| /* Direct3D Device | |
| * Copyright (c) 1998 Lionel ULMER | |
| * | |
| * This file contains the MESA implementation of all the D3D devices that | |
| * Wine supports. | |
| * | |
| * This library is free software; you can redistribute it and/or | |
| * modify it under the terms of the GNU Lesser General Public | |
| * License as published by the Free Software Foundation; either | |
| * version 2.1 of the License, or (at your option) any later version. | |
| * | |
| * This library is distributed in the hope that it will be useful, | |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
| * Lesser General Public License for more details. | |
| * | |
| * You should have received a copy of the GNU Lesser General Public | |
| * License along with this library; if not, write to the Free Software | |
| * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
| */ | |
| #include "config.h" | |
| #include <string.h> | |
| #define NONAMELESSUNION | |
| #define NONAMELESSSTRUCT | |
| #include "windef.h" | |
| #include "winerror.h" | |
| #include "objbase.h" | |
| #include "ddraw.h" | |
| #include "d3d.h" | |
| #include "wine/debug.h" | |
| #include "mesa_private.h" | |
| #include "main.h" | |
| #include "x11drv.h" | |
| WINE_DEFAULT_DEBUG_CHANNEL(ddraw); | |
| /* They are non-static as they are used by Direct3D in the creation function */ | |
| const GUID IID_D3DDEVICE_OpenGL = { | |
| 0x31416d44, | |
| 0x86ae, | |
| 0x11d2, | |
| { 0x82,0x2d,0xa8,0xd5,0x31,0x87,0xca,0xfa } | |
| }; | |
| #ifndef HAVE_GLEXT_PROTOTYPES | |
| /* This is for non-OpenGL ABI compliant glext.h headers :-) */ | |
| typedef void (* PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, | |
| GLsizei width, GLenum format, GLenum type, | |
| const GLvoid *table); | |
| #endif | |
| const float id_mat[16] = { | |
| 1.0, 0.0, 0.0, 0.0, | |
| 0.0, 1.0, 0.0, 0.0, | |
| 0.0, 0.0, 1.0, 0.0, | |
| 0.0, 0.0, 0.0, 1.0 | |
| }; | |
| static void draw_primitive_strided(IDirect3DDeviceImpl *This, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| DWORD d3dvtVertexType, | |
| LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData, | |
| DWORD dwVertexCount, | |
| LPWORD dwIndices, | |
| DWORD dwIndexCount, | |
| DWORD dwFlags) ; | |
| /* retrieve the X display to use on a given DC */ | |
| inline static Display *get_display( HDC hdc ) | |
| { | |
| Display *display; | |
| enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY; | |
| if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape, | |
| sizeof(display), (LPSTR)&display )) display = NULL; | |
| return display; | |
| } | |
| /* retrieve the X drawable to use on a given DC */ | |
| inline static Drawable get_drawable( HDC hdc ) | |
| { | |
| Drawable drawable; | |
| enum x11drv_escape_codes escape = X11DRV_GET_DRAWABLE; | |
| if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape, | |
| sizeof(drawable), (LPSTR)&drawable )) drawable = 0; | |
| return drawable; | |
| } | |
| static BOOL opengl_flip( LPVOID display, LPVOID drawable) | |
| { | |
| TRACE("(%p, %ld)\n",(Display*)display,(Drawable)drawable); | |
| ENTER_GL(); | |
| glXSwapBuffers((Display*)display,(Drawable)drawable); | |
| LEAVE_GL(); | |
| return TRUE; | |
| } | |
| /******************************************************************************* | |
| * OpenGL static functions | |
| */ | |
| static void set_context(IDirect3DDeviceImpl* This) | |
| { | |
| IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This; | |
| ENTER_GL(); | |
| TRACE("glxMakeCurrent %p, %ld, %p\n",glThis->display,glThis->drawable, glThis->gl_context); | |
| if (glXMakeCurrent(glThis->display, glThis->drawable, glThis->gl_context) == False) { | |
| ERR("Error in setting current context (context %p drawable %ld)!\n", | |
| glThis->gl_context, glThis->drawable); | |
| } | |
| LEAVE_GL(); | |
| } | |
| static void fill_opengl_primcaps(D3DPRIMCAPS *pc) | |
| { | |
| pc->dwSize = sizeof(*pc); | |
| pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW | | |
| D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ; | |
| pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE | | |
| D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL; | |
| pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | | |
| D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; | |
| pc->dwSrcBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | | |
| D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT | | |
| D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; | |
| pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | | |
| D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT | | |
| D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; | |
| pc->dwAlphaCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | | |
| D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; | |
| pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB | | |
| D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB; | |
| pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE | | |
| D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY; | |
| pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST | | |
| D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST; | |
| pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK | | |
| D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK; | |
| pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV; | |
| pc->dwStippleWidth = 32; | |
| pc->dwStippleHeight = 32; | |
| } | |
| static void fill_opengl_caps(D3DDEVICEDESC *d1) | |
| { | |
| /* GLint maxlight; */ | |
| d1->dwSize = sizeof(*d1); | |
| d1->dwFlags = D3DDD_DEVCAPS | D3DDD_BCLIPPING | D3DDD_COLORMODEL | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH | |
| | D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS; | |
| d1->dcmColorModel = D3DCOLOR_RGB; | |
| d1->dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY | | |
| D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY | | |
| D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY | | |
| /* D3D 7 capabilities */ | |
| D3DDEVCAPS_DRAWPRIMITIVES2 | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_HWRASTERIZATION; | |
| d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS); | |
| d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP; | |
| d1->bClipping = TRUE; | |
| d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS); | |
| d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT; | |
| d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB; | |
| d1->dlcLightingCaps.dwNumLights = 16; /* glGetIntegerv(GL_MAX_LIGHTS, &maxlight); d1->dlcLightingCaps.dwNumLights = maxlight; */ | |
| fill_opengl_primcaps(&(d1->dpcLineCaps)); | |
| fill_opengl_primcaps(&(d1->dpcTriCaps)); | |
| d1->dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32; | |
| d1->dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; | |
| d1->dwMaxBufferSize = 0; | |
| d1->dwMaxVertexCount = 65536; | |
| d1->dwMinTextureWidth = 1; | |
| d1->dwMinTextureHeight = 1; | |
| d1->dwMaxTextureWidth = 1024; | |
| d1->dwMaxTextureHeight = 1024; | |
| d1->dwMinStippleWidth = 1; | |
| d1->dwMinStippleHeight = 1; | |
| d1->dwMaxStippleWidth = 32; | |
| d1->dwMaxStippleHeight = 32; | |
| d1->dwMaxTextureRepeat = 16; | |
| d1->dwMaxTextureAspectRatio = 1024; | |
| d1->dwMaxAnisotropy = 0; | |
| d1->dvGuardBandLeft = 0.0; | |
| d1->dvGuardBandRight = 0.0; | |
| d1->dvGuardBandTop = 0.0; | |
| d1->dvGuardBandBottom = 0.0; | |
| d1->dvExtentsAdjust = 0.0; | |
| d1->dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP | | |
| D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO; | |
| d1->dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1; | |
| d1->dwTextureOpCaps = 0; /* TODO add proper caps according to OpenGL multi-texture stuff */ | |
| d1->wMaxTextureBlendStages = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */ | |
| d1->wMaxSimultaneousTextures = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */ | |
| } | |
| static void fill_opengl_caps_7(D3DDEVICEDESC7 *d) | |
| { | |
| D3DDEVICEDESC d1; | |
| /* Copy first D3D1/2/3 capabilities */ | |
| fill_opengl_caps(&d1); | |
| /* And fill the D3D7 one with it */ | |
| d->dwDevCaps = d1.dwDevCaps; | |
| d->dpcLineCaps = d1.dpcLineCaps; | |
| d->dpcTriCaps = d1.dpcTriCaps; | |
| d->dwDeviceRenderBitDepth = d1.dwDeviceRenderBitDepth; | |
| d->dwDeviceZBufferBitDepth = d1.dwDeviceZBufferBitDepth; | |
| d->dwMinTextureWidth = d1.dwMinTextureWidth; | |
| d->dwMinTextureHeight = d1.dwMinTextureHeight; | |
| d->dwMaxTextureWidth = d1.dwMaxTextureWidth; | |
| d->dwMaxTextureHeight = d1.dwMaxTextureHeight; | |
| d->dwMaxTextureRepeat = d1.dwMaxTextureRepeat; | |
| d->dwMaxTextureAspectRatio = d1.dwMaxTextureAspectRatio; | |
| d->dwMaxAnisotropy = d1.dwMaxAnisotropy; | |
| d->dvGuardBandLeft = d1.dvGuardBandLeft; | |
| d->dvGuardBandTop = d1.dvGuardBandTop; | |
| d->dvGuardBandRight = d1.dvGuardBandRight; | |
| d->dvGuardBandBottom = d1.dvGuardBandBottom; | |
| d->dvExtentsAdjust = d1.dvExtentsAdjust; | |
| d->dwStencilCaps = d1.dwStencilCaps; | |
| d->dwFVFCaps = d1.dwFVFCaps; | |
| d->dwTextureOpCaps = d1.dwTextureOpCaps; | |
| d->wMaxTextureBlendStages = d1.wMaxTextureBlendStages; | |
| d->wMaxSimultaneousTextures = d1.wMaxSimultaneousTextures; | |
| d->dwMaxActiveLights = d1.dlcLightingCaps.dwNumLights; | |
| d->dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */ | |
| d->deviceGUID = IID_IDirect3DTnLHalDevice; | |
| d->wMaxUserClipPlanes = 1; | |
| d->wMaxVertexBlendMatrices = 0; | |
| d->dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG | D3DVTXPCAPS_DIRECTIONALLIGHTS | | |
| D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER; | |
| d->dwReserved1 = 0; | |
| d->dwReserved2 = 0; | |
| d->dwReserved3 = 0; | |
| d->dwReserved4 = 0; | |
| } | |
| #if 0 /* TODO : fix this and add multitexturing and other needed stuff */ | |
| static void fill_device_capabilities(IDirectDrawImpl* ddraw) | |
| { | |
| x11_dd_private *private = (x11_dd_private *) ddraw->d->private; | |
| const char *ext_string; | |
| Mesa_DeviceCapabilities *devcap; | |
| private->device_capabilities = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(Mesa_DeviceCapabilities)); | |
| devcap = (Mesa_DeviceCapabilities *) private->device_capabilities; | |
| ENTER_GL(); | |
| ext_string = glGetString(GL_EXTENSIONS); | |
| /* Query for the ColorTable Extension */ | |
| if (strstr(ext_string, "GL_EXT_paletted_texture")) { | |
| devcap->ptr_ColorTableEXT = (PFNGLCOLORTABLEEXTPROC) glXGetProcAddressARB("glColorTableEXT"); | |
| TRACE("Color table extension supported (function at %p)\n", devcap->ptr_ColorTableEXT); | |
| } else { | |
| TRACE("Color table extension not found.\n"); | |
| } | |
| LEAVE_GL(); | |
| } | |
| #endif | |
| HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) | |
| { | |
| D3DDEVICEDESC dref, d1, d2; | |
| HRESULT ret_value; | |
| fill_opengl_caps(&dref); | |
| TRACE(" enumerating OpenGL D3DDevice interface using reference IID (IID %s).\n", debugstr_guid(&IID_IDirect3DRefDevice)); | |
| d1 = dref; | |
| d2 = dref; | |
| ret_value = cb((LPIID) &IID_IDirect3DRefDevice, "WINE Reference Direct3DX using OpenGL", "direct3d", &d1, &d2, context); | |
| if (ret_value != D3DENUMRET_OK) | |
| return ret_value; | |
| TRACE(" enumerating OpenGL D3DDevice interface (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL)); | |
| d1 = dref; | |
| d2 = dref; | |
| ret_value = cb((LPIID) &IID_D3DDEVICE_OpenGL, "WINE Direct3DX using OpenGL", "direct3d", &d1, &d2, context); | |
| if (ret_value != D3DENUMRET_OK) | |
| return ret_value; | |
| return D3DENUMRET_OK; | |
| } | |
| HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context) | |
| { | |
| D3DDEVICEDESC7 ddesc; | |
| fill_opengl_caps_7(&ddesc); | |
| TRACE(" enumerating OpenGL D3DDevice7 interface.\n"); | |
| return cb("WINE Direct3D7 using OpenGL", "Wine D3D7 device", &ddesc, context); | |
| } | |
| ULONG WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; | |
| TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref); | |
| if (!--(This->ref)) { | |
| int i; | |
| /* Release texture associated with the device */ | |
| for (i = 0; i < MAX_TEXTURES; i++) | |
| if (This->current_texture[i] != NULL) | |
| IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[i], IDirectDrawSurface7)); | |
| /* And warn the D3D object that this device is no longer active... */ | |
| This->d3d->removed_device(This->d3d, This); | |
| HeapFree(GetProcessHeap(), 0, This->world_mat); | |
| HeapFree(GetProcessHeap(), 0, This->view_mat); | |
| HeapFree(GetProcessHeap(), 0, This->proj_mat); | |
| ENTER_GL(); | |
| glXDestroyContext(glThis->display, glThis->gl_context); | |
| LEAVE_GL(); | |
| HeapFree(GetProcessHeap(), 0, This->clipping_planes); | |
| HeapFree(GetProcessHeap(), 0, This); | |
| return 0; | |
| } | |
| return This->ref; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps(LPDIRECT3DDEVICE3 iface, | |
| LPD3DDEVICEDESC lpD3DHWDevDesc, | |
| LPD3DDEVICEDESC lpD3DHELDevDesc) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); | |
| D3DDEVICEDESC desc; | |
| DWORD dwSize; | |
| TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DHWDevDesc, lpD3DHELDevDesc); | |
| fill_opengl_caps(&desc); | |
| dwSize = lpD3DHWDevDesc->dwSize; | |
| memset(lpD3DHWDevDesc, 0, dwSize); | |
| memcpy(lpD3DHWDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize)); | |
| dwSize = lpD3DHELDevDesc->dwSize; | |
| memset(lpD3DHELDevDesc, 0, dwSize); | |
| memcpy(lpD3DHELDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize)); | |
| TRACE(" returning caps : (no dump function yet)\n"); | |
| return DD_OK; | |
| } | |
| static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1, | |
| LPD3DENUMPIXELFORMATSCALLBACK cb_2, | |
| LPVOID context) | |
| { | |
| DDSURFACEDESC sdesc; | |
| LPDDPIXELFORMAT pformat; | |
| /* Do the texture enumeration */ | |
| sdesc.dwSize = sizeof(DDSURFACEDESC); | |
| sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS; | |
| sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE; | |
| pformat = &(sdesc.ddpfPixelFormat); | |
| pformat->dwSize = sizeof(DDPIXELFORMAT); | |
| pformat->dwFourCC = 0; | |
| TRACE("Enumerating GL_RGBA unpacked (32)\n"); | |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; | |
| pformat->u1.dwRGBBitCount = 32; | |
| pformat->u2.dwRBitMask = 0xFF000000; | |
| pformat->u3.dwGBitMask = 0x00FF0000; | |
| pformat->u4.dwBBitMask = 0x0000FF00; | |
| pformat->u5.dwRGBAlphaBitMask = 0x000000FF; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| TRACE("Enumerating GL_RGB unpacked (24)\n"); | |
| pformat->dwFlags = DDPF_RGB; | |
| pformat->u1.dwRGBBitCount = 24; | |
| pformat->u2.dwRBitMask = 0x00FF0000; | |
| pformat->u3.dwGBitMask = 0x0000FF00; | |
| pformat->u4.dwBBitMask = 0x000000FF; | |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n"); | |
| pformat->dwFlags = DDPF_RGB; | |
| pformat->u1.dwRGBBitCount = 16; | |
| pformat->u2.dwRBitMask = 0x0000F800; | |
| pformat->u3.dwGBitMask = 0x000007E0; | |
| pformat->u4.dwBBitMask = 0x0000001F; | |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| /* Note : even if this is an 'emulated' texture format, it needs to be first | |
| as some dumb applications seem to rely on that. */ | |
| TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_1_5_5_5 (ARGB) (16)\n"); | |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; | |
| pformat->u1.dwRGBBitCount = 16; | |
| pformat->u2.dwRBitMask = 0x00007C00; | |
| pformat->u3.dwGBitMask = 0x000003E0; | |
| pformat->u4.dwBBitMask = 0x0000001F; | |
| pformat->u5.dwRGBAlphaBitMask = 0x00008000; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (ARGB) (16)\n"); | |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; | |
| pformat->u1.dwRGBBitCount = 16; | |
| pformat->u2.dwRBitMask = 0x00000F00; | |
| pformat->u3.dwGBitMask = 0x000000F0; | |
| pformat->u4.dwBBitMask = 0x0000000F; | |
| pformat->u5.dwRGBAlphaBitMask = 0x0000F000; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| #if 0 | |
| /* This is a compromise : some games choose the first 16 bit texture format with alpha they | |
| find enumerated, others the last one. And both want to have the ARGB one. | |
| So basically, forget our OpenGL roots and do not even enumerate our RGBA ones. | |
| */ | |
| TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n"); | |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; | |
| pformat->u1.dwRGBBitCount = 16; | |
| pformat->u2.dwRBitMask = 0x0000F000; | |
| pformat->u3.dwGBitMask = 0x00000F00; | |
| pformat->u4.dwBBitMask = 0x000000F0; | |
| pformat->u5.dwRGBAlphaBitMask = 0x0000000F; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n"); | |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; | |
| pformat->u1.dwRGBBitCount = 16; | |
| pformat->u2.dwRBitMask = 0x0000F800; | |
| pformat->u3.dwGBitMask = 0x000007C0; | |
| pformat->u4.dwBBitMask = 0x0000003E; | |
| pformat->u5.dwRGBAlphaBitMask = 0x00000001; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| #endif | |
| TRACE("Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n"); | |
| pformat->dwFlags = DDPF_RGB; | |
| pformat->u1.dwRGBBitCount = 8; | |
| pformat->u2.dwRBitMask = 0x000000E0; | |
| pformat->u3.dwGBitMask = 0x0000001C; | |
| pformat->u4.dwBBitMask = 0x00000003; | |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| TRACE("Enumerating Paletted (8)\n"); | |
| pformat->dwFlags = DDPF_PALETTEINDEXED8; | |
| pformat->u1.dwRGBBitCount = 8; | |
| pformat->u2.dwRBitMask = 0x00000000; | |
| pformat->u3.dwGBitMask = 0x00000000; | |
| pformat->u4.dwBBitMask = 0x00000000; | |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; | |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; | |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; | |
| TRACE("End of enumeration\n"); | |
| return DD_OK; | |
| } | |
| HRESULT | |
| d3ddevice_find(IDirect3DImpl *d3d, | |
| LPD3DFINDDEVICESEARCH lpD3DDFS, | |
| LPD3DFINDDEVICERESULT lplpD3DDevice) | |
| { | |
| D3DDEVICEDESC desc; | |
| if ((lpD3DDFS->dwFlags & D3DFDS_COLORMODEL) && | |
| (lpD3DDFS->dcmColorModel != D3DCOLOR_RGB)) { | |
| TRACE(" trying to request a non-RGB D3D color model. Not supported.\n"); | |
| return DDERR_INVALIDPARAMS; /* No real idea what to return here :-) */ | |
| } | |
| if (lpD3DDFS->dwFlags & D3DFDS_GUID) { | |
| TRACE(" trying to match guid %s.\n", debugstr_guid(&(lpD3DDFS->guid))); | |
| if ((IsEqualGUID(&IID_D3DDEVICE_OpenGL, &(lpD3DDFS->guid)) == 0) && | |
| (IsEqualGUID(&IID_IDirect3DHALDevice, &(lpD3DDFS->guid)) == 0) && | |
| (IsEqualGUID(&IID_IDirect3DRefDevice, &(lpD3DDFS->guid)) == 0)) { | |
| TRACE(" no match for this GUID.\n"); | |
| return DDERR_INVALIDPARAMS; | |
| } | |
| } | |
| /* Now return our own GUID */ | |
| lplpD3DDevice->guid = IID_D3DDEVICE_OpenGL; | |
| fill_opengl_caps(&desc); | |
| lplpD3DDevice->ddHwDesc = desc; | |
| lplpD3DDevice->ddSwDesc = desc; | |
| TRACE(" returning Wine's OpenGL device with (undumped) capabilities\n"); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats(LPDIRECT3DDEVICE2 iface, | |
| LPD3DENUMTEXTUREFORMATSCALLBACK lpD3DEnumTextureProc, | |
| LPVOID lpArg) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); | |
| TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumTextureProc, lpArg); | |
| return enum_texture_format_OpenGL(lpD3DEnumTextureProc, NULL, lpArg); | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats(LPDIRECT3DDEVICE7 iface, | |
| LPD3DENUMPIXELFORMATSCALLBACK lpD3DEnumPixelProc, | |
| LPVOID lpArg) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumPixelProc, lpArg); | |
| return enum_texture_format_OpenGL(NULL, lpD3DEnumPixelProc, lpArg); | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState(LPDIRECT3DDEVICE7 iface, | |
| D3DRENDERSTATETYPE dwRenderStateType, | |
| DWORD dwRenderState) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwRenderStateType, dwRenderState); | |
| /* Call the render state functions */ | |
| store_render_state(This, dwRenderStateType, dwRenderState, &This->state_block); | |
| set_render_state(This, dwRenderStateType, &This->state_block); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState(LPDIRECT3DDEVICE7 iface, | |
| D3DRENDERSTATETYPE dwRenderStateType, | |
| LPDWORD lpdwRenderState) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwRenderStateType, lpdwRenderState); | |
| /* Call the render state functions */ | |
| get_render_state(This, dwRenderStateType, lpdwRenderState, &This->state_block); | |
| TRACE(" - asked for rendering state : %s, returning value %08lx.\n", _get_renderstate(dwRenderStateType), *lpdwRenderState); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface, | |
| D3DLIGHTSTATETYPE dwLightStateType, | |
| DWORD dwLightState) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); | |
| TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState); | |
| if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX)) | |
| TRACE("Unexpected Light State Type\n"); | |
| return DDERR_INVALIDPARAMS; | |
| if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) { | |
| IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) dwLightState; | |
| if (mat != NULL) { | |
| ENTER_GL(); | |
| mat->activate(mat); | |
| LEAVE_GL(); | |
| } else { | |
| ERR(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n"); | |
| } | |
| } else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) { | |
| switch (dwLightState) { | |
| case D3DCOLOR_MONO: | |
| ERR("DDCOLOR_MONO should not happend!\n"); | |
| break; | |
| case D3DCOLOR_RGB: | |
| /* We are already in this mode */ | |
| break; | |
| default: | |
| ERR("Unknown color model!\n"); | |
| break; | |
| } | |
| } else { | |
| D3DRENDERSTATETYPE rs; | |
| switch (dwLightStateType) { | |
| case D3DLIGHTSTATE_AMBIENT: /* 2 */ | |
| rs = D3DRENDERSTATE_AMBIENT; | |
| break; | |
| case D3DLIGHTSTATE_FOGMODE: /* 4 */ | |
| rs = D3DRENDERSTATE_FOGVERTEXMODE; | |
| break; | |
| case D3DLIGHTSTATE_FOGSTART: /* 5 */ | |
| rs = D3DRENDERSTATE_FOGSTART; | |
| break; | |
| case D3DLIGHTSTATE_FOGEND: /* 6 */ | |
| rs = D3DRENDERSTATE_FOGEND; | |
| break; | |
| case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ | |
| rs = D3DRENDERSTATE_FOGDENSITY; | |
| break; | |
| case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ | |
| rs = D3DRENDERSTATE_COLORVERTEX; | |
| break; | |
| default: | |
| break; | |
| } | |
| IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), | |
| rs,dwLightState); | |
| } | |
| return DD_OK; | |
| } | |
| static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt) | |
| { | |
| switch (d3dpt) { | |
| case D3DPT_POINTLIST: | |
| TRACE("Start POINTS\n"); | |
| glBegin(GL_POINTS); | |
| break; | |
| case D3DPT_LINELIST: | |
| TRACE("Start LINES\n"); | |
| glBegin(GL_LINES); | |
| break; | |
| case D3DPT_LINESTRIP: | |
| TRACE("Start LINE_STRIP\n"); | |
| glBegin(GL_LINE_STRIP); | |
| break; | |
| case D3DPT_TRIANGLELIST: | |
| TRACE("Start TRIANGLES\n"); | |
| glBegin(GL_TRIANGLES); | |
| break; | |
| case D3DPT_TRIANGLESTRIP: | |
| TRACE("Start TRIANGLE_STRIP\n"); | |
| glBegin(GL_TRIANGLE_STRIP); | |
| break; | |
| case D3DPT_TRIANGLEFAN: | |
| TRACE("Start TRIANGLE_FAN\n"); | |
| glBegin(GL_TRIANGLE_FAN); | |
| break; | |
| default: | |
| TRACE("Unhandled primitive\n"); | |
| break; | |
| } | |
| } | |
| /* This function calculate the Z coordinate from Zproj */ | |
| static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj) | |
| { | |
| float a,b,c,d; | |
| /* Assume that X = Y = 0 and W = 1 */ | |
| a = This->proj_mat->_33; | |
| b = This->proj_mat->_34; | |
| c = This->proj_mat->_43; | |
| d = This->proj_mat->_44; | |
| /* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d | |
| * So in non homogenous coordinates we have Zproj = (a * Z + c) / (b * Z + d) | |
| * And finally Z = (d * Zproj - c) / (a - b * Zproj) | |
| */ | |
| return (d*Zproj - c) / (a - b*Zproj); | |
| } | |
| static void build_fog_table(BYTE *fog_table, DWORD fog_color) { | |
| int i; | |
| TRACE(" rebuilding fog table (%06lx)...\n", fog_color & 0x00FFFFFF); | |
| for (i = 0; i < 3; i++) { | |
| BYTE fog_color_component = (fog_color >> (8 * i)) & 0xFF; | |
| DWORD elt; | |
| for (elt = 0; elt < 0x10000; elt++) { | |
| /* We apply the fog transformation and cache the result */ | |
| DWORD fog_intensity = elt & 0xFF; | |
| DWORD vertex_color = (elt >> 8) & 0xFF; | |
| fog_table[(i * 0x10000) + elt] = ((fog_intensity * vertex_color) + ((0xFF - fog_intensity) * fog_color_component)) / 0xFF; | |
| } | |
| } | |
| } | |
| static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This, | |
| BOOLEAN vertex_transformed, | |
| BOOLEAN vertex_lit) { | |
| IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This; | |
| /* Puts GL in the correct lighting / transformation mode */ | |
| if ((vertex_transformed == FALSE) && | |
| (glThis->transform_state != GL_TRANSFORM_NORMAL)) { | |
| /* Need to put the correct transformation again if we go from Transformed | |
| vertices to non-transformed ones. | |
| */ | |
| This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED, | |
| This->world_mat, This->view_mat, This->proj_mat); | |
| glThis->transform_state = GL_TRANSFORM_NORMAL; | |
| } else if ((vertex_transformed == TRUE) && | |
| (glThis->transform_state != GL_TRANSFORM_ORTHO)) { | |
| /* Set our orthographic projection */ | |
| glThis->transform_state = GL_TRANSFORM_ORTHO; | |
| d3ddevice_set_ortho(This); | |
| } | |
| /* TODO: optimize this to not always reset all the fog stuff on all DrawPrimitive call | |
| if no fogging state change occured */ | |
| if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) { | |
| if (vertex_transformed == TRUE) { | |
| glDisable(GL_FOG); | |
| /* Now check if our fog_table still corresponds to the current vertex color. | |
| Element '0x..00' is always the fog color as it corresponds to maximum fog intensity */ | |
| if ((glThis->fog_table[0 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 0) & 0xFF)) || | |
| (glThis->fog_table[1 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 8) & 0xFF)) || | |
| (glThis->fog_table[2 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 16) & 0xFF))) { | |
| /* We need to rebuild our fog table.... */ | |
| build_fog_table(glThis->fog_table, This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]); | |
| } | |
| } else { | |
| if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) { | |
| switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) { | |
| case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); break; | |
| case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); break; | |
| case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); break; | |
| } | |
| if (vertex_lit == FALSE) { | |
| glFogf(GL_FOG_START, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]); | |
| glFogf(GL_FOG_END, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]); | |
| } else { | |
| /* Special case of 'pixel fog' */ | |
| glFogf(GL_FOG_START, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1])); | |
| glFogf(GL_FOG_END, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1])); | |
| } | |
| glEnable(GL_FOG); | |
| } else { | |
| glDisable(GL_FOG); | |
| } | |
| } | |
| } else { | |
| glDisable(GL_FOG); | |
| } | |
| /* Handle the 'no-normal' case */ | |
| if ((vertex_lit == FALSE) && (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) | |
| glEnable(GL_LIGHTING); | |
| else | |
| glDisable(GL_LIGHTING); | |
| /* Handle the code for pre-vertex material properties */ | |
| if (vertex_transformed == FALSE) { | |
| if ((This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) && | |
| (This->state_block.render_state[D3DRENDERSTATE_COLORVERTEX - 1] == TRUE)) { | |
| if ((This->state_block.render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) || | |
| (This->state_block.render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] != D3DMCS_MATERIAL) || | |
| (This->state_block.render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) || | |
| (This->state_block.render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] != D3DMCS_MATERIAL)) { | |
| glEnable(GL_COLOR_MATERIAL); | |
| } | |
| } | |
| } | |
| } | |
| inline static void draw_primitive(IDirect3DDeviceImpl *This, DWORD maxvert, WORD *index, | |
| D3DVERTEXTYPE d3dvt, D3DPRIMITIVETYPE d3dpt, void *lpvertex) | |
| { | |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; | |
| switch (d3dvt) { | |
| case D3DVT_VERTEX: { | |
| strided.position.lpvData = &((D3DVERTEX *) lpvertex)->u1.x; | |
| strided.position.dwStride = sizeof(D3DVERTEX); | |
| strided.normal.lpvData = &((D3DVERTEX *) lpvertex)->u4.nx; | |
| strided.normal.dwStride = sizeof(D3DVERTEX); | |
| strided.textureCoords[0].lpvData = &((D3DVERTEX *) lpvertex)->u7.tu; | |
| strided.textureCoords[0].dwStride = sizeof(D3DVERTEX); | |
| draw_primitive_strided(This, d3dpt, D3DFVF_VERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */); | |
| } break; | |
| case D3DVT_LVERTEX: { | |
| strided.position.lpvData = &((D3DLVERTEX *) lpvertex)->u1.x; | |
| strided.position.dwStride = sizeof(D3DLVERTEX); | |
| strided.diffuse.lpvData = &((D3DLVERTEX *) lpvertex)->u4.color; | |
| strided.diffuse.dwStride = sizeof(D3DLVERTEX); | |
| strided.specular.lpvData = &((D3DLVERTEX *) lpvertex)->u5.specular; | |
| strided.specular.dwStride = sizeof(D3DLVERTEX); | |
| strided.textureCoords[0].lpvData = &((D3DLVERTEX *) lpvertex)->u6.tu; | |
| strided.textureCoords[0].dwStride = sizeof(D3DLVERTEX); | |
| draw_primitive_strided(This, d3dpt, D3DFVF_LVERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */); | |
| } break; | |
| case D3DVT_TLVERTEX: { | |
| strided.position.lpvData = &((D3DTLVERTEX *) lpvertex)->u1.sx; | |
| strided.position.dwStride = sizeof(D3DTLVERTEX); | |
| strided.diffuse.lpvData = &((D3DTLVERTEX *) lpvertex)->u5.color; | |
| strided.diffuse.dwStride = sizeof(D3DTLVERTEX); | |
| strided.specular.lpvData = &((D3DTLVERTEX *) lpvertex)->u6.specular; | |
| strided.specular.dwStride = sizeof(D3DTLVERTEX); | |
| strided.textureCoords[0].lpvData = &((D3DTLVERTEX *) lpvertex)->u7.tu; | |
| strided.textureCoords[0].dwStride = sizeof(D3DTLVERTEX); | |
| draw_primitive_strided(This, d3dpt, D3DFVF_TLVERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */); | |
| } break; | |
| default: | |
| FIXME("Unhandled vertex type\n"); | |
| break; | |
| } | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_2_DrawPrimitive(LPDIRECT3DDEVICE2 iface, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| D3DVERTEXTYPE d3dvtVertexType, | |
| LPVOID lpvVertices, | |
| DWORD dwVertexCount, | |
| DWORD dwFlags) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); | |
| TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); | |
| } | |
| draw_primitive(This, dwVertexCount, NULL, d3dvtVertexType, d3dptPrimitiveType, lpvVertices); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive(LPDIRECT3DDEVICE2 iface, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| D3DVERTEXTYPE d3dvtVertexType, | |
| LPVOID lpvVertices, | |
| DWORD dwVertexCount, | |
| LPWORD dwIndices, | |
| DWORD dwIndexCount, | |
| DWORD dwFlags) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); | |
| TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); | |
| } | |
| draw_primitive(This, dwIndexCount, dwIndices, d3dvtVertexType, d3dptPrimitiveType, lpvVertices); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer(LPDIRECT3DDEVICE iface, | |
| LPD3DEXECUTEBUFFERDESC lpDesc, | |
| LPDIRECT3DEXECUTEBUFFER* lplpDirect3DExecuteBuffer, | |
| IUnknown* pUnkOuter) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); | |
| IDirect3DExecuteBufferImpl *ret; | |
| HRESULT ret_value; | |
| TRACE("(%p/%p)->(%p,%p,%p)\n", This, iface, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter); | |
| ret_value = d3dexecutebuffer_create(&ret, This->d3d, This, lpDesc); | |
| *lplpDirect3DExecuteBuffer = ICOM_INTERFACE(ret, IDirect3DExecuteBuffer); | |
| TRACE(" returning %p.\n", *lplpDirect3DExecuteBuffer); | |
| return ret_value; | |
| } | |
| /* These are the various handler used in the generic path */ | |
| inline static void handle_xyz(D3DVALUE *coords) { | |
| glVertex3fv(coords); | |
| } | |
| inline static void handle_xyzrhw(D3DVALUE *coords) { | |
| if (coords[3] < 1e-8) | |
| glVertex3fv(coords); | |
| else { | |
| GLfloat w = 1.0 / coords[3]; | |
| glVertex4f(coords[0] * w, | |
| coords[1] * w, | |
| coords[2] * w, | |
| w); | |
| } | |
| } | |
| inline static void handle_normal(D3DVALUE *coords) { | |
| glNormal3fv(coords); | |
| } | |
| inline static void handle_diffuse_base(STATEBLOCK *sb, DWORD *color) { | |
| if ((sb->render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == TRUE) || | |
| (sb->render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1] == TRUE)) { | |
| glColor4ub((*color >> 16) & 0xFF, | |
| (*color >> 8) & 0xFF, | |
| (*color >> 0) & 0xFF, | |
| (*color >> 24) & 0xFF); | |
| } else { | |
| glColor3ub((*color >> 16) & 0xFF, | |
| (*color >> 8) & 0xFF, | |
| (*color >> 0) & 0xFF); | |
| } | |
| } | |
| inline static void handle_specular_base(STATEBLOCK *sb, DWORD *color) { | |
| glColor4ub((*color >> 16) & 0xFF, | |
| (*color >> 8) & 0xFF, | |
| (*color >> 0) & 0xFF, | |
| (*color >> 24) & 0xFF); /* No idea if the alpha field is really used.. */ | |
| } | |
| inline static void handle_diffuse(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) { | |
| if ((lighted == FALSE) && | |
| (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) && | |
| (sb->render_state[D3DRENDERSTATE_COLORVERTEX - 1] == TRUE)) { | |
| if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR1) { | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); | |
| handle_diffuse_base(sb, color); | |
| } | |
| if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR1) { | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT); | |
| handle_diffuse_base(sb, color); | |
| } | |
| if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR1) && | |
| (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE)) { | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR); | |
| handle_diffuse_base(sb, color); | |
| } | |
| if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR1) { | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION); | |
| handle_diffuse_base(sb, color); | |
| } | |
| } else { | |
| handle_diffuse_base(sb, color); | |
| } | |
| } | |
| inline static void handle_specular(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) { | |
| if ((lighted == FALSE) && | |
| (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) && | |
| (sb->render_state[D3DRENDERSTATE_COLORVERTEX - 1] == TRUE)) { | |
| if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR2) { | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); | |
| handle_specular_base(sb, color); | |
| } | |
| if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR2) { | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT); | |
| handle_specular_base(sb, color); | |
| } | |
| if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR2) && | |
| (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE)) { | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR); | |
| handle_specular_base(sb, color); | |
| } | |
| if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR2) { | |
| glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION); | |
| handle_specular_base(sb, color); | |
| } | |
| } | |
| /* No else here as we do not know how to handle 'specular' on its own in any case.. */ | |
| } | |
| inline static void handle_diffuse_and_specular(STATEBLOCK *sb, BYTE *fog_table, DWORD *color_d, DWORD *color_s, BOOLEAN lighted) { | |
| if (lighted == TRUE) { | |
| DWORD color = *color_d; | |
| if (sb->render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) { | |
| /* Special case where the specular value is used to do fogging */ | |
| BYTE fog_intensity = *color_s >> 24; /* The alpha value of the specular component is the fog 'intensity' for this vertex */ | |
| color &= 0xFF000000; /* Only keep the alpha component */ | |
| color |= fog_table[((*color_d >> 0) & 0xFF) << 8 | fog_intensity] << 0; | |
| color |= fog_table[((*color_d >> 8) & 0xFF) << 8 | fog_intensity] << 8; | |
| color |= fog_table[((*color_d >> 16) & 0xFF) << 8 | fog_intensity] << 16; | |
| } | |
| if (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE) { | |
| /* Standard specular value in transformed mode. TODO */ | |
| } | |
| handle_diffuse_base(sb, &color); | |
| } else { | |
| if (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) { | |
| handle_diffuse(sb, color_d, FALSE); | |
| handle_specular(sb, color_s, FALSE); | |
| } else { | |
| /* In that case, only put the diffuse color... */ | |
| handle_diffuse_base(sb, color_d); | |
| } | |
| } | |
| } | |
| inline static void handle_texture(D3DVALUE *coords) { | |
| glTexCoord2fv(coords); | |
| } | |
| inline static void handle_textures(D3DVALUE *coords, int tex_index) { | |
| /* For the moment, draw only the first texture.. */ | |
| if (tex_index == 0) glTexCoord2fv(coords); | |
| } | |
| static void draw_primitive_strided(IDirect3DDeviceImpl *This, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| DWORD d3dvtVertexType, | |
| LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData, | |
| DWORD dwVertexCount, | |
| LPWORD dwIndices, | |
| DWORD dwIndexCount, | |
| DWORD dwFlags) | |
| { | |
| BOOLEAN vertex_lighted = FALSE; | |
| IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This; | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType); | |
| } | |
| ENTER_GL(); | |
| /* Just a hack for now.. Will have to find better algorithm :-/ */ | |
| if ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) { | |
| vertex_lighted = TRUE; | |
| } else { | |
| if ((d3dvtVertexType & D3DFVF_NORMAL) == 0) glNormal3f(0.0, 0.0, 0.0); | |
| } | |
| draw_primitive_handle_GL_state(This, | |
| (d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ, | |
| vertex_lighted); | |
| draw_primitive_start_GL(d3dptPrimitiveType); | |
| /* Some fast paths first before the generic case.... */ | |
| if (d3dvtVertexType == D3DFVF_VERTEX) { | |
| int index; | |
| for (index = 0; index < dwIndexCount; index++) { | |
| int i = (dwIndices == NULL) ? index : dwIndices[index]; | |
| D3DVALUE *normal = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride); | |
| D3DVALUE *tex_coord = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride); | |
| D3DVALUE *position = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); | |
| handle_normal(normal); | |
| handle_texture(tex_coord); | |
| handle_xyz(position); | |
| TRACE(" %f %f %f / %f %f %f (%f %f)\n", | |
| position[0], position[1], position[2], | |
| normal[0], normal[1], normal[2], | |
| tex_coord[0], tex_coord[1]); | |
| } | |
| } else if (d3dvtVertexType == D3DFVF_TLVERTEX) { | |
| int index; | |
| for (index = 0; index < dwIndexCount; index++) { | |
| int i = (dwIndices == NULL) ? index : dwIndices[index]; | |
| DWORD *color_d = | |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride); | |
| DWORD *color_s = | |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride); | |
| D3DVALUE *tex_coord = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride); | |
| D3DVALUE *position = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); | |
| handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE); | |
| handle_texture(tex_coord); | |
| handle_xyzrhw(position); | |
| TRACE(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n", | |
| position[0], position[1], position[2], position[3], | |
| (*color_d >> 16) & 0xFF, | |
| (*color_d >> 8) & 0xFF, | |
| (*color_d >> 0) & 0xFF, | |
| (*color_d >> 24) & 0xFF, | |
| (*color_s >> 16) & 0xFF, | |
| (*color_s >> 8) & 0xFF, | |
| (*color_s >> 0) & 0xFF, | |
| (*color_s >> 24) & 0xFF, | |
| tex_coord[0], tex_coord[1]); | |
| } | |
| } else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) || | |
| ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) { | |
| /* This is the 'slow path' but that should support all possible vertex formats out there... | |
| Note that people should write a fast path for all vertex formats out there... | |
| */ | |
| int index; | |
| for (index = 0; index < dwIndexCount; index++) { | |
| int i = (dwIndices == NULL) ? index : dwIndices[index]; | |
| if (d3dvtVertexType & D3DFVF_NORMAL) { | |
| D3DVALUE *normal = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride); | |
| handle_normal(normal); | |
| } | |
| if ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) { | |
| DWORD *color_d = | |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride); | |
| DWORD *color_s = | |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride); | |
| handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, vertex_lighted); | |
| } else { | |
| if (d3dvtVertexType & D3DFVF_SPECULAR) { | |
| DWORD *color_s = | |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride); | |
| handle_specular(&(This->state_block), color_s, vertex_lighted); | |
| } else if (d3dvtVertexType & D3DFVF_DIFFUSE) { | |
| DWORD *color_d = | |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride); | |
| handle_diffuse(&(This->state_block), color_d, vertex_lighted); | |
| } | |
| } | |
| if (((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT) == 1) { | |
| /* Special case for single texture... */ | |
| D3DVALUE *tex_coord = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride); | |
| handle_texture(tex_coord); | |
| } else { | |
| int tex_index; | |
| for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) { | |
| D3DVALUE *tex_coord = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) + | |
| i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride); | |
| handle_textures(tex_coord, tex_index); | |
| } | |
| } | |
| if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) { | |
| D3DVALUE *position = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); | |
| handle_xyz(position); | |
| } else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) { | |
| D3DVALUE *position = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); | |
| handle_xyzrhw(position); | |
| } | |
| if (TRACE_ON(ddraw)) { | |
| int tex_index; | |
| if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) { | |
| D3DVALUE *position = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); | |
| TRACE(" %f %f %f", position[0], position[1], position[2]); | |
| } else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) { | |
| D3DVALUE *position = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); | |
| TRACE(" %f %f %f %f", position[0], position[1], position[2], position[3]); | |
| } | |
| if (d3dvtVertexType & D3DFVF_NORMAL) { | |
| D3DVALUE *normal = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride); | |
| DPRINTF(" / %f %f %f", normal[0], normal[1], normal[2]); | |
| } | |
| if (d3dvtVertexType & D3DFVF_DIFFUSE) { | |
| DWORD *color_d = | |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride); | |
| DPRINTF(" / %02lx %02lx %02lx %02lx", | |
| (*color_d >> 16) & 0xFF, | |
| (*color_d >> 8) & 0xFF, | |
| (*color_d >> 0) & 0xFF, | |
| (*color_d >> 24) & 0xFF); | |
| } | |
| if (d3dvtVertexType & D3DFVF_SPECULAR) { | |
| DWORD *color_s = | |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride); | |
| DPRINTF(" / %02lx %02lx %02lx %02lx", | |
| (*color_s >> 16) & 0xFF, | |
| (*color_s >> 8) & 0xFF, | |
| (*color_s >> 0) & 0xFF, | |
| (*color_s >> 24) & 0xFF); | |
| } | |
| for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) { | |
| D3DVALUE *tex_coord = | |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) + | |
| i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride); | |
| DPRINTF(" / %f %f", tex_coord[0], tex_coord[1]); | |
| } | |
| DPRINTF("\n"); | |
| } | |
| } | |
| } else { | |
| ERR(" matrix weighting not handled yet....\n"); | |
| } | |
| glEnd(); | |
| /* Whatever the case, disable the color material stuff */ | |
| glDisable(GL_COLOR_MATERIAL); | |
| LEAVE_GL(); | |
| TRACE("End\n"); | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive(LPDIRECT3DDEVICE7 iface, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| DWORD d3dvtVertexType, | |
| LPVOID lpvVertices, | |
| DWORD dwVertexCount, | |
| DWORD dwFlags) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; | |
| TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); | |
| } | |
| convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided, 0); | |
| draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, NULL, dwVertexCount, dwFlags); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive(LPDIRECT3DDEVICE7 iface, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| DWORD d3dvtVertexType, | |
| LPVOID lpvVertices, | |
| DWORD dwVertexCount, | |
| LPWORD dwIndices, | |
| DWORD dwIndexCount, | |
| DWORD dwFlags) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; | |
| TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); | |
| } | |
| convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided, 0); | |
| draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, dwIndices, dwIndexCount, dwFlags); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided(LPDIRECT3DDEVICE7 iface, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| DWORD dwVertexType, | |
| LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData, | |
| DWORD dwVertexCount, | |
| DWORD dwFlags) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, dwFlags); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); | |
| } | |
| draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, NULL, dwVertexCount, dwFlags); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided(LPDIRECT3DDEVICE7 iface, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| DWORD dwVertexType, | |
| LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData, | |
| DWORD dwVertexCount, | |
| LPWORD lpIndex, | |
| DWORD dwIndexCount, | |
| DWORD dwFlags) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); | |
| } | |
| draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB(LPDIRECT3DDEVICE7 iface, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf, | |
| DWORD dwStartVertex, | |
| DWORD dwNumVertices, | |
| DWORD dwFlags) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf); | |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; | |
| TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, dwFlags); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); | |
| } | |
| if (vb_impl->processed == TRUE) { | |
| IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl; | |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; | |
| glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER; | |
| This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED, | |
| &(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat)); | |
| convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided, dwStartVertex); | |
| draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwNumVertices, NULL, dwNumVertices, dwFlags); | |
| } else { | |
| convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided, dwStartVertex); | |
| draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwNumVertices, NULL, dwNumVertices, dwFlags); | |
| } | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB(LPDIRECT3DDEVICE7 iface, | |
| D3DPRIMITIVETYPE d3dptPrimitiveType, | |
| LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf, | |
| DWORD dwStartVertex, | |
| DWORD dwNumVertices, | |
| LPWORD lpwIndices, | |
| DWORD dwIndexCount, | |
| DWORD dwFlags) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf); | |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; | |
| TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); | |
| } | |
| if (vb_impl->processed == TRUE) { | |
| IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl; | |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; | |
| glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER; | |
| This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED, | |
| &(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat)); | |
| convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided, dwStartVertex); | |
| draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwNumVertices, lpwIndices, dwIndexCount, dwFlags); | |
| } else { | |
| convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided, dwStartVertex); | |
| draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwNumVertices, lpwIndices, dwIndexCount, dwFlags); | |
| } | |
| return DD_OK; | |
| } | |
| static GLenum | |
| convert_min_filter_to_GL(D3DTEXTUREMINFILTER dwState) | |
| { | |
| GLenum gl_state; | |
| switch (dwState) { | |
| case D3DTFN_POINT: | |
| gl_state = GL_NEAREST; | |
| break; | |
| case D3DTFN_LINEAR: | |
| gl_state = GL_LINEAR; | |
| break; | |
| default: | |
| gl_state = GL_LINEAR; | |
| break; | |
| } | |
| return gl_state; | |
| } | |
| static GLenum | |
| convert_mag_filter_to_GL(D3DTEXTUREMAGFILTER dwState) | |
| { | |
| GLenum gl_state; | |
| switch (dwState) { | |
| case D3DTFG_POINT: | |
| gl_state = GL_NEAREST; | |
| break; | |
| case D3DTFG_LINEAR: | |
| gl_state = GL_LINEAR; | |
| break; | |
| default: | |
| gl_state = GL_LINEAR; | |
| break; | |
| } | |
| return gl_state; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface, | |
| DWORD dwStage, | |
| D3DTEXTURESTAGESTATETYPE d3dTexStageStateType, | |
| DWORD dwState) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%08lx,%08x,%08lx)\n", This, iface, dwStage, d3dTexStageStateType, dwState); | |
| if (dwStage > 0) return DD_OK; /* We nothing in this case for now */ | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" Stage type is : "); | |
| switch (d3dTexStageStateType) { | |
| #define GEN_CASE(a) case a: DPRINTF(#a " "); break | |
| GEN_CASE(D3DTSS_COLOROP); | |
| GEN_CASE(D3DTSS_COLORARG1); | |
| GEN_CASE(D3DTSS_COLORARG2); | |
| GEN_CASE(D3DTSS_ALPHAOP); | |
| GEN_CASE(D3DTSS_ALPHAARG1); | |
| GEN_CASE(D3DTSS_ALPHAARG2); | |
| GEN_CASE(D3DTSS_BUMPENVMAT00); | |
| GEN_CASE(D3DTSS_BUMPENVMAT01); | |
| GEN_CASE(D3DTSS_BUMPENVMAT10); | |
| GEN_CASE(D3DTSS_BUMPENVMAT11); | |
| GEN_CASE(D3DTSS_TEXCOORDINDEX); | |
| GEN_CASE(D3DTSS_ADDRESS); | |
| GEN_CASE(D3DTSS_ADDRESSU); | |
| GEN_CASE(D3DTSS_ADDRESSV); | |
| GEN_CASE(D3DTSS_BORDERCOLOR); | |
| GEN_CASE(D3DTSS_MAGFILTER); | |
| GEN_CASE(D3DTSS_MINFILTER); | |
| GEN_CASE(D3DTSS_MIPFILTER); | |
| GEN_CASE(D3DTSS_MIPMAPLODBIAS); | |
| GEN_CASE(D3DTSS_MAXMIPLEVEL); | |
| GEN_CASE(D3DTSS_MAXANISOTROPY); | |
| GEN_CASE(D3DTSS_BUMPENVLSCALE); | |
| GEN_CASE(D3DTSS_BUMPENVLOFFSET); | |
| GEN_CASE(D3DTSS_TEXTURETRANSFORMFLAGS); | |
| #undef GEN_CASE | |
| default: DPRINTF("UNKNOWN !!!"); | |
| } | |
| DPRINTF(" => "); | |
| } | |
| switch (d3dTexStageStateType) { | |
| case D3DTSS_MINFILTER: | |
| if (TRACE_ON(ddraw)) { | |
| switch ((D3DTEXTUREMINFILTER) dwState) { | |
| case D3DTFN_POINT: DPRINTF("D3DTFN_POINT\n"); break; | |
| case D3DTFN_LINEAR: DPRINTF("D3DTFN_LINEAR\n"); break; | |
| default: DPRINTF(" state unhandled (%ld).\n", dwState); break; | |
| } | |
| } | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, convert_min_filter_to_GL(dwState)); | |
| break; | |
| case D3DTSS_MAGFILTER: | |
| if (TRACE_ON(ddraw)) { | |
| switch ((D3DTEXTUREMAGFILTER) dwState) { | |
| case D3DTFG_POINT: DPRINTF("D3DTFN_POINT\n"); break; | |
| case D3DTFG_LINEAR: DPRINTF("D3DTFN_LINEAR\n"); break; | |
| default: DPRINTF(" state unhandled (%ld).\n", dwState); break; | |
| } | |
| } | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, convert_mag_filter_to_GL(dwState)); | |
| break; | |
| case D3DTSS_ADDRESS: | |
| case D3DTSS_ADDRESSU: | |
| case D3DTSS_ADDRESSV: { | |
| GLenum arg = GL_REPEAT; /* Default value */ | |
| switch ((D3DTEXTUREADDRESS) dwState) { | |
| case D3DTADDRESS_WRAP: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_WRAP\n"); arg = GL_REPEAT; break; | |
| case D3DTADDRESS_CLAMP: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_CLAMP\n"); arg = GL_CLAMP; break; | |
| case D3DTADDRESS_BORDER: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_BORDER\n"); arg = GL_CLAMP_TO_EDGE; break; | |
| default: DPRINTF(" state unhandled (%ld).\n", dwState); | |
| } | |
| if ((d3dTexStageStateType == D3DTSS_ADDRESS) || | |
| (d3dTexStageStateType == D3DTSS_ADDRESSU)) | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg); | |
| if ((d3dTexStageStateType == D3DTSS_ADDRESS) || | |
| (d3dTexStageStateType == D3DTSS_ADDRESSV)) | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg); | |
| } break; | |
| default: | |
| if (TRACE_ON(ddraw)) DPRINTF(" unhandled.\n"); | |
| } | |
| This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1] = dwState; | |
| /* Some special cases when one state modifies more than one... */ | |
| if (d3dTexStageStateType == D3DTSS_ADDRESS) { | |
| This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSU - 1] = dwState; | |
| This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSV - 1] = dwState; | |
| } | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_3T_SetTexture(LPDIRECT3DDEVICE7 iface, | |
| DWORD dwStage, | |
| LPDIRECTDRAWSURFACE7 lpTexture2) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2); | |
| if (dwStage > 0) return DD_OK; | |
| if (This->current_texture[dwStage] != NULL) { | |
| IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[dwStage], IDirectDrawSurface7)); | |
| } | |
| ENTER_GL(); | |
| if (lpTexture2 == NULL) { | |
| This->current_texture[dwStage] = NULL; | |
| TRACE(" disabling 2D texturing.\n"); | |
| glBindTexture(GL_TEXTURE_2D, 0); | |
| glDisable(GL_TEXTURE_2D); | |
| } else { | |
| IDirectDrawSurfaceImpl *tex_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, lpTexture2); | |
| This->current_texture[dwStage] = tex_impl; | |
| IDirectDrawSurface7_AddRef(ICOM_INTERFACE(tex_impl, IDirectDrawSurface7)); /* Not sure about this either */ | |
| glEnable(GL_TEXTURE_2D); | |
| gltex_upload_texture(tex_impl); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, | |
| convert_mag_filter_to_GL(This->state_block.texture_stage_state[dwStage][D3DTSS_MAGFILTER - 1])); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, | |
| convert_min_filter_to_GL(This->state_block.texture_stage_state[dwStage][D3DTSS_MINFILTER - 1])); | |
| } | |
| LEAVE_GL(); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_GetCaps(LPDIRECT3DDEVICE7 iface, | |
| LPD3DDEVICEDESC7 lpD3DHELDevDesc) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%p)\n", This, iface, lpD3DHELDevDesc); | |
| fill_opengl_caps_7(lpD3DHELDevDesc); | |
| TRACE(" returning caps : no dump function yet.\n"); | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_SetMaterial(LPDIRECT3DDEVICE7 iface, | |
| LPD3DMATERIAL7 lpMat) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%p)\n", This, iface, lpMat); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" material is : \n"); | |
| dump_D3DMATERIAL7(lpMat); | |
| } | |
| This->current_material = *lpMat; | |
| glMaterialfv(GL_FRONT_AND_BACK, | |
| GL_DIFFUSE, | |
| (float *) &(This->current_material.u.diffuse)); | |
| glMaterialfv(GL_FRONT_AND_BACK, | |
| GL_AMBIENT, | |
| (float *) &(This->current_material.u1.ambient)); | |
| glMaterialfv(GL_FRONT_AND_BACK, | |
| GL_SPECULAR, | |
| (float *) &(This->current_material.u2.specular)); | |
| glMaterialfv(GL_FRONT_AND_BACK, | |
| GL_EMISSION, | |
| (float *) &(This->current_material.u3.emissive)); | |
| glMaterialf(GL_FRONT_AND_BACK, | |
| GL_SHININESS, | |
| This->current_material.u4.power); /* Not sure about this... */ | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface, | |
| DWORD dwLightIndex, | |
| LPD3DLIGHT7 lpLight) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight); | |
| if (TRACE_ON(ddraw)) { | |
| TRACE(" setting light : \n"); | |
| dump_D3DLIGHT7(lpLight); | |
| } | |
| if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS; | |
| This->set_lights |= 0x00000001 << dwLightIndex; | |
| This->light_parameters[dwLightIndex] = *lpLight; | |
| switch (lpLight->dltType) { | |
| case D3DLIGHT_DIRECTIONAL: { | |
| float direction[4]; | |
| float cut_off = 180.0; | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off); | |
| direction[0] = lpLight->dvDirection.u1.x; | |
| direction[1] = lpLight->dvDirection.u2.y; | |
| direction[2] = lpLight->dvDirection.u3.z; | |
| direction[3] = 0.0; | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) direction); | |
| } break; | |
| case D3DLIGHT_POINT: { | |
| float position[4]; | |
| float cut_off = 180.0; | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular)); | |
| position[0] = lpLight->dvPosition.u1.x; | |
| position[1] = lpLight->dvPosition.u2.y; | |
| position[2] = lpLight->dvPosition.u3.z; | |
| position[3] = 1.0; | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) position); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_CONSTANT_ATTENUATION, &(lpLight->dvAttenuation0)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_LINEAR_ATTENUATION, &(lpLight->dvAttenuation1)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_QUADRATIC_ATTENUATION, &(lpLight->dvAttenuation2)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off); | |
| } break; | |
| case D3DLIGHT_SPOT: { | |
| float direction[4]; | |
| float position[4]; | |
| float cut_off = 90.0 * (lpLight->dvPhi / M_PI); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular)); | |
| direction[0] = lpLight->dvDirection.u1.x; | |
| direction[1] = lpLight->dvDirection.u2.y; | |
| direction[2] = lpLight->dvDirection.u3.z; | |
| direction[3] = 0.0; | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_DIRECTION, (float *) direction); | |
| position[0] = lpLight->dvPosition.u1.x; | |
| position[1] = lpLight->dvPosition.u2.y; | |
| position[2] = lpLight->dvPosition.u3.z; | |
| position[3] = 1.0; | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) position); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_CONSTANT_ATTENUATION, &(lpLight->dvAttenuation0)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_LINEAR_ATTENUATION, &(lpLight->dvAttenuation1)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_QUADRATIC_ATTENUATION, &(lpLight->dvAttenuation2)); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off); | |
| glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_EXPONENT, &(lpLight->dvFalloff)); | |
| if ((lpLight->dvTheta != 0.0) || (lpLight->dvTheta != lpLight->dvPhi)) { | |
| WARN("dvTheta not fully supported yet !\n"); | |
| } | |
| } break; | |
| default: WARN(" light type not handled yet...\n"); | |
| } | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface, | |
| DWORD dwLightIndex, | |
| BOOL bEnable) | |
| { | |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); | |
| TRACE("(%p/%p)->(%08lx,%d)\n", This, iface, dwLightIndex, bEnable); | |
| if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS; | |
| if (bEnable) { | |
| if (((0x00000001 << dwLightIndex) & This->set_lights) == 0) { | |
| /* Set the default parameters.. */ | |
| TRACE(" setting default light parameters...\n"); | |
| GL_IDirect3DDeviceImpl_7_SetLight(iface, dwLightIndex, &(This->light_parameters[dwLightIndex])); | |
| } | |
| glEnable(GL_LIGHT0 + dwLightIndex); | |
| } else { | |
| glDisable(GL_LIGHT0 + dwLightIndex); | |
| } | |
| return DD_OK; | |
| } | |
| HRESULT WINAPI | |
| GL_IDirect3DDeviceImpl_7_SetClipPlane(LPDIRECT3DDEVICE7 iface, DWORD dwIndex, CONST D3DVALUE* pPlaneEquation) | |
| { | |
| ICOM_THIS(IDirect3DDeviceImpl,iface); | |
| GLdouble plane[4]; | |
| TRACE("(%p)->(%ld,%p)\n", This, dwIndex, pPlaneEquation); | |
| if (dwIndex>=This->max_clipping_planes) { | |
| return DDERR_INVALIDPARAMS; | |
| } | |
| TRACE(" clip plane %ld : %f %f %f %f\n", dwIndex, pPlaneEquation[0], pPlaneEquation[1], pPlaneEquation[2], pPlaneEquation[3] ); | |
| memcpy( This->clipping_planes[dwIndex].plane, pPlaneEquation, sizeof(D3DVALUE[4])); | |
| plane[0] = pPlaneEquation[0]; | |
| plane[1] = pPlaneEquation[1]; | |
| plane[2] = pPlaneEquation[2]; | |
| plane[3] = pPlaneEquation[3]; | |
| /* XXX: is here also code needed to handle the transformation of the world? */ | |
| glClipPlane( GL_CLIP_PLANE0+dwIndex, (const GLdouble*)(&plane) ); | |
| return D3D_OK; | |
| } | |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) | |
| # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice7.fun)) | |
| #else | |
| # define XCAST(fun) (void*) | |
| #endif | |
| ICOM_VTABLE(IDirect3DDevice7) VTABLE_IDirect3DDevice7 = | |
| { | |
| ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE | |
| XCAST(QueryInterface) Main_IDirect3DDeviceImpl_7_3T_2T_1T_QueryInterface, | |
| XCAST(AddRef) Main_IDirect3DDeviceImpl_7_3T_2T_1T_AddRef, | |
| XCAST(Release) GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release, | |
| XCAST(GetCaps) GL_IDirect3DDeviceImpl_7_GetCaps, | |
| XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats, | |
| XCAST(BeginScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_BeginScene, | |
| XCAST(EndScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_EndScene, | |
| XCAST(GetDirect3D) Main_IDirect3DDeviceImpl_7_3T_2T_1T_GetDirect3D, | |
| XCAST(SetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_SetRenderTarget, | |
| XCAST(GetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_GetRenderTarget, | |
| XCAST(Clear) Main_IDirect3DDeviceImpl_7_Clear, | |
| XCAST(SetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_SetTransform, | |
| XCAST(GetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_GetTransform, | |
| XCAST(SetViewport) Main_IDirect3DDeviceImpl_7_SetViewport, | |
| XCAST(MultiplyTransform) Main_IDirect3DDeviceImpl_7_3T_2T_MultiplyTransform, | |
| XCAST(GetViewport) Main_IDirect3DDeviceImpl_7_GetViewport, | |
| XCAST(SetMaterial) GL_IDirect3DDeviceImpl_7_SetMaterial, | |
| XCAST(GetMaterial) Main_IDirect3DDeviceImpl_7_GetMaterial, | |
| XCAST(SetLight) GL_IDirect3DDeviceImpl_7_SetLight, | |
| XCAST(GetLight) Main_IDirect3DDeviceImpl_7_GetLight, | |
| XCAST(SetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState, | |
| XCAST(GetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState, | |
| XCAST(BeginStateBlock) Main_IDirect3DDeviceImpl_7_BeginStateBlock, | |
| XCAST(EndStateBlock) Main_IDirect3DDeviceImpl_7_EndStateBlock, | |
| XCAST(PreLoad) Main_IDirect3DDeviceImpl_7_PreLoad, | |
| XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive, | |
| XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive, | |
| XCAST(SetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_SetClipStatus, | |
| XCAST(GetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_GetClipStatus, | |
| XCAST(DrawPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided, | |
| XCAST(DrawIndexedPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided, | |
| XCAST(DrawPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB, | |
| XCAST(DrawIndexedPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB, | |
| XCAST(ComputeSphereVisibility) Main_IDirect3DDeviceImpl_7_3T_ComputeSphereVisibility, | |
| XCAST(GetTexture) Main_IDirect3DDeviceImpl_7_3T_GetTexture, | |
| XCAST(SetTexture) GL_IDirect3DDeviceImpl_7_3T_SetTexture, | |
| XCAST(GetTextureStageState) Main_IDirect3DDeviceImpl_7_3T_GetTextureStageState, | |
| XCAST(SetTextureStageState) GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState, | |
| XCAST(ValidateDevice) Main_IDirect3DDeviceImpl_7_3T_ValidateDevice, | |
| XCAST(ApplyStateBlock) Main_IDirect3DDeviceImpl_7_ApplyStateBlock, | |
| XCAST(CaptureStateBlock) Main_IDirect3DDeviceImpl_7_CaptureStateBlock, | |
| XCAST(DeleteStateBlock) Main_IDirect3DDeviceImpl_7_DeleteStateBlock, | |
| XCAST(CreateStateBlock) Main_IDirect3DDeviceImpl_7_CreateStateBlock, | |
| XCAST(Load) Main_IDirect3DDeviceImpl_7_Load, | |
| XCAST(LightEnable) GL_IDirect3DDeviceImpl_7_LightEnable, | |
| XCAST(GetLightEnable) Main_IDirect3DDeviceImpl_7_GetLightEnable, | |
| XCAST(SetClipPlane) GL_IDirect3DDeviceImpl_7_SetClipPlane, | |
| XCAST(GetClipPlane) Main_IDirect3DDeviceImpl_7_GetClipPlane, | |
| XCAST(GetInfo) Main_IDirect3DDeviceImpl_7_GetInfo, | |
| }; | |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) | |
| #undef XCAST | |
| #endif | |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) | |
| # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice3.fun)) | |
| #else | |
| # define XCAST(fun) (void*) | |
| #endif | |
| ICOM_VTABLE(IDirect3DDevice3) VTABLE_IDirect3DDevice3 = | |
| { | |
| ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE | |
| XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_3_QueryInterface, | |
| XCAST(AddRef) Thunk_IDirect3DDeviceImpl_3_AddRef, | |
| XCAST(Release) Thunk_IDirect3DDeviceImpl_3_Release, | |
| XCAST(GetCaps) GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps, | |
| XCAST(GetStats) Main_IDirect3DDeviceImpl_3_2T_1T_GetStats, | |
| XCAST(AddViewport) Main_IDirect3DDeviceImpl_3_2T_1T_AddViewport, | |
| XCAST(DeleteViewport) Main_IDirect3DDeviceImpl_3_2T_1T_DeleteViewport, | |
| XCAST(NextViewport) Main_IDirect3DDeviceImpl_3_2T_1T_NextViewport, | |
| XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_3_EnumTextureFormats, | |
| XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_3_BeginScene, | |
| XCAST(EndScene) Thunk_IDirect3DDeviceImpl_3_EndScene, | |
| XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_3_GetDirect3D, | |
| XCAST(SetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_SetCurrentViewport, | |
| XCAST(GetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_GetCurrentViewport, | |
| XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_3_SetRenderTarget, | |
| XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_3_GetRenderTarget, | |
| XCAST(Begin) Main_IDirect3DDeviceImpl_3_Begin, | |
| XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_3_BeginIndexed, | |
| XCAST(Vertex) Main_IDirect3DDeviceImpl_3_2T_Vertex, | |
| XCAST(Index) Main_IDirect3DDeviceImpl_3_2T_Index, | |
| XCAST(End) Main_IDirect3DDeviceImpl_3_2T_End, | |
| XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_3_GetRenderState, | |
| XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_3_SetRenderState, | |
| XCAST(GetLightState) Main_IDirect3DDeviceImpl_3_2T_GetLightState, | |
| XCAST(SetLightState) GL_IDirect3DDeviceImpl_3_2T_SetLightState, | |
| XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_3_SetTransform, | |
| XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_3_GetTransform, | |
| XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_3_MultiplyTransform, | |
| XCAST(DrawPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawPrimitive, | |
| XCAST(DrawIndexedPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitive, | |
| XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_3_SetClipStatus, | |
| XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_3_GetClipStatus, | |
| XCAST(DrawPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveStrided, | |
| XCAST(DrawIndexedPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided, | |
| XCAST(DrawPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveVB, | |
| XCAST(DrawIndexedPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB, | |
| XCAST(ComputeSphereVisibility) Thunk_IDirect3DDeviceImpl_3_ComputeSphereVisibility, | |
| XCAST(GetTexture) Thunk_IDirect3DDeviceImpl_3_GetTexture, | |
| XCAST(SetTexture) Thunk_IDirect3DDeviceImpl_3_SetTexture, | |
| XCAST(GetTextureStageState) Thunk_IDirect3DDeviceImpl_3_GetTextureStageState, | |
| XCAST(SetTextureStageState) Thunk_IDirect3DDeviceImpl_3_SetTextureStageState, | |
| XCAST(ValidateDevice) Thunk_IDirect3DDeviceImpl_3_ValidateDevice, | |
| }; | |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) | |
| #undef XCAST | |
| #endif | |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) | |
| # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice2.fun)) | |
| #else | |
| # define XCAST(fun) (void*) | |
| #endif | |
| ICOM_VTABLE(IDirect3DDevice2) VTABLE_IDirect3DDevice2 = | |
| { | |
| ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE | |
| XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_2_QueryInterface, | |
| XCAST(AddRef) Thunk_IDirect3DDeviceImpl_2_AddRef, | |
| XCAST(Release) Thunk_IDirect3DDeviceImpl_2_Release, | |
| XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_2_GetCaps, | |
| XCAST(SwapTextureHandles) Main_IDirect3DDeviceImpl_2_1T_SwapTextureHandles, | |
| XCAST(GetStats) Thunk_IDirect3DDeviceImpl_2_GetStats, | |
| XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_2_AddViewport, | |
| XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_2_DeleteViewport, | |
| XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_2_NextViewport, | |
| XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats, | |
| XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_2_BeginScene, | |
| XCAST(EndScene) Thunk_IDirect3DDeviceImpl_2_EndScene, | |
| XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_2_GetDirect3D, | |
| XCAST(SetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_SetCurrentViewport, | |
| XCAST(GetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_GetCurrentViewport, | |
| XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_2_SetRenderTarget, | |
| XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_2_GetRenderTarget, | |
| XCAST(Begin) Main_IDirect3DDeviceImpl_2_Begin, | |
| XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_2_BeginIndexed, | |
| XCAST(Vertex) Thunk_IDirect3DDeviceImpl_2_Vertex, | |
| XCAST(Index) Thunk_IDirect3DDeviceImpl_2_Index, | |
| XCAST(End) Thunk_IDirect3DDeviceImpl_2_End, | |
| XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_2_GetRenderState, | |
| XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_2_SetRenderState, | |
| XCAST(GetLightState) Thunk_IDirect3DDeviceImpl_2_GetLightState, | |
| XCAST(SetLightState) Thunk_IDirect3DDeviceImpl_2_SetLightState, | |
| XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_2_SetTransform, | |
| XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_2_GetTransform, | |
| XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_2_MultiplyTransform, | |
| XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_2_DrawPrimitive, | |
| XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive, | |
| XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_2_SetClipStatus, | |
| XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_2_GetClipStatus, | |
| }; | |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) | |
| #undef XCAST | |
| #endif | |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) | |
| # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice.fun)) | |
| #else | |
| # define XCAST(fun) (void*) | |
| #endif | |
| ICOM_VTABLE(IDirect3DDevice) VTABLE_IDirect3DDevice = | |
| { | |
| ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE | |
| XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_1_QueryInterface, | |
| XCAST(AddRef) Thunk_IDirect3DDeviceImpl_1_AddRef, | |
| XCAST(Release) Thunk_IDirect3DDeviceImpl_1_Release, | |
| XCAST(Initialize) Main_IDirect3DDeviceImpl_1_Initialize, | |
| XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_1_GetCaps, | |
| XCAST(SwapTextureHandles) Thunk_IDirect3DDeviceImpl_1_SwapTextureHandles, | |
| XCAST(CreateExecuteBuffer) GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer, | |
| XCAST(GetStats) Thunk_IDirect3DDeviceImpl_1_GetStats, | |
| XCAST(Execute) Main_IDirect3DDeviceImpl_1_Execute, | |
| XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_1_AddViewport, | |
| XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_1_DeleteViewport, | |
| XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_1_NextViewport, | |
| XCAST(Pick) Main_IDirect3DDeviceImpl_1_Pick, | |
| XCAST(GetPickRecords) Main_IDirect3DDeviceImpl_1_GetPickRecords, | |
| XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_1_EnumTextureFormats, | |
| XCAST(CreateMatrix) Main_IDirect3DDeviceImpl_1_CreateMatrix, | |
| XCAST(SetMatrix) Main_IDirect3DDeviceImpl_1_SetMatrix, | |
| XCAST(GetMatrix) Main_IDirect3DDeviceImpl_1_GetMatrix, | |
| XCAST(DeleteMatrix) Main_IDirect3DDeviceImpl_1_DeleteMatrix, | |
| XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_1_BeginScene, | |
| XCAST(EndScene) Thunk_IDirect3DDeviceImpl_1_EndScene, | |
| XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_1_GetDirect3D, | |
| }; | |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) | |
| #undef XCAST | |
| #endif | |
| static HRESULT d3ddevice_clear(IDirect3DDeviceImpl *This, | |
| DWORD dwCount, | |
| LPD3DRECT lpRects, | |
| DWORD dwFlags, | |
| DWORD dwColor, | |
| D3DVALUE dvZ, | |
| DWORD dwStencil) | |
| { | |
| GLboolean ztest; | |
| GLfloat old_z_clear_value; | |
| GLbitfield bitfield = 0; | |
| GLint old_stencil_clear_value; | |
| GLfloat old_color_clear_value[4]; | |
| TRACE("(%p)->(%08lx,%p,%08lx,%08lx,%f,%08lx)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil); | |
| if (TRACE_ON(ddraw)) { | |
| if (dwCount > 0) { | |
| int i; | |
| TRACE(" rectangles : \n"); | |
| for (i = 0; i < dwCount; i++) { | |
| TRACE(" - %ld x %ld %ld x %ld\n", lpRects[i].u1.x1, lpRects[i].u2.y1, lpRects[i].u3.x2, lpRects[i].u4.y2); | |
| } | |
| } | |
| } | |
| if (dwCount > 1) { | |
| WARN(" Warning, this function only for now clears the whole screen...\n"); | |
| } | |
| /* Clears the screen */ | |
| ENTER_GL(); | |
| if (dwFlags & D3DCLEAR_ZBUFFER) { | |
| bitfield |= GL_DEPTH_BUFFER_BIT; | |
| glGetBooleanv(GL_DEPTH_WRITEMASK, &ztest); | |
| glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */ | |
| glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value); | |
| glClearDepth(dvZ); | |
| TRACE(" depth value : %f\n", dvZ); | |
| } | |
| if (dwFlags & D3DCLEAR_STENCIL) { | |
| bitfield |= GL_STENCIL_BUFFER_BIT; | |
| glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value); | |
| glClearStencil(dwStencil); | |
| TRACE(" stencil value : %ld\n", dwStencil); | |
| } | |
| if (dwFlags & D3DCLEAR_TARGET) { | |
| bitfield |= GL_COLOR_BUFFER_BIT; | |
| glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value); | |
| glClearColor(((dwColor >> 16) & 0xFF) / 255.0, | |
| ((dwColor >> 8) & 0xFF) / 255.0, | |
| ((dwColor >> 0) & 0xFF) / 255.0, | |
| ((dwColor >> 24) & 0xFF) / 255.0); | |
| TRACE(" color value (ARGB) : %08lx\n", dwColor); | |
| } | |
| glClear(bitfield); | |
| if (dwFlags & D3DCLEAR_ZBUFFER) { | |
| glDepthMask(ztest); | |
| glClearDepth(old_z_clear_value); | |
| } | |
| if (dwFlags & D3DCLEAR_STENCIL) { | |
| bitfield |= GL_STENCIL_BUFFER_BIT; | |
| glClearStencil(old_stencil_clear_value); | |
| } | |
| if (dwFlags & D3DCLEAR_TARGET) { | |
| bitfield |= GL_COLOR_BUFFER_BIT; | |
| glClearColor(old_color_clear_value[0], | |
| old_color_clear_value[1], | |
| old_color_clear_value[2], | |
| old_color_clear_value[3]); | |
| } | |
| LEAVE_GL(); | |
| return DD_OK; | |
| } | |
| HRESULT | |
| d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst, | |
| LPDIRECTDRAWSURFACE7 src, LPRECT rsrc, | |
| DWORD dwFlags, LPDDBLTFX lpbltfx) | |
| { | |
| if (dwFlags & DDBLT_COLORFILL) { | |
| /* This is easy to handle for the D3D Device... */ | |
| DWORD color = lpbltfx->u5.dwFillColor; | |
| TRACE(" executing D3D Device override.\n"); | |
| d3ddevice_clear(This->d3ddevice, 0, NULL, D3DCLEAR_TARGET, color, 0.0, 0x00000000); | |
| return DD_OK; | |
| } | |
| return DDERR_INVALIDPARAMS; | |
| } | |
| HRESULT | |
| d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx, | |
| DWORD dsty, LPDIRECTDRAWSURFACE7 src, | |
| LPRECT rsrc, DWORD trans) | |
| { | |
| return DDERR_INVALIDPARAMS; | |
| } | |
| void | |
| d3ddevice_set_ortho(IDirect3DDeviceImpl *This) | |
| { | |
| GLfloat height, width; | |
| GLfloat trans_mat[16]; | |
| width = This->surface->surface_desc.dwWidth; | |
| height = This->surface->surface_desc.dwHeight; | |
| /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates | |
| to OpenGL screen coordinates (ie the upper left corner is not the same). | |
| For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between | |
| -1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */ | |
| trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0; | |
| trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0; | |
| trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0; | |
| trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0; | |
| glMatrixMode(GL_MODELVIEW); | |
| glLoadIdentity(); | |
| glMatrixMode(GL_PROJECTION); | |
| glLoadMatrixf(trans_mat); | |
| } | |
| void | |
| d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices, | |
| D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat) | |
| { | |
| if ((matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED)) != 0) { | |
| glMatrixMode(GL_MODELVIEW); | |
| glLoadMatrixf((float *) view_mat); | |
| glMultMatrixf((float *) world_mat); | |
| } | |
| if ((matrices & PROJMAT_CHANGED) != 0) { | |
| glMatrixMode(GL_PROJECTION); | |
| glLoadMatrixf((float *) proj_mat); | |
| } | |
| } | |
| void | |
| d3ddevice_matrices_updated(IDirect3DDeviceImpl *This, DWORD matrices) | |
| { | |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; | |
| if (glThis->transform_state == GL_TRANSFORM_NORMAL) { | |
| /* This will force an update of the transform state at the next drawing. */ | |
| glThis->transform_state = GL_TRANSFORM_NONE; | |
| } | |
| } | |
| /* TODO for both these functions : | |
| - change / restore OpenGL parameters for pictures transfers in case they are ever modified | |
| by other OpenGL code in D3D | |
| - handle the case where no 'Begin / EndScene' was done between two locks | |
| - handle the rectangles in the unlock too | |
| - handle pitch correctly... | |
| */ | |
| static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags) | |
| { | |
| /* First, check if we need to do anything */ | |
| if ((This->lastlocktype & DDLOCK_WRITEONLY) == 0) { | |
| GLenum buffer_type; | |
| GLenum prev_read; | |
| RECT loc_rect; | |
| ENTER_GL(); | |
| glGetIntegerv(GL_READ_BUFFER, &prev_read); | |
| glFlush(); | |
| WARN(" application does a lock on a 3D surface - expect slow downs.\n"); | |
| if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) { | |
| /* Application wants to lock the front buffer */ | |
| glReadBuffer(GL_FRONT); | |
| } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) { | |
| /* Application wants to lock the back buffer */ | |
| glReadBuffer(GL_BACK); | |
| } else { | |
| WARN(" do not support 3D surface locking for this surface type - trying to use default buffer.\n"); | |
| } | |
| if (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) { | |
| buffer_type = GL_UNSIGNED_SHORT_5_6_5; | |
| } else { | |
| WARN(" unsupported pixel format.\n"); | |
| LEAVE_GL(); | |
| return; | |
| } | |
| if (pRect == NULL) { | |
| loc_rect.top = 0; | |
| loc_rect.left = 0; | |
| loc_rect.bottom = This->surface_desc.dwHeight; | |
| loc_rect.right = This->surface_desc.dwWidth; | |
| } else { | |
| loc_rect = *pRect; | |
| } | |
| glReadPixels(loc_rect.left, loc_rect.top, loc_rect.right, loc_rect.bottom, | |
| GL_RGB, buffer_type, ((char *)This->surface_desc.lpSurface | |
| + loc_rect.top * This->surface_desc.u1.lPitch | |
| + loc_rect.left * GET_BPP(This->surface_desc))); | |
| glReadBuffer(prev_read); | |
| LEAVE_GL(); | |
| } | |
| } | |
| static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect) | |
| { | |
| /* First, check if we need to do anything */ | |
| if ((This->lastlocktype & DDLOCK_READONLY) == 0) { | |
| GLenum buffer_type; | |
| GLenum prev_draw; | |
| ENTER_GL(); | |
| glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); | |
| WARN(" application does an unlock on a 3D surface - expect slow downs.\n"); | |
| if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) { | |
| /* Application wants to lock the front buffer */ | |
| glDrawBuffer(GL_FRONT); | |
| } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) { | |
| /* Application wants to lock the back buffer */ | |
| glDrawBuffer(GL_BACK); | |
| } else { | |
| WARN(" do not support 3D surface unlocking for this surface type - trying to use default buffer.\n"); | |
| } | |
| if (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) { | |
| buffer_type = GL_UNSIGNED_SHORT_5_6_5; | |
| } else { | |
| WARN(" unsupported pixel format.\n"); | |
| LEAVE_GL(); | |
| return; | |
| } | |
| glRasterPos2f(0.0, 0.0); | |
| glDrawPixels(This->surface_desc.dwWidth, This->surface_desc.dwHeight, | |
| GL_RGB, buffer_type, This->surface_desc.lpSurface); | |
| glDrawBuffer(prev_draw); | |
| LEAVE_GL(); | |
| } | |
| } | |
| HRESULT | |
| d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfaceImpl *surface) | |
| { | |
| IDirect3DDeviceImpl *object; | |
| IDirect3DDeviceGLImpl *gl_object; | |
| IDirectDrawSurfaceImpl *surf; | |
| HDC device_context; | |
| XVisualInfo *vis; | |
| int num; | |
| XVisualInfo template; | |
| GLenum buffer = GL_FRONT; | |
| int light; | |
| GLint max_clipping_planes = 0; | |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDeviceGLImpl)); | |
| if (object == NULL) return DDERR_OUTOFMEMORY; | |
| gl_object = (IDirect3DDeviceGLImpl *) object; | |
| object->ref = 1; | |
| object->d3d = d3d; | |
| object->surface = surface; | |
| object->set_context = set_context; | |
| object->clear = d3ddevice_clear; | |
| object->set_matrices = d3ddevice_set_matrices; | |
| object->matrices_updated = d3ddevice_matrices_updated; | |
| TRACE(" creating OpenGL device for surface = %p, d3d = %p\n", surface, d3d); | |
| device_context = GetDC(surface->ddraw_owner->window); | |
| gl_object->display = get_display(device_context); | |
| gl_object->drawable = get_drawable(device_context); | |
| ReleaseDC(surface->ddraw_owner->window,device_context); | |
| ENTER_GL(); | |
| template.visualid = (VisualID)GetPropA( GetDesktopWindow(), "__wine_x11_visual_id" ); | |
| vis = XGetVisualInfo(gl_object->display, VisualIDMask, &template, &num); | |
| if (vis == NULL) { | |
| HeapFree(GetProcessHeap(), 0, object); | |
| ERR("No visual found !\n"); | |
| LEAVE_GL(); | |
| return DDERR_INVALIDPARAMS; | |
| } else { | |
| TRACE(" visual found\n"); | |
| } | |
| gl_object->gl_context = glXCreateContext(gl_object->display, vis, | |
| NULL, GL_TRUE); | |
| if (gl_object->gl_context == NULL) { | |
| HeapFree(GetProcessHeap(), 0, object); | |
| ERR("Error in context creation !\n"); | |
| LEAVE_GL(); | |
| return DDERR_INVALIDPARAMS; | |
| } else { | |
| TRACE(" context created (%p)\n", gl_object->gl_context); | |
| } | |
| /* Look for the front buffer and override its surface's Flip method (if in double buffering) */ | |
| for (surf = surface; surf != NULL; surf = surf->surface_owner) { | |
| if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) { | |
| surf->aux_ctx = (LPVOID) gl_object->display; | |
| surf->aux_data = (LPVOID) gl_object->drawable; | |
| surf->aux_flip = opengl_flip; | |
| buffer = GL_BACK; | |
| break; | |
| } | |
| } | |
| /* We are not doing any double buffering.. Then force OpenGL to draw on the front buffer */ | |
| if (surf == NULL) { | |
| TRACE(" no double buffering : drawing on the front buffer\n"); | |
| buffer = GL_FRONT; | |
| } | |
| for (surf = surface; surf->prev_attached != NULL; surf = surf->prev_attached) ; | |
| for (; surf != NULL; surf = surf->next_attached) { | |
| if (((surf->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) && | |
| ((surf->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) { | |
| /* Override the Lock / Unlock function for all these surfaces */ | |
| surf->lock_update = d3ddevice_lock_update; | |
| surf->unlock_update = d3ddevice_unlock_update; | |
| /* And install also the blt / bltfast overrides */ | |
| surf->aux_blt = d3ddevice_blt; | |
| surf->aux_bltfast = d3ddevice_bltfast; | |
| } | |
| surf->d3ddevice = object; | |
| } | |
| /* Set the various light parameters */ | |
| for (light = 0; light < MAX_LIGHTS; light++) { | |
| /* Only set the fields that are not zero-created */ | |
| object->light_parameters[light].dltType = D3DLIGHT_DIRECTIONAL; | |
| object->light_parameters[light].dcvDiffuse.u1.r = 1.0; | |
| object->light_parameters[light].dcvDiffuse.u2.g = 1.0; | |
| object->light_parameters[light].dcvDiffuse.u3.b = 1.0; | |
| object->light_parameters[light].dvDirection.u3.z = 1.0; | |
| } | |
| /* Allocate memory for the matrices */ | |
| object->world_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); | |
| object->view_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); | |
| object->proj_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); | |
| memcpy(object->world_mat, id_mat, 16 * sizeof(float)); | |
| memcpy(object->view_mat , id_mat, 16 * sizeof(float)); | |
| memcpy(object->proj_mat , id_mat, 16 * sizeof(float)); | |
| /* allocate the clipping planes */ | |
| glGetIntegerv(GL_MAX_CLIP_PLANES,&max_clipping_planes); | |
| if (max_clipping_planes>32) { | |
| object->max_clipping_planes=32; | |
| } else { | |
| object->max_clipping_planes = max_clipping_planes; | |
| } | |
| TRACE(" capable of %d clipping planes\n", (int)object->max_clipping_planes ); | |
| object->clipping_planes = (d3d7clippingplane*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane)); | |
| /* Initialisation */ | |
| TRACE(" setting current context\n"); | |
| LEAVE_GL(); | |
| object->set_context(object); | |
| ENTER_GL(); | |
| TRACE(" current context set\n"); | |
| glHint(GL_FOG_HINT,GL_NICEST); | |
| glClearColor(0.0, 0.0, 0.0, 0.0); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
| glDrawBuffer(buffer); | |
| glReadBuffer(buffer); | |
| /* glDisable(GL_DEPTH_TEST); Need here to check for the presence of a ZBuffer and to reenable it when the ZBuffer is attached */ | |
| LEAVE_GL(); | |
| /* fill_device_capabilities(d3d->ddraw); */ | |
| ICOM_INIT_INTERFACE(object, IDirect3DDevice, VTABLE_IDirect3DDevice); | |
| ICOM_INIT_INTERFACE(object, IDirect3DDevice2, VTABLE_IDirect3DDevice2); | |
| ICOM_INIT_INTERFACE(object, IDirect3DDevice3, VTABLE_IDirect3DDevice3); | |
| ICOM_INIT_INTERFACE(object, IDirect3DDevice7, VTABLE_IDirect3DDevice7); | |
| *obj = object; | |
| TRACE(" creating implementation at %p.\n", *obj); | |
| /* And finally warn D3D that this device is now present */ | |
| object->d3d->added_device(object->d3d, object); | |
| /* FIXME: Should handle other versions than just 7 */ | |
| InitDefaultStateBlock(&object->state_block, 7); | |
| /* Apply default render state values */ | |
| apply_render_state(object, &object->state_block); | |
| /* FIXME: do something similar for ligh_state and texture_stage_state */ | |
| /* And fill the fog table with the default fog value */ | |
| build_fog_table(gl_object->fog_table, object->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]); | |
| return DD_OK; | |
| } |