mirror of
git://source.winehq.org/git/wine.git
synced 2024-11-05 18:01:34 +00:00
3cae8cfa69
using glx pbuffers (with a useful debug code to display rendered surface into window drawable) - better cubetextures - split utilities functions into utils.c and added more - more readable debug again - a better caps code (not perfect but i'll use glx code later) - use of the new caps code - begin of UpdateTexture - begin of Cursor support - cleaning most of deprecated #if 0/#endif - correct some lockable/unlockable behavior - correct some returns code
5062 lines
208 KiB
C
5062 lines
208 KiB
C
/*
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* IDirect3DDevice8 implementation
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*
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* Copyright 2002 Jason Edmeades
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include <math.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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/** define GL_GLEXT_PROTOTYPES for having extensions prototypes defined */
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/*#define GL_GLEXT_PROTOTYPES*/
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#include "d3d8_private.h"
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/** currently desactiving 1_4 support as mesa doesn't implement all 1_4 support while defining it */
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#undef GL_VERSION_1_4
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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/* Some #defines for additional diagnostics */
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/* Per-vertex trace: */
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#if 0
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# define VTRACE(A) TRACE A
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#else
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# define VTRACE(A)
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#endif
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static IDirect3DVertexShaderImpl* VertexShaders[64];
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static IDirect3DVertexShaderDeclarationImpl* VertexShaderDeclarations[64];
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static IDirect3DPixelShaderImpl* PixelShaders[64];
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/* CreateVertexShader can return > 0xFFFF */
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#define VS_HIGHESTFIXEDFXF 0xF0000000
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/*
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* Utility functions or macros
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*/
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#define conv_mat(mat,gl_mat) \
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do { \
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TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
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TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
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TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
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TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
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memcpy(gl_mat, (mat), 16 * sizeof(float)); \
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} while (0)
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#define VERTEX_SHADER(Handle) \
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((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*)) ? NULL : VertexShaders[Handle]) : VertexShaders[Handle - VS_HIGHESTFIXEDFXF])
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#define VERTEX_SHADER_DECL(Handle) \
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((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(VertexShaderDeclarations) / sizeof(IDirect3DVertexShaderDeclarationImpl*)) ? NULL : VertexShaderDeclarations[Handle]) : VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF])
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#define PIXEL_SHADER(Handle) \
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((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*)) ? NULL : PixelShaders[Handle]) : PixelShaders[Handle - VS_HIGHESTFIXEDFXF])
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#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
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/* Routine common to the draw primitive and draw indexed primitive routines */
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void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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int PrimitiveType,
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long NumPrimitives,
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BOOL isIndexed,
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/* For Both:*/
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D3DFORMAT fvf,
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const void *vertexBufData,
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/* for Indexed: */
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long StartVertexIndex,
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long StartIdx,
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short idxBytes,
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const void *idxData,
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int minIndex) {
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int NumVertexes = NumPrimitives;
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IDirect3DVertexShaderImpl* vertex_shader = NULL;
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BOOL useVertexShaderFunction = FALSE;
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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/* Dont understand how to handle multiple streams, but if a fixed
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FVF is passed in rather than a handle, it must use stream 0 */
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if (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF) {
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vertex_shader = VERTEX_SHADER(This->UpdateStateBlock->VertexShader);
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if (NULL == vertex_shader) {
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ERR_(d3d_shader)("trying to use unitialised vertex shader: %lu\n", This->UpdateStateBlock->VertexShader);
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return ;
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}
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if (NULL == vertex_shader->function) {
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TRACE_(d3d_shader)("vertex shader declared without program, using FVF pure mode\n");
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} else {
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useVertexShaderFunction = TRUE;
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}
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fvf = (D3DFORMAT) This->UpdateStateBlock->vertexShaderDecl->fvf;
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TRACE_(d3d_shader)("vertex shader declared FVF: %08lx\n", This->UpdateStateBlock->vertexShaderDecl->fvf);
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memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
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/** init Constants */
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if (TRUE == This->UpdateStateBlock->Changed.vertexShaderConstant) {
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TRACE_(d3d_shader)("vertex shader init Constant\n");
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IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->UpdateStateBlock->vertexShaderConstant[0], 96);
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}
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}
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{
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int skip = This->StateBlock->stream_stride[0];
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GLenum primType = GL_POINTS;
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BOOL normal;
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BOOL isRHW;
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BOOL isPtSize;
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BOOL isDiffuse;
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BOOL isSpecular;
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int numBlends;
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BOOL isLastUByte4;
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int numTextures;
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int textureNo;
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const char *curVtx = NULL;
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const short *pIdxBufS = NULL;
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const long *pIdxBufL = NULL;
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const char *curPos;
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BOOL isLightingOn = FALSE;
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int vx_index;
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int coordIdxInfo = 0x00; /* Information on number of coords supplied */
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float s[8], t[8], r[8], q[8]; /* Holding place for tex coords */
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const char *coordPtr[8]; /* Holding place for the ptr to tex coords */
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int numCoords[8]; /* Holding place for D3DFVF_TEXTUREFORMATx */
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float x = 0.0f,
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y = 0.0f,
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z = 0.0f; /* x,y,z coordinates */
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float nx = 0.0f,
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ny =0.0,
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nz = 0.0f; /* normal x,y,z coordinates */
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float rhw = 0.0f; /* rhw */
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float ptSize = 0.0f; /* Point size */
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DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
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DWORD specularColor = 0; /* Specular Color */
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ENTER_GL();
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if (isIndexed) {
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if (idxBytes == 2) pIdxBufS = (short *) idxData;
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else pIdxBufL = (long *) idxData;
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}
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/* Check vertex formats expected ? */
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/**
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* FVF parser as seen it
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/directx_cpp/Graphics/Reference/CPP/D3D/FlexibleVertexFormatFlags.asp
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*/
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normal = fvf & D3DFVF_NORMAL;
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isRHW = fvf & D3DFVF_XYZRHW;
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isLastUByte4 = fvf & D3DFVF_LASTBETA_UBYTE4;
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numBlends = ((fvf & D3DFVF_POSITION_MASK) >> 1) - 2 + ((FALSE == isLastUByte4) ? 0 : -1); /* WARNING can be < 0 because -2 */
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isPtSize = fvf & D3DFVF_PSIZE;
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isDiffuse = fvf & D3DFVF_DIFFUSE;
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isSpecular = fvf & D3DFVF_SPECULAR;
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numTextures = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
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coordIdxInfo = (fvf & 0x00FF0000) >> 16; /* 16 is from definition of D3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
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TRACE("Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d, numBlends=%d, coordIdxInfo=%x)\n",
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fvf, normal, isRHW, isPtSize, isDiffuse, isSpecular, numTextures, numBlends, coordIdxInfo);
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/* If no normals, DISABLE lighting otherwise, dont touch lighing as it is
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set by the appropriate render state */
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if (!normal) {
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isLightingOn = glIsEnabled(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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TRACE("Enabled lighting as no normals supplied, old state = %d\n", isLightingOn);
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}
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if (isRHW) {
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double X, Y, height, width, minZ, maxZ;
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/*
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* Already transformed vertex do not need transform
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* matrices. Reset all matrices to identity.
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* Leave the default matrix in world mode.
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*/
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode");
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glLoadIdentity();
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checkGLcall("glLoadIdentity");
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/**
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* As seen in d3d7 code:
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* See the OpenGL Red Book for an explanation of the following translation (in the OpenGL
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* Correctness Tips section).
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*/
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glTranslatef(0.375f, 0.375f, 0.0f);
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/**
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*
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*/
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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glLoadIdentity();
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checkGLcall("glLoadIdentity");
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X = This->StateBlock->viewport.X;
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Y = This->StateBlock->viewport.Y;
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height = This->StateBlock->viewport.Height;
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width = This->StateBlock->viewport.Width;
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minZ = This->StateBlock->viewport.MinZ;
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maxZ = This->StateBlock->viewport.MaxZ;
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TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
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/*glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);*/
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glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
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checkGLcall("glOrtho");
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} else {
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double X, Y, height, width;
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X = This->StateBlock->viewport.X;
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Y = This->StateBlock->viewport.Y;
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height = This->StateBlock->viewport.Height;
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width = This->StateBlock->viewport.Width;
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode");
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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#if 0
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/**
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* OpenGL seems to map font between pixels
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* well with this it seems better but not perfect
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* anyone have a better idea ?
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*/
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glTranslatef(0.8f / width, -0.8f / height, 0.0f);
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/**
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*
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*/
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#endif
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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/* Set OpenGL to the appropriate Primitive Type */
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switch (PrimitiveType) {
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case D3DPT_POINTLIST:
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TRACE("POINTS\n");
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primType = GL_POINTS;
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NumVertexes = NumPrimitives;
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break;
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case D3DPT_LINELIST:
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TRACE("LINES\n");
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primType = GL_LINES;
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NumVertexes = NumPrimitives * 2;
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break;
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case D3DPT_LINESTRIP:
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TRACE("LINE_STRIP\n");
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primType = GL_LINE_STRIP;
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NumVertexes = NumPrimitives + 1;
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break;
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case D3DPT_TRIANGLELIST:
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TRACE("TRIANGLES\n");
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primType = GL_TRIANGLES;
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NumVertexes = NumPrimitives * 3;
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break;
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case D3DPT_TRIANGLESTRIP:
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TRACE("TRIANGLE_STRIP\n");
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primType = GL_TRIANGLE_STRIP;
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NumVertexes = NumPrimitives + 2;
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break;
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case D3DPT_TRIANGLEFAN:
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TRACE("TRIANGLE_FAN\n");
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primType = GL_TRIANGLE_FAN;
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NumVertexes = NumPrimitives + 2;
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break;
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default:
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FIXME("Unhandled primitive\n");
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break;
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}
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/* Fixme, Ideally, only use this per-vertex code for software HAL
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but until opengl supports all the functions returned to setup
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vertex arrays, we need to drop down to the slow mechanism for
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certain functions */
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if (isPtSize || isDiffuse || useVertexShaderFunction == TRUE || (numBlends > 0)) {
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TRACE("Using slow per-vertex code\n");
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/* Enable this one to be able to debug what is going on, but it is slower
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than the pointer/array version */
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VTRACE(("glBegin(%x)\n", primType));
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glBegin(primType);
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/* Draw the primitives */
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curVtx = (const char *)vertexBufData + (StartVertexIndex * skip);
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for (vx_index = 0; vx_index < NumVertexes; vx_index++) {
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if (!isIndexed) {
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curPos = curVtx;
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} else {
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if (idxBytes == 2) {
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VTRACE(("Idx for vertex %d = %d = %d\n", vx_index, pIdxBufS[StartIdx+vx_index], (pIdxBufS[StartIdx+vx_index])));
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curPos = curVtx + ((pIdxBufS[StartIdx+vx_index]) * skip);
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} else {
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VTRACE(("Idx for vertex %d = %ld = %d\n", vx_index, pIdxBufL[StartIdx+vx_index], (pIdxBufS[StartIdx+vx_index])));
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curPos = curVtx + ((pIdxBufL[StartIdx+vx_index]) * skip);
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}
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}
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/* Work through the vertex buffer */
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x = *(float *)curPos;
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curPos = curPos + sizeof(float);
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y = *(float *)curPos;
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curPos = curPos + sizeof(float);
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z = *(float *)curPos;
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curPos = curPos + sizeof(float);
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VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
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/* RHW follows, only if transformed */
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if (isRHW) {
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rhw = *(float *)curPos;
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curPos = curPos + sizeof(float);
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VTRACE(("rhw=%f\n", rhw));
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}
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/* Blending data */
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if (numBlends > 0) {
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UINT i;
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D3DSHADERVECTOR skippedBlend = { 0.0f, 0.0f, 0.0f, 0.0f};
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DWORD skippedBlendLastUByte4 = 0;
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for (i = 0; i < ((FALSE == isLastUByte4) ? numBlends : numBlends - 1); ++i) {
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((float*)&skippedBlend)[i] = *(float *)curPos;
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curPos = curPos + sizeof(float);
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}
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if (isLastUByte4) {
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skippedBlendLastUByte4 = *(DWORD*)curPos;
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curPos = curPos + sizeof(DWORD);
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}
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}
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/* Vertex Normal Data (untransformed only) */
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if (normal) {
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nx = *(float *)curPos;
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curPos = curPos + sizeof(float);
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ny = *(float *)curPos;
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curPos = curPos + sizeof(float);
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nz = *(float *)curPos;
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curPos = curPos + sizeof(float);
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VTRACE(("nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
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}
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if (isPtSize) {
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ptSize = *(float *)curPos;
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VTRACE(("ptSize=%f\n", ptSize));
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curPos = curPos + sizeof(float);
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}
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if (isDiffuse) {
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diffuseColor = *(DWORD *)curPos;
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VTRACE(("diffuseColor=%lx\n", diffuseColor));
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curPos = curPos + sizeof(DWORD);
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}
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if (isSpecular) {
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specularColor = *(DWORD *)curPos;
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VTRACE(("specularColor=%lx\n", specularColor));
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curPos = curPos + sizeof(DWORD);
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}
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/* Texture coords */
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/* numTextures indicates the number of texture coordinates supplied */
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/* However, the first set may not be for stage 0 texture - it all */
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/* depends on D3DTSS_TEXCOORDINDEX. */
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/* The number of bytes for each coordinate set is based off */
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/* D3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
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/* Initialize unused coords to unsupplied so we can check later */
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for (textureNo = numTextures; textureNo < 7; textureNo++) numCoords[textureNo] = -1;
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/* So, for each supplied texture extract the coords */
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for (textureNo = 0; textureNo < numTextures; ++textureNo) {
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numCoords[textureNo] = coordIdxInfo & 0x03;
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/* Always one set */
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s[textureNo] = *(float *)curPos;
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curPos = curPos + sizeof(float);
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if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT1) {
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t[textureNo] = *(float *)curPos;
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curPos = curPos + sizeof(float);
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if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT2) {
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r[textureNo] = *(float *)curPos;
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curPos = curPos + sizeof(float);
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if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT3) {
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q[textureNo] = *(float *)curPos;
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curPos = curPos + sizeof(float);
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}
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}
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}
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coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
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}
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/* Now use the appropriate set of texture indexes */
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for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
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continue ;
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}
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/* Query tex coords */
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if ((This->StateBlock->textures[textureNo] != NULL) &&
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(useVertexShaderFunction == FALSE)) {
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int coordIdx = This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXCOORDINDEX];
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if (coordIdx > 7) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
} else if (coordIdx >= numTextures) {
|
|
VTRACE(("tex: %d - Skip tex coords, as requested higher than supplied\n", textureNo));
|
|
} else {
|
|
|
|
int coordsToUse = numCoords[coordIdx];
|
|
|
|
/* If texture transform flags in effect, values passed through to vertex
|
|
depend on the D3DTSS_TEXTURETRANSFORMFLAGS */
|
|
if (coordsToUse > 0 &&
|
|
This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE)
|
|
{
|
|
/* This indicates how many coords to use regardless of the
|
|
texture type. However, d3d/opengl fill in the rest appropriately */
|
|
coordsToUse = This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & ~D3DTTFF_PROJECTED;
|
|
|
|
/* BUT - Projected is more 'fun' - Move the last coord to the 'q'
|
|
parameter (see comments under D3DTSS_TEXTURETRANSFORMFLAGS */
|
|
if (This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
|
|
switch (coordsToUse) {
|
|
case 0: /* Drop Through */
|
|
case 1:
|
|
FIXME("D3DTTFF_PROJECTED but only zero or one coordinate?\n");
|
|
break;
|
|
case 2:
|
|
q[textureNo] = t[textureNo];
|
|
t[textureNo] = 0.0;
|
|
coordsToUse = 4;
|
|
break;
|
|
case 3:
|
|
q[textureNo] = r[textureNo];
|
|
r[textureNo] = 0.0;
|
|
coordsToUse = 4;
|
|
break;
|
|
case 4: /* Nop here */
|
|
break;
|
|
default:
|
|
FIXME("Unexpected D3DTSS_TEXTURETRANSFORMFLAGS value of %ld\n",
|
|
This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED);
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (coordsToUse) { /* Supply the provided texture coords */
|
|
case D3DFVF_TEXTUREFORMAT1:
|
|
VTRACE(("tex:%d, s=%f\n", textureNo, s[coordIdx]));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glMultiTexCoord1f(GL_TEXTURE0 + textureNo, s[coordIdx]);
|
|
#else
|
|
glMultiTexCoord1fARB(GL_TEXTURE0_ARB + textureNo, s[coordIdx]);
|
|
#endif
|
|
} else {
|
|
glTexCoord1f(s[coordIdx]);
|
|
}
|
|
break;
|
|
case D3DFVF_TEXTUREFORMAT2:
|
|
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s[coordIdx], t[coordIdx]));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glMultiTexCoord2f(GL_TEXTURE0 + textureNo, s[coordIdx], t[coordIdx]);
|
|
#else
|
|
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s[coordIdx], t[coordIdx]);
|
|
#endif
|
|
} else {
|
|
glTexCoord2f(s[coordIdx], t[coordIdx]);
|
|
}
|
|
break;
|
|
case D3DFVF_TEXTUREFORMAT3:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s[coordIdx], t[coordIdx], r[coordIdx]));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glMultiTexCoord3f(GL_TEXTURE0 + textureNo, s[coordIdx], t[coordIdx], r[coordIdx]);
|
|
#else
|
|
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s[coordIdx], t[coordIdx], r[coordIdx]);
|
|
#endif
|
|
} else {
|
|
glTexCoord3f(s[coordIdx], t[coordIdx], r[coordIdx]);
|
|
}
|
|
break;
|
|
case D3DFVF_TEXTUREFORMAT4:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s[coordIdx], t[coordIdx], r[coordIdx], q[coordIdx]));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glMultiTexCoord4f(GL_TEXTURE0 + textureNo, s[coordIdx], t[coordIdx], r[coordIdx], q[coordIdx]);
|
|
#else
|
|
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, s[coordIdx], t[coordIdx], r[coordIdx], q[coordIdx]);
|
|
#endif
|
|
} else {
|
|
glTexCoord4f(s[coordIdx], t[coordIdx], r[coordIdx], q[coordIdx]);
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Should not get here as numCoords is two bits only (%x)!\n", numCoords[coordIdx]);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/** if vertex shader program specified ... using it */
|
|
if (TRUE == useVertexShaderFunction) {
|
|
|
|
/**
|
|
* this code must become the really
|
|
* vs input params init
|
|
*
|
|
* because its possible to use input registers for anything
|
|
* and some samples use registers for other things than they are
|
|
* declared
|
|
*/
|
|
|
|
/**
|
|
* no really valid declaration, user defined input register use
|
|
* so fill input registers as described in vertex shader declaration
|
|
*/
|
|
IDirect3DDeviceImpl_FillVertexShaderInput(This, vertex_shader, vertexBufData, StartVertexIndex,
|
|
(!isIndexed) ? (vx_index * skip) :
|
|
(idxBytes == 2) ? ((pIdxBufS[StartIdx + vx_index]) * skip) :
|
|
((pIdxBufL[StartIdx + vx_index]) * skip));
|
|
|
|
memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
|
|
IDirect3DVertexShaderImpl_ExecuteSW(vertex_shader, &vertex_shader->input, &vertex_shader->output);
|
|
/*
|
|
TRACE_VECTOR(vertex_shader->output.oPos);
|
|
TRACE_VECTOR(vertex_shader->output.oD[0]);
|
|
TRACE_VECTOR(vertex_shader->output.oD[1]);
|
|
TRACE_VECTOR(vertex_shader->output.oT[0]);
|
|
TRACE_VECTOR(vertex_shader->output.oT[1]);
|
|
TRACE_VECTOR(vertex_shader->input.V[0]);
|
|
TRACE_VECTOR(vertex_shader->data->C[0]);
|
|
TRACE_VECTOR(vertex_shader->data->C[1]);
|
|
TRACE_VECTOR(vertex_shader->data->C[2]);
|
|
TRACE_VECTOR(vertex_shader->data->C[3]);
|
|
TRACE_VECTOR(vertex_shader->data->C[4]);
|
|
TRACE_VECTOR(vertex_shader->data->C[5]);
|
|
TRACE_VECTOR(vertex_shader->data->C[6]);
|
|
TRACE_VECTOR(vertex_shader->data->C[7]);
|
|
*/
|
|
x = vertex_shader->output.oPos.x;
|
|
y = vertex_shader->output.oPos.y;
|
|
z = vertex_shader->output.oPos.z;
|
|
|
|
if (1.0f != vertex_shader->output.oPos.w || isRHW) {
|
|
rhw = vertex_shader->output.oPos.w;
|
|
}
|
|
/*diffuseColor = D3DCOLOR_COLORVALUE(vertex_shader->output.oD[0]);*/
|
|
glColor4fv((float*) &vertex_shader->output.oD[0]);
|
|
|
|
/* Requires secondary color extensions to compile... */
|
|
#if defined(GL_VERSION_1_4)
|
|
glSecondaryColor3fv((float*) &vertex_shader->output.oD[1]);
|
|
checkGLcall("glSecondaryColor3fv");
|
|
#elif defined(GL_EXT_secondary_color)
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
/*specularColor = D3DCOLORTOCOLORVALUE(vertex_shader->output.oD[1]);*/
|
|
glSecondaryColor3fvEXT((float*) &vertex_shader->output.oD[1]);
|
|
checkGLcall("glSecondaryColor3fvEXT");
|
|
}
|
|
#endif
|
|
/** reupdate textures coords binding using vertex_shader->output.oT[0->3] */
|
|
for (textureNo = 0; textureNo < 4; ++textureNo) {
|
|
float s, t, r, q;
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
|
|
continue ;
|
|
}
|
|
/* Query tex coords */
|
|
if (This->StateBlock->textures[textureNo] != NULL) {
|
|
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->StateBlock->textures[textureNo])) {
|
|
case D3DRTYPE_TEXTURE:
|
|
/*TRACE_VECTOR(vertex_shader->output.oT[textureNo]);*/
|
|
s = vertex_shader->output.oT[textureNo].x;
|
|
t = vertex_shader->output.oT[textureNo].y;
|
|
VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s, t));
|
|
if (This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXCOORDINDEX] > 7) {
|
|
VTRACE(("Skip tex coords, as being system generated\n"));
|
|
} else {
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glMultiTexCoord2f(GL_TEXTURE0 + textureNo, s, t);
|
|
#else
|
|
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t);
|
|
#endif
|
|
/*checkGLcall("glMultiTexCoord2fARB");*/
|
|
} else {
|
|
glTexCoord2f(s, t);
|
|
/*checkGLcall("gTexCoord2f");*/
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRTYPE_VOLUMETEXTURE:
|
|
/*TRACE_VECTOR(vertex_shader->output.oT[textureNo]);*/
|
|
s = vertex_shader->output.oT[textureNo].x;
|
|
t = vertex_shader->output.oT[textureNo].y;
|
|
r = vertex_shader->output.oT[textureNo].z;
|
|
VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s, t, r));
|
|
if (This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXCOORDINDEX] > 7) {
|
|
VTRACE(("Skip tex coords, as being system generated\n"));
|
|
} else {
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glMultiTexCoord3f(GL_TEXTURE0 + textureNo, s, t, r);
|
|
#else
|
|
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r);
|
|
#endif
|
|
/*checkGLcall("glMultiTexCoord2fARB");*/
|
|
} else {
|
|
glTexCoord3f(s, t, r);
|
|
/*checkGLcall("gTexCoord3f");*/
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
/* Avoid compiler warnings, need these vars later for other textures */
|
|
r = 0.0f; q = 0.0f;
|
|
FIXME("Unhandled texture type\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (1.0f == rhw || rhw < 0.01f) {
|
|
TRACE_(d3d_shader)("Vertex: glVertex:x,y,z=%f,%f,%f\n", x, y, z);
|
|
glVertex3f(x, y, z);
|
|
/*checkGLcall("glVertex3f");*/
|
|
} else {
|
|
GLfloat w = 1.0f / rhw;
|
|
TRACE_(d3d_shader)("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw);
|
|
|
|
/*glVertex4f(x / rhw, y / rhw, z / rhw, 1.0f / rhw);*/
|
|
glVertex4f(x * w, y * w, z * w, 1.0f);
|
|
/*checkGLcall("glVertex4f");*/
|
|
}
|
|
} else {
|
|
/**
|
|
* FALSE == useVertexShaderFunction
|
|
* using std FVF code
|
|
*/
|
|
|
|
/* Handle these vertexes */
|
|
if (isDiffuse) {
|
|
glColor4ub((diffuseColor >> 16) & 0xFF,
|
|
(diffuseColor >> 8) & 0xFF,
|
|
(diffuseColor >> 0) & 0xFF,
|
|
(diffuseColor >> 24) & 0xFF);
|
|
VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n",
|
|
((diffuseColor >> 16) & 0xFF) / 255.0f,
|
|
((diffuseColor >> 8) & 0xFF) / 255.0f,
|
|
((diffuseColor >> 0) & 0xFF) / 255.0f,
|
|
((diffuseColor >> 24) & 0xFF) / 255.0f));
|
|
}
|
|
|
|
if (normal) {
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / glNormal:nx,ny,nz=%f,%f,%f\n", x,y,z,nx,ny,nz));
|
|
glNormal3f(nx, ny, nz);
|
|
glVertex3f(x, y, z);
|
|
} else {
|
|
if (1.0f == rhw || rhw < 0.01f) {
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
|
|
glVertex3f(x, y, z);
|
|
} else {
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
|
|
glVertex4f(x / rhw, y / rhw, z / rhw, 1.0f / rhw);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!isIndexed) {
|
|
curVtx = curVtx + skip;
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
checkGLcall("glEnd and previous calls");
|
|
|
|
} else {
|
|
TRACE("Using fast vertex array code\n");
|
|
|
|
/* Faster version, harder to debug */
|
|
/* Shuffle to the beginning of the vertexes to render and index from there */
|
|
curVtx = (const char *)vertexBufData + (StartVertexIndex * skip);
|
|
curPos = curVtx;
|
|
|
|
/* Set up the vertex pointers */
|
|
if (isRHW) {
|
|
glVertexPointer(4, GL_FLOAT, skip, curPos);
|
|
checkGLcall("glVertexPointer(4, ...)");
|
|
curPos += 4 * sizeof(float);
|
|
} else {
|
|
glVertexPointer(3, GL_FLOAT, skip, curPos);
|
|
checkGLcall("glVertexPointer(3, ...)");
|
|
curPos += 3 * sizeof(float);
|
|
}
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
|
|
|
if (numBlends > 0) {
|
|
/* no such functionality in the fixed function GL pipeline */
|
|
/* FIXME: Wont get here as will drop to slow method */
|
|
/* FIXME("Cannot handle blending data here in openGl\n");*/
|
|
#if 0
|
|
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
/*FIXME("TODO\n");*/
|
|
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
|
|
/*FIXME("TODO\n");*/
|
|
/*
|
|
GLExtCall(glVertexWeightPointerEXT)(numBlends, GL_FLOAT, skip, curPos);
|
|
checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
|
|
glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
|
|
checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
|
|
*/
|
|
} else {
|
|
FIXME("unsupported blending in openGl\n");
|
|
}
|
|
#endif
|
|
curPos += numBlends * sizeof(float);
|
|
} else {
|
|
#if 0
|
|
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
FIXME("TODO\n");
|
|
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
|
|
FIXME("TODO\n");
|
|
/*
|
|
glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
|
|
checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
|
|
*/
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
if (normal) {
|
|
glNormalPointer(GL_FLOAT, skip, curPos);
|
|
checkGLcall("glNormalPointer");
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
|
|
curPos += 3 * sizeof(float);
|
|
} else {
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
|
|
glNormal3f(0, 0, 1);
|
|
checkGLcall("glNormal3f(0, 0, 1)");
|
|
}
|
|
|
|
if (isPtSize) {
|
|
/* no such functionality in the fixed function GL pipeline */
|
|
/* FIXME: Wont get here as will drop to slow method */
|
|
FIXME("Cannot change ptSize here in openGl\n");
|
|
curPos = curPos + sizeof(float);
|
|
}
|
|
|
|
if (isDiffuse) {
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, skip, curPos);
|
|
checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
|
|
curPos += sizeof(DWORD);
|
|
}
|
|
else {
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_COLOR_ARRAY)");
|
|
glColor4f(1, 1, 1, 1);
|
|
checkGLcall("glColor4f(1, 1, 1, 1)");
|
|
}
|
|
|
|
/* Requires secondary color extensions to compile... */
|
|
if (isSpecular) {
|
|
#if defined(GL_VERSION_1_4)
|
|
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, skip, curPos);
|
|
checkGLcall("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, skip, curPos)");
|
|
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY)");
|
|
#elif defined(GL_EXT_secondary_color)
|
|
/* FIXME: check for GL_EXT_secondary_color */
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, skip, curPos);
|
|
checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, skip, curPos)");
|
|
glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
|
checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
|
}
|
|
#endif
|
|
curPos += sizeof(DWORD);
|
|
} else {
|
|
#if defined(GL_VERSION_1_4)
|
|
glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY)");
|
|
glSecondaryColor3f(0, 0, 0);
|
|
checkGLcall("glSecondaryColor3f(0, 0, 0)");
|
|
#else
|
|
#if 0
|
|
glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
|
checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
|
glSecondaryColor3fEXT(0, 0, 0);
|
|
checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
/* Texture coords */
|
|
/* numTextures indicates the number of texture coordinates supplied */
|
|
/* However, the first set may not be for stage 0 texture - it all */
|
|
/* depends on D3DTSS_TEXCOORDINDEX. */
|
|
/* The number of bytes for each coordinate set is based off */
|
|
/* D3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
|
|
|
|
/* Initialize unused coords to unsupplied so we can check later */
|
|
for (textureNo = numTextures; textureNo < 7; textureNo++) coordPtr[textureNo] = NULL;
|
|
|
|
/* So, for each supplied texture extract the coords */
|
|
for (textureNo = 0; textureNo < numTextures; ++textureNo) {
|
|
|
|
numCoords[textureNo] = coordIdxInfo & 0x03;
|
|
coordPtr[textureNo] = curPos;
|
|
|
|
/* Always one set */
|
|
curPos = curPos + sizeof(float);
|
|
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT1) {
|
|
curPos = curPos + sizeof(float);
|
|
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT2) {
|
|
curPos = curPos + sizeof(float);
|
|
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT3) {
|
|
curPos = curPos + sizeof(float);
|
|
}
|
|
}
|
|
}
|
|
coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
|
|
}
|
|
|
|
/* Now use the appropriate set of texture indexes */
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
|
|
continue ;
|
|
}
|
|
|
|
/* Query tex coords */
|
|
if ((This->StateBlock->textures[textureNo] != NULL) && (useVertexShaderFunction == FALSE)) {
|
|
int coordIdx = This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXCOORDINDEX];
|
|
|
|
if (coordIdx > 7) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
} else {
|
|
int numFloats = 0;
|
|
int coordsToUse = numCoords[coordIdx];
|
|
#if defined(GL_VERSION_1_3)
|
|
glClientActiveTexture(GL_TEXTURE0 + textureNo);
|
|
#else
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
|
|
#endif
|
|
|
|
/* If texture transform flags in effect, values passed through to vertex
|
|
depend on the D3DTSS_TEXTURETRANSFORMFLAGS */
|
|
if (coordsToUse > 0 &&
|
|
This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE)
|
|
{
|
|
/* This indicates how many coords to use regardless of the
|
|
texture type. However, d3d/opengl fill in the rest appropriately */
|
|
coordsToUse = This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & ~D3DTTFF_PROJECTED;
|
|
|
|
/* BUT - Projected is more 'fun' - Cant be done for ptr mode.
|
|
Probably should scan enabled texture units and drop back to
|
|
slow mode if found? */
|
|
if (This->UpdateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
|
|
FIXME("Cannot handle projected transform state in fast mode\n");
|
|
}
|
|
}
|
|
|
|
switch (coordsToUse) { /* Supply the provided texture coords */
|
|
case D3DFVF_TEXTUREFORMAT1: numFloats = 1; break;
|
|
case D3DFVF_TEXTUREFORMAT2: numFloats = 2; break;
|
|
case D3DFVF_TEXTUREFORMAT3: numFloats = 3; break;
|
|
case D3DFVF_TEXTUREFORMAT4: numFloats = 4; break;
|
|
default: numFloats = 0; break;
|
|
}
|
|
|
|
if (numFloats == 0 || coordIdx >= numTextures) {
|
|
VTRACE(("Skipping as invalid request - numfloats=%d, coordIdx=%d, numTextures=%d\n", numFloats, coordIdx, numTextures));
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_TEXTURE_COORD_ARRAY);");
|
|
} else {
|
|
VTRACE(("tex: %d, ptr=%p, numcoords=%d\n", textureNo, coordPtr[coordIdx], numFloats));
|
|
glTexCoordPointer(numFloats, GL_FLOAT, skip, coordPtr[coordIdx]);
|
|
checkGLcall("glTexCoordPointer(x, ...)");
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_TEXTURE_COORD_ARRAY);");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Finally do the drawing */
|
|
if (isIndexed) {
|
|
|
|
TRACE("glElements(%x, %d, %d, ...)\n", primType, NumVertexes, minIndex);
|
|
if (idxBytes==2) {
|
|
#if 1 /* FIXME: Want to use DrawRangeElements, but wrong calculation! */
|
|
glDrawElements(primType, NumVertexes, GL_UNSIGNED_SHORT,
|
|
(char *)idxData+(2 * StartIdx));
|
|
#else
|
|
glDrawRangeElements(primType, minIndex, minIndex+NumVertexes-1, NumVertexes,
|
|
GL_UNSIGNED_SHORT, (char *)idxData+(2 * StartIdx));
|
|
#endif
|
|
} else {
|
|
#if 1 /* FIXME: Want to use DrawRangeElements, but wrong calculation! */
|
|
glDrawElements(primType, NumVertexes, GL_UNSIGNED_INT,
|
|
(char *)idxData+(4 * StartIdx));
|
|
#else
|
|
glDrawRangeElements(primType, minIndex, minIndex+NumVertexes-1, NumVertexes,
|
|
GL_UNSIGNED_INT, (char *)idxData+(2 * StartIdx));
|
|
#endif
|
|
}
|
|
checkGLcall("glDrawRangeElements");
|
|
|
|
} else {
|
|
|
|
/* Note first is now zero as we shuffled along earlier */
|
|
TRACE("glDrawArrays(%x, %ld, %d)\n", primType, StartIdx, NumVertexes);
|
|
glDrawArrays(primType, 0, NumVertexes);
|
|
checkGLcall("glDrawArrays");
|
|
|
|
}
|
|
}
|
|
|
|
/* If no normals, restore previous lighting state */
|
|
if (!normal) {
|
|
if (isLightingOn) glEnable(GL_LIGHTING);
|
|
else glDisable(GL_LIGHTING);
|
|
TRACE("Restored lighting to original state\n");
|
|
}
|
|
|
|
}
|
|
LEAVE_GL();
|
|
|
|
TRACE("glEnd\n");
|
|
}
|
|
|
|
/**
|
|
* @nodoc: todo
|
|
*/
|
|
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand)
|
|
{
|
|
BOOL isAlphaReplicate = FALSE;
|
|
BOOL isComplement = FALSE;
|
|
|
|
*operand = GL_SRC_COLOR;
|
|
*source = GL_TEXTURE;
|
|
|
|
/* Catch alpha replicate */
|
|
if (iValue & D3DTA_ALPHAREPLICATE) {
|
|
iValue = iValue & ~D3DTA_ALPHAREPLICATE;
|
|
isAlphaReplicate = TRUE;
|
|
}
|
|
|
|
/* Catch Complement */
|
|
if (iValue & D3DTA_COMPLEMENT) {
|
|
iValue = iValue & ~D3DTA_COMPLEMENT;
|
|
isComplement = TRUE;
|
|
}
|
|
|
|
/* Calculate the operand */
|
|
if (isAlphaReplicate && !isComplement) {
|
|
*operand = GL_SRC_ALPHA;
|
|
} else if (isAlphaReplicate && isComplement) {
|
|
*operand = GL_ONE_MINUS_SRC_ALPHA;
|
|
} else if (isComplement) {
|
|
if (isAlphaArg) {
|
|
*operand = GL_ONE_MINUS_SRC_ALPHA;
|
|
} else {
|
|
*operand = GL_ONE_MINUS_SRC_COLOR;
|
|
}
|
|
} else {
|
|
if (isAlphaArg) {
|
|
*operand = GL_SRC_ALPHA;
|
|
} else {
|
|
*operand = GL_SRC_COLOR;
|
|
}
|
|
}
|
|
|
|
/* Calculate the source */
|
|
switch (iValue & D3DTA_SELECTMASK) {
|
|
case D3DTA_CURRENT: *source = GL_PREVIOUS_EXT;
|
|
break;
|
|
case D3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT;
|
|
break;
|
|
case D3DTA_TEXTURE: *source = GL_TEXTURE;
|
|
break;
|
|
case D3DTA_TFACTOR: *source = GL_CONSTANT_EXT;
|
|
break;
|
|
case D3DTA_SPECULAR:
|
|
/**
|
|
* According to the GL_ARB_texture_env_combine specs, SPECULAR is 'Secondary color' and
|
|
* isnt supported until base GL supports it
|
|
* There is no concept of temp registers as far as I can tell
|
|
*/
|
|
|
|
default:
|
|
FIXME("Unrecognized or unhandled texture arg %ld\n", iValue);
|
|
*source = GL_TEXTURE;
|
|
}
|
|
}
|
|
|
|
/* Apply the current values to the specified texture stage */
|
|
void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
int i = 0;
|
|
float col[4];
|
|
|
|
/* Make appropriate texture active */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + Stage);
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
|
|
#endif
|
|
checkGLcall("glActiveTextureARB");
|
|
} else if (Stage > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
|
|
}
|
|
|
|
TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage);
|
|
for (i = 1; i < HIGHEST_TEXTURE_STATE; i++) {
|
|
IDirect3DDevice8Impl_SetTextureStageState(iface, Stage, i, This->StateBlock->texture_state[Stage][i]);
|
|
}
|
|
|
|
/* Note the D3DRS value applies to all textures, but GL has one
|
|
* per texture, so apply it now ready to be used!
|
|
*/
|
|
D3DCOLORTOGLFLOAT4(This->StateBlock->renderstate[D3DRS_TEXTUREFACTOR], col);
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
|
|
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
|
|
|
|
TRACE("-----------------------> Updated the texture at stage %ld to have new texture state information\n", Stage);
|
|
}
|
|
|
|
/* IDirect3D IUnknown parts follow: */
|
|
HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
|
|
{
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
if (IsEqualGUID(riid, &IID_IUnknown)
|
|
|| IsEqualGUID(riid, &IID_IDirect3DDevice8)) {
|
|
IDirect3DDevice8Impl_AddRef(iface);
|
|
*ppobj = This;
|
|
return D3D_OK;
|
|
}
|
|
|
|
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
|
|
return ++(This->ref);
|
|
}
|
|
|
|
ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
ULONG ref = --This->ref;
|
|
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
|
|
if (ref == 0) {
|
|
IDirect3DDevice8Impl_CleanRender(iface);
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
}
|
|
return ref;
|
|
}
|
|
|
|
/* IDirect3DDevice Interface follow: */
|
|
HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : stub\n", This); /* No way of notifying yet! */
|
|
return D3D_OK;
|
|
}
|
|
|
|
UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : stub, emulating 32Mb for now\n", This);
|
|
/*
|
|
* pretend we have 32MB of any type of memory queried.
|
|
*/
|
|
return (1024*1024*32);
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : returning %p\n", This, This->direct3d8);
|
|
|
|
/* Inc ref count */
|
|
IDirect3D8_AddRef((LPDIRECT3D8) This->direct3d8);
|
|
|
|
*ppD3D8 = (IDirect3D8 *)This->direct3d8;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub, calling idirect3d for now\n", This);
|
|
IDirect3D8Impl_GetDeviceCaps((LPDIRECT3D8) This->direct3d8, This->adapterNo, This->devType, pCaps);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode) {
|
|
|
|
HDC hdc;
|
|
int bpp = 0;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
pMode->Width = GetSystemMetrics(SM_CXSCREEN);
|
|
pMode->Height = GetSystemMetrics(SM_CYSCREEN);
|
|
pMode->RefreshRate = 85; /*FIXME: How to identify? */
|
|
|
|
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
|
|
bpp = GetDeviceCaps(hdc, BITSPIXEL);
|
|
DeleteDC(hdc);
|
|
|
|
switch (bpp) {
|
|
case 8: pMode->Format = D3DFMT_R8G8B8; break;
|
|
case 16: pMode->Format = D3DFMT_R5G6B5; break;
|
|
case 24: /*pMode->Format = D3DFMT_R8G8B8; break; */
|
|
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
|
|
default:
|
|
FIXME("Unrecognized display mode format\n");
|
|
pMode->Format = D3DFMT_UNKNOWN;
|
|
}
|
|
|
|
FIXME("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
|
|
pMode->Format, debug_d3dformat(pMode->Format));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) copying to %p\n", This, pParameters);
|
|
memcpy(pParameters, &This->CreateParms, sizeof(D3DDEVICE_CREATION_PARAMETERS));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap) {
|
|
IDirect3DSurface8Impl* pSur = (IDirect3DSurface8Impl*) pCursorBitmap;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
|
|
|
|
if (D3DFMT_A8R8G8B8 != pSur->myDesc.Format) {
|
|
ERR("(%p) : surface(%p) have a invalid format\n", This, pCursorBitmap);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (32 != pSur->myDesc.Height || 32 != pSur->myDesc.Width) {
|
|
ERR("(%p) : surface(%p) have a invalid size\n", This, pCursorBitmap);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->xHotSpot = XHotSpot;
|
|
This->yHotSpot = YHotSpot;
|
|
return D3D_OK;
|
|
}
|
|
void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace, DWORD Flags) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
|
|
This->xScreenSpace = XScreenSpace;
|
|
This->yScreenSpace = YScreenSpace;
|
|
return;
|
|
}
|
|
BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : visible(%d)\n", This, bShow);
|
|
This->bCursorVisible = bShow;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
*pSwapChain = NULL;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : complete stub!\n", This);
|
|
|
|
ENTER_GL();
|
|
|
|
glXSwapBuffers(This->display, This->drawable);
|
|
checkGLcall("glXSwapBuffers");
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8** ppBackBuffer) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
*ppBackBuffer = (LPDIRECT3DSURFACE8) This->backBuffer;
|
|
TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, BackBuffer, Type, *ppBackBuffer);
|
|
|
|
if (BackBuffer > This->PresentParms.BackBufferCount - 1) {
|
|
FIXME("Only one backBuffer currently supported\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Note inc ref on returned surface */
|
|
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppBackBuffer);
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return;
|
|
}
|
|
void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage,
|
|
D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture8** ppTexture) {
|
|
IDirect3DTexture8Impl *object;
|
|
int i;
|
|
UINT tmpW;
|
|
UINT tmpH;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
/* Allocate the storage for the device */
|
|
TRACE("(%p) : W(%d) H(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%d)\n", This, Width, Height, Levels, Usage, Format, debug_d3dformat(Format), Pool);
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture8Impl));
|
|
object->lpVtbl = &Direct3DTexture8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_TEXTURE;
|
|
object->ref = 1;
|
|
object->width = Width;
|
|
object->height = Height;
|
|
object->levels = Levels;
|
|
object->usage = Usage;
|
|
object->format = Format;
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
object->levels++;
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
while (tmpW > 1 && tmpH > 1) {
|
|
tmpW = max(1, tmpW / 2);
|
|
tmpH = max(1, tmpH / 2);
|
|
object->levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
for (i = 0; i < object->levels; i++)
|
|
{
|
|
IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpH, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[i]);
|
|
object->surfaces[i]->Container = (IUnknown*) object;
|
|
object->surfaces[i]->myDesc.Usage = Usage;
|
|
object->surfaces[i]->myDesc.Pool = Pool;
|
|
/**
|
|
* As writen in msdn in IDirect3DTexture8::LockRect
|
|
* Textures created in D3DPOOL_DEFAULT are not lockable.
|
|
*/
|
|
if (D3DPOOL_DEFAULT == Pool) {
|
|
object->surfaces[i]->lockable = FALSE;
|
|
}
|
|
|
|
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[i], object->surfaces[i]->allocatedMemory);
|
|
tmpW = max(1, tmpW / 2);
|
|
tmpH = max(1, tmpH / 2);
|
|
}
|
|
|
|
*ppTexture = (LPDIRECT3DTEXTURE8) object;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface,
|
|
UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage,
|
|
D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture8** ppVolumeTexture) {
|
|
|
|
IDirect3DVolumeTexture8Impl *object;
|
|
int i;
|
|
UINT tmpW;
|
|
UINT tmpH;
|
|
UINT tmpD;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
/* Allocate the storage for it */
|
|
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%d)\n", This, Width, Height, Depth, Levels, Usage, Format, debug_d3dformat(Format), Pool);
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl));
|
|
object->lpVtbl = &Direct3DVolumeTexture8_Vtbl;
|
|
object->ResourceType = D3DRTYPE_VOLUMETEXTURE;
|
|
object->Device = This;
|
|
object->ref = 1;
|
|
|
|
object->width = Width;
|
|
object->height = Height;
|
|
object->depth = Depth;
|
|
object->levels = Levels;
|
|
object->usage = Usage;
|
|
object->format = Format;
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
object->levels++;
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
tmpD = Depth;
|
|
while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
|
|
tmpW = max(1, tmpW / 2);
|
|
tmpH = max(1, tmpH / 2);
|
|
tmpD = max(1, tmpD / 2);
|
|
object->levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
tmpD = Depth;
|
|
|
|
for (i = 0; i < object->levels; i++)
|
|
{
|
|
IDirect3DVolume8Impl* volume;
|
|
|
|
/* Create the volume - No entry point for this seperately?? */
|
|
volume = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolume8Impl));
|
|
object->volumes[i] = (IDirect3DVolume8Impl *) volume;
|
|
|
|
volume->lpVtbl = &Direct3DVolume8_Vtbl;
|
|
volume->Device = This;
|
|
volume->ResourceType = D3DRTYPE_VOLUME;
|
|
volume->Container = (IUnknown*) object;
|
|
volume->ref = 1;
|
|
|
|
volume->myDesc.Width = Width;
|
|
volume->myDesc.Height = Height;
|
|
volume->myDesc.Depth = Depth;
|
|
volume->myDesc.Format = Format;
|
|
volume->myDesc.Type = D3DRTYPE_VOLUME;
|
|
volume->myDesc.Pool = Pool;
|
|
volume->myDesc.Usage = Usage;
|
|
volume->bytesPerPixel = D3DFmtGetBpp(Format);
|
|
volume->myDesc.Size = (Width * volume->bytesPerPixel) * Height * Depth;
|
|
volume->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->myDesc.Size);
|
|
|
|
TRACE("(%p) : Volume at w(%d) h(%d) d(%d) fmt(%u,%s) surf@%p, surfmem@%p, %d bytes\n",
|
|
This, Width, Height, Depth, Format, debug_d3dformat(Format),
|
|
volume, volume->allocatedMemory, volume->myDesc.Size);
|
|
|
|
tmpW = max(1, tmpW / 2);
|
|
tmpH = max(1, tmpH / 2);
|
|
tmpD = max(1, tmpD / 2);
|
|
}
|
|
|
|
*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8) object;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength, UINT Levels, DWORD Usage,
|
|
D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8** ppCubeTexture) {
|
|
|
|
IDirect3DCubeTexture8Impl *object;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
int i,j;
|
|
UINT tmpW;
|
|
|
|
/* Allocate the storage for it */
|
|
TRACE("(%p) : Len(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%d)\n", This, EdgeLength, Levels, Usage, Format, debug_d3dformat(Format), Pool);
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DCubeTexture8Impl));
|
|
object->lpVtbl = &Direct3DCubeTexture8_Vtbl;
|
|
object->ref = 1;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_CUBETEXTURE;
|
|
|
|
object->edgeLength = EdgeLength;
|
|
object->levels = Levels;
|
|
object->usage = Usage;
|
|
object->format = Format;
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
object->levels++;
|
|
tmpW = EdgeLength;
|
|
while (tmpW > 1) {
|
|
tmpW = max(1, tmpW / 2);
|
|
object->levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = EdgeLength;
|
|
for (i = 0; i < object->levels; i++) {
|
|
/* Create the 6 faces */
|
|
for (j = 0; j < 6; j++) {
|
|
IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpW, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[j][i]);
|
|
object->surfaces[j][i]->Container = (IUnknown*) object;
|
|
object->surfaces[j][i]->myDesc.Usage = Usage;
|
|
object->surfaces[j][i]->myDesc.Pool = Pool;
|
|
/**
|
|
* As writen in msdn in IDirect3DCubeTexture8::LockRect
|
|
* Textures created in D3DPOOL_DEFAULT are not lockable.
|
|
*/
|
|
if (D3DPOOL_DEFAULT == Pool) {
|
|
object->surfaces[j][i]->lockable = FALSE;
|
|
}
|
|
|
|
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[j][i], object->surfaces[j][i]->allocatedMemory);
|
|
tmpW = max(1, tmpW / 2);
|
|
}
|
|
}
|
|
|
|
TRACE("(%p) : Iface@%p\n", This, object);
|
|
*ppCubeTexture = (LPDIRECT3DCUBETEXTURE8)object;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer8** ppVertexBuffer) {
|
|
IDirect3DVertexBuffer8Impl *object;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
/* Allocate the storage for the device */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl));
|
|
object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_VERTEXBUFFER;
|
|
object->ref = 1;
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
|
|
object->currentDesc.Usage = Usage;
|
|
object->currentDesc.Pool = Pool;
|
|
object->currentDesc.FVF = FVF;
|
|
object->currentDesc.Size = Size;
|
|
|
|
TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
|
|
|
|
*ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8)object;
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer8** ppIndexBuffer) {
|
|
IDirect3DIndexBuffer8Impl *object;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d\n", This, Length, Usage, Format, debug_d3dformat(Format), Pool);
|
|
|
|
/* Allocate the storage for the device */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DIndexBuffer8Impl));
|
|
object->lpVtbl = &Direct3DIndexBuffer8_Vtbl;
|
|
object->Device = This;
|
|
object->ref = 1;
|
|
object->ResourceType = D3DRTYPE_INDEXBUFFER;
|
|
|
|
object->currentDesc.Type = D3DRTYPE_INDEXBUFFER;
|
|
object->currentDesc.Usage = Usage;
|
|
object->currentDesc.Pool = Pool;
|
|
object->currentDesc.Format = Format;
|
|
object->currentDesc.Size = Length;
|
|
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length);
|
|
|
|
TRACE("(%p) : Iface@%p allocatedMem @ %p\n", This, object, object->allocatedMemory);
|
|
|
|
*ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8)object;
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, BOOL Lockable, IDirect3DSurface8** ppSurface) {
|
|
IDirect3DSurface8Impl *object;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
|
|
if (NULL == object) {
|
|
*ppSurface = NULL;
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
*ppSurface = (LPDIRECT3DSURFACE8) object;
|
|
object->lpVtbl = &Direct3DSurface8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_SURFACE;
|
|
object->Container = (IUnknown*) This;
|
|
|
|
object->ref = 1;
|
|
object->myDesc.Width = Width;
|
|
object->myDesc.Height = Height;
|
|
object->myDesc.Format = Format;
|
|
object->myDesc.Type = D3DRTYPE_SURFACE;
|
|
object->myDesc.Usage = D3DUSAGE_RENDERTARGET;
|
|
object->myDesc.Pool = D3DPOOL_DEFAULT;
|
|
object->myDesc.MultiSampleType = MultiSample;
|
|
object->bytesPerPixel = D3DFmtGetBpp(Format);
|
|
object->myDesc.Size = (Width * object->bytesPerPixel) * Height;
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size);
|
|
object->lockable = Lockable;
|
|
object->locked = FALSE;
|
|
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), Lockable, *ppSurface, object->allocatedMemory, object->myDesc.Size);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, IDirect3DSurface8** ppSurface) {
|
|
IDirect3DSurface8Impl *object;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
|
|
if (NULL == object) {
|
|
*ppSurface = NULL;
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
*ppSurface = (LPDIRECT3DSURFACE8) object;
|
|
object->lpVtbl = &Direct3DSurface8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_SURFACE;
|
|
object->Container = (IUnknown*) This;
|
|
|
|
object->ref = 1;
|
|
object->myDesc.Width = Width;
|
|
object->myDesc.Height = Height;
|
|
object->myDesc.Format = Format;
|
|
object->myDesc.Type = D3DRTYPE_SURFACE;
|
|
object->myDesc.Usage = D3DUSAGE_DEPTHSTENCIL;
|
|
object->myDesc.Pool = D3DPOOL_DEFAULT;
|
|
object->myDesc.MultiSampleType = MultiSample;
|
|
object->bytesPerPixel = D3DFmtGetBpp(Format);
|
|
object->myDesc.Size = (Width * object->bytesPerPixel) * Height;
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size);
|
|
object->lockable = (D3DFMT_D16_LOCKABLE == Format) ? TRUE : FALSE;
|
|
object->locked = FALSE;
|
|
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), *ppSurface, object->allocatedMemory, object->myDesc.Size);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, IDirect3DSurface8** ppSurface) {
|
|
IDirect3DSurface8Impl *object;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
|
|
*ppSurface = (LPDIRECT3DSURFACE8) object;
|
|
object->lpVtbl = &Direct3DSurface8_Vtbl;
|
|
object->Device = This;
|
|
object->ResourceType = D3DRTYPE_SURFACE;
|
|
object->Container = (IUnknown*) This;
|
|
|
|
object->ref = 1;
|
|
object->myDesc.Width = Width;
|
|
object->myDesc.Height = Height;
|
|
object->myDesc.Format = Format;
|
|
object->myDesc.Type = D3DRTYPE_SURFACE;
|
|
object->myDesc.Usage = 0;
|
|
object->myDesc.Pool = D3DPOOL_SYSTEMMEM;
|
|
object->bytesPerPixel = D3DFmtGetBpp(Format);
|
|
object->myDesc.Size = (Width * object->bytesPerPixel) * Height;
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size);
|
|
object->lockable = TRUE;
|
|
object->locked = FALSE;
|
|
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), *ppSurface, object->allocatedMemory, object->myDesc.Size);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface,
|
|
IDirect3DSurface8* pSourceSurface, CONST RECT* pSourceRectsArray, UINT cRects,
|
|
IDirect3DSurface8* pDestinationSurface, CONST POINT* pDestPointsArray) {
|
|
|
|
HRESULT rc = D3D_OK;
|
|
IDirect3DBaseTexture8* texture = NULL;
|
|
|
|
|
|
IDirect3DSurface8Impl* src = (IDirect3DSurface8Impl*) pSourceSurface;
|
|
IDirect3DSurface8Impl* dst = (IDirect3DSurface8Impl*) pDestinationSurface;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
|
|
pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
|
|
|
|
/* Note: Not sure about the d3dfmt_unknown bit, but seems to avoid a problem inside
|
|
a sample and doesnt seem to break anything as far as I can tell */
|
|
if (src->myDesc.Format != dst->myDesc.Format && (dst->myDesc.Format != D3DFMT_UNKNOWN)) {
|
|
TRACE("Formats do not match (%x,%s) / (%x,%s)\n",
|
|
src->myDesc.Format, debug_d3dformat(src->myDesc.Format),
|
|
dst->myDesc.Format, debug_d3dformat(dst->myDesc.Format));
|
|
rc = D3DERR_INVALIDCALL;
|
|
|
|
} else if (dst->myDesc.Format == D3DFMT_UNKNOWN) {
|
|
TRACE("Converting dest to same format as source, since dest was unknown\n");
|
|
dst->myDesc.Format = src->myDesc.Format;
|
|
|
|
/* Convert container as well */
|
|
IDirect3DSurface8Impl_GetContainer((LPDIRECT3DSURFACE8) dst, &IID_IDirect3DBaseTexture8, (void**) &texture); /* FIXME: Which refid? */
|
|
if (texture != NULL) {
|
|
((IDirect3DBaseTexture8Impl*) texture)->format = src->myDesc.Format;
|
|
/** Releasing texture after GetContainer */
|
|
IDirect3DBaseTexture8_Release(texture);
|
|
texture = NULL;
|
|
}
|
|
}
|
|
|
|
/* Quick if complete copy ... */
|
|
if (rc == D3D_OK && cRects == 0 && pSourceRectsArray == NULL && pDestPointsArray == NULL) {
|
|
|
|
if (src->myDesc.Width == dst->myDesc.Width && src->myDesc.Height == dst->myDesc.Height) {
|
|
|
|
D3DLOCKED_RECT lrSrc;
|
|
D3DLOCKED_RECT lrDst;
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) src, &lrSrc, NULL, D3DLOCK_READONLY);
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) dst, &lrDst, NULL, 0L);
|
|
TRACE("Locked src and dst, Direct copy as surfaces are equal, w=%d, h=%d\n", dst->myDesc.Width, dst->myDesc.Height);
|
|
|
|
/*memcpy(dst->allocatedMemory, src->allocatedMemory, src->myDesc.Size);*/
|
|
memcpy(lrDst.pBits, lrSrc.pBits, src->myDesc.Size);
|
|
|
|
IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) src);
|
|
rc = IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) dst);
|
|
TRACE("Unlocked src and dst\n");
|
|
|
|
} else {
|
|
|
|
FIXME("Wanted to copy all surfaces but size not compatible\n");
|
|
rc = D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (NULL != pSourceRectsArray && NULL != pDestPointsArray) {
|
|
|
|
int bytesPerPixel = ((IDirect3DSurface8Impl*) pSourceSurface)->bytesPerPixel;
|
|
int i;
|
|
/* Copy rect by rect */
|
|
for (i = 0; i < cRects; i++) {
|
|
CONST RECT* r = &pSourceRectsArray[i];
|
|
CONST POINT* p = &pDestPointsArray[i];
|
|
int copyperline = (r->right - r->left) * bytesPerPixel;
|
|
int j;
|
|
D3DLOCKED_RECT lrSrc;
|
|
D3DLOCKED_RECT lrDst;
|
|
RECT dest_rect;
|
|
|
|
|
|
TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (%ld,%ld)\n", i, r->left, r->top, r->right, r->bottom, p->x, p->y);
|
|
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) src, &lrSrc, r, D3DLOCK_READONLY);
|
|
dest_rect.left = p->x;
|
|
dest_rect.top = p->y;
|
|
dest_rect.right = p->x + (r->right - r->left);
|
|
dest_rect.left = p->y + (r->bottom - r->top);
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) dst, &lrDst, &dest_rect, 0L);
|
|
TRACE("Locked src and dst\n");
|
|
|
|
/* Find where to start */
|
|
#if 0
|
|
from = copyfrom + (r->top * pitchFrom) + (r->left * bytesPerPixel);
|
|
to = copyto + (p->y * pitchTo) + (p->x * bytesPerPixel);
|
|
/* Copy line by line */
|
|
for (j = 0; j < (r->bottom - r->top); j++) {
|
|
memcpy(to + (j * pitchTo), from + (j * pitchFrom), copyperline);
|
|
}
|
|
#endif
|
|
|
|
for (j = 0; j < (r->bottom - r->top); j++) {
|
|
memcpy((char*) lrDst.pBits + (j * lrDst.Pitch), (char*) lrSrc.pBits + (j * lrSrc.Pitch), copyperline);
|
|
}
|
|
|
|
IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) src);
|
|
rc = IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) dst);
|
|
TRACE("Unlocked src and dst\n");
|
|
}
|
|
|
|
} else {
|
|
|
|
FIXME("Wanted to copy partial surfaces not implemented\n");
|
|
rc = D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture, IDirect3DBaseTexture8* pDestinationTexture) {
|
|
IDirect3DBaseTexture8Impl* src = (IDirect3DBaseTexture8Impl*) pSourceTexture;
|
|
IDirect3DBaseTexture8Impl* dst = (IDirect3DBaseTexture8Impl*) pDestinationTexture;
|
|
D3DRESOURCETYPE srcType;
|
|
D3DRESOURCETYPE dstType;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : first try\n", This);
|
|
|
|
srcType = IDirect3DBaseTexture8Impl_GetType(pSourceTexture);
|
|
dstType = IDirect3DBaseTexture8Impl_GetType(pDestinationTexture);
|
|
|
|
if (srcType != dstType) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (D3DPOOL_SYSTEMMEM != IDirect3DResource8Impl_GetPool((LPDIRECT3DRESOURCE8) src)) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (D3DPOOL_DEFAULT != IDirect3DResource8Impl_GetPool((LPDIRECT3DRESOURCE8) dst)) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (IDirect3DBaseTexture8Impl_IsDirty(pSourceTexture)) {
|
|
/** Only copy Dirty textures */
|
|
DWORD srcLevelCnt = IDirect3DBaseTexture8Impl_GetLevelCount(pSourceTexture);
|
|
DWORD dstLevelCnt = IDirect3DBaseTexture8Impl_GetLevelCount(pDestinationTexture);
|
|
DWORD skipLevels = (dstLevelCnt < srcLevelCnt) ? srcLevelCnt - dstLevelCnt : 0;
|
|
UINT i, j;
|
|
|
|
for (i = skipLevels; i < srcLevelCnt; ++i) {
|
|
HRESULT hr;
|
|
|
|
switch (srcType) {
|
|
case D3DRTYPE_TEXTURE:
|
|
{
|
|
IDirect3DSurface8* srcSur = NULL;
|
|
IDirect3DSurface8* dstSur = NULL;
|
|
hr = IDirect3DTexture8Impl_GetSurfaceLevel((LPDIRECT3DTEXTURE8) src, i, &srcSur);
|
|
hr = IDirect3DTexture8Impl_GetSurfaceLevel((LPDIRECT3DTEXTURE8) dst, i - skipLevels, &dstSur);
|
|
/*IDirect3DDevice8_CopyRects*/
|
|
IDirect3DSurface8Impl_Release(srcSur);
|
|
IDirect3DSurface8Impl_Release(dstSur);
|
|
}
|
|
break;
|
|
case D3DRTYPE_VOLUMETEXTURE:
|
|
{
|
|
FIXME("D3DRTYPE_VOLUMETEXTURE reload currently not implemented\n");
|
|
}
|
|
break;
|
|
case D3DRTYPE_CUBETEXTURE:
|
|
{
|
|
IDirect3DSurface8* srcSur = NULL;
|
|
IDirect3DSurface8* dstSur = NULL;
|
|
for (j = 0; j < 5; ++j) {
|
|
hr = IDirect3DCubeTexture8Impl_GetCubeMapSurface((LPDIRECT3DCUBETEXTURE8) src, j, i, &srcSur);
|
|
hr = IDirect3DCubeTexture8Impl_GetCubeMapSurface((LPDIRECT3DCUBETEXTURE8) dst, j, i - skipLevels, &srcSur);
|
|
/*IDirect3DDevice8_CopyRects*/
|
|
IDirect3DSurface8Impl_Release(srcSur);
|
|
IDirect3DSurface8Impl_Release(dstSur);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
IDirect3DBaseTexture8Impl_SetDirty(pSourceTexture, FALSE);
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface) {
|
|
HRESULT hr;
|
|
D3DLOCKED_RECT lockedRect;
|
|
RECT wantedRect;
|
|
GLint prev_store;
|
|
GLenum prev_read;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
FIXME("(%p) : see if behavior correct\n", This);
|
|
|
|
if (D3DFMT_A8R8G8B8 != ((IDirect3DSurface8Impl*) pDestSurface)->myDesc.Format) {
|
|
ERR("(%p) : surface(%p) have a invalid format\n", This, pDestSurface);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
wantedRect.left = 0;
|
|
wantedRect.top = 0;
|
|
wantedRect.right = This->PresentParms.BackBufferWidth;
|
|
wantedRect.bottom = This->PresentParms.BackBufferHeight;
|
|
|
|
hr = IDirect3DSurface8Impl_LockRect(pDestSurface, &lockedRect, &wantedRect, 0);
|
|
if (FAILED(hr)) {
|
|
ERR("(%p) : cannot lock surface\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
/*
|
|
{
|
|
IDirect3DSurface8Impl* tmp = ((IDirect3DSurface8Impl*) pDestSurface);
|
|
FIXME("dest:%u,%u,bpp:%u\n", tmp->myDesc.Width, tmp->myDesc.Height, tmp->bytesPerPixel);
|
|
FIXME("dest2:pitch%u\n", lockedRect.Pitch);
|
|
FIXME("src:%u,%u\n", This->PresentParms.BackBufferWidth, This->PresentParms.BackBufferHeight);
|
|
tmp = This->frontBuffer;
|
|
FIXME("src2:%u,%u,bpp:%u\n", tmp->myDesc.Width, tmp->myDesc.Height, tmp->bytesPerPixel);
|
|
}
|
|
*/
|
|
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
glGetIntegerv(GL_READ_BUFFER, &prev_read);
|
|
vcheckGLcall("glIntegerv");
|
|
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
|
|
vcheckGLcall("glIntegerv");
|
|
|
|
glReadBuffer(GL_FRONT);
|
|
vcheckGLcall("glReadBuffer");
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
|
|
vcheckGLcall("glPixelStorei");
|
|
/* stupid copy */
|
|
{
|
|
long j;
|
|
for (j = 0; j < This->PresentParms.BackBufferHeight; ++j) {
|
|
/*memcpy(lockedRect.pBits + (j * lockedRect.Pitch), This->frontBuffer->allocatedMemory + (j * i), i);*/
|
|
glReadPixels(0, This->PresentParms.BackBufferHeight - j - 1, This->PresentParms.BackBufferWidth, 1,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, ((char*) lockedRect.pBits) + (j * lockedRect.Pitch));
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
}
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei");
|
|
glReadBuffer(prev_read);
|
|
vcheckGLcall("glReadBuffer");
|
|
|
|
LEAVE_GL();
|
|
|
|
hr = IDirect3DSurface8Impl_UnlockRect(pDestSurface);
|
|
return hr;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget, IDirect3DSurface8* pNewZStencil) {
|
|
HRESULT hr;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
if ((IDirect3DSurface8Impl*) pRenderTarget == This->renderTarget && (IDirect3DSurface8Impl*) pNewZStencil == This->stencilBufferTarget) {
|
|
TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
IDirect3DDevice8Impl_CleanRender(iface);
|
|
|
|
if ((IDirect3DSurface8Impl*) pRenderTarget == This->frontBuffer && (IDirect3DSurface8Impl*) pNewZStencil == This->depthStencilBuffer) {
|
|
TRACE("retoring SetRenderTarget defaults\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
TRACE("(%p) : expect crash newRender@%p newZStencil@%p\n", This, pRenderTarget, pNewZStencil);
|
|
|
|
hr = IDirect3DDevice8Impl_ActiveRender(iface, pRenderTarget, pNewZStencil);
|
|
|
|
return hr;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE("(%p)->(%p) default(%p)\n", This, This->renderTarget, This->frontBuffer);
|
|
|
|
*ppRenderTarget = (LPDIRECT3DSURFACE8) This->renderTarget;
|
|
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppRenderTarget);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE("(%p)->(%p) default(%p)\n", This, This->stencilBufferTarget, This->depthStencilBuffer);
|
|
|
|
/* Note inc ref on returned surface */
|
|
*ppZStencilSurface = (LPDIRECT3DSURFACE8) This->stencilBufferTarget;
|
|
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppZStencilSurface);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p)\n", This);
|
|
|
|
ENTER_GL();
|
|
|
|
glFlush();
|
|
checkGLcall("glFlush");
|
|
|
|
/* Useful for debugging sometimes!
|
|
printf("Hit Enter ...\n");
|
|
getchar(); */
|
|
|
|
if (This->frontBuffer != This->renderTarget) {
|
|
IDirect3DBaseTexture8* cont = NULL;
|
|
HRESULT hr;
|
|
hr = IDirect3DSurface8_GetContainer((LPDIRECT3DSURFACE8) This->renderTarget, &IID_IDirect3DBaseTexture8, (void**) &cont);
|
|
if (SUCCEEDED(hr) && NULL != cont) {
|
|
IDirect3DBaseTexture8_PreLoad(cont);
|
|
IDirect3DBaseTexture8_Release(cont);
|
|
cont = NULL;
|
|
}
|
|
}
|
|
|
|
LEAVE_GL();
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
/* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
|
|
render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
|
|
when the depth-buffer format does not contain stencil buffer information, this method fails. */
|
|
GLbitfield glMask = 0;
|
|
GLboolean old_ztest;
|
|
GLfloat old_z_clear_value;
|
|
GLint old_stencil_clear_value;
|
|
GLfloat old_color_clear_value[4];
|
|
int i;
|
|
CONST D3DRECT* curRect;
|
|
|
|
TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
|
|
Count, pRects, Flags, Z, Stencil);
|
|
|
|
ENTER_GL();
|
|
if (Count > 0 && pRects) {
|
|
glEnable(GL_SCISSOR_TEST);
|
|
checkGLcall("glEnable GL_SCISSOR_TEST");
|
|
curRect = pRects;
|
|
} else {
|
|
curRect = NULL;
|
|
}
|
|
|
|
/* Only set the values up once, as they are not changing */
|
|
if (Flags & D3DCLEAR_STENCIL) {
|
|
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
|
|
glClearStencil(Stencil);
|
|
checkGLcall("glClearStencil");
|
|
glMask = glMask | GL_STENCIL_BUFFER_BIT;
|
|
}
|
|
|
|
if (Flags & D3DCLEAR_ZBUFFER) {
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
|
|
glDepthMask(GL_TRUE);
|
|
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
|
|
glClearDepth(Z);
|
|
checkGLcall("glClearDepth");
|
|
glMask = glMask | GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (Flags & D3DCLEAR_TARGET) {
|
|
TRACE("Clearing screen with glClear to color %lx\n", Color);
|
|
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
|
|
glClearColor(((Color >> 16) & 0xFF) / 255.0,
|
|
((Color >> 8) & 0xFF) / 255.0,
|
|
((Color >> 0) & 0xFF) / 255.0,
|
|
((Color >> 24) & 0xFF) / 255.0);
|
|
checkGLcall("glClearColor");
|
|
glMask = glMask | GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
/* Now process each rect in turn */
|
|
for (i = 0; i < Count || i == 0; i++) {
|
|
|
|
if (curRect) {
|
|
/* Note gl uses lower left, width/height */
|
|
TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
|
|
curRect->x1, curRect->y1, curRect->x2, curRect->y2,
|
|
curRect->x1, (This->PresentParms.BackBufferHeight - curRect->y2),
|
|
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
|
|
glScissor(curRect->x1, (This->PresentParms.BackBufferHeight - curRect->y2),
|
|
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
|
|
checkGLcall("glScissor");
|
|
}
|
|
|
|
/* Clear the selected rectangle (or full screen) */
|
|
glClear(glMask);
|
|
checkGLcall("glClear");
|
|
|
|
/* Step to the next rectangle */
|
|
if (curRect) curRect = curRect + sizeof(D3DRECT);
|
|
}
|
|
|
|
/* Restore the old values (why..?) */
|
|
if (Flags & D3DCLEAR_STENCIL) {
|
|
glClearStencil(old_stencil_clear_value);
|
|
}
|
|
if (Flags & D3DCLEAR_ZBUFFER) {
|
|
glDepthMask(old_ztest);
|
|
glClearDepth(old_z_clear_value);
|
|
}
|
|
if (Flags & D3DCLEAR_TARGET) {
|
|
glClearColor(old_color_clear_value[0],
|
|
old_color_clear_value[1],
|
|
old_color_clear_value[2],
|
|
old_color_clear_value[3]);
|
|
}
|
|
|
|
if (Count > 0 && pRects) {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
checkGLcall("glDisable");
|
|
}
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
D3DMATRIX m;
|
|
int k;
|
|
float f;
|
|
BOOL viewChanged = TRUE;
|
|
int Stage;
|
|
|
|
/* Most of this routine, comments included copied from ddraw tree initially: */
|
|
TRACE("(%p) : State=%d\n", This, d3dts);
|
|
|
|
This->UpdateStateBlock->Changed.transform[d3dts] = TRUE;
|
|
This->UpdateStateBlock->Set.transform[d3dts] = TRUE;
|
|
memcpy(&This->UpdateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/*
|
|
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
|
|
|
|
where ViewMat = Camera space, WorldMat = world space.
|
|
|
|
In OpenGL, camera and world space is combined into GL_MODELVIEW
|
|
matrix. The Projection matrix stay projection matrix. */
|
|
|
|
/* 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. */
|
|
|
|
if (d3dts < 256) {
|
|
switch (d3dts) {
|
|
case D3DTS_VIEW:
|
|
conv_mat(lpmatrix, &This->StateBlock->transforms[D3DTS_VIEW]);
|
|
break;
|
|
|
|
case D3DTS_PROJECTION:
|
|
conv_mat(lpmatrix, &This->StateBlock->transforms[D3DTS_PROJECTION]);
|
|
break;
|
|
|
|
case D3DTS_TEXTURE0:
|
|
case D3DTS_TEXTURE1:
|
|
case D3DTS_TEXTURE2:
|
|
case D3DTS_TEXTURE3:
|
|
case D3DTS_TEXTURE4:
|
|
case D3DTS_TEXTURE5:
|
|
case D3DTS_TEXTURE6:
|
|
case D3DTS_TEXTURE7:
|
|
conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled transform state!!\n");
|
|
break;
|
|
}
|
|
} else {
|
|
/**
|
|
* Indexed Vertex Blending Matrices 256 -> 511
|
|
* where WORLDMATRIX(0) == 256!
|
|
*/
|
|
/** store it */
|
|
conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]);
|
|
#if 0
|
|
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
FIXME("TODO\n");
|
|
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
|
|
FIXME("TODO\n");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
* Move the GL operation to outside of switch to make it work
|
|
* regardless of transform set order.
|
|
*/
|
|
ENTER_GL();
|
|
if (memcmp(&This->lastProj, &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0], sizeof(D3DMATRIX))) {
|
|
glMatrixMode(GL_PROJECTION);
|
|
checkGLcall("glMatrixMode");
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
|
|
checkGLcall("glLoadMatrixf");
|
|
memcpy(&This->lastProj, &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0], sizeof(D3DMATRIX));
|
|
} else {
|
|
TRACE("Skipping as projection already correct\n");
|
|
}
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
checkGLcall("glMatrixMode");
|
|
viewChanged = FALSE;
|
|
if (memcmp(&This->lastView, &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0], sizeof(D3DMATRIX))) {
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
|
|
checkGLcall("glLoadMatrixf");
|
|
memcpy(&This->lastView, &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0], sizeof(D3DMATRIX));
|
|
viewChanged = TRUE;
|
|
|
|
/* If we are changing the View matrix, reset the light and clipping planes to the new view */
|
|
if (d3dts == D3DTS_VIEW) {
|
|
|
|
/* NOTE: We have to reset the positions even if the light/plane is not currently
|
|
enabled, since the call to enable it will not reset the position. */
|
|
|
|
/* Reset lights */
|
|
for (k = 0; k < GL_LIMITS(lights); k++) {
|
|
glLightfv(GL_LIGHT0 + k, GL_POSITION, &This->lightPosn[k][0]);
|
|
checkGLcall("glLightfv posn");
|
|
glLightfv(GL_LIGHT0 + k, GL_SPOT_DIRECTION, &This->lightDirn[k][0]);
|
|
checkGLcall("glLightfv dirn");
|
|
}
|
|
|
|
/* Reset Clipping Planes if clipping is enabled */
|
|
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
|
|
glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
|
|
checkGLcall("glClipPlane");
|
|
}
|
|
|
|
/* Reapply texture transforms as based off modelview when applied */
|
|
for (Stage = 0; Stage < GL_LIMITS(textures); Stage++) {
|
|
|
|
/* Only applicable if the transforms are not disabled */
|
|
if (This->UpdateStateBlock->texture_state[Stage][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE)
|
|
{
|
|
/* Now apply texture transforms if not applying to the dummy textures */
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + Stage);
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
|
|
#endif
|
|
checkGLcall("glActiveTexture(GL_TEXTURE0 + Stage);");
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) {
|
|
glLoadIdentity();
|
|
} else {
|
|
D3DMATRIX fred;
|
|
conv_mat(&This->StateBlock->transforms[D3DTS_TEXTURE0+Stage], &fred);
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_TEXTURE0+Stage].u.m[0][0]);
|
|
}
|
|
}
|
|
checkGLcall("Load matrix for texture");
|
|
}
|
|
glMatrixMode(GL_MODELVIEW); /* Always leave in model view */
|
|
}
|
|
} else if ((d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) &&
|
|
(This->UpdateStateBlock->texture_state[d3dts - D3DTS_TEXTURE0][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE)) {
|
|
/* Now apply texture transforms if not applying to the dummy textures */
|
|
Stage = d3dts - D3DTS_TEXTURE0;
|
|
|
|
if (memcmp(&This->lastTexTrans[Stage], &This->StateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], sizeof(D3DMATRIX))) {
|
|
memcpy(&This->lastTexTrans[Stage], &This->StateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], sizeof(D3DMATRIX));
|
|
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + Stage);
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
|
|
#endif
|
|
checkGLcall("glActiveTexture(GL_TEXTURE0 + Stage)");
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) {
|
|
glLoadIdentity();
|
|
} else {
|
|
D3DMATRIX fred;
|
|
conv_mat(&This->StateBlock->transforms[D3DTS_TEXTURE0+Stage], &fred);
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_TEXTURE0+Stage].u.m[0][0]);
|
|
}
|
|
checkGLcall("Load matrix for texture");
|
|
glMatrixMode(GL_MODELVIEW); /* Always leave in model view */
|
|
} else {
|
|
TRACE("Skipping texture transform as already correct\n");
|
|
}
|
|
|
|
} else {
|
|
TRACE("Skipping view setup as view already correct\n");
|
|
}
|
|
|
|
/**
|
|
* Vertex Blending as described
|
|
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/enums/d3dvertexblendflags.asp
|
|
*/
|
|
switch (This->UpdateStateBlock->vertex_blend) {
|
|
case D3DVBF_DISABLE:
|
|
{
|
|
if (viewChanged == TRUE ||
|
|
(memcmp(&This->lastWorld0, &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0], sizeof(D3DMATRIX)))) {
|
|
memcpy(&This->lastWorld0, &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0], sizeof(D3DMATRIX));
|
|
if (viewChanged == FALSE) {
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
|
|
checkGLcall("glLoadMatrixf");
|
|
}
|
|
glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
|
|
checkGLcall("glMultMatrixf");
|
|
} else {
|
|
TRACE("Skipping as world already correct\n");
|
|
}
|
|
}
|
|
break;
|
|
case D3DVBF_1WEIGHTS:
|
|
case D3DVBF_2WEIGHTS:
|
|
case D3DVBF_3WEIGHTS:
|
|
{
|
|
FIXME("valid/correct D3DVBF_[1..3]WEIGHTS\n");
|
|
/*
|
|
* doc seems to say that the weight values must be in vertex data (specified in FVF by D3DFVF_XYZB*)
|
|
* so waiting for the values before matrix work
|
|
for (k = 0; k < This->UpdateStateBlock->vertex_blend; ++k) {
|
|
glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(k)].u.m[0][0]);
|
|
checkGLcall("glMultMatrixf");
|
|
}
|
|
*/
|
|
}
|
|
break;
|
|
case D3DVBF_TWEENING:
|
|
{
|
|
FIXME("valid/correct D3DVBF_TWEENING\n");
|
|
f = This->UpdateStateBlock->tween_factor;
|
|
m.u.s._11 = f; m.u.s._12 = f; m.u.s._13 = f; m.u.s._14 = f;
|
|
m.u.s._21 = f; m.u.s._22 = f; m.u.s._23 = f; m.u.s._24 = f;
|
|
m.u.s._31 = f; m.u.s._32 = f; m.u.s._33 = f; m.u.s._34 = f;
|
|
m.u.s._41 = f; m.u.s._42 = f; m.u.s._43 = f; m.u.s._44 = f;
|
|
if (viewChanged == FALSE) {
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
|
|
checkGLcall("glLoadMatrixf");
|
|
}
|
|
glMultMatrixf((float *) &m.u.m[0][0]);
|
|
checkGLcall("glMultMatrixf");
|
|
}
|
|
break;
|
|
case D3DVBF_0WEIGHTS:
|
|
{
|
|
FIXME("valid/correct D3DVBF_0WEIGHTS\n");
|
|
/* single matrix of weight 1.0f */
|
|
m.u.s._11 = 1.0f; m.u.s._12 = 1.0f; m.u.s._13 = 1.0f; m.u.s._14 = 1.0f;
|
|
m.u.s._21 = 1.0f; m.u.s._22 = 1.0f; m.u.s._23 = 1.0f; m.u.s._24 = 1.0f;
|
|
m.u.s._31 = 1.0f; m.u.s._32 = 1.0f; m.u.s._33 = 1.0f; m.u.s._34 = 1.0f;
|
|
m.u.s._41 = 1.0f; m.u.s._42 = 1.0f; m.u.s._43 = 1.0f; m.u.s._44 = 1.0f;
|
|
if (viewChanged == FALSE) {
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
|
|
checkGLcall("glLoadMatrixf");
|
|
}
|
|
glMultMatrixf((float *) &m.u.m[0][0]);
|
|
checkGLcall("glMultMatrixf");
|
|
}
|
|
break;
|
|
default:
|
|
break; /* stupid compilator */
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : for State %d\n", This, State);
|
|
memcpy(pMatrix, &This->StateBlock->transforms[State], sizeof(D3DMATRIX));
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
|
|
D3DMATRIX *mat = NULL;
|
|
D3DMATRIX temp;
|
|
|
|
/* Note: Using UpdateStateBlock means it would be recorded in a state block change,
|
|
but works regardless of recording being on.
|
|
If this is found to be wrong, change to StateBlock. */
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : For state %u\n", This, State);
|
|
|
|
if (State < HIGHEST_TRANSFORMSTATE)
|
|
{
|
|
mat = &This->UpdateStateBlock->transforms[State];
|
|
} else {
|
|
FIXME("Unhandled transform state!!\n");
|
|
}
|
|
|
|
/* Copied from ddraw code: */
|
|
temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) + (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
|
|
temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) + (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
|
|
temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) + (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
|
|
temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) + (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
|
|
|
|
temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) + (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
|
|
temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) + (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
|
|
temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) + (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
|
|
temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) + (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
|
|
|
|
temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) + (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
|
|
temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) + (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
|
|
temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) + (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
|
|
temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) + (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
|
|
|
|
temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) + (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
|
|
temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) + (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
|
|
temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) + (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
|
|
temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) + (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
|
|
|
|
/* Apply change via set transform - will reapply to eg. lights this way */
|
|
IDirect3DDevice8Impl_SetTransform(iface, State, &temp);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE("(%p)\n", This);
|
|
This->UpdateStateBlock->Changed.viewport = TRUE;
|
|
This->UpdateStateBlock->Set.viewport = TRUE;
|
|
memcpy(&This->UpdateStateBlock->viewport, pViewport, sizeof(D3DVIEWPORT8));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
|
|
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
|
|
|
|
glDepthRange(pViewport->MinZ, pViewport->MaxZ);
|
|
checkGLcall("glDepthRange");
|
|
/* Note: GL requires lower left, DirectX supplies upper left */
|
|
glViewport(pViewport->X, (This->PresentParms.BackBufferHeight - (pViewport->Y + pViewport->Height)),
|
|
pViewport->Width, pViewport->Height);
|
|
checkGLcall("glViewport");
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p)\n", This);
|
|
memcpy(pViewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
This->UpdateStateBlock->Changed.material = TRUE;
|
|
This->UpdateStateBlock->Set.material = TRUE;
|
|
memcpy(&This->UpdateStateBlock->material, pMaterial, sizeof(D3DMATERIAL8));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
ENTER_GL();
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->UpdateStateBlock->material.Ambient);
|
|
checkGLcall("glMaterialfv");
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->UpdateStateBlock->material.Diffuse);
|
|
checkGLcall("glMaterialfv");
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
|
|
checkGLcall("glMaterialfv");
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->UpdateStateBlock->material.Emissive);
|
|
checkGLcall("glMaterialfv");
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->UpdateStateBlock->material.Power);
|
|
checkGLcall("glMaterialf");
|
|
|
|
LEAVE_GL();
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
memcpy(pMaterial, &This->UpdateStateBlock->material, sizeof (D3DMATERIAL8));
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index, CONST D3DLIGHT8* pLight) {
|
|
float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
|
|
float rho;
|
|
float quad_att;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
|
|
|
|
if (Index >= GL_LIMITS(lights)) {
|
|
TRACE("Cannot handle more lights than device supports\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
|
|
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
|
|
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
|
|
pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
|
|
TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
|
|
pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
|
|
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
|
|
|
|
This->UpdateStateBlock->Changed.lights[Index] = TRUE;
|
|
This->UpdateStateBlock->Set.lights[Index] = TRUE;
|
|
memcpy(&This->UpdateStateBlock->lights[Index], pLight, sizeof(D3DLIGHT8));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Diffuse: */
|
|
colRGBA[0] = pLight->Diffuse.r;
|
|
colRGBA[1] = pLight->Diffuse.g;
|
|
colRGBA[2] = pLight->Diffuse.b;
|
|
colRGBA[3] = pLight->Diffuse.a;
|
|
glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
|
|
checkGLcall("glLightfv");
|
|
|
|
/* Specular */
|
|
colRGBA[0] = pLight->Specular.r;
|
|
colRGBA[1] = pLight->Specular.g;
|
|
colRGBA[2] = pLight->Specular.b;
|
|
colRGBA[3] = pLight->Specular.a;
|
|
glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
|
|
checkGLcall("glLightfv");
|
|
|
|
/* Ambient */
|
|
colRGBA[0] = pLight->Ambient.r;
|
|
colRGBA[1] = pLight->Ambient.g;
|
|
colRGBA[2] = pLight->Ambient.b;
|
|
colRGBA[3] = pLight->Ambient.a;
|
|
glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
|
|
checkGLcall("glLightfv");
|
|
|
|
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
|
|
|
|
/* Attenuation - Are these right? guessing... */
|
|
glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, pLight->Attenuation0);
|
|
checkGLcall("glLightf");
|
|
glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, pLight->Attenuation1);
|
|
checkGLcall("glLightf");
|
|
|
|
quad_att = 1.4/(pLight->Range*pLight->Range);
|
|
if (quad_att < pLight->Attenuation2) quad_att = pLight->Attenuation2;
|
|
glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
|
|
checkGLcall("glLightf");
|
|
|
|
switch (pLight->Type) {
|
|
case D3DLIGHT_POINT:
|
|
/* Position */
|
|
This->lightPosn[Index][0] = pLight->Position.x;
|
|
This->lightPosn[Index][1] = pLight->Position.y;
|
|
This->lightPosn[Index][2] = pLight->Position.z;
|
|
This->lightPosn[Index][3] = 1.0;
|
|
glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]);
|
|
checkGLcall("glLightfv");
|
|
|
|
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, 180);
|
|
checkGLcall("glLightf");
|
|
|
|
/* FIXME: Range */
|
|
break;
|
|
|
|
case D3DLIGHT_SPOT:
|
|
/* Position */
|
|
This->lightPosn[Index][0] = pLight->Position.x;
|
|
This->lightPosn[Index][1] = pLight->Position.y;
|
|
This->lightPosn[Index][2] = pLight->Position.z;
|
|
This->lightPosn[Index][3] = 1.0;
|
|
glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]);
|
|
checkGLcall("glLightfv");
|
|
|
|
/* Direction */
|
|
This->lightDirn[Index][0] = pLight->Direction.x;
|
|
This->lightDirn[Index][1] = pLight->Direction.y;
|
|
This->lightDirn[Index][2] = pLight->Direction.z;
|
|
This->lightDirn[Index][3] = 1.0;
|
|
glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &This->lightDirn[Index][0]);
|
|
checkGLcall("glLightfv");
|
|
|
|
/*
|
|
* opengl-ish and d3d-ish spot lights use too different models for the
|
|
* light "intensity" as a function of the angle towards the main light direction,
|
|
* so we only can approximate very roughly.
|
|
* however spot lights are rather rarely used in games (if ever used at all).
|
|
* furthermore if still used, probably nobody pays attention to such details.
|
|
*/
|
|
if (pLight->Falloff == 0) {
|
|
rho = 6.28f;
|
|
} else {
|
|
rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
|
|
}
|
|
if (rho < 0.0001) rho = 0.0001f;
|
|
glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, -0.3/log(cos(rho/2)));
|
|
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, pLight->Phi*90/M_PI);
|
|
|
|
/* FIXME: Range */
|
|
break;
|
|
case D3DLIGHT_DIRECTIONAL:
|
|
/* Direction */
|
|
This->lightPosn[Index][0] = -pLight->Direction.x;
|
|
This->lightPosn[Index][1] = -pLight->Direction.y;
|
|
This->lightPosn[Index][2] = -pLight->Direction.z;
|
|
This->lightPosn[Index][3] = 0.0;
|
|
glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]); /* Note gl uses w position of 0 for direction! */
|
|
checkGLcall("glLightfv");
|
|
|
|
glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, 180.0f);
|
|
glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
|
|
|
|
|
|
break;
|
|
default:
|
|
FIXME("Unrecognized light type %d\n", pLight->Type);
|
|
}
|
|
|
|
/* Restore the modelview matrix */
|
|
glPopMatrix();
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
|
|
|
|
if (Index >= GL_LIMITS(lights)) {
|
|
TRACE("Cannot handle more lights than device supports\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
memcpy(pLight, &This->StateBlock->lights[Index], sizeof(D3DLIGHT8));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL Enable) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
|
|
|
|
if (Index >= GL_LIMITS(lights)) {
|
|
TRACE("Cannot handle more lights than device supports\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->UpdateStateBlock->Changed.lightEnable[Index] = TRUE;
|
|
This->UpdateStateBlock->Set.lightEnable[Index] = TRUE;
|
|
This->UpdateStateBlock->lightEnable[Index] = Enable;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
if (Enable) {
|
|
glEnable(GL_LIGHT0 + Index);
|
|
checkGLcall("glEnable GL_LIGHT0+Index");
|
|
} else {
|
|
glDisable(GL_LIGHT0 + Index);
|
|
checkGLcall("glDisable GL_LIGHT0+Index");
|
|
}
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : for idx(%ld)\n", This, Index);
|
|
|
|
if (Index >= GL_LIMITS(lights)) {
|
|
TRACE("Cannot handle more lights than device supports\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*pEnable = This->StateBlock->lightEnable[Index];
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST float* pPlane) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
|
|
|
|
/* Validate Index */
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
TRACE("Application has requested clipplane this device doesnt support\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->UpdateStateBlock->Changed.clipplane[Index] = TRUE;
|
|
This->UpdateStateBlock->Set.clipplane[Index] = TRUE;
|
|
This->UpdateStateBlock->clipplane[Index][0] = pPlane[0];
|
|
This->UpdateStateBlock->clipplane[Index][1] = pPlane[1];
|
|
This->UpdateStateBlock->clipplane[Index][2] = pPlane[2];
|
|
This->UpdateStateBlock->clipplane[Index][3] = pPlane[3];
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Apply it */
|
|
|
|
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
|
|
|
|
TRACE("Clipplane [%f,%f,%f,%f]\n", This->UpdateStateBlock->clipplane[Index][0], This->UpdateStateBlock->clipplane[Index][1],
|
|
This->UpdateStateBlock->clipplane[Index][2], This->UpdateStateBlock->clipplane[Index][3]);
|
|
glClipPlane(GL_CLIP_PLANE0 + Index, This->UpdateStateBlock->clipplane[Index]);
|
|
|
|
glPopMatrix();
|
|
checkGLcall("glClipPlane");
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,float* pPlane) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : for idx %ld\n", This, Index);
|
|
|
|
/* Validate Index */
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
TRACE("Application has requested clipplane this device doesnt support\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
pPlane[0] = This->StateBlock->clipplane[Index][0];
|
|
pPlane[1] = This->StateBlock->clipplane[Index][0];
|
|
pPlane[2] = This->StateBlock->clipplane[Index][0];
|
|
pPlane[3] = This->StateBlock->clipplane[Index][0];
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD Value) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
DWORD OldValue = This->StateBlock->renderstate[State];
|
|
|
|
TRACE("(%p)->state = %d, value = %ld\n", This, State, Value);
|
|
This->UpdateStateBlock->Changed.renderstate[State] = TRUE;
|
|
This->UpdateStateBlock->Set.renderstate[State] = TRUE;
|
|
This->UpdateStateBlock->renderstate[State] = Value;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
switch (State) {
|
|
case D3DRS_FILLMODE :
|
|
switch ((D3DFILLMODE) Value) {
|
|
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:
|
|
FIXME("Unrecognized D3DRS_FILLMODE value %ld\n", Value);
|
|
}
|
|
checkGLcall("glPolygonMode (fillmode)");
|
|
break;
|
|
|
|
case D3DRS_LIGHTING :
|
|
if (Value) {
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable GL_LIGHTING");
|
|
} else {
|
|
glDisable(GL_LIGHTING);
|
|
checkGLcall("glDisable GL_LIGHTING");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ZENABLE :
|
|
switch ((D3DZBUFFERTYPE) Value) {
|
|
case D3DZB_FALSE:
|
|
glDisable(GL_DEPTH_TEST);
|
|
checkGLcall("glDisable GL_DEPTH_TEST");
|
|
break;
|
|
case D3DZB_TRUE:
|
|
glEnable(GL_DEPTH_TEST);
|
|
checkGLcall("glEnable GL_DEPTH_TEST");
|
|
break;
|
|
|
|
case D3DZB_USEW:
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DZBUFFERTYPE value %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_CULLMODE :
|
|
|
|
/* If we are culling "back faces with clockwise vertices" then
|
|
set front faces to be counter clockwise and enable culling
|
|
of back faces */
|
|
switch ((D3DCULL) Value) {
|
|
case D3DCULL_NONE:
|
|
glDisable(GL_CULL_FACE);
|
|
checkGLcall("glDisable GL_CULL_FACE");
|
|
break;
|
|
case D3DCULL_CW:
|
|
glEnable(GL_CULL_FACE);
|
|
checkGLcall("glEnable GL_CULL_FACE");
|
|
glFrontFace(GL_CCW);
|
|
checkGLcall("glFrontFace GL_CCW");
|
|
glCullFace(GL_BACK);
|
|
break;
|
|
case D3DCULL_CCW:
|
|
glEnable(GL_CULL_FACE);
|
|
checkGLcall("glEnable GL_CULL_FACE");
|
|
glFrontFace(GL_CW);
|
|
checkGLcall("glFrontFace GL_CW");
|
|
glCullFace(GL_BACK);
|
|
break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_SHADEMODE :
|
|
switch ((D3DSHADEMODE) Value) {
|
|
case D3DSHADE_FLAT:
|
|
glShadeModel(GL_FLAT);
|
|
checkGLcall("glShadeModel");
|
|
break;
|
|
case D3DSHADE_GOURAUD:
|
|
glShadeModel(GL_SMOOTH);
|
|
checkGLcall("glShadeModel");
|
|
break;
|
|
case D3DSHADE_PHONG:
|
|
FIXME("D3DSHADE_PHONG isnt supported?\n");
|
|
return D3DERR_INVALIDCALL;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_DITHERENABLE :
|
|
if (Value) {
|
|
glEnable(GL_DITHER);
|
|
checkGLcall("glEnable GL_DITHER");
|
|
} else {
|
|
glDisable(GL_DITHER);
|
|
checkGLcall("glDisable GL_DITHER");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ZWRITEENABLE :
|
|
if (Value) {
|
|
glDepthMask(1);
|
|
checkGLcall("glDepthMask");
|
|
} else {
|
|
glDepthMask(0);
|
|
checkGLcall("glDepthMask");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ZFUNC :
|
|
{
|
|
int glParm = GL_LESS;
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
case D3DCMP_NEVER: glParm=GL_NEVER; break;
|
|
case D3DCMP_LESS: glParm=GL_LESS; break;
|
|
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
|
|
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
|
|
case D3DCMP_GREATER: glParm=GL_GREATER; break;
|
|
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
|
|
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
|
|
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
}
|
|
glDepthFunc(glParm);
|
|
checkGLcall("glDepthFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_AMBIENT :
|
|
{
|
|
float col[4];
|
|
#if 0
|
|
col[0] = ((Value >> 16) & 0xFF) / 255.0;
|
|
col[1] = ((Value >> 8) & 0xFF) / 255.0;
|
|
col[2] = ((Value >> 0) & 0xFF) / 255.0;
|
|
col[3] = ((Value >> 24) & 0xFF) / 255.0;
|
|
#endif
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
|
|
checkGLcall("glLightModel for MODEL_AMBIENT");
|
|
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ALPHABLENDENABLE :
|
|
if (Value) {
|
|
glEnable(GL_BLEND);
|
|
checkGLcall("glEnable GL_BLEND");
|
|
} else {
|
|
glDisable(GL_BLEND);
|
|
checkGLcall("glDisable GL_BLEND");
|
|
};
|
|
break;
|
|
|
|
case D3DRS_SRCBLEND :
|
|
case D3DRS_DESTBLEND :
|
|
{
|
|
int newVal = GL_ZERO;
|
|
switch (Value) {
|
|
case D3DBLEND_ZERO : newVal = GL_ZERO; break;
|
|
case D3DBLEND_ONE : newVal = GL_ONE; break;
|
|
case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
|
|
case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
|
|
case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
|
|
case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
|
|
case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
|
|
case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
|
|
case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
|
|
case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
|
|
case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
|
|
|
|
case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
|
|
This->srcBlend = newVal;
|
|
This->dstBlend = newVal;
|
|
break;
|
|
|
|
case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
|
|
This->srcBlend = newVal;
|
|
This->dstBlend = newVal;
|
|
break;
|
|
default:
|
|
FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
|
|
}
|
|
|
|
if (State == D3DRS_SRCBLEND) This->srcBlend = newVal;
|
|
if (State == D3DRS_DESTBLEND) This->dstBlend = newVal;
|
|
TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
|
|
glBlendFunc(This->srcBlend, This->dstBlend);
|
|
|
|
checkGLcall("glBlendFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ALPHATESTENABLE :
|
|
if (Value) {
|
|
glEnable(GL_ALPHA_TEST);
|
|
checkGLcall("glEnable GL_ALPHA_TEST");
|
|
} else {
|
|
glDisable(GL_ALPHA_TEST);
|
|
checkGLcall("glDisable GL_ALPHA_TEST");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ALPHAFUNC :
|
|
{
|
|
int glParm = GL_LESS;
|
|
float ref = 1.0;
|
|
|
|
glGetFloatv(GL_ALPHA_TEST_REF, &ref);
|
|
checkGLcall("glGetFloatv(GL_ALPHA_TEST_REF, &ref);");
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
case D3DCMP_NEVER: glParm=GL_NEVER; break;
|
|
case D3DCMP_LESS: glParm=GL_LESS; break;
|
|
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
|
|
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
|
|
case D3DCMP_GREATER: glParm=GL_GREATER; break;
|
|
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
|
|
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
|
|
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
}
|
|
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
|
|
glAlphaFunc(glParm, ref);
|
|
checkGLcall("glAlphaFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ALPHAREF :
|
|
{
|
|
int glParm = GL_LESS;
|
|
float ref = 1.0f;
|
|
|
|
glGetIntegerv(GL_ALPHA_TEST_FUNC, &glParm);
|
|
checkGLcall("glGetFloatv(GL_ALPHA_TEST_FUNC, &glParm);");
|
|
|
|
ref = ((float) Value) / 255.0f;
|
|
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
|
|
glAlphaFunc(glParm, ref);
|
|
checkGLcall("glAlphaFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_CLIPPLANEENABLE :
|
|
case D3DRS_CLIPPING :
|
|
{
|
|
/* Ensure we only do the changed clip planes */
|
|
DWORD enable = 0xFFFFFFFF;
|
|
DWORD disable = 0x00000000;
|
|
|
|
/* If enabling / disabling all */
|
|
if (State == D3DRS_CLIPPING) {
|
|
if (Value) {
|
|
enable = This->StateBlock->renderstate[D3DRS_CLIPPLANEENABLE];
|
|
disable = 0x00;
|
|
} else {
|
|
disable = This->StateBlock->renderstate[D3DRS_CLIPPLANEENABLE];
|
|
enable = 0x00;
|
|
}
|
|
} else {
|
|
enable = Value & ~OldValue;
|
|
disable = ~Value & OldValue;
|
|
}
|
|
|
|
if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
|
|
if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
|
|
if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
|
|
if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
|
|
if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
|
|
if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
|
|
|
|
if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
|
|
if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
|
|
if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
|
|
if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
|
|
if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
|
|
if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
|
|
}
|
|
break;
|
|
|
|
case D3DRS_BLENDOP :
|
|
{
|
|
int glParm = GL_FUNC_ADD;
|
|
|
|
switch ((D3DBLENDOP) Value) {
|
|
case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
|
|
case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
|
|
case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
|
|
case D3DBLENDOP_MIN : glParm = GL_MIN; break;
|
|
case D3DBLENDOP_MAX : glParm = GL_MAX; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
|
|
}
|
|
TRACE("glBlendEquation(%x)\n", glParm);
|
|
glBlendEquation(glParm);
|
|
checkGLcall("glBlendEquation");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_TEXTUREFACTOR :
|
|
{
|
|
int i;
|
|
|
|
/* Note the texture color applies to all textures whereas
|
|
GL_TEXTURE_ENV_COLOR applies to active only */
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
/* Set the default alpha blend color */
|
|
glBlendColor(col[0], col[1], col[2], col[3]);
|
|
checkGLcall("glBlendColor");
|
|
|
|
/* And now the default texture color as well */
|
|
for (i = 0; i < GL_LIMITS(textures); i++) {
|
|
|
|
/* Note the D3DRS value applies to all textures, but GL has one
|
|
per texture, so apply it now ready to be used! */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + i);
|
|
#endif
|
|
checkGLcall("Activate texture.. to update const color");
|
|
} else if (i>0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
|
|
}
|
|
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
|
|
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_SPECULARENABLE :
|
|
{
|
|
if (Value) {
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);");
|
|
} else {
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
|
|
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILENABLE :
|
|
if (Value) {
|
|
glEnable(GL_STENCIL_TEST);
|
|
checkGLcall("glEnable GL_STENCIL_TEST");
|
|
} else {
|
|
glDisable(GL_STENCIL_TEST);
|
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILFUNC :
|
|
{
|
|
int glParm = GL_ALWAYS;
|
|
int ref = 0;
|
|
GLuint mask = 0xFFFFFFFF;
|
|
|
|
glGetIntegerv(GL_STENCIL_REF, &ref);
|
|
checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
|
|
glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
|
|
checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
case D3DCMP_NEVER: glParm=GL_NEVER; break;
|
|
case D3DCMP_LESS: glParm=GL_LESS; break;
|
|
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
|
|
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
|
|
case D3DCMP_GREATER: glParm=GL_GREATER; break;
|
|
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
|
|
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
|
|
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
}
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
glStencilFunc(glParm, ref, mask);
|
|
checkGLcall("glStencilFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILREF :
|
|
{
|
|
int glParm = GL_ALWAYS;
|
|
int ref = 0;
|
|
GLuint mask = 0xFFFFFFFF;
|
|
|
|
glGetIntegerv(GL_STENCIL_FUNC, &glParm);
|
|
checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
|
|
glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
|
|
checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
|
|
|
|
ref = Value;
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
glStencilFunc(glParm, ref, mask);
|
|
checkGLcall("glStencilFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILMASK :
|
|
{
|
|
int glParm = GL_ALWAYS;
|
|
int ref = 0.0;
|
|
GLuint mask = Value;
|
|
|
|
glGetIntegerv(GL_STENCIL_REF, &ref);
|
|
checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
|
|
glGetIntegerv(GL_STENCIL_FUNC, &glParm);
|
|
checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
|
|
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
glStencilFunc(glParm, ref, mask);
|
|
checkGLcall("glStencilFunc");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILFAIL :
|
|
{
|
|
GLenum fail ;
|
|
GLenum zpass ;
|
|
GLenum zfail ;
|
|
|
|
fail = StencilOp(Value);
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
glStencilOp(fail, zfail, zpass);
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
}
|
|
break;
|
|
case D3DRS_STENCILZFAIL :
|
|
{
|
|
GLenum fail ;
|
|
GLenum zpass ;
|
|
GLenum zfail ;
|
|
|
|
glGetIntegerv(GL_STENCIL_FAIL, &fail);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
|
|
zfail = StencilOp(Value);
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
glStencilOp(fail, zfail, zpass);
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
}
|
|
break;
|
|
case D3DRS_STENCILPASS :
|
|
{
|
|
GLenum fail ;
|
|
GLenum zpass ;
|
|
GLenum zfail ;
|
|
|
|
glGetIntegerv(GL_STENCIL_FAIL, &fail);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
|
|
zpass = StencilOp(Value);
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
glStencilOp(fail, zfail, zpass);
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_STENCILWRITEMASK :
|
|
{
|
|
glStencilMask(Value);
|
|
TRACE("glStencilMask(%lu)\n", Value);
|
|
checkGLcall("glStencilMask");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGENABLE :
|
|
{
|
|
if (Value && This->StateBlock->renderstate[D3DRS_FOGTABLEMODE] != D3DFOG_NONE) {
|
|
glEnable(GL_FOG);
|
|
checkGLcall("glEnable GL_FOG\n");
|
|
} else {
|
|
glDisable(GL_FOG);
|
|
checkGLcall("glDisable GL_FOG\n");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGCOLOR :
|
|
{
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
/* Set the default alpha blend color */
|
|
glFogfv(GL_FOG_COLOR, &col[0]);
|
|
checkGLcall("glFog GL_FOG_COLOR");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGTABLEMODE :
|
|
{
|
|
switch (Value) {
|
|
case D3DFOG_NONE: /* I don't know what to do here */ break;
|
|
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
|
|
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
|
|
default:
|
|
FIXME("Unsupported Value(%lu) for D3DRS_FOGTABLEMODE!\n", Value);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGSTART :
|
|
{
|
|
float *f = (float*) &Value;
|
|
glFogfv(GL_FOG_START, f);
|
|
checkGLcall("glFogf(GL_FOG_START, (float) Value)");
|
|
TRACE("Fog Start == %f\n", *f);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGEND :
|
|
{
|
|
float *f = (float*) &Value;
|
|
glFogfv(GL_FOG_END, f);
|
|
checkGLcall("glFogf(GL_FOG_END, (float) Value)");
|
|
TRACE("Fog End == %f\n", *f);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_FOGDENSITY :
|
|
{
|
|
float *f = (float*) &Value;
|
|
glFogfv(GL_FOG_DENSITY, f);
|
|
checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_VERTEXBLEND :
|
|
{
|
|
This->UpdateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
|
|
TRACE("Vertex Blending state to %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_TWEENFACTOR :
|
|
{
|
|
This->UpdateStateBlock->tween_factor = *((float*) &Value);
|
|
TRACE("Vertex Blending Tween Factor to %f\n", This->UpdateStateBlock->tween_factor);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_INDEXEDVERTEXBLENDENABLE :
|
|
{
|
|
TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
|
|
}
|
|
break;
|
|
|
|
case D3DRS_COLORVERTEX :
|
|
case D3DRS_DIFFUSEMATERIALSOURCE :
|
|
case D3DRS_SPECULARMATERIALSOURCE :
|
|
case D3DRS_AMBIENTMATERIALSOURCE :
|
|
case D3DRS_EMISSIVEMATERIALSOURCE :
|
|
{
|
|
GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
|
|
|
|
if (This->StateBlock->renderstate[D3DRS_COLORVERTEX]) {
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
checkGLcall("glEnable GL_GL_COLOR_MATERIAL\n");
|
|
|
|
TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
|
|
This->StateBlock->renderstate[D3DRS_DIFFUSEMATERIALSOURCE],
|
|
This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE],
|
|
This->StateBlock->renderstate[D3DRS_EMISSIVEMATERIALSOURCE],
|
|
This->StateBlock->renderstate[D3DRS_SPECULARMATERIALSOURCE]);
|
|
|
|
if (This->StateBlock->renderstate[D3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
if (This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
Parm = GL_AMBIENT_AND_DIFFUSE;
|
|
} else {
|
|
Parm = GL_DIFFUSE;
|
|
}
|
|
} else if (This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
Parm = GL_AMBIENT;
|
|
} else if (This->StateBlock->renderstate[D3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
Parm = GL_EMISSION;
|
|
} else if (This->StateBlock->renderstate[D3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
Parm = GL_SPECULAR;
|
|
} else {
|
|
Parm = -1;
|
|
}
|
|
|
|
if (Parm == -1) {
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
checkGLcall("glDisable GL_GL_COLOR_MATERIAL\n");
|
|
} else {
|
|
TRACE("glColorMaterial Parm=%d\n", Parm);
|
|
glColorMaterial(GL_FRONT_AND_BACK, Parm);
|
|
checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)\n");
|
|
}
|
|
|
|
} else {
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
checkGLcall("glDisable GL_GL_COLOR_MATERIAL\n");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_LINEPATTERN :
|
|
{
|
|
D3DLINEPATTERN *pattern = (D3DLINEPATTERN *)&Value;
|
|
TRACE("Line pattern: repeat %d bits %x\n", pattern->wRepeatFactor, pattern->wLinePattern);
|
|
|
|
if (pattern->wRepeatFactor) {
|
|
glLineStipple(pattern->wRepeatFactor, pattern->wLinePattern);
|
|
checkGLcall("glLineStipple(repeat, linepattern)\n");
|
|
glEnable(GL_LINE_STIPPLE);
|
|
checkGLcall("glEnable(GL_LINE_STIPPLE);\n");
|
|
} else {
|
|
glDisable(GL_LINE_STIPPLE);
|
|
checkGLcall("glDisable(GL_LINE_STIPPLE);\n");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_ZBIAS :
|
|
{
|
|
if (Value) {
|
|
TRACE("ZBias value %f\n", *((float*)&Value));
|
|
glPolygonOffset(0, -*((float*)&Value));
|
|
checkGLcall("glPolygonOffset(0, -Value)");
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
|
|
glEnable(GL_POLYGON_OFFSET_LINE);
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
|
|
glEnable(GL_POLYGON_OFFSET_POINT);
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
|
|
} else {
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
|
|
glDisable(GL_POLYGON_OFFSET_LINE);
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
|
|
glDisable(GL_POLYGON_OFFSET_POINT);
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DRS_NORMALIZENORMALS :
|
|
if (Value) {
|
|
glEnable(GL_NORMALIZE);
|
|
checkGLcall("glEnable(GL_NORMALIZE);");
|
|
} else {
|
|
glDisable(GL_NORMALIZE);
|
|
checkGLcall("glDisable(GL_NORMALIZE);");
|
|
}
|
|
break;
|
|
|
|
case D3DRS_POINTSIZE :
|
|
TRACE("Set point size to %f\n", *((float*)&Value));
|
|
glPointSize(*((float*)&Value));
|
|
checkGLcall("glPointSize(...);\n");
|
|
break;
|
|
|
|
case D3DRS_POINTSIZE_MIN :
|
|
#if defined(GL_VERSION_1_4)
|
|
glPointParameterf(GL_POINT_SIZE_MIN, *((float*)&Value));
|
|
checkGLcall("glPointParameterf(...);\n");
|
|
#elif defined(GL_EXT_point_parameters)
|
|
glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, *((float*)&Value));
|
|
checkGLcall("glPointParameterfEXT(...);\n");
|
|
#elif defined(GL_ARB_point_parameters)
|
|
glPointParameterfARB(GL_POINT_SIZE_MIN_ARB, *((float*)&Value));
|
|
checkGLcall("glPointParameterfARB(...);\n");
|
|
#else
|
|
FIXME("D3DRS_POINTSIZE_MIN not supported on this opengl\n");
|
|
#endif
|
|
break;
|
|
|
|
case D3DRS_POINTSIZE_MAX :
|
|
#if defined(GL_VERSION_1_4)
|
|
glPointParameterf(GL_POINT_SIZE_MAX, *((float*)&Value));
|
|
checkGLcall("glPointParameterf(...);\n");
|
|
#elif defined(GL_EXT_point_parameters)
|
|
glPointParameterfEXT(GL_POINT_SIZE_MAX_EXT, *((float*)&Value));
|
|
checkGLcall("glPointParameterfEXT(...);\n");
|
|
#elif defined(GL_ARB_point_parameters)
|
|
glPointParameterfARB(GL_POINT_SIZE_MAX_ARB, *((float*)&Value));
|
|
checkGLcall("glPointParameterfARB(...);\n");
|
|
#else
|
|
FIXME("D3DRS_POINTSIZE_MAX not supported on this opengl\n");
|
|
#endif
|
|
break;
|
|
|
|
case D3DRS_POINTSCALE_A :
|
|
case D3DRS_POINTSCALE_B :
|
|
case D3DRS_POINTSCALE_C :
|
|
case D3DRS_POINTSCALEENABLE :
|
|
{
|
|
/* If enabled, supply the parameters, otherwise fall back to defaults */
|
|
if (This->StateBlock->renderstate[D3DRS_POINTSCALEENABLE]) {
|
|
GLfloat att[3] = {1.0, 0.0, 0.0};
|
|
att[0] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_A]);
|
|
att[1] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_B]);
|
|
att[2] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_C]);
|
|
|
|
#if defined(GL_VERSION_1_4)
|
|
glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, att);
|
|
checkGLcall("glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, ...);\n");
|
|
#elif defined(GL_EXT_point_parameters)
|
|
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, att);
|
|
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...);\n");
|
|
#elif defined(GL_ARB_point_parameters)
|
|
glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
|
|
checkGLcall("glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, ...);\n");
|
|
#else
|
|
TRACE("D3DRS_POINTSCALEENABLE not supported on this opengl\n");
|
|
#endif
|
|
} else {
|
|
GLfloat att[3] = {1.0, 0.0, 0.0};
|
|
#if defined(GL_VERSION_1_4)
|
|
glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, att);
|
|
checkGLcall("glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, ...);\n");
|
|
#elif defined(GL_EXT_point_parameters)
|
|
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, att);
|
|
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...);\n");
|
|
#elif defined(GL_ARB_point_parameters)
|
|
glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
|
|
checkGLcall("glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, ...);\n");
|
|
#else
|
|
TRACE("D3DRS_POINTSCALEENABLE not supported, but not on either\n");
|
|
#endif
|
|
}
|
|
break;
|
|
}
|
|
|
|
case D3DRS_COLORWRITEENABLE :
|
|
TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
|
|
Value & D3DCOLORWRITEENABLE_RED?1:0,
|
|
Value & D3DCOLORWRITEENABLE_GREEN?1:0,
|
|
Value & D3DCOLORWRITEENABLE_BLUE?1:0,
|
|
Value & D3DCOLORWRITEENABLE_ALPHA?1:0);
|
|
glColorMask(Value & D3DCOLORWRITEENABLE_RED,
|
|
Value & D3DCOLORWRITEENABLE_GREEN,
|
|
Value & D3DCOLORWRITEENABLE_BLUE,
|
|
Value & D3DCOLORWRITEENABLE_ALPHA);
|
|
checkGLcall("glColorMask(...)\n");
|
|
break;
|
|
|
|
/* Unhandled yet...! */
|
|
case D3DRS_LASTPIXEL :
|
|
case D3DRS_ZVISIBLE :
|
|
case D3DRS_EDGEANTIALIAS :
|
|
case D3DRS_RANGEFOGENABLE :
|
|
case D3DRS_WRAP0 :
|
|
case D3DRS_WRAP1 :
|
|
case D3DRS_WRAP2 :
|
|
case D3DRS_WRAP3 :
|
|
case D3DRS_WRAP4 :
|
|
case D3DRS_WRAP5 :
|
|
case D3DRS_WRAP6 :
|
|
case D3DRS_WRAP7 :
|
|
case D3DRS_FOGVERTEXMODE :
|
|
case D3DRS_LOCALVIEWER :
|
|
case D3DRS_SOFTWAREVERTEXPROCESSING :
|
|
case D3DRS_POINTSPRITEENABLE :
|
|
case D3DRS_MULTISAMPLEANTIALIAS :
|
|
case D3DRS_MULTISAMPLEMASK :
|
|
case D3DRS_PATCHEDGESTYLE :
|
|
case D3DRS_PATCHSEGMENTS :
|
|
case D3DRS_DEBUGMONITORTOKEN :
|
|
case D3DRS_POSITIONORDER :
|
|
case D3DRS_NORMALORDER :
|
|
/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
|
|
TRACE("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
|
|
break;
|
|
default:
|
|
FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD* pValue) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) for State %d = %ld\n", This, State, This->UpdateStateBlock->renderstate[State]);
|
|
*pValue = This->StateBlock->renderstate[State];
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
return IDirect3DDeviceImpl_BeginStateBlock(This);
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken) {
|
|
IDirect3DStateBlockImpl* pSB;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
HRESULT res;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
res = IDirect3DDeviceImpl_EndStateBlock(This, &pSB);
|
|
*pToken = (DWORD) pSB;
|
|
return res;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
|
|
IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
return IDirect3DDeviceImpl_ApplyStateBlock(This, pSB);
|
|
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
|
|
IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
return IDirect3DDeviceImpl_CaptureStateBlock(This, pSB);
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
|
|
IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
return IDirect3DDeviceImpl_DeleteStateBlock(This, pSB);
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type, DWORD* pToken) {
|
|
IDirect3DStateBlockImpl* pSB;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
HRESULT res;
|
|
|
|
TRACE("(%p) : for type %d\n", This, Type);
|
|
|
|
res = IDirect3DDeviceImpl_CreateStateBlock(This, Type, &pSB);
|
|
*pToken = (DWORD) pSB;
|
|
return res;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8** ppTexture) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : returning %p for stage %ld\n", This, This->UpdateStateBlock->textures[Stage], Stage);
|
|
*ppTexture = (LPDIRECT3DBASETEXTURE8) This->UpdateStateBlock->textures[Stage];
|
|
IDirect3DBaseTexture8Impl_AddRef(*ppTexture);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8* pTexture) {
|
|
|
|
IDirect3DBaseTexture8 *oldTxt;
|
|
BOOL reapplyStates = TRUE;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
D3DRESOURCETYPE textureType;
|
|
|
|
oldTxt = This->UpdateStateBlock->textures[Stage];
|
|
TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
|
|
|
|
/* Reject invalid texture units */
|
|
if (Stage >= GL_LIMITS(textures)) {
|
|
TRACE("Attempt to access invalid texture rejected\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->UpdateStateBlock->Set.textures[Stage] = TRUE;
|
|
This->UpdateStateBlock->Changed.textures[Stage] = TRUE;
|
|
This->UpdateStateBlock->textures[Stage] = pTexture;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Make appropriate texture active */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + Stage);
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
|
|
#endif
|
|
checkGLcall("glActiveTextureARB");
|
|
} else if (Stage>0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
|
|
}
|
|
|
|
/* Decrement the count of the previous texture */
|
|
if (oldTxt != NULL) {
|
|
IDirect3DBaseTexture8Impl_Release(oldTxt);
|
|
}
|
|
|
|
if (pTexture) {
|
|
IDirect3DBaseTexture8Impl_AddRef((LPDIRECT3DBASETEXTURE8)This->UpdateStateBlock->textures[Stage]);
|
|
|
|
/* Now setup the texture appropraitly */
|
|
textureType = IDirect3DBaseTexture8Impl_GetType(pTexture);
|
|
|
|
if (textureType == D3DRTYPE_TEXTURE) {
|
|
IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl*) pTexture;
|
|
|
|
if ((void*) oldTxt == (void*) pTexture2 && pTexture2->Dirty == FALSE) {
|
|
TRACE("Skipping setting texture as old == new\n");
|
|
reapplyStates = FALSE;
|
|
} else {
|
|
/* Standard 2D texture */
|
|
TRACE("Standard 2d texture\n");
|
|
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_2D;
|
|
|
|
/* Load up the texture now */
|
|
IDirect3DTexture8Impl_PreLoad((LPDIRECT3DTEXTURE8) pTexture);
|
|
}
|
|
} else if (textureType == D3DRTYPE_VOLUMETEXTURE) {
|
|
/* Standard 3D (volume) texture */
|
|
TRACE("Standard 3d texture\n");
|
|
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_3D;
|
|
|
|
/* Load up the texture now */
|
|
IDirect3DVolumeTexture8Impl_PreLoad((LPDIRECT3DVOLUMETEXTURE8) pTexture);
|
|
} else if (textureType == D3DRTYPE_CUBETEXTURE) {
|
|
/* Standard Cube texture */
|
|
TRACE("Standard Cube texture\n");
|
|
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_CUBE_MAP_ARB;
|
|
|
|
/* Load up the texture now */
|
|
IDirect3DCubeTexture8Impl_PreLoad((LPDIRECT3DCUBETEXTURE8) pTexture);
|
|
} else {
|
|
FIXME("(%p) : Incorrect type for a texture : (%d,%s)\n", This, textureType, debug_d3dressourcetype(textureType));
|
|
}
|
|
} else {
|
|
TRACE("Setting to no texture (ie default texture)\n");
|
|
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_1D;
|
|
glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[Stage]);
|
|
checkGLcall("glBindTexture");
|
|
TRACE("Bound dummy Texture to stage %ld (gl name %d)\n", Stage, This->dummyTextureName[Stage]);
|
|
}
|
|
|
|
/* Even if the texture has been set to null, reapply the stages as a null texture to directx requires
|
|
a dummy texture in opengl, and we always need to ensure the current view of the TextureStates apply */
|
|
if (reapplyStates) {
|
|
setupTextureStates (iface, Stage);
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->UpdateStateBlock->texture_state[Stage][Type]);
|
|
*pValue = This->UpdateStateBlock->texture_state[Stage][Type];
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
/* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
|
|
|
|
TRACE("(%p) : stub, Stage=%ld, Type=%d, Value=%ld\n", This, Stage, Type, Value);
|
|
|
|
/* Reject invalid texture units */
|
|
if (Stage >= GL_LIMITS(textures)) {
|
|
TRACE("Attempt to access invalid texture rejected\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->UpdateStateBlock->Changed.texture_state[Stage][Type] = TRUE;
|
|
This->UpdateStateBlock->Set.texture_state[Stage][Type] = TRUE;
|
|
This->UpdateStateBlock->texture_state[Stage][Type] = Value;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* Make appropriate texture active */
|
|
VTRACE(("Activating appropriate texture state %ld\n", Stage));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
#if defined(GL_VERSION_1_3)
|
|
glActiveTexture(GL_TEXTURE0 + Stage);
|
|
vcheckGLcall("glActiveTexture");
|
|
#else
|
|
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
|
|
vcheckGLcall("glActiveTextureARB");
|
|
#endif
|
|
} else if (Stage > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
|
|
}
|
|
|
|
switch (Type) {
|
|
|
|
case D3DTSS_MINFILTER :
|
|
case D3DTSS_MIPFILTER :
|
|
{
|
|
DWORD ValueMIN = This->StateBlock->texture_state[Stage][D3DTSS_MINFILTER];
|
|
DWORD ValueMIP = This->StateBlock->texture_state[Stage][D3DTSS_MIPFILTER];
|
|
GLint realVal = GL_LINEAR;
|
|
|
|
if (ValueMIN == D3DTEXF_POINT) {
|
|
/* GL_NEAREST_* */
|
|
if (ValueMIP == D3DTEXF_POINT) {
|
|
realVal = GL_NEAREST_MIPMAP_NEAREST;
|
|
} else if (ValueMIP == D3DTEXF_LINEAR) {
|
|
realVal = GL_NEAREST_MIPMAP_LINEAR;
|
|
} else if (ValueMIP == D3DTEXF_NONE) {
|
|
realVal = GL_NEAREST;
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
|
|
realVal = GL_NEAREST_MIPMAP_LINEAR;
|
|
}
|
|
} else if (ValueMIN == D3DTEXF_LINEAR) {
|
|
/* GL_LINEAR_* */
|
|
if (ValueMIP == D3DTEXF_POINT) {
|
|
realVal = GL_LINEAR_MIPMAP_NEAREST;
|
|
} else if (ValueMIP == D3DTEXF_LINEAR) {
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
} else if (ValueMIP == D3DTEXF_NONE) {
|
|
realVal = GL_LINEAR;
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
}
|
|
} else if (ValueMIN == D3DTEXF_NONE) {
|
|
/* Doesnt really make sense - Windows just seems to disable
|
|
mipmapping when this occurs */
|
|
FIXME("Odd - minfilter of none, just disabling mipmaps\n");
|
|
realVal = GL_LINEAR;
|
|
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MINFILTER value of %ld\n", ValueMIN);
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
}
|
|
|
|
TRACE("ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x\n", ValueMIN, ValueMIP, realVal);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, realVal);
|
|
checkGLcall("glTexParameter GL_TEXTURE_MINFILTER, ...");
|
|
}
|
|
break;
|
|
|
|
|
|
case D3DTSS_MAGFILTER :
|
|
if (Value == D3DTEXF_POINT) {
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_NEAREST");
|
|
} else if (Value == D3DTEXF_LINEAR) {
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_LINEAR");
|
|
} else {
|
|
FIXME("Unhandled D3DTSS_MAGFILTER value of %ld\n", Value);
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_COLORARG0 :
|
|
case D3DTSS_ALPHAARG0 :
|
|
/* FIXME: Mesa seems to struggle setting these at the moment */
|
|
/*FIXME("COLORARG0/ALPHAARG0 support still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);*/
|
|
/*break;*/
|
|
|
|
case D3DTSS_COLORARG1 :
|
|
case D3DTSS_COLORARG2 :
|
|
case D3DTSS_ALPHAARG1 :
|
|
case D3DTSS_ALPHAARG2 :
|
|
{
|
|
BOOL isAlphaArg = (Type == D3DTSS_ALPHAARG1 || Type == D3DTSS_ALPHAARG2 || Type == D3DTSS_ALPHAARG0);
|
|
int operand = GL_SRC_COLOR;
|
|
int source = GL_TEXTURE;
|
|
|
|
GetSrcAndOpFromValue(Value, isAlphaArg, &source, &operand);
|
|
if (isAlphaArg) {
|
|
|
|
/* From MSDN (D3DTSS_ALPHAARG1) :
|
|
The default argument is D3DTA_TEXTURE. If no texture is set for this stage,
|
|
then the default argument is D3DTA_DIFFUSE.
|
|
FIXME? If texture added/removed, may need to reset back as well? */
|
|
if (Type == D3DTSS_ALPHAARG1 && This->StateBlock->textures[Stage] == NULL && Value == D3DTA_TEXTURE) {
|
|
GetSrcAndOpFromValue(D3DTA_DIFFUSE, isAlphaArg, &source, &operand);
|
|
}
|
|
TRACE("Source %x = %x, Operand %x = %x\n", SOURCEx_ALPHA_EXT(Type), source, OPERANDx_ALPHA_EXT(Type), operand);
|
|
glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT(Type), source);
|
|
vcheckGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT, source);");
|
|
glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT(Type), operand);
|
|
vcheckGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT, operand);");
|
|
} else {
|
|
TRACE("Source %x = %x, Operand %x = %x\n", SOURCEx_RGB_EXT(Type), source, OPERANDx_RGB_EXT(Type), operand);
|
|
glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT(Type), source);
|
|
vcheckGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT, source);");
|
|
glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT(Type), operand);
|
|
vcheckGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT, operand);");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_ALPHAOP :
|
|
case D3DTSS_COLOROP :
|
|
{
|
|
|
|
int Scale = 1;
|
|
int Parm = (Type == D3DTSS_ALPHAOP) ? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT;
|
|
|
|
if (Type == D3DTSS_COLOROP && Value == D3DTOP_DISABLE) {
|
|
/* TODO: Disable by making this and all later levels disabled */
|
|
glDisable(GL_TEXTURE_1D);
|
|
checkGLcall("Disable GL_TEXTURE_1D");
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("Disable GL_TEXTURE_2D");
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("Disable GL_TEXTURE_3D");
|
|
} else {
|
|
|
|
/* Enable only the appropriate texture dimension */
|
|
if (Type == D3DTSS_COLOROP) {
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) {
|
|
glEnable(GL_TEXTURE_1D);
|
|
checkGLcall("Enable GL_TEXTURE_1D");
|
|
} else {
|
|
glDisable(GL_TEXTURE_1D);
|
|
checkGLcall("Disable GL_TEXTURE_1D");
|
|
}
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_2D) {
|
|
glEnable(GL_TEXTURE_2D);
|
|
checkGLcall("Enable GL_TEXTURE_2D");
|
|
} else {
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("Disable GL_TEXTURE_2D");
|
|
}
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_3D) {
|
|
glEnable(GL_TEXTURE_3D);
|
|
checkGLcall("Enable GL_TEXTURE_3D");
|
|
} else {
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("Disable GL_TEXTURE_3D");
|
|
}
|
|
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_CUBE_MAP_ARB) {
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("Enable GL_TEXTURE_CUBE_MAP");
|
|
} else {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("Disable GL_TEXTURE_CUBE_MAP");
|
|
}
|
|
}
|
|
|
|
/* Re-Enable GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT */
|
|
if (Value != D3DTOP_DISABLE) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
}
|
|
|
|
/* Now set up the operand correctly */
|
|
switch (Value) {
|
|
case D3DTOP_DISABLE :
|
|
/* Contrary to the docs, alpha can be disabled when colorop is enabled
|
|
and it works, so ignore this op */
|
|
TRACE("Disable ALPHAOP but COLOROP enabled!\n");
|
|
break;
|
|
|
|
case D3DTOP_SELECTARG1 :
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE)");
|
|
}
|
|
break;
|
|
|
|
case D3DTOP_SELECTARG2 :
|
|
{
|
|
BOOL isAlphaOp = (Type == D3DTSS_ALPHAOP);
|
|
DWORD dwValue = 0;
|
|
GLenum source;
|
|
GLenum operand;
|
|
/*FIXME("see if D3DTOP_SELECTARG2 behavior is correct now!\n");*/
|
|
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE)");
|
|
/* GL_REPLACE, swap args 0 and 1? */
|
|
dwValue = This->StateBlock->texture_state[Stage][(isAlphaOp) ? D3DTSS_ALPHAARG2 : D3DTSS_COLORARG2];
|
|
GetSrcAndOpFromValue(dwValue, isAlphaOp, &source, &operand);
|
|
if (isAlphaOp) {
|
|
TRACE("Source %x = %x, Operand %x = %x\n", GL_SOURCE0_ALPHA_EXT, source, GL_OPERAND0_ALPHA_EXT, operand);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, source);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, 'source')");
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, operand);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, 'operand')");
|
|
} else {
|
|
TRACE("Source %x = %x, Operand %x = %x\n", GL_SOURCE0_RGB_EXT, source, GL_OPERAND0_RGB_EXT, operand);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, source);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, 'source')");
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, operand);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, 'operand')");
|
|
}
|
|
dwValue = This->StateBlock->texture_state[Stage][(isAlphaOp) ? D3DTSS_ALPHAARG1 : D3DTSS_COLORARG1];
|
|
GetSrcAndOpFromValue(dwValue, isAlphaOp, &source, &operand);
|
|
if (isAlphaOp) {
|
|
TRACE("Source %x = %x, Operand %x = %x\n", GL_SOURCE1_ALPHA_EXT, source, GL_OPERAND1_ALPHA_EXT, operand);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, source);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, 'source')");
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, operand);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, 'operand')");
|
|
} else {
|
|
TRACE("Source %x = %x, Operand %x = %x\n", GL_SOURCE1_RGB_EXT, source, GL_OPERAND1_RGB_EXT, operand);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, source);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, 'source')");
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, operand);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, 'operand')");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTOP_MODULATE4X : Scale = Scale * 2; /* Drop through */
|
|
case D3DTOP_MODULATE2X : Scale = Scale * 2; /* Drop through */
|
|
case D3DTOP_MODULATE :
|
|
|
|
/* Correct scale */
|
|
if (Type == D3DTSS_ALPHAOP) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale);
|
|
vcheckGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale)");
|
|
} else {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, Scale);
|
|
vcheckGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, Scale)");
|
|
}
|
|
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_MODULATE);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_MODULATE);");
|
|
break;
|
|
|
|
case D3DTOP_ADD :
|
|
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD);
|
|
vcheckGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD)");
|
|
break;
|
|
|
|
case D3DTOP_ADDSIGNED2X : Scale = Scale * 2; /* Drop through */
|
|
case D3DTOP_ADDSIGNED :
|
|
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD_SIGNED_EXT);
|
|
vcheckGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD_SIGNED_EXT)");
|
|
break;
|
|
|
|
case D3DTOP_DOTPRODUCT3 :
|
|
#if defined(GL_VERSION_1_3)
|
|
if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
|
|
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_DOT3_RGBA);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA);");
|
|
break;
|
|
}
|
|
#endif
|
|
FIXME("DotProduct3 extension requested but not supported via this version of opengl\n");
|
|
break;
|
|
|
|
|
|
case D3DTOP_SUBTRACT :
|
|
#if defined(GL_VERSION_1_3)
|
|
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_SUBTRACT);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_SUBTRACT)");
|
|
break;
|
|
#else
|
|
/**
|
|
* @TODO: to check:
|
|
* if ARB_texture_env_combine is supported
|
|
* we can use GL_SUBTRACT_ARB here
|
|
*/
|
|
#endif
|
|
case D3DTOP_ADDSMOOTH :
|
|
case D3DTOP_BLENDDIFFUSEALPHA :
|
|
case D3DTOP_BLENDTEXTUREALPHA :
|
|
case D3DTOP_BLENDFACTORALPHA :
|
|
case D3DTOP_BLENDTEXTUREALPHAPM :
|
|
case D3DTOP_BLENDCURRENTALPHA :
|
|
case D3DTOP_PREMODULATE :
|
|
case D3DTOP_MODULATEALPHA_ADDCOLOR :
|
|
case D3DTOP_MODULATECOLOR_ADDALPHA :
|
|
case D3DTOP_MODULATEINVALPHA_ADDCOLOR :
|
|
case D3DTOP_MODULATEINVCOLOR_ADDALPHA :
|
|
case D3DTOP_BUMPENVMAP :
|
|
case D3DTOP_BUMPENVMAPLUMINANCE :
|
|
case D3DTOP_MULTIPLYADD :
|
|
case D3DTOP_LERP :
|
|
default:
|
|
FIXME("Unhandled texture operation %ld\n", Value);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case D3DTSS_ADDRESSU :
|
|
case D3DTSS_ADDRESSV :
|
|
case D3DTSS_ADDRESSW :
|
|
{
|
|
GLint wrapParm = GL_REPEAT;
|
|
switch (Value) {
|
|
case D3DTADDRESS_WRAP: wrapParm = GL_REPEAT; break;
|
|
case D3DTADDRESS_CLAMP: wrapParm = GL_CLAMP_TO_EDGE; break;
|
|
case D3DTADDRESS_BORDER: wrapParm = GL_REPEAT; break; /* FIXME: Not right, but better */
|
|
#if defined(GL_VERSION_1_4)
|
|
case D3DTADDRESS_MIRROR: wrapParm = GL_MIRRORED_REPEAT; break;
|
|
#elif defined(GL_ARB_texture_mirrored_repeat)
|
|
case D3DTADDRESS_MIRROR: wrapParm = GL_MIRRORED_REPEAT_ARB; break;
|
|
#else
|
|
case D3DTADDRESS_MIRROR: /* Unsupported in OpenGL pre-1.4 */
|
|
#endif
|
|
case D3DTADDRESS_MIRRORONCE: /* Unsupported in OpenGL */
|
|
default:
|
|
FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
|
|
wrapParm = GL_REPEAT;
|
|
}
|
|
|
|
switch (Type) {
|
|
case D3DTSS_ADDRESSU:
|
|
TRACE("Setting WRAP_S to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_S, wrapParm);
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_S, wrapParm)");
|
|
break;
|
|
case D3DTSS_ADDRESSV:
|
|
TRACE("Setting WRAP_T to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_T, wrapParm);
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_T, wrapParm)");
|
|
break;
|
|
case D3DTSS_ADDRESSW:
|
|
TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]);
|
|
glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
|
|
break;
|
|
default: /* nop */
|
|
break; /** stupic compilator */
|
|
}
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_BORDERCOLOR :
|
|
{
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
TRACE("Setting border color for %x to %lx\n", This->StateBlock->textureDimensions[Stage], Value);
|
|
glTexParameterfv(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_BORDER_COLOR, &col[0]);
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_TEXCOORDINDEX :
|
|
{
|
|
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
|
|
|
|
/* FIXME: From MSDN: The D3DTSS_TCI_* flags are mutually exclusive. If you include
|
|
one flag, you can still specify an index value, which the system uses to
|
|
determine the texture wrapping mode.
|
|
eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
|
|
means use the vertex position (camera-space) as the input texture coordinates
|
|
for this texture stage, and the wrap mode set in the D3DRS_WRAP1 render
|
|
state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
|
|
to the TEXCOORDINDEX value */
|
|
|
|
/**
|
|
* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
|
|
*/
|
|
switch (Value & 0xFFFF0000) {
|
|
case D3DTSS_TCI_PASSTHRU:
|
|
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
break;
|
|
|
|
case D3DTSS_TCI_CAMERASPACEPOSITION:
|
|
/* CameraSpacePosition means use the vertex position, transformed to camera space,
|
|
as the input texture coordinates for this stage's texture transformation. This
|
|
equates roughly to EYE_LINEAR */
|
|
{
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
glPopMatrix();
|
|
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
}
|
|
break;
|
|
|
|
#if defined(GL_ARB_texture_cube_map) || defined(GL_NV_texgen_reflection)
|
|
case D3DTSS_TCI_CAMERASPACENORMAL:
|
|
{
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
glPopMatrix();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB)");
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB)");
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB)");
|
|
}
|
|
break;
|
|
#endif
|
|
|
|
#if defined(GL_ARB_texture_cube_map) || defined(GL_NV_texgen_reflection)
|
|
case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
|
|
{
|
|
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
glPopMatrix();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB)");
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB)");
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB)");
|
|
}
|
|
break;
|
|
#endif
|
|
|
|
/* Unhandled types: */
|
|
default:
|
|
/* Todo: */
|
|
/* ? disable GL_TEXTURE_GEN_n ? */
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
FIXME("Unhandled D3DTSS_TEXCOORDINDEX %lx\n", Value);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
/* Unhandled */
|
|
case D3DTSS_BUMPENVMAT00 :
|
|
case D3DTSS_BUMPENVMAT01 :
|
|
TRACE("BUMPENVMAT0%u Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Type - D3DTSS_BUMPENVMAT00, Stage, Type, Value);
|
|
break;
|
|
case D3DTSS_BUMPENVMAT10 :
|
|
case D3DTSS_BUMPENVMAT11 :
|
|
TRACE("BUMPENVMAT1%u Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Type - D3DTSS_BUMPENVMAT10, Stage, Type, Value);
|
|
break;
|
|
|
|
case D3DTSS_TEXTURETRANSFORMFLAGS :
|
|
{
|
|
switch (Value & ~D3DTTFF_PROJECTED)
|
|
{
|
|
case D3DTTFF_DISABLE: /* Disable transform matrix for this texture by setting up the identity matrix */
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
checkGLcall("Load identity matrix for texture");
|
|
glMatrixMode(GL_MODELVIEW); /* Always leave in model view */
|
|
break;
|
|
|
|
default: /* Enable it */
|
|
IDirect3DDevice8Impl_SetTransform(iface, D3DTS_TEXTURE0+Stage, &This->UpdateStateBlock->transforms[D3DTS_TEXTURE0+Stage]);
|
|
break;
|
|
}
|
|
|
|
/* From web: <quote source="opengl12.pdf" section="Apendix C, Version 1.1/Other changes"
|
|
2. Texture coordinates s, t, and r are divided by q during the rasterization
|
|
of points, pixel rectangles, and bitmaps. This division was documented
|
|
only for lines and polygons in the 1.0 version. </quote>
|
|
I interpret this as we can implement projected transforms in slow vertex mode
|
|
by moving the last coord to the 'q' coord and using one less dimension. The only
|
|
way to do it in TexCoordPtr would be to massage the data stream to insert extra
|
|
coords */
|
|
}
|
|
break;
|
|
|
|
case D3DTSS_MIPMAPLODBIAS :
|
|
case D3DTSS_MAXMIPLEVEL :
|
|
case D3DTSS_MAXANISOTROPY :
|
|
case D3DTSS_BUMPENVLSCALE :
|
|
case D3DTSS_BUMPENVLOFFSET :
|
|
case D3DTSS_RESULTARG :
|
|
default:
|
|
/* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
|
|
TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
}
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : stub\n", This); /* FIXME: Needs doing, but called often and is harmless */
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID, void* pDevInfoStruct, DWORD DevInfoStructSize) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : setting p[%u] <= RGBA(%02x,%02x,%02x,%02x)\n", This, PaletteNumber,
|
|
pEntries->peRed, pEntries->peGreen, pEntries->peBlue, pEntries->peFlags);
|
|
memcpy(&This->palettes[PaletteNumber], pEntries, 256 * sizeof(PALETTEENTRY));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
memcpy(pEntries, &This->palettes[PaletteNumber], 256 * sizeof(PALETTEENTRY));
|
|
FIXME("(%p) : returning p[%u] => RGBA(%02x,%02x,%02x,%02x)\n", This, PaletteNumber,
|
|
pEntries->peRed, pEntries->peGreen, pEntries->peBlue, pEntries->peFlags);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : Setting to (%u)\n", This, PaletteNumber);
|
|
This->currentPalette = PaletteNumber;
|
|
#if defined(GL_EXT_paletted_texture)
|
|
if (GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
|
|
glColorTableEXT(GL_TEXTURE_2D, /* target */
|
|
GL_RGBA, /* internal format */
|
|
256, /* table size */
|
|
GL_RGBA, /* table format */
|
|
GL_UNSIGNED_BYTE, /* table type */
|
|
&This->palettes[PaletteNumber]);
|
|
checkGLcall("glColorTableEXT");
|
|
} else {
|
|
/* Delayed palette handling ... waiting for software emulation into preload code */
|
|
}
|
|
#endif
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
*PaletteNumber = This->currentPalette;
|
|
FIXME("(%p) : Returning (%u)\n", This, *PaletteNumber);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) {
|
|
|
|
IDirect3DVertexBuffer8 *pVB;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
pVB = This->StateBlock->stream_source[0];
|
|
|
|
TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType), StartVertex, PrimitiveCount);
|
|
|
|
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE,
|
|
This->StateBlock->VertexShader, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory, StartVertex, -1, 0, NULL, 0);
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,
|
|
UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) {
|
|
UINT idxStride = 2;
|
|
IDirect3DIndexBuffer8 *pIB;
|
|
IDirect3DVertexBuffer8 *pVB;
|
|
D3DINDEXBUFFER_DESC IdxBufDsc;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
pIB = This->StateBlock->pIndexData;
|
|
pVB = This->StateBlock->stream_source[0];
|
|
|
|
TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d \n", This,
|
|
PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
minIndex, NumVertices, startIndex, primCount);
|
|
|
|
IDirect3DIndexBuffer8Impl_GetDesc(pIB, &IdxBufDsc);
|
|
if (IdxBufDsc.Format == D3DFMT_INDEX16) {
|
|
idxStride = 2;
|
|
} else {
|
|
idxStride = 4;
|
|
}
|
|
|
|
DrawPrimitiveI(iface, PrimitiveType, primCount, TRUE, This->StateBlock->VertexShader, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory,
|
|
This->StateBlock->baseVertexIndex, startIndex, idxStride, ((IDirect3DIndexBuffer8Impl *) pIB)->allocatedMemory,
|
|
minIndex);
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
if (This->StateBlock->stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock->stream_source[0]);
|
|
|
|
This->StateBlock->stream_source[0] = NULL;
|
|
This->StateBlock->stream_stride[0] = VertexStreamZeroStride;
|
|
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE, This->StateBlock->VertexShader, pVertexStreamZeroData,
|
|
0, 0, 0, NULL, 0);
|
|
This->StateBlock->stream_stride[0] = 0;
|
|
|
|
/*stream zero settings set to null at end */
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,
|
|
UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,
|
|
D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
|
|
UINT VertexStreamZeroStride) {
|
|
int idxStride;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n", This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
if (This->StateBlock->stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock->stream_source[0]);
|
|
if (IndexDataFormat == D3DFMT_INDEX16) {
|
|
idxStride = 2;
|
|
} else {
|
|
idxStride = 4;
|
|
}
|
|
|
|
This->StateBlock->stream_source[0] = NULL;
|
|
This->StateBlock->stream_stride[0] = VertexStreamZeroStride;
|
|
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, TRUE, This->StateBlock->VertexShader, pVertexStreamZeroData,
|
|
This->StateBlock->baseVertexIndex, 0, idxStride, pIndexData, MinVertexIndex);
|
|
|
|
/*stream zero settings set to null at end */
|
|
This->StateBlock->stream_stride[0] = 0;
|
|
IDirect3DDevice8Impl_SetIndices(iface, NULL, 0);
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration, CONST DWORD* pFunction, DWORD* pHandle, DWORD Usage) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
IDirect3DVertexShaderImpl* object;
|
|
IDirect3DVertexShaderDeclarationImpl* attached_decl;
|
|
HRESULT res;
|
|
UINT i;
|
|
|
|
TRACE_(d3d_shader)("(%p) : VertexShader not fully supported yet : Decl=%p, Func=%p\n", This, pDeclaration, pFunction);
|
|
if (NULL == pDeclaration || NULL == pHandle) { /* pFunction can be NULL see MSDN */
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
for (i = 1; NULL != VertexShaders[i] && i < sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*); ++i) ;
|
|
if (i >= sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*)) {
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
/** Create the Vertex Shader */
|
|
res = IDirect3DDeviceImpl_CreateVertexShader(This, pFunction, Usage, &object);
|
|
/** TODO: check FAILED(res) */
|
|
|
|
/** Create and Bind the Vertex Shader Declaration */
|
|
res = IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(This, pDeclaration, &attached_decl);
|
|
/** TODO: check FAILED(res) */
|
|
|
|
VertexShaders[i] = object;
|
|
VertexShaderDeclarations[i] = attached_decl;
|
|
*pHandle = VS_HIGHESTFIXEDFXF + i;
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
This->UpdateStateBlock->VertexShader = Handle;
|
|
This->UpdateStateBlock->Changed.vertexShader = TRUE;
|
|
This->UpdateStateBlock->Set.vertexShader = TRUE;
|
|
|
|
if (Handle > VS_HIGHESTFIXEDFXF) { /* only valid with non FVF shaders */
|
|
TRACE_(d3d_shader)("(%p) : Created shader, Handle=%lx\n", This, Handle);
|
|
This->UpdateStateBlock->vertexShaderDecl = VERTEX_SHADER_DECL(Handle);
|
|
This->UpdateStateBlock->Changed.vertexShaderDecl = TRUE;
|
|
This->UpdateStateBlock->Set.vertexShaderDecl = TRUE;
|
|
} else { /* use a fvf, so desactivate the vshader decl */
|
|
TRACE("(%p) : FVF Shader, Handle=%lx\n", This, Handle);
|
|
This->UpdateStateBlock->vertexShaderDecl = NULL;
|
|
This->UpdateStateBlock->Changed.vertexShaderDecl = TRUE;
|
|
This->UpdateStateBlock->Set.vertexShaderDecl = TRUE;
|
|
}
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
/**
|
|
* TODO: merge HAL shaders context switching from prototype
|
|
*/
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE_(d3d_shader)("(%p) : GetVertexShader returning %ld\n", This, This->StateBlock->VertexShader);
|
|
*pHandle = This->StateBlock->VertexShader;
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
IDirect3DVertexShaderImpl* object;
|
|
IDirect3DVertexShaderDeclarationImpl* attached_decl;
|
|
|
|
if (Handle <= VS_HIGHESTFIXEDFXF) { /* only delete user defined shaders */
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/**
|
|
* Delete Vertex Shader
|
|
*/
|
|
object = VertexShaders[Handle - VS_HIGHESTFIXEDFXF];
|
|
if (NULL == object) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
TRACE_(d3d_shader)("(%p) : freing VertexShader %p\n", This, object);
|
|
/* TODO: check validity of object */
|
|
if (NULL != object->function) HeapFree(GetProcessHeap(), 0, (void *)object->function);
|
|
HeapFree(GetProcessHeap(), 0, (void *)object->data);
|
|
HeapFree(GetProcessHeap(), 0, (void *)object);
|
|
VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL;
|
|
|
|
/**
|
|
* Delete Vertex Shader Declaration
|
|
*/
|
|
attached_decl = VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF];
|
|
if (NULL == attached_decl) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
TRACE_(d3d_shader)("(%p) : freing VertexShaderDeclaration %p\n", This, attached_decl);
|
|
/* TODO: check validity of object */
|
|
HeapFree(GetProcessHeap(), 0, (void *)attached_decl->pDeclaration8);
|
|
HeapFree(GetProcessHeap(), 0, (void *)attached_decl);
|
|
VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF] = NULL;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
|
|
ERR_(d3d_shader)("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (NULL == pConstantData) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (ConstantCount > 1) {
|
|
FLOAT* f = (FLOAT*)pConstantData;
|
|
UINT i;
|
|
TRACE_(d3d_shader)("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
|
|
for (i = 0; i < ConstantCount; ++i) {
|
|
TRACE_(d3d_shader)("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
|
|
f += 4;
|
|
}
|
|
} else {
|
|
FLOAT* f = (FLOAT*) pConstantData;
|
|
TRACE_(d3d_shader)("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
|
|
}
|
|
This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
|
|
memcpy(&This->UpdateStateBlock->vertexShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
TRACE_(d3d_shader)("(%p) : C[%lu] count=%ld\n", This, Register, ConstantCount);
|
|
if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (NULL == pConstantData) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstant[Register], ConstantCount * 4 * sizeof(FLOAT));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) {
|
|
/*ICOM_THIS(IDirect3DDevice8Impl,iface);*/
|
|
IDirect3DVertexShaderDeclarationImpl* attached_decl;
|
|
|
|
attached_decl = VERTEX_SHADER_DECL(Handle);
|
|
if (NULL == attached_decl) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
return IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(attached_decl, pData, (UINT*) pSizeOfData);
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) {
|
|
/*ICOM_THIS(IDirect3DDevice8Impl,iface);*/
|
|
IDirect3DVertexShaderImpl* object;
|
|
|
|
object = VERTEX_SHADER(Handle);
|
|
if (NULL == object) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
return IDirect3DVertexShaderImpl_GetFunction(object, pData, (UINT*) pSizeOfData);
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData, UINT BaseVertexIndex) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
IDirect3DIndexBuffer8 *oldIdxs;
|
|
|
|
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
|
|
oldIdxs = This->StateBlock->pIndexData;
|
|
|
|
This->UpdateStateBlock->Changed.Indices = TRUE;
|
|
This->UpdateStateBlock->Set.Indices = TRUE;
|
|
This->UpdateStateBlock->pIndexData = pIndexData;
|
|
This->UpdateStateBlock->baseVertexIndex = BaseVertexIndex;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
if (oldIdxs) IDirect3DIndexBuffer8Impl_Release(oldIdxs);
|
|
if (pIndexData) IDirect3DIndexBuffer8Impl_AddRef(This->StateBlock->pIndexData);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
|
|
*ppIndexData = This->StateBlock->pIndexData;
|
|
/* up ref count on ppindexdata */
|
|
if (*ppIndexData) IDirect3DIndexBuffer8Impl_AddRef(*ppIndexData);
|
|
*pBaseVertexIndex = This->StateBlock->baseVertexIndex;
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* pHandle) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
IDirect3DPixelShaderImpl* object;
|
|
UINT i;
|
|
|
|
FIXME("(%p) : PixelShader not fully supported yet\n", This);
|
|
if (NULL == pFunction || NULL == pHandle) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
for (i = 1; NULL != PixelShaders[i] && i < sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*); ++i) ;
|
|
if (i >= sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*)) {
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DPixelShaderImpl));
|
|
if (NULL == object) {
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
object->data = NULL; /* TODO */
|
|
|
|
PixelShaders[i] = object;
|
|
*pHandle = VS_HIGHESTFIXEDFXF + i;
|
|
|
|
object->function = pFunction;
|
|
for (i = 0; D3DPS_END() != pFunction[i]; ++i) ;
|
|
object->functionLength = i + 1;
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
This->UpdateStateBlock->PixelShader = Handle;
|
|
This->UpdateStateBlock->Changed.pixelShader = TRUE;
|
|
This->UpdateStateBlock->Set.pixelShader = TRUE;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* FIXME: Quieten when not being used */
|
|
if (Handle != 0) {
|
|
FIXME("(%p) : stub %ld\n", This, Handle);
|
|
} else {
|
|
TRACE("(%p) : stub %ld\n", This, Handle);
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : GetPixelShader returning %ld\n", This, This->StateBlock->PixelShader);
|
|
*pHandle = This->StateBlock->PixelShader;
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
IDirect3DPixelShaderImpl* object;
|
|
|
|
if (Handle <= VS_HIGHESTFIXEDFXF) { /* only delete user defined shaders */
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
object = PixelShaders[Handle - VS_HIGHESTFIXEDFXF];
|
|
TRACE("(%p) : freeing PixelShader %p\n", This, object);
|
|
/* TODO: check validity of object before free */
|
|
HeapFree(GetProcessHeap(), 0, (void *)object);
|
|
PixelShaders[Handle - VS_HIGHESTFIXEDFXF] = 0;
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,CONST void* pConstantData, DWORD ConstantCount) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,void* pConstantData, DWORD ConstantCount) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
IDirect3DPixelShaderImpl* object;
|
|
|
|
object = PIXEL_SHADER(Handle);
|
|
if (NULL == object) {
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
if (NULL == pData) {
|
|
*pSizeOfData = object->functionLength;
|
|
return D3D_OK;
|
|
}
|
|
if (*pSizeOfData < object->functionLength) {
|
|
*pSizeOfData = object->functionLength;
|
|
return D3DERR_MOREDATA;
|
|
}
|
|
TRACE("(%p) : GetPixelShaderFunction copying to %p\n", This, pData);
|
|
memcpy(pData, object->function, object->functionLength);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
FIXME("(%p) : stub\n", This); return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride) {
|
|
IDirect3DVertexBuffer8 *oldSrc;
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
oldSrc = This->StateBlock->stream_source[StreamNumber];
|
|
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
|
|
|
|
This->UpdateStateBlock->Changed.stream_source[StreamNumber] = TRUE;
|
|
This->UpdateStateBlock->Set.stream_source[StreamNumber] = TRUE;
|
|
This->UpdateStateBlock->stream_stride[StreamNumber] = Stride;
|
|
This->UpdateStateBlock->stream_source[StreamNumber] = pStreamData;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
if (oldSrc != NULL) IDirect3DVertexBuffer8Impl_Release(oldSrc);
|
|
if (pStreamData != NULL) IDirect3DVertexBuffer8Impl_AddRef(pStreamData);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->StateBlock->stream_source[StreamNumber], This->StateBlock->stream_stride[StreamNumber]);
|
|
*pStream = This->StateBlock->stream_source[StreamNumber];
|
|
*pStride = This->StateBlock->stream_stride[StreamNumber];
|
|
IDirect3DVertexBuffer8Impl_AddRef((LPDIRECT3DVERTEXBUFFER8) *pStream);
|
|
return D3D_OK;
|
|
}
|
|
|
|
|
|
ICOM_VTABLE(IDirect3DDevice8) Direct3DDevice8_Vtbl =
|
|
{
|
|
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
|
|
IDirect3DDevice8Impl_QueryInterface,
|
|
IDirect3DDevice8Impl_AddRef,
|
|
IDirect3DDevice8Impl_Release,
|
|
IDirect3DDevice8Impl_TestCooperativeLevel,
|
|
IDirect3DDevice8Impl_GetAvailableTextureMem,
|
|
IDirect3DDevice8Impl_ResourceManagerDiscardBytes,
|
|
IDirect3DDevice8Impl_GetDirect3D,
|
|
IDirect3DDevice8Impl_GetDeviceCaps,
|
|
IDirect3DDevice8Impl_GetDisplayMode,
|
|
IDirect3DDevice8Impl_GetCreationParameters,
|
|
IDirect3DDevice8Impl_SetCursorProperties,
|
|
IDirect3DDevice8Impl_SetCursorPosition,
|
|
IDirect3DDevice8Impl_ShowCursor,
|
|
IDirect3DDevice8Impl_CreateAdditionalSwapChain,
|
|
IDirect3DDevice8Impl_Reset,
|
|
IDirect3DDevice8Impl_Present,
|
|
IDirect3DDevice8Impl_GetBackBuffer,
|
|
IDirect3DDevice8Impl_GetRasterStatus,
|
|
IDirect3DDevice8Impl_SetGammaRamp,
|
|
IDirect3DDevice8Impl_GetGammaRamp,
|
|
IDirect3DDevice8Impl_CreateTexture,
|
|
IDirect3DDevice8Impl_CreateVolumeTexture,
|
|
IDirect3DDevice8Impl_CreateCubeTexture,
|
|
IDirect3DDevice8Impl_CreateVertexBuffer,
|
|
IDirect3DDevice8Impl_CreateIndexBuffer,
|
|
IDirect3DDevice8Impl_CreateRenderTarget,
|
|
IDirect3DDevice8Impl_CreateDepthStencilSurface,
|
|
IDirect3DDevice8Impl_CreateImageSurface,
|
|
IDirect3DDevice8Impl_CopyRects,
|
|
IDirect3DDevice8Impl_UpdateTexture,
|
|
IDirect3DDevice8Impl_GetFrontBuffer,
|
|
IDirect3DDevice8Impl_SetRenderTarget,
|
|
IDirect3DDevice8Impl_GetRenderTarget,
|
|
IDirect3DDevice8Impl_GetDepthStencilSurface,
|
|
IDirect3DDevice8Impl_BeginScene,
|
|
IDirect3DDevice8Impl_EndScene,
|
|
IDirect3DDevice8Impl_Clear,
|
|
IDirect3DDevice8Impl_SetTransform,
|
|
IDirect3DDevice8Impl_GetTransform,
|
|
IDirect3DDevice8Impl_MultiplyTransform,
|
|
IDirect3DDevice8Impl_SetViewport,
|
|
IDirect3DDevice8Impl_GetViewport,
|
|
IDirect3DDevice8Impl_SetMaterial,
|
|
IDirect3DDevice8Impl_GetMaterial,
|
|
IDirect3DDevice8Impl_SetLight,
|
|
IDirect3DDevice8Impl_GetLight,
|
|
IDirect3DDevice8Impl_LightEnable,
|
|
IDirect3DDevice8Impl_GetLightEnable,
|
|
IDirect3DDevice8Impl_SetClipPlane,
|
|
IDirect3DDevice8Impl_GetClipPlane,
|
|
IDirect3DDevice8Impl_SetRenderState,
|
|
IDirect3DDevice8Impl_GetRenderState,
|
|
IDirect3DDevice8Impl_BeginStateBlock,
|
|
IDirect3DDevice8Impl_EndStateBlock,
|
|
IDirect3DDevice8Impl_ApplyStateBlock,
|
|
IDirect3DDevice8Impl_CaptureStateBlock,
|
|
IDirect3DDevice8Impl_DeleteStateBlock,
|
|
IDirect3DDevice8Impl_CreateStateBlock,
|
|
IDirect3DDevice8Impl_SetClipStatus,
|
|
IDirect3DDevice8Impl_GetClipStatus,
|
|
IDirect3DDevice8Impl_GetTexture,
|
|
IDirect3DDevice8Impl_SetTexture,
|
|
IDirect3DDevice8Impl_GetTextureStageState,
|
|
IDirect3DDevice8Impl_SetTextureStageState,
|
|
IDirect3DDevice8Impl_ValidateDevice,
|
|
IDirect3DDevice8Impl_GetInfo,
|
|
IDirect3DDevice8Impl_SetPaletteEntries,
|
|
IDirect3DDevice8Impl_GetPaletteEntries,
|
|
IDirect3DDevice8Impl_SetCurrentTexturePalette,
|
|
IDirect3DDevice8Impl_GetCurrentTexturePalette,
|
|
IDirect3DDevice8Impl_DrawPrimitive,
|
|
IDirect3DDevice8Impl_DrawIndexedPrimitive,
|
|
IDirect3DDevice8Impl_DrawPrimitiveUP,
|
|
IDirect3DDevice8Impl_DrawIndexedPrimitiveUP,
|
|
IDirect3DDevice8Impl_ProcessVertices,
|
|
IDirect3DDevice8Impl_CreateVertexShader,
|
|
IDirect3DDevice8Impl_SetVertexShader,
|
|
IDirect3DDevice8Impl_GetVertexShader,
|
|
IDirect3DDevice8Impl_DeleteVertexShader,
|
|
IDirect3DDevice8Impl_SetVertexShaderConstant,
|
|
IDirect3DDevice8Impl_GetVertexShaderConstant,
|
|
IDirect3DDevice8Impl_GetVertexShaderDeclaration,
|
|
IDirect3DDevice8Impl_GetVertexShaderFunction,
|
|
IDirect3DDevice8Impl_SetStreamSource,
|
|
IDirect3DDevice8Impl_GetStreamSource,
|
|
IDirect3DDevice8Impl_SetIndices,
|
|
IDirect3DDevice8Impl_GetIndices,
|
|
IDirect3DDevice8Impl_CreatePixelShader,
|
|
IDirect3DDevice8Impl_SetPixelShader,
|
|
IDirect3DDevice8Impl_GetPixelShader,
|
|
IDirect3DDevice8Impl_DeletePixelShader,
|
|
IDirect3DDevice8Impl_SetPixelShaderConstant,
|
|
IDirect3DDevice8Impl_GetPixelShaderConstant,
|
|
IDirect3DDevice8Impl_GetPixelShaderFunction,
|
|
IDirect3DDevice8Impl_DrawRectPatch,
|
|
IDirect3DDevice8Impl_DrawTriPatch,
|
|
IDirect3DDevice8Impl_DeletePatch
|
|
};
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_CleanRender(LPDIRECT3DDEVICE8 iface) {
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
#if defined(GL_VERSION_1_3) /* @see comments on ActiveRender */
|
|
#if 0
|
|
if (This->glCtx != This->render_ctx) {
|
|
glXDestroyContext(This->display, This->render_ctx);
|
|
This->render_ctx = This->glCtx;
|
|
}
|
|
#endif
|
|
if (This->win != This->drawable) {
|
|
glXDestroyPbuffer(This->display, This->drawable);
|
|
This->drawable = This->win;
|
|
}
|
|
#endif
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
|
|
IDirect3DSurface8* RenderSurface,
|
|
IDirect3DSurface8* StencilSurface) {
|
|
|
|
/**
|
|
* Currently only active for GLX >= 1.3
|
|
* for others versions we'll have to use GLXPixmaps
|
|
*
|
|
* normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
|
|
* as they implements GLX 1.3 but only define GLX_VERSION_1_2
|
|
* so only check OpenGL version
|
|
*/
|
|
#if defined(GL_VERSION_1_3)
|
|
|
|
GLXFBConfig* cfgs = NULL;
|
|
int nCfgs = 0;
|
|
int attribs[256];
|
|
int nAttribs = 0;
|
|
D3DFORMAT BackBufferFormat = ((IDirect3DSurface8Impl*) RenderSurface)->myDesc.Format;
|
|
D3DFORMAT StencilBufferFormat = ((IDirect3DSurface8Impl*) StencilSurface)->myDesc.Format;
|
|
UINT Width = ((IDirect3DSurface8Impl*) RenderSurface)->myDesc.Width;
|
|
UINT Height = ((IDirect3DSurface8Impl*) RenderSurface)->myDesc.Height;
|
|
IDirect3DSurface8Impl* tmp;
|
|
|
|
ICOM_THIS(IDirect3DDevice8Impl,iface);
|
|
|
|
#define PUSH1(att) attribs[nAttribs++] = (att);
|
|
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
|
|
|
|
PUSH2(GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT | GLX_WINDOW | GLX_PBUFFER_BIT);
|
|
PUSH2(GLX_X_RENDERABLE, TRUE);
|
|
PUSH2(GLX_DOUBLEBUFFER, TRUE);
|
|
|
|
switch (BackBufferFormat) {
|
|
/* color buffer */
|
|
case D3DFMT_P8:
|
|
PUSH2(GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT);
|
|
PUSH2(GLX_BUFFER_SIZE, 8);
|
|
PUSH2(GLX_DOUBLEBUFFER, TRUE);
|
|
break;
|
|
|
|
case D3DFMT_R3G3B2:
|
|
PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
|
|
PUSH2(GLX_RED_SIZE, 3);
|
|
PUSH2(GLX_GREEN_SIZE, 3);
|
|
PUSH2(GLX_BLUE_SIZE, 2);
|
|
break;
|
|
|
|
case D3DFMT_A1R5G5B5:
|
|
PUSH2(GLX_ALPHA_SIZE, 1);
|
|
case D3DFMT_X1R5G5B5:
|
|
PUSH2(GLX_RED_SIZE, 5);
|
|
PUSH2(GLX_GREEN_SIZE, 5);
|
|
PUSH2(GLX_BLUE_SIZE, 5);
|
|
break;
|
|
|
|
case D3DFMT_R5G6B5:
|
|
PUSH2(GLX_RED_SIZE, 5);
|
|
PUSH2(GLX_GREEN_SIZE, 6);
|
|
PUSH2(GLX_BLUE_SIZE, 5);
|
|
break;
|
|
|
|
case D3DFMT_A4R4G4B4:
|
|
PUSH2(GLX_ALPHA_SIZE, 4);
|
|
case D3DFMT_X4R4G4B4:
|
|
PUSH2(GLX_RED_SIZE, 4);
|
|
PUSH2(GLX_GREEN_SIZE, 4);
|
|
PUSH2(GLX_BLUE_SIZE, 4);
|
|
break;
|
|
|
|
case D3DFMT_A8R8G8B8:
|
|
PUSH2(GLX_ALPHA_SIZE, 8);
|
|
case D3DFMT_R8G8B8:
|
|
case D3DFMT_X8R8G8B8:
|
|
PUSH2(GLX_RED_SIZE, 8);
|
|
PUSH2(GLX_GREEN_SIZE, 8);
|
|
PUSH2(GLX_BLUE_SIZE, 8);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (StencilBufferFormat) {
|
|
case D3DFMT_D16_LOCKABLE:
|
|
case D3DFMT_D16:
|
|
PUSH2(GLX_DEPTH_SIZE, 16);
|
|
break;
|
|
|
|
case D3DFMT_D15S1:
|
|
PUSH2(GLX_DEPTH_SIZE, 15);
|
|
break;
|
|
|
|
case D3DFMT_D24X8:
|
|
PUSH2(GLX_DEPTH_SIZE, 24);
|
|
break;
|
|
|
|
case D3DFMT_D24X4S4:
|
|
PUSH2(GLX_DEPTH_SIZE, 24);
|
|
PUSH2(GLX_STENCIL_SIZE, 4);
|
|
break;
|
|
|
|
case D3DFMT_D24S8:
|
|
PUSH2(GLX_DEPTH_SIZE, 24);
|
|
PUSH2(GLX_STENCIL_SIZE, 8);
|
|
break;
|
|
|
|
case D3DFMT_D32:
|
|
PUSH2(GLX_DEPTH_SIZE, 32);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
PUSH1(None);
|
|
|
|
cfgs = glXChooseFBConfig(This->display, DefaultScreen(This->display), attribs, &nCfgs);
|
|
if (NULL != cfgs) {
|
|
#if 0
|
|
int i;
|
|
for (i = 0; i < nCfgs; ++i) {
|
|
TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat, debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
|
|
}
|
|
#endif
|
|
|
|
if (NULL != This->renderTarget) {
|
|
GLenum prev_read;
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
|
|
#if 0
|
|
/** very very usefull debug code */
|
|
glXSwapBuffers(This->display, This->drawable);
|
|
printf("Hit Enter to get next frame ...\n");
|
|
getchar();
|
|
#endif
|
|
|
|
glGetIntegerv(GL_READ_BUFFER, &prev_read);
|
|
vcheckGLcall("glIntegerv");
|
|
glReadBuffer(GL_BACK);
|
|
vcheckGLcall("glReadBuffer");
|
|
{
|
|
long j;
|
|
for (j = 0; j < This->renderTarget->myDesc.Height; ++j) {
|
|
glReadPixels(0,
|
|
This->renderTarget->myDesc.Height - j - 1,
|
|
This->renderTarget->myDesc.Width,
|
|
1,
|
|
D3DFmt2GLFmt(This->renderTarget->myDesc.Format),
|
|
D3DFmt2GLType(This->renderTarget->myDesc.Format),
|
|
This->renderTarget->allocatedMemory);
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
}
|
|
glReadBuffer(prev_read);
|
|
vcheckGLcall("glReadBuffer");
|
|
}
|
|
|
|
if (BackBufferFormat != This->renderTarget->myDesc.Format &&
|
|
StencilBufferFormat != This->stencilBufferTarget->myDesc.Format) {
|
|
nAttribs = 0;
|
|
PUSH2(GLX_PBUFFER_WIDTH, Width);
|
|
PUSH2(GLX_PBUFFER_HEIGHT, Height);
|
|
PUSH1(None);
|
|
This->drawable = glXCreatePbuffer(This->display, cfgs[0], attribs);
|
|
|
|
This->render_ctx = glXCreateNewContext(This->display, cfgs[0], GLX_RGBA_TYPE, This->glCtx, TRUE);
|
|
if (NULL == This->render_ctx) {
|
|
ERR("cannot create glxContext\n");
|
|
}
|
|
|
|
glFlush();
|
|
glXSwapBuffers(This->display, This->drawable);
|
|
if (glXMakeContextCurrent(This->display, This->drawable, This->drawable, This->render_ctx) == False) {
|
|
TRACE("Error in setting current context: context %p drawable %ld (default %ld)!\n", This->glCtx, This->drawable, This->win);
|
|
}
|
|
checkGLcall("glXMakeContextCurrent");
|
|
}
|
|
|
|
tmp = This->renderTarget;
|
|
This->renderTarget = (IDirect3DSurface8Impl*) RenderSurface;
|
|
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->renderTarget);
|
|
IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) tmp);
|
|
|
|
tmp = This->stencilBufferTarget;
|
|
This->stencilBufferTarget = (IDirect3DSurface8Impl*) StencilSurface;
|
|
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->stencilBufferTarget);
|
|
IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) tmp);
|
|
|
|
return D3D_OK;
|
|
|
|
} else {
|
|
ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat, debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
|
|
}
|
|
|
|
#undef PUSH1
|
|
#undef PUSH2
|
|
|
|
#endif
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
}
|