Commit graph

34 commits

Author SHA1 Message Date
Jason Edmeades
aaa68a32f7 Add support for color material sources, with help from Lucho. 2003-01-24 00:48:10 +00:00
Jason Edmeades
5840a1bffc Use device max lights and clipplane support. Also change clipplane to
be affected by view matrix.
2003-01-23 22:38:51 +00:00
Alexandre Julliard
f8aa3b506c Added -Wpointer-arith gcc flag, and fixed the resulting warnings. 2003-01-23 21:32:35 +00:00
Jason Edmeades
b4a3f1dc68 Ensure using correct args during complement texture operations. 2003-01-21 00:41:32 +00:00
Jason Edmeades
ffd4fd517e Restore the texture env mode on SetTexture - Fixes problem in
codesampler demo.
2003-01-21 00:30:27 +00:00
Jason Edmeades
f5885defc9 Only reload the mipmap images when dirty. 2003-01-20 23:23:41 +00:00
Raphael Junqueira
9e43683316 - beginning of vertex matrix blending using extensions (currently
alpha alpha stage as i haven't understand needed extension behavior)
- modify SetRenderState for matrix blending specific params
- by default diffuse color is white ;)
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 23:12:37 +00:00
Raphael Junqueira
72fb7acf8d Beginning of more COM compliant behavior:
- AddRef/Release where needed
- use IUnknown* instead void*
- fix many GetDevice using AddRef
- fix IDirect3DSurface8Impl_GetContainer using QueryInterface
2003-01-14 23:05:39 +00:00
Jason Edmeades
7472d72e03 Copyrect should flag destination texture as dirty, to force it to be
reloaded.
2003-01-14 22:53:50 +00:00
Jason Edmeades
bcb05fd43e Add support for some of the texture address states and border colour. 2003-01-14 22:50:00 +00:00
Raphael Junqueira
6b03dd5c85 - move input and output data in VertexShader struct
- better traces
- specific input data filling function for vertex shaders using vertex
  shader declaration (and not FVF ... maybe FVF will return for fast
  path with simples vertex shader declarations)
- huge vertex shader fixes:
  - add and fix many vs (1.0->2.0) used opcodes in complex shaders
  - improvements to programs parser: parse comments, version, ..
  - add a vertex shader input filler function (parsing vertex shader
    declaration): almost complete
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 20:29:33 +00:00
Jason Edmeades
cf5c35bc81 Calculate starting position for a copyrect correctly. 2003-01-09 06:02:39 +00:00
Dan Kegel
0fd521fee3 Change RECT to use LONG to match win32 standard headers and fix format
strings to use %ld for RECT elements.
2003-01-08 21:09:25 +00:00
Dimitrie O. Paun
297f3d898d Define NONAMELESS{STRUCT,UNION} explicitly in the files that need them. 2003-01-07 20:36:20 +00:00
Jason Edmeades
850a9429db Added basic support for mipmaping, verified using sample from
codesampler.com.
2003-01-03 21:28:05 +00:00
Jason Edmeades
3d1b725900 - Use faster vertex arrays (rather than processing vertexes one by
one), whenever possible.
- Less trace in the slower form by default.
2003-01-03 21:25:42 +00:00
Raphael Junqueira
559b10699f - integration with DrawPrimitive
- remove non-esthetic c++ comments into c comments block ;)
- more more debug
- indent, cleanups
- trying to use DIFFUSE and SPECULAR for vertex shader
- many fixes
- integration with Jason's texture patch
2003-01-02 17:59:01 +00:00
Jason Edmeades
13ee7cd154 Query opengl to ensure it supports multitexture, and honour the number
of supported texture units. Especially important for NVidia drivers
which only support 2 texture units.
2002-12-23 01:34:59 +00:00
Raphael Junqueira
1df8f18e46 - some fixes in CreateDevice init
- vertex shader declaration parser (with output dump) and
   interpretation (generate the FVF descriptor for program input)
 - vertex shader program parser (with output dump)
 - software vertex shader program emulation
2002-12-18 05:05:41 +00:00
Jason Edmeades
a4224fe28d The simple bits of fog. 2002-12-17 04:14:34 +00:00
Raphael Junqueira
e31ae92630 - some D3D8 fixes
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
  DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
  the core header)
2002-12-17 01:15:15 +00:00
Jason Edmeades
2aff85c9c8 Thanks to Lucho, text support in samples now starts to
appear. Textures now saved in state blocks, and correct FVF's used for
drawing.
2002-12-13 20:25:59 +00:00
Jason Edmeades
fcb753ee26 - Fix bug in multitexturing introduced during dummy texture changes.
- Additional traces.
2002-11-12 02:14:13 +00:00
Jason Edmeades
ca6bcdcc99 - Stencil mapping now works (it helps to actually allocate a stencil
buffer).
- Texture mapping corrected if no real texture bound.
- Code now detects which opengl extensions are present - to be
  extended later.
- More debug tracepoints.
2002-11-06 19:56:32 +00:00
Jason Edmeades
01878bbf22 Handle texture FVF formats when no texture is bound. 2002-10-28 20:41:23 +00:00
Jason Edmeades
37d0fe62d6 Add copyrects support. 2002-10-28 20:07:24 +00:00
Jason Edmeades
ec7155b608 - Initialize the texture state information.
- Add dummy textures so texture operations which dont reference the
  texture can work.
- Support 2d and 3d textures properly.
- Reapply the texture state information as textures get set, as opengl
  stores the state along with the bound texture whereas directx uses the
  current state information during the draw stage.
- 3rd attempt to sort out lighting, for programs which dont set normals.
- Temporarily silence some unnecessary fixmes.
2002-10-28 19:00:23 +00:00
Jason Edmeades
07d5c1a32e Beginnings of Stencil support. 2002-10-22 00:42:11 +00:00
Jason Edmeades
99cd0de7d9 Add the basic support for volume textures / volumes (3d textures). 2002-10-21 18:21:59 +00:00
Jason Edmeades
6fc8f9f399 - Dont set lighting during draw primitive, rely on the render state.
- Small fix for alpha testing.
- Add support to enable/disable clipping as a whole.
- Allow D3DRS_TEXTUREFACTOR to be changed once texture stage arg set
  up.
- D3DTOP_DISABLE initial implementation.
2002-10-17 01:21:43 +00:00
Jason Edmeades
37d40786e7 - ClipPlanes work better.
- Culling now configures itself properly.
2002-10-13 17:53:15 +00:00
Jason Edmeades
78a9bf8709 Significantly improve the lighting code. 2002-10-11 23:31:07 +00:00
Jason Edmeades
9240bc3fbe Various fixes, typos corrected and clarifying trace points. 2002-10-07 18:24:28 +00:00
Jason Edmeades
26258ce06a Initial D3D8 implementation. 2002-09-27 22:46:16 +00:00