX_LIGHTS 16
#define WORLDMAT_CHANGED (0x00000001 << 0)
#define VIEWMAT_CHANGED (0x00000001 << 1)
#define PROJMAT_CHANGED (0x00000001 << 2)
struct IDirect3DDeviceImpl
{
ICOM_VFIELD_MULTI(IDirect3DDevice7);
@ -205,6 +209,9 @@ struct IDirect3DDeviceImpl
DWORD dwColor,
D3DVALUE dvZ,
DWORD dwStencil);
void (*matrices_updated)(IDirect3DDeviceImpl *This, DWORD matrices);
void (*set_matrices)(IDirect3DDeviceImpl *This, DWORD matrices,
D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat);
};
/*****************************************************************************
@ -221,17 +228,15 @@ struct IDirect3DVertexBufferImpl
DWORD vertex_buffer_size;
};
/* Various dump functions */
/* Various dump and helper functions */
extern const char *_get_renderstate(D3DRENDERSTATETYPE type);
extern void dump_D3DMATERIAL7(LPD3DMATERIAL7 lpMat);
extern void dump_D3DCOLORVALUE(D3DCOLORVALUE *lpCol);
extern void dump_D3DLIGHT7(LPD3DLIGHT7 lpLight);
extern void dump_DPFLAGS(DWORD dwFlags);
#define dump_mat(mat) \
TRACE("%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
TRACE("%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
TRACE("%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
TRACE("%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44);
extern void dump_D3DMATRIX(D3DMATRIX *mat);
extern void dump_D3DVECTOR(D3DVECTOR *lpVec);
extern void dump_flexible_vertex(DWORD d3dvtVertexType);
extern DWORD get_flexible_vertex_size(DWORD d3dvtVertexType, DWORD *elements);
#endif /* __GRAPHICS_WINE_D3D_PRIVATE_H */

View file

@ -219,3 +219,74 @@ dump_DPFLAGS(DWORD dwFlags)
DDRAW_dump_flags(dwFlags, flags, sizeof(flags)/sizeof(flags[0]));
}
void
dump_D3DMATRIX(D3DMATRIX *mat)
{
DPRINTF(" %f %f %f %f\n", mat->_11, mat->_12, mat->_13, mat->_14);
DPRINTF(" %f %f %f %f\n", mat->_21, mat->_22, mat->_23, mat->_24);
DPRINTF(" %f %f %f %f\n", mat->_31, mat->_32, mat->_33, mat->_34);
DPRINTF(" %f %f %f %f\n", mat->_41, mat->_42, mat->_43, mat->_44);
}
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)
};
int i;
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
for (i = 0; i < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); i++) {
DPRINTF(" T%d-s%ld", i + 1, (((d3dvtVertexType >> (16 + (2 * i))) + 1) & 0x03) + 1);
}
DPRINTF("\n");
}

View file

@ -206,7 +206,42 @@ Main_IDirect3DDeviceImpl_7_3T_2T_SetTransform(LPDIRECT3DDEVICE7 iface,
LPD3DMATRIX lpD3DMatrix)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
FIXME("(%p/%p)->(%08x,%p): stub!\n", This, iface, dtstTransformStateType, lpD3DMatrix);
DWORD matrix_changed = 0x00000000;
TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dtstTransformStateType, lpD3DMatrix);
switch (dtstTransformStateType) {
case D3DTRANSFORMSTATE_WORLD: {
if (TRACE_ON(ddraw)) {
TRACE(" D3DTRANSFORMSTATE_WORLD :\n"); dump_D3DMATRIX(lpD3DMatrix);
}
memcpy(This->world_mat, lpD3DMatrix, 16 * sizeof(float));
matrix_changed = WORLDMAT_CHANGED;
} break;
case D3DTRANSFORMSTATE_VIEW: {
if (TRACE_ON(ddraw)) {
TRACE(" D3DTRANSFORMSTATE_VIEW :\n"); dump_D3DMATRIX(lpD3DMatrix);
}
memcpy(This->view_mat, lpD3DMatrix, 16 * sizeof(float));
matrix_changed = VIEWMAT_CHANGED;
} break;
case D3DTRANSFORMSTATE_PROJECTION: {
if (TRACE_ON(ddraw)) {
TRACE(" D3DTRANSFORMSTATE_PROJECTION :\n"); dump_D3DMATRIX(lpD3DMatrix);
}
memcpy(This->proj_mat, lpD3DMatrix, 16 * sizeof(float));
matrix_changed = PROJMAT_CHANGED;
} break;
default:
ERR("Unknown transform type %08x !!!\n", dtstTransformStateType);
break;
}
if (matrix_changed != 0x00000000) This->matrices_updated(This, matrix_changed);
return DD_OK;
}
@ -220,21 +255,27 @@ Main_IDirect3DDeviceImpl_7_3T_2T_GetTransform(LPDIRECT3DDEVICE7 iface,
switch (dtstTransformStateType) {
case D3DTRANSFORMSTATE_WORLD: {
TRACE(" returning D3DTRANSFORMSTATE_WORLD :\n");
if (TRACE_ON(ddraw)) {
TRACE(" returning D3DTRANSFORMSTATE_WORLD :\n");
dump_D3DMATRIX(lpD3DMatrix);
}
memcpy(lpD3DMatrix, This->world_mat, 16 * sizeof(D3DVALUE));
dump_mat(lpD3DMatrix);
} break;
case D3DTRANSFORMSTATE_VIEW: {
TRACE(" returning D3DTRANSFORMSTATE_VIEW :\n");
if (TRACE_ON(ddraw)) {
TRACE(" returning D3DTRANSFORMSTATE_VIEW :\n");
dump_D3DMATRIX(lpD3DMatrix);
}
memcpy(lpD3DMatrix, This->world_mat, 16 * sizeof(D3DVALUE));
dump_mat(lpD3DMatrix);
} break;
case D3DTRANSFORMSTATE_PROJECTION: {
TRACE(" returning D3DTRANSFORMSTATE_PROJECTION :\n");
if (TRACE_ON(ddraw)) {
TRACE(" returning D3DTRANSFORMSTATE_PROJECTION :\n");
dump_D3DMATRIX(lpD3DMatrix);
}
memcpy(lpD3DMatrix, This->world_mat, 16 * sizeof(D3DVALUE));
dump_mat(lpD3DMatrix);
} break;
default:
@ -1098,7 +1139,7 @@ Main_IDirect3DDeviceImpl_1_SetMatrix(LPDIRECT3DDEVICE iface,
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface);
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, (DWORD) D3DMatHandle, lpD3DMatrix);
dump_mat(lpD3DMatrix);
dump_D3DMATRIX(lpD3DMatrix);
*((D3DMATRIX *) D3DMatHandle) = *lpD3DMatrix;
return DD_OK;

View file

@ -588,88 +588,6 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
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) {
@ -716,22 +634,23 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
/* Puts GL in the correct lighting / transformation mode */
if ((vertex_transformed == FALSE) &&
(glThis->last_vertices_transformed == TRUE)) {
(glThis->transform_state != GL_TRANSFORM_NORMAL)) {
/* 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);
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;
if (glThis->render_state.fog_on == TRUE) glEnable(GL_FOG);
if (glThis->render_state.fog_on == TRUE)
glEnable(GL_FOG);
} else if ((vertex_transformed == TRUE) &&
(glThis->last_vertices_transformed == FALSE)) {
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
GLfloat height, width;
GLfloat trans_mat[16];
glThis->transform_state = GL_TRANSFORM_ORTHO;
width = glThis->parent.surface->surface_desc.dwWidth;
height = glThis->parent.surface->surface_desc.dwHeight;
@ -770,9 +689,6 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
}
}
}
/* And save the current state */
glThis->last_vertices_transformed = vertex_transformed;
}
@ -883,67 +799,6 @@ GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer(LPDIRECT3DDEVICE iface,
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)
};
int i;
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
for (i = 0; i < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); i++) {
DPRINTF(" T%d-s%ld", i + 1, (((d3dvtVertexType >> (16 + (2 * i))) + 1) & 0x03) + 1);
}
DPRINTF("\n");
}
/* These are the various handler used in the generic path */
inline static void handle_xyz(D3DVALUE *coords) {
glVertex3fv(coords);
@ -1745,7 +1600,7 @@ ICOM_VTABLE(IDirect3DDevice7) VTABLE_IDirect3DDevice7 =
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(SetTransform) Main_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,
@ -2035,6 +1890,30 @@ d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx,
return DDERR_INVALIDPARAMS;
}
void
d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat)
{
if ((matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED)) != 0) {
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float *) view_mat);
glMultMatrixf((float *) world_mat);
}
if ((matrices & PROJMAT_CHANGED) != 0) {
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) proj_mat);
}
}
void
d3ddevice_matrices_updated(IDirect3DDeviceImpl *This, DWORD matrices)
{
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
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;
}
}
/* TODO for both these functions :
- change / restore OpenGL parameters for pictures transfers in case they are ever modified
@ -2152,6 +2031,8 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
object->surface = surface;
object->set_context = set_context;
object->clear = d3ddevice_clear;
object->set_matrices = d3ddevice_set_matrices;
object->matrices_updated = d3ddevice_matrices_updated;
TRACE(" creating OpenGL device for surface = %p, d3d = %p\n", surface, d3d);

View file

@ -244,9 +244,9 @@ static void execute(IDirect3DExecuteBufferImpl *This,
transformation phase */
glMatrixMode(GL_PROJECTION);
TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
dump_mat(lpDevice->proj_mat);
dump_D3DMATRIX(lpDevice->proj_mat);
TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
dump_mat(lpDevice->view_mat);
dump_D3DMATRIX(lpDevice->view_mat);
/* Although z axis is inverted between OpenGL and Direct3D, the z projected coordinates
are always 0.0 at the front viewing volume and 1.0 at the back with Direct 3D and with
@ -266,9 +266,9 @@ static void execute(IDirect3DExecuteBufferImpl *This,
glMatrixMode(GL_PROJECTION);
TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
dump_mat(lpDevice->proj_mat);
dump_D3DMATRIX(lpDevice->proj_mat);
TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
dump_mat(lpDevice->view_mat);
dump_D3DMATRIX(lpDevice->view_mat);
/* Although z axis is inverted between OpenGL and Direct3D, the z projected coordinates
are always 0 at the front viewing volume and 1 at the back with Direct 3D and with
@ -535,7 +535,7 @@ static void execute(IDirect3DExecuteBufferImpl *This,
D3DMATRIX *mat = lpDevice->world_mat;
TRACE(" World Matrix : (%p)\n", mat);
dump_mat(mat);
dump_D3DMATRIX(mat);
This->vertex_type = D3DVT_VERTEX;
@ -564,7 +564,7 @@ static void execute(IDirect3DExecuteBufferImpl *This,
D3DMATRIX *mat = lpDevice->world_mat;
TRACE(" World Matrix : (%p)\n", mat);
dump_mat(mat);
dump_D3DMATRIX(mat);
This->vertex_type = D3DVT_LVERTEX;

View file

@ -120,23 +120,21 @@ static void update(IDirect3DLightImpl* This) {
ENTER_GL();
switch (glThis->parent.light.dltType) {
case D3DLIGHT_POINT: /* 1 */
TRACE("Activating POINT\n");
FIXME("Activating POINT - not supported yet\n");
break;
case D3DLIGHT_SPOT: /* 2 */
TRACE("Activating SPOT\n");
FIXME("Activating SPOT - not supported yet\n");
break;
case D3DLIGHT_DIRECTIONAL: { /* 3 */
float direction[4];
TRACE("Activating DIRECTIONAL\n");
TRACE(" direction : %f %f %f\n",
glThis->parent.light.dvDirection.u1.x,
glThis->parent.light.dvDirection.u2.y,
glThis->parent.light.dvDirection.u3.z);
_dump_colorvalue(" color ", glThis->parent.light.dcvColor);
if (TRACE_ON(ddraw)) {
TRACE("Activating DIRECTIONAL\n");
DPRINTF(" - direction : "); dump_D3DVECTOR(&(glThis->parent.light.dvDirection)); DPRINTF("\n");
DPRINTF(" - color : "); dump_D3DCOLORVALUE(&(glThis->parent.light.dcvColor)); DPRINTF("\n");
}
glLightfv(glThis->light_num, GL_AMBIENT, (float *) zero_value);
glLightfv(glThis->light_num, GL_DIFFUSE, (float *) &(glThis->parent.light.dcvColor));
@ -149,7 +147,7 @@ static void update(IDirect3DLightImpl* This) {
} break;
case D3DLIGHT_PARALLELPOINT: /* 4 */
TRACE("Activating PARRALLEL-POINT\n");
FIXME("Activating PARRALLEL-POINT - not supported yet\n");
break;
default:

View file

@ -284,33 +284,33 @@ Thunk_IDirect3DMaterialImpl_1_GetMaterial(LPDIRECT3DMATERIAL iface,
* Matrial2 static functions
*/
static void activate(IDirect3DMaterialImpl* This) {
TRACE("Activating material %p\n", This);
TRACE("Activating material %p\n", This);
ENTER_GL();
/* Set the current Material */
ENTER_GL();
glMaterialfv(GL_FRONT_AND_BACK,
GL_DIFFUSE,
(float *) &(This->mat.u.diffuse));
glMaterialfv(GL_FRONT_AND_BACK,
GL_AMBIENT,
(float *) &(This->mat.u1.ambient));
glMaterialfv(GL_FRONT_AND_BACK,
GL_SPECULAR,
(float *) &(This->mat.u2.specular));
glMaterialfv(GL_FRONT_AND_BACK,
GL_EMISSION,
(float *) &(This->mat.u3.emissive));
LEAVE_GL();
/* Set the current Material */
_dump_colorvalue("Diffuse", This->mat.u.diffuse);
glMaterialfv(GL_FRONT_AND_BACK,
GL_DIFFUSE,
(float *) &(This->mat.u.diffuse));
_dump_colorvalue("Ambient", This->mat.u1.ambient);
glMaterialfv(GL_FRONT_AND_BACK,
GL_AMBIENT,
(float *) &(This->mat.u1.ambient));
_dump_colorvalue("Specular", This->mat.u2.specular);
glMaterialfv(GL_FRONT_AND_BACK,
GL_SPECULAR,
(float *) &(This->mat.u2.specular));
_dump_colorvalue("Emissive", This->mat.u3.emissive);
glMaterialfv(GL_FRONT_AND_BACK,
GL_EMISSION,
(float *) &(This->mat.u3.emissive));
TRACE("Size : %ld\n", This->mat.dwSize);
TRACE("Power : %f\n", This->mat.u4.power);
TRACE("Texture handle : %08lx\n", (DWORD)This->mat.hTexture);
LEAVE_GL();
if (TRACE_ON(ddraw)) {
DPRINTF(" - size : %ld\n", This->mat.dwSize);
DPRINTF(" - diffuse : "); dump_D3DCOLORVALUE(&(This->mat.u.diffuse)); DPRINTF("\n");
DPRINTF(" - ambient : "); dump_D3DCOLORVALUE(&(This->mat.u1.ambient)); DPRINTF("\n");
DPRINTF(" - specular: "); dump_D3DCOLORVALUE(&(This->mat.u2.specular)); DPRINTF("\n");
DPRINTF(" - emissive: "); dump_D3DCOLORVALUE(&(This->mat.u3.emissive)); DPRINTF("\n");
DPRINTF(" - power : %f\n", This->mat.u4.power);
DPRINTF(" - texture handle : %08lx\n", (DWORD)This->mat.hTexture);
}
return ;
}

View file

@ -114,6 +114,13 @@ typedef struct IDirect3DTextureGLImpl
void (*set_palette)(IDirectDrawSurfaceImpl* This, IDirectDrawPaletteImpl* pal);
} IDirect3DTextureGLImpl;
typedef enum {
GL_TRANSFORM_NONE = 0,
GL_TRANSFORM_ORTHO,
GL_TRANSFORM_NORMAL,
GL_TRANSFORM_VERTEXBUFFER
} GL_TRANSFORM_STATE;
typedef struct IDirect3DDeviceGLImpl
{
struct IDirect3DDeviceImpl parent;
@ -124,7 +131,7 @@ typedef struct IDirect3DDeviceGLImpl
RenderState render_state;
/* The last type of vertex drawn */
BOOLEAN last_vertices_transformed;
GL_TRANSFORM_STATE transform_state;
Display *display;
Drawable drawable;
@ -145,48 +152,6 @@ extern HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context)
extern HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context) ;
extern HRESULT d3ddevice_find(IDirect3DImpl *d3d, LPD3DFINDDEVICESEARCH lpD3DDFS, LPD3DFINDDEVICERESULT lplpD3DDevice);
/* Some helper functions.. Would need to put them in a better place */
extern void dump_flexible_vertex(DWORD d3dvtVertexType);
extern DWORD get_flexible_vertex_size(DWORD d3dvtVertexType, DWORD *elements);
/* Matrix copy WITH transposition */
#define conv_mat2(mat,gl_mat) \
{ \
TRACE("%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
TRACE("%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
TRACE("%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
TRACE("%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44); \
(gl_mat)->_11 = (mat)->_11; \
(gl_mat)->_12 = (mat)->_21; \
(gl_mat)->_13 = (mat)->_31; \
(gl_mat)->_14 = (mat)->_41; \
(gl_mat)->_21 = (mat)->_12; \
(gl_mat)->_22 = (mat)->_22; \
(gl_mat)->_23 = (mat)->_32; \
(gl_mat)->_24 = (mat)->_42; \
(gl_mat)->_31 = (mat)->_13; \
(gl_mat)->_32 = (mat)->_23; \
(gl_mat)->_33 = (mat)->_33; \
(gl_mat)->_34 = (mat)->_43; \
(gl_mat)->_41 = (mat)->_14; \
(gl_mat)->_42 = (mat)->_24; \
(gl_mat)->_43 = (mat)->_34; \
(gl_mat)->_44 = (mat)->_44; \
};
/* Matrix copy WITHOUT transposition */
#define conv_mat(mat,gl_mat) \
{ \
TRACE("%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
TRACE("%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
TRACE("%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
TRACE("%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44); \
memcpy(gl_mat, (mat), 16 * sizeof(float)); \
};
#define _dump_colorvalue(s,v) \
DPRINTF(" - " s); dump_D3DCOLORVALUE(&v); DPRINTF("\n");
/* This structure contains all the function pointers to OpenGL extensions
that are used by Wine */
typedef struct {