| /* Direct3D Common functions |
| * Copyright (c) 1998 Lionel ULMER |
| * |
| * This file contains all MESA common code |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
| */ |
| |
| #include "config.h" |
| |
| #include "windef.h" |
| #include "objbase.h" |
| #include "ddraw.h" |
| #include "d3d.h" |
| #include "wine/debug.h" |
| |
| #include "mesa_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(ddraw); |
| |
| GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState) |
| { |
| switch (dwRenderState) { |
| case D3DCMP_NEVER: return GL_NEVER; |
| case D3DCMP_LESS: return GL_LESS; |
| case D3DCMP_EQUAL: return GL_EQUAL; |
| case D3DCMP_LESSEQUAL: return GL_LEQUAL; |
| case D3DCMP_GREATER: return GL_GREATER; |
| case D3DCMP_NOTEQUAL: return GL_NOTEQUAL; |
| case D3DCMP_GREATEREQUAL: return GL_GEQUAL; |
| case D3DCMP_ALWAYS: return GL_ALWAYS; |
| default: ERR("Unexpected compare type %d !\n", dwRenderState); |
| } |
| return GL_ALWAYS; |
| } |
| |
| GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState) |
| { |
| switch (dwRenderState) { |
| case D3DSTENCILOP_KEEP: return GL_KEEP; |
| case D3DSTENCILOP_ZERO: return GL_ZERO; |
| case D3DSTENCILOP_REPLACE: return GL_REPLACE; |
| case D3DSTENCILOP_INCRSAT: return GL_INCR; |
| case D3DSTENCILOP_DECRSAT: return GL_DECR; |
| case D3DSTENCILOP_INVERT: return GL_INVERT; |
| case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR; |
| case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR; |
| default: ERR("Unexpected compare type %d !\n", dwRenderState); |
| } |
| return GL_KEEP; |
| } |
| |
| GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState) |
| { |
| switch ((D3DBLEND) dwRenderState) { |
| case D3DBLEND_ZERO: return GL_ZERO; |
| case D3DBLEND_ONE: return GL_ONE; |
| case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA; |
| case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA; |
| case D3DBLEND_DESTALPHA: return GL_DST_ALPHA; |
| case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA; |
| case D3DBLEND_DESTCOLOR: return GL_DST_COLOR; |
| case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR; |
| case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE; |
| case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR; |
| case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR; |
| default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO; |
| } |
| } |
| |
| void set_render_state(IDirect3DDeviceImpl* This, |
| D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock) |
| { |
| DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1]; |
| |
| if (TRACE_ON(ddraw)) |
| TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState); |
| |
| /* First, all the stipple patterns */ |
| if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) && |
| (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) { |
| ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType); |
| } else { |
| ENTER_GL(); |
| |
| /* All others state variables */ |
| switch (dwRenderStateType) { |
| case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */ |
| IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState; |
| |
| LEAVE_GL(); |
| IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7), |
| 0, |
| ICOM_INTERFACE(tex, IDirectDrawSurface7)); |
| ENTER_GL(); |
| } break; |
| |
| case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */ |
| case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */ |
| case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */ |
| D3DTEXTURESTAGESTATETYPE d3dTexStageStateType; |
| |
| if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS; |
| else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU; |
| else d3dTexStageStateType = D3DTSS_ADDRESSV; |
| |
| LEAVE_GL(); |
| IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), |
| 0, d3dTexStageStateType, |
| dwRenderState); |
| ENTER_GL(); |
| } break; |
| |
| case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */ |
| if (dwRenderState) |
| glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
| else |
| glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); |
| break; |
| |
| case D3DRENDERSTATE_WRAPU: /* 5 */ |
| if (dwRenderState) |
| ERR("WRAPU mode unsupported by OpenGL.. Expect graphical glitches !\n"); |
| break; |
| |
| case D3DRENDERSTATE_WRAPV: /* 6 */ |
| if (dwRenderState) |
| ERR("WRAPV mode unsupported by OpenGL.. Expect graphical glitches !\n"); |
| break; |
| |
| case D3DRENDERSTATE_ZENABLE: /* 7 */ |
| /* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be |
| updated either.. No idea about what happens in D3D. |
| |
| Maybe replacing the Z function by ALWAYS would be a better idea. */ |
| if (dwRenderState == D3DZB_TRUE) |
| glEnable(GL_DEPTH_TEST); |
| else if (dwRenderState == D3DZB_FALSE) |
| glDisable(GL_DEPTH_TEST); |
| else { |
| glEnable(GL_DEPTH_TEST); |
| WARN(" w-buffering not supported.\n"); |
| } |
| break; |
| |
| case D3DRENDERSTATE_FILLMODE: /* 8 */ |
| switch ((D3DFILLMODE) dwRenderState) { |
| case D3DFILL_POINT: |
| glPolygonMode(GL_FRONT_AND_BACK,GL_POINT); |
| break; |
| case D3DFILL_WIREFRAME: |
| glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); |
| break; |
| case D3DFILL_SOLID: |
| glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); |
| break; |
| default: |
| ERR("Unhandled fill mode %ld !\n",dwRenderState); |
| } |
| break; |
| |
| case D3DRENDERSTATE_SHADEMODE: /* 9 */ |
| switch ((D3DSHADEMODE) dwRenderState) { |
| case D3DSHADE_FLAT: |
| glShadeModel(GL_FLAT); |
| break; |
| case D3DSHADE_GOURAUD: |
| glShadeModel(GL_SMOOTH); |
| break; |
| default: |
| ERR("Unhandled shade mode %ld !\n",dwRenderState); |
| } |
| break; |
| |
| case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */ |
| if (dwRenderState) |
| glDepthMask(GL_TRUE); |
| else |
| glDepthMask(GL_FALSE); |
| break; |
| |
| case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */ |
| if (dwRenderState) |
| glEnable(GL_ALPHA_TEST); |
| else |
| glDisable(GL_ALPHA_TEST); |
| break; |
| |
| case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */ |
| DWORD tex_mag = 0xFFFFFFFF; |
| |
| switch ((D3DTEXTUREFILTER) dwRenderState) { |
| case D3DFILTER_NEAREST: |
| tex_mag = D3DTFG_POINT; |
| break; |
| case D3DFILTER_LINEAR: |
| tex_mag = D3DTFG_LINEAR; |
| break; |
| default: |
| ERR("Unhandled texture mag %ld !\n",dwRenderState); |
| } |
| |
| if (tex_mag != 0xFFFFFFFF) { |
| LEAVE_GL(); |
| IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag); |
| ENTER_GL(); |
| } |
| } break; |
| |
| case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */ |
| DWORD tex_min = 0xFFFFFFFF; |
| |
| switch ((D3DTEXTUREFILTER) dwRenderState) { |
| case D3DFILTER_NEAREST: |
| tex_min = D3DTFN_POINT; |
| break; |
| case D3DFILTER_LINEAR: |
| tex_min = D3DTFN_LINEAR; |
| break; |
| default: |
| ERR("Unhandled texture min %ld !\n",dwRenderState); |
| } |
| |
| if (tex_min != 0xFFFFFFFF) { |
| LEAVE_GL(); |
| IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min); |
| ENTER_GL(); |
| } |
| } break; |
| |
| case D3DRENDERSTATE_SRCBLEND: /* 19 */ |
| case D3DRENDERSTATE_DESTBLEND: /* 20 */ |
| glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]), |
| convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1])); |
| break; |
| |
| case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */ |
| switch ((D3DTEXTUREBLEND) dwRenderState) { |
| case D3DTBLEND_MODULATE: |
| case D3DTBLEND_MODULATEALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| break; |
| default: |
| ERR("Unhandled texture environment %ld !\n",dwRenderState); |
| } |
| break; |
| |
| case D3DRENDERSTATE_CULLMODE: /* 22 */ |
| switch ((D3DCULL) dwRenderState) { |
| case D3DCULL_NONE: |
| glDisable(GL_CULL_FACE); |
| break; |
| case D3DCULL_CW: |
| glEnable(GL_CULL_FACE); |
| glFrontFace(GL_CCW); |
| glCullFace(GL_BACK); |
| break; |
| case D3DCULL_CCW: |
| glEnable(GL_CULL_FACE); |
| glFrontFace(GL_CW); |
| glCullFace(GL_BACK); |
| break; |
| default: |
| ERR("Unhandled cull mode %ld !\n",dwRenderState); |
| } |
| break; |
| |
| case D3DRENDERSTATE_ZFUNC: /* 23 */ |
| glDepthFunc(convert_D3D_compare_to_GL(dwRenderState)); |
| break; |
| |
| case D3DRENDERSTATE_ALPHAREF: /* 24 */ |
| case D3DRENDERSTATE_ALPHAFUNC: /* 25 */ |
| glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]), |
| (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0); |
| break; |
| |
| case D3DRENDERSTATE_DITHERENABLE: /* 26 */ |
| if (dwRenderState) |
| glEnable(GL_DITHER); |
| else |
| glDisable(GL_DITHER); |
| break; |
| |
| case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */ |
| if (dwRenderState) { |
| glEnable(GL_BLEND); |
| } else { |
| glDisable(GL_BLEND); |
| } |
| break; |
| |
| case D3DRENDERSTATE_FOGENABLE: /* 28 */ |
| /* Nothing to do here. Only the storage matters :-) */ |
| break; |
| |
| case D3DRENDERSTATE_SPECULARENABLE: /* 29 */ |
| if (dwRenderState) |
| ERR(" Specular Lighting not supported yet.\n"); |
| break; |
| |
| case D3DRENDERSTATE_SUBPIXEL: /* 31 */ |
| case D3DRENDERSTATE_SUBPIXELX: /* 32 */ |
| /* We do not support this anyway, so why protest :-) */ |
| break; |
| |
| case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */ |
| if (dwRenderState) |
| ERR(" Stippled Alpha not supported yet.\n"); |
| break; |
| |
| case D3DRENDERSTATE_FOGCOLOR: { /* 34 */ |
| GLfloat color[4]; |
| color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f; |
| color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f; |
| color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f; |
| color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f; |
| glFogfv(GL_FOG_COLOR,color); |
| /* Note: glFogiv does not seem to work */ |
| } break; |
| |
| case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */ |
| case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */ |
| case D3DRENDERSTATE_FOGSTART: /* 36 */ |
| case D3DRENDERSTATE_FOGEND: /* 37 */ |
| /* Nothing to do here. Only the storage matters :-) */ |
| break; |
| |
| case D3DRENDERSTATE_FOGDENSITY: /* 38 */ |
| glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState); |
| break; |
| |
| case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */ |
| /* This needs to be fixed. */ |
| if (dwRenderState) |
| glEnable(GL_BLEND); |
| else |
| glDisable(GL_BLEND); |
| break; |
| |
| case D3DRENDERSTATE_ZBIAS: /* 47 */ |
| /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */ |
| if (dwRenderState == 0) { |
| glDisable(GL_POLYGON_OFFSET_FILL); |
| glDisable(GL_POLYGON_OFFSET_LINE); |
| glDisable(GL_POLYGON_OFFSET_POINT); |
| } else { |
| glEnable(GL_POLYGON_OFFSET_FILL); |
| glEnable(GL_POLYGON_OFFSET_LINE); |
| glEnable(GL_POLYGON_OFFSET_POINT); |
| glPolygonOffset(1.0, dwRenderState * 1.0); |
| } |
| break; |
| |
| case D3DRENDERSTATE_FLUSHBATCH: /* 50 */ |
| break; |
| |
| case D3DRENDERSTATE_STENCILENABLE: /* 52 */ |
| if (dwRenderState) |
| glEnable(GL_STENCIL_TEST); |
| else |
| glDisable(GL_STENCIL_TEST); |
| break; |
| |
| case D3DRENDERSTATE_STENCILFAIL: /* 53 */ |
| case D3DRENDERSTATE_STENCILZFAIL: /* 54 */ |
| case D3DRENDERSTATE_STENCILPASS: /* 55 */ |
| glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]), |
| convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]), |
| convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1])); |
| break; |
| |
| case D3DRENDERSTATE_STENCILFUNC: /* 56 */ |
| case D3DRENDERSTATE_STENCILREF: /* 57 */ |
| case D3DRENDERSTATE_STENCILMASK: /* 58 */ |
| glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]), |
| lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1], |
| lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]); |
| break; |
| |
| case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */ |
| glStencilMask(dwRenderState); |
| break; |
| |
| case D3DRENDERSTATE_CLIPPING: /* 136 */ |
| case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */ |
| GLint i; |
| DWORD mask, runner; |
| |
| if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) { |
| mask = ((dwRenderState) ? |
| (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x0000)); |
| } else { |
| mask = dwRenderState; |
| } |
| for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) { |
| if (mask & runner) { |
| glEnable(GL_CLIP_PLANE0 + i); |
| } else { |
| glDisable(GL_CLIP_PLANE0 + i); |
| } |
| } |
| } |
| break; |
| |
| case D3DRENDERSTATE_LIGHTING: /* 137 */ |
| if (dwRenderState) |
| glEnable(GL_LIGHTING); |
| else |
| glDisable(GL_LIGHTING); |
| break; |
| |
| case D3DRENDERSTATE_AMBIENT: { /* 139 */ |
| float light[4]; |
| |
| light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0; |
| light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0; |
| light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0; |
| light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0; |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light); |
| } break; |
| |
| case D3DRENDERSTATE_COLORVERTEX: /* 141 */ |
| /* Nothing to do here.. Only storage matters */ |
| break; |
| |
| case D3DRENDERSTATE_LOCALVIEWER: /* 142 */ |
| if (dwRenderState) |
| glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); |
| else |
| glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE); |
| break; |
| |
| case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */ |
| if (dwRenderState) { |
| glEnable(GL_NORMALIZE); |
| glEnable(GL_RESCALE_NORMAL); |
| } else { |
| glDisable(GL_NORMALIZE); |
| glDisable(GL_RESCALE_NORMAL); |
| } |
| break; |
| |
| case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */ |
| case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */ |
| case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */ |
| case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */ |
| /* Nothing to do here. Only the storage matters :-) */ |
| break; |
| |
| default: |
| ERR("Unhandled dwRenderStateType %s (%08x) !\n", _get_renderstate(dwRenderStateType), dwRenderStateType); |
| } |
| LEAVE_GL(); |
| } |
| } |
| |
| void store_render_state(IDirect3DDeviceImpl *This, |
| D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock) |
| { |
| TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState); |
| |
| /* Some special cases first.. */ |
| if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) { |
| if (dwRenderState == D3DBLEND_BOTHSRCALPHA) { |
| lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA; |
| lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA; |
| return; |
| } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) { |
| lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA; |
| lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA; |
| return; |
| } |
| } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) { |
| lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState; |
| lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState; |
| } |
| |
| /* Default case */ |
| lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState; |
| } |
| |
| void get_render_state(IDirect3DDeviceImpl *This, |
| D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock) |
| { |
| *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1]; |
| if (TRACE_ON(ddraw)) |
| TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState); |
| } |
| |
| void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock) |
| { |
| DWORD i; |
| TRACE("(%p,%p)\n", This, lpStateBlock); |
| for(i = 0; i < HIGHEST_RENDER_STATE; i++) |
| if (lpStateBlock->set_flags.render_state[i]) |
| set_render_state(This, i + 1, lpStateBlock); |
| } |