mirror of
git://source.winehq.org/git/wine.git
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a8cc5f543e
- add support for DDraw in a window (not optimized yet) - cleans up OpenGL extensions handling for D3D
254 lines
5.7 KiB
C
254 lines
5.7 KiB
C
/* Direct3D Common functions
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(c) 1998 Lionel ULMER
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This file contains all MESA common code */
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#include "windef.h"
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#include "wine/obj_base.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "debugtools.h"
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#include "mesa_private.h"
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DEFAULT_DEBUG_CHANNEL(ddraw)
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#define D3DTPRIVATE(x) mesa_d3dt_private *dtpriv = (mesa_d3dt_private*)(x)->private
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void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
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DWORD dwRenderState, RenderState *rs)
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{
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if (TRACE_ON(ddraw))
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_dump_renderstate(dwRenderStateType, dwRenderState);
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/* First, all the stipple patterns */
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if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
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(dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
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ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
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} else {
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ENTER_GL();
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/* All others state variables */
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switch (dwRenderStateType) {
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case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
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IDirect3DTexture2Impl* tex = (IDirect3DTexture2Impl*) dwRenderState;
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if (tex == NULL) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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TRACE("disabling texturing\n");
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} else {
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D3DTPRIVATE(tex);
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glEnable(GL_TEXTURE_2D);
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/* Default parameters */
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glBindTexture(GL_TEXTURE_2D, dtpriv->tex_name);
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/* To prevent state change, we could test here what are the parameters
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stored in the texture */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rs->mag);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rs->min);
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TRACE("setting OpenGL texture handle : %d\n", dtpriv->tex_name);
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}
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} break;
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case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
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if (dwRenderState)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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else
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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break;
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case D3DRENDERSTATE_ZENABLE: /* 7 */
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if (dwRenderState)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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break;
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case D3DRENDERSTATE_FILLMODE: /* 8 */
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switch ((D3DFILLMODE) dwRenderState) {
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case D3DFILL_SOLID:
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break;
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default:
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ERR("Unhandled fill mode !\n");
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}
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break;
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case D3DRENDERSTATE_SHADEMODE: /* 9 */
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switch ((D3DSHADEMODE) dwRenderState) {
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case D3DSHADE_FLAT:
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glShadeModel(GL_FLAT);
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break;
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case D3DSHADE_GOURAUD:
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glShadeModel(GL_SMOOTH);
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break;
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default:
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ERR("Unhandled shade mode !\n");
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}
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break;
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case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
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if (dwRenderState)
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glDepthMask(GL_TRUE);
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else
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glDepthMask(GL_FALSE);
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break;
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case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
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switch ((D3DTEXTUREFILTER) dwRenderState) {
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case D3DFILTER_NEAREST:
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rs->mag = GL_NEAREST;
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break;
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case D3DFILTER_LINEAR:
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rs->mag = GL_LINEAR;
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break;
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default:
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ERR("Unhandled texture mag !\n");
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}
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break;
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case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
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switch ((D3DTEXTUREFILTER) dwRenderState) {
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case D3DFILTER_NEAREST:
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rs->min = GL_NEAREST;
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break;
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case D3DFILTER_LINEAR:
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rs->mag = GL_LINEAR;
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break;
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default:
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ERR("Unhandled texture min !\n");
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}
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break;
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case D3DRENDERSTATE_SRCBLEND: /* 19 */
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switch ((D3DBLEND) dwRenderState) {
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case D3DBLEND_SRCALPHA:
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rs->src = GL_SRC_ALPHA;
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break;
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default:
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ERR("Unhandled blend mode !\n");
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}
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glBlendFunc(rs->src, rs->dst);
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break;
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case D3DRENDERSTATE_DESTBLEND: /* 20 */
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switch ((D3DBLEND) dwRenderState) {
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case D3DBLEND_INVSRCALPHA:
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rs->dst = GL_ONE_MINUS_SRC_ALPHA;
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break;
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default:
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ERR("Unhandled blend mode !\n");
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}
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glBlendFunc(rs->src, rs->dst);
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break;
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case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
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switch ((D3DTEXTUREBLEND) dwRenderState) {
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case D3DTBLEND_MODULATE:
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case D3DTBLEND_MODULATEALPHA:
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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break;
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default:
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ERR("Unhandled texture environment !\n");
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}
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break;
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case D3DRENDERSTATE_CULLMODE: /* 22 */
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switch ((D3DCULL) dwRenderState) {
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case D3DCULL_NONE:
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glDisable(GL_CULL_FACE);
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break;
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case D3DCULL_CW:
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CW);
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break;
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case D3DCULL_CCW:
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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break;
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default:
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ERR("Unhandled cull mode !\n");
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}
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break;
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case D3DRENDERSTATE_ZFUNC: /* 23 */
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switch ((D3DCMPFUNC) dwRenderState) {
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case D3DCMP_NEVER:
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glDepthFunc(GL_NEVER);
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break;
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case D3DCMP_LESS:
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glDepthFunc(GL_LESS);
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break;
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case D3DCMP_EQUAL:
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glDepthFunc(GL_EQUAL);
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break;
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case D3DCMP_LESSEQUAL:
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glDepthFunc(GL_LEQUAL);
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break;
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case D3DCMP_GREATER:
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glDepthFunc(GL_GREATER);
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break;
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case D3DCMP_NOTEQUAL:
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glDepthFunc(GL_NOTEQUAL);
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break;
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case D3DCMP_GREATEREQUAL:
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glDepthFunc(GL_GEQUAL);
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break;
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case D3DCMP_ALWAYS:
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glDepthFunc(GL_ALWAYS);
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break;
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default:
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ERR("Unexpected value\n");
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}
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break;
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case D3DRENDERSTATE_DITHERENABLE: /* 26 */
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if (dwRenderState)
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glEnable(GL_DITHER);
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else
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glDisable(GL_DITHER);
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break;
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case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
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if (dwRenderState)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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break;
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case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
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if (dwRenderState)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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break;
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case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
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break;
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default:
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ERR("Unhandled dwRenderStateType %d!\n",dwRenderStateType);
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break;
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}
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LEAVE_GL();
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}
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}
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