wine/dlls/ddraw/mesa.c
2002-12-24 01:00:45 +00:00

339 lines
10 KiB
C

/* Direct3D Common functions
* Copyright (c) 1998 Lionel ULMER
*
* This file contains all MESA common code
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "windef.h"
#include "objbase.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "mesa_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
{
switch (dwRenderState) {
case D3DCMP_NEVER: return GL_NEVER;
case D3DCMP_LESS: return GL_LESS;
case D3DCMP_EQUAL: return GL_EQUAL;
case D3DCMP_LESSEQUAL: return GL_LEQUAL;
case D3DCMP_GREATER: return GL_GREATER;
case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
case D3DCMP_ALWAYS: return GL_ALWAYS;
default: ERR("Unexpected compare type %d !\n", dwRenderState);
}
return GL_ALWAYS;
}
void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState, RenderState *rs)
{
if (TRACE_ON(ddraw))
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
/* First, all the stipple patterns */
if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
(dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
} else {
ENTER_GL();
/* All others state variables */
switch (dwRenderStateType) {
case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
if (tex == NULL) {
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
TRACE("disabling texturing\n");
} else {
IDirect3DTextureGLImpl *gl_tex = (IDirect3DTextureGLImpl *) tex->tex_private;
glEnable(GL_TEXTURE_2D);
/* Default parameters */
glBindTexture(GL_TEXTURE_2D, gl_tex->tex_name);
/* To prevent state change, we could test here what are the parameters
stored in the texture */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rs->mag);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rs->min);
TRACE("setting OpenGL texture handle : %d\n", gl_tex->tex_name);
}
} break;
case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
GLenum arg = GL_REPEAT; /* Default value */
switch ((D3DTEXTUREADDRESS) dwRenderState) {
case D3DTADDRESS_WRAP: arg = GL_REPEAT; break;
case D3DTADDRESS_CLAMP: arg = GL_CLAMP; break;
case D3DTADDRESS_BORDER: arg = GL_CLAMP_TO_EDGE; break;
default: ERR("Unhandled TEXTUREADDRESS mode %ld !\n", dwRenderState);
}
if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) ||
(dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg);
if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSV) ||
(dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg);
} break;
case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
if (dwRenderState)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
else
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
break;
case D3DRENDERSTATE_WRAPU: /* 5 */
if (dwRenderState)
ERR("WRAPU mode unsupported by OpenGL.. Expect graphical glitches !\n");
break;
case D3DRENDERSTATE_WRAPV: /* 6 */
if (dwRenderState)
ERR("WRAPV mode unsupported by OpenGL.. Expect graphical glitches !\n");
break;
case D3DRENDERSTATE_ZENABLE: /* 7 */
if (dwRenderState)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
break;
case D3DRENDERSTATE_FILLMODE: /* 8 */
switch ((D3DFILLMODE) dwRenderState) {
case D3DFILL_POINT:
glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
break;
case D3DFILL_WIREFRAME:
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
break;
case D3DFILL_SOLID:
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
break;
default:
ERR("Unhandled fill mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_SHADEMODE: /* 9 */
switch ((D3DSHADEMODE) dwRenderState) {
case D3DSHADE_FLAT:
glShadeModel(GL_FLAT);
break;
case D3DSHADE_GOURAUD:
glShadeModel(GL_SMOOTH);
break;
default:
ERR("Unhandled shade mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
if (dwRenderState)
glDepthMask(GL_TRUE);
else
glDepthMask(GL_FALSE);
break;
case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
if (dwRenderState)
glEnable(GL_ALPHA_TEST);
else
glDisable(GL_ALPHA_TEST);
break;
case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
rs->mag = GL_NEAREST;
break;
case D3DFILTER_LINEAR:
rs->mag = GL_LINEAR;
break;
default:
ERR("Unhandled texture mag %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
rs->min = GL_NEAREST;
break;
case D3DFILTER_LINEAR:
rs->mag = GL_LINEAR;
break;
default:
ERR("Unhandled texture min %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_SRCBLEND: /* 19 */
switch ((D3DBLEND) dwRenderState) {
case D3DBLEND_ONE:
rs->src = GL_ONE;
break;
case D3DBLEND_SRCALPHA:
rs->src = GL_SRC_ALPHA;
break;
default:
ERR("Unhandled blend mode %ld !\n",dwRenderState);
}
glBlendFunc(rs->src, rs->dst);
break;
case D3DRENDERSTATE_DESTBLEND: /* 20 */
switch ((D3DBLEND) dwRenderState) {
case D3DBLEND_ONE:
rs->dst = GL_ONE;
break;
case D3DBLEND_INVSRCALPHA:
rs->dst = GL_ONE_MINUS_SRC_ALPHA;
break;
default:
ERR("Unhandled blend mode %ld !\n",dwRenderState);
}
glBlendFunc(rs->src, rs->dst);
break;
case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
switch ((D3DTEXTUREBLEND) dwRenderState) {
case D3DTBLEND_MODULATE:
case D3DTBLEND_MODULATEALPHA:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
default:
ERR("Unhandled texture environment %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_CULLMODE: /* 22 */
switch ((D3DCULL) dwRenderState) {
case D3DCULL_NONE:
glDisable(GL_CULL_FACE);
break;
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
break;
case D3DCULL_CCW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
break;
default:
ERR("Unhandled cull mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_ZFUNC: /* 23 */
glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
break;
case D3DRENDERSTATE_ALPHAREF: /* 24 */
rs->alpha_ref = dwRenderState / 255.0;
glAlphaFunc(rs->alpha_func, rs->alpha_ref);
break;
case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
rs->alpha_func = convert_D3D_compare_to_GL(dwRenderState);
glAlphaFunc(rs->alpha_func, rs->alpha_ref);
break;
case D3DRENDERSTATE_DITHERENABLE: /* 26 */
if (dwRenderState)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
break;
case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
if (dwRenderState)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
if (dwRenderState)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
break;
case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
if (dwRenderState)
ERR(" Specular Lighting not supported yet.\n");
break;
case D3DRENDERSTATE_SUBPIXEL: /* 31 */
case D3DRENDERSTATE_SUBPIXELX: /* 32 */
/* We do not support this anyway, so why protest :-) */
break;
case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
GLint color[4];
color[0] = (dwRenderState >> 16) & 0xFF;
color[1] = (dwRenderState >> 8) & 0xFF;
color[2] = (dwRenderState >> 0) & 0xFF;
color[3] = (dwRenderState >> 24) & 0xFF;
glFogiv(GL_FOG_COLOR, color);
} break;
case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
if (dwRenderState)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
break;
case D3DRENDERSTATE_ZBIAS: /* 47 */
/* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
if (dwRenderState == 0) {
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
glDisable(GL_POLYGON_OFFSET_POINT);
} else {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_POINT);
glPolygonOffset(1.0, dwRenderState * 1.0);
}
break;
case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
break;
default:
ERR("Unhandled dwRenderStateType %s (%08x) !\n", _get_renderstate(dwRenderStateType), dwRenderStateType);
}
LEAVE_GL();
}
}