- added more texture formats using OpenGL's packed pixel formats
diff --git a/graphics/d3ddevices.c b/graphics/d3ddevices.c
index e6cf395..5d15b2c 100644
--- a/graphics/d3ddevices.c
+++ b/graphics/d3ddevices.c
@@ -16,6 +16,12 @@
#include "d3d_private.h"
+/* Define this variable if you have an unpatched Mesa 3.0 (patches are available
+ on Mesa's home page) or version 3.1b.
+
+ Version 3.2b should correct this bug */
+#undef HAVE_BUGGY_MESAGL
+
#ifdef HAVE_MESAGL
static GUID IID_D3DDEVICE2_OpenGL = {
@@ -81,11 +87,11 @@
static void fill_opengl_caps(D3DDEVICEDESC *d1, D3DDEVICEDESC *d2)
{
- GLint maxlight;
+ /* 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_TRANSFORMCAPS | D3DDD_TRICAPS;
+ | 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 |
@@ -102,6 +108,7 @@
d1->dwDeviceRenderBitDepth = DDBD_16;
d1->dwDeviceZBufferBitDepth = DDBD_16;
d1->dwMaxBufferSize = 0;
+ d1->dwMaxVertexCount = 65536;
d1->dwMinTextureWidth = 1;
d1->dwMinTextureHeight = 1;
d1->dwMaxTextureWidth = 256; /* This is for Mesa on top of Glide (in the future :-) ) */
@@ -342,17 +349,17 @@
pformat->dwSize = sizeof(DDPIXELFORMAT);
pformat->dwFourCC = 0;
- TRACE(ddraw, "Enumerating GL_RGBA (32)\n");
+ TRACE(ddraw, "Enumerating GL_RGBA unpacked (32)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
pformat->x.dwRGBBitCount = 32;
- pformat->y.dwRBitMask = 0x00FF0000;
- pformat->z.dwGBitMask = 0x0000FF00;
- pformat->xx.dwBBitMask = 0x000000FF;
- pformat->xy.dwRGBAlphaBitMask = 0xFF000000;
+ pformat->y.dwRBitMask = 0xFF000000;
+ pformat->z.dwGBitMask = 0x00FF0000;
+ pformat->xx.dwBBitMask = 0x0000FF00;
+ pformat->xy.dwRGBAlphaBitMask = 0x000000FF;
if (cb(&sdesc, context) == 0)
return DD_OK;
- TRACE(ddraw, "Enumerating GL_RGB (24)\n");
+ TRACE(ddraw, "Enumerating GL_RGB unpacked (24)\n");
pformat->dwFlags = DDPF_RGB;
pformat->x.dwRGBBitCount = 24;
pformat->y.dwRBitMask = 0x00FF0000;
@@ -362,7 +369,10 @@
if (cb(&sdesc, context) == 0)
return DD_OK;
- TRACE(ddraw, "Enumerating GL_RGB (16)\n");
+#ifndef HAVE_BUGGY_MESAGL
+ /* The packed texture format are buggy in Mesa. The bug was reported and corrected,
+ so that future version will work great. */
+ TRACE(ddraw, "Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n");
pformat->dwFlags = DDPF_RGB;
pformat->x.dwRGBBitCount = 16;
pformat->y.dwRBitMask = 0x0000F800;
@@ -372,6 +382,37 @@
if (cb(&sdesc, context) == 0)
return DD_OK;
+ TRACE(ddraw, "Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n");
+ pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+ pformat->x.dwRGBBitCount = 16;
+ pformat->y.dwRBitMask = 0x0000F800;
+ pformat->z.dwGBitMask = 0x000007C0;
+ pformat->xx.dwBBitMask = 0x0000003E;
+ pformat->xy.dwRGBAlphaBitMask = 0x00000001;
+ if (cb(&sdesc, context) == 0)
+ return DD_OK;
+
+ TRACE(ddraw, "Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n");
+ pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+ pformat->x.dwRGBBitCount = 16;
+ pformat->y.dwRBitMask = 0x0000F000;
+ pformat->z.dwGBitMask = 0x00000F00;
+ pformat->xx.dwBBitMask = 0x000000F0;
+ pformat->xy.dwRGBAlphaBitMask = 0x0000000F;
+ if (cb(&sdesc, context) == 0)
+ return DD_OK;
+
+ TRACE(ddraw, "Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n");
+ pformat->dwFlags = DDPF_RGB;
+ pformat->x.dwRGBBitCount = 8;
+ pformat->y.dwRBitMask = 0x0000F800;
+ pformat->z.dwGBitMask = 0x000007C0;
+ pformat->xx.dwBBitMask = 0x0000003E;
+ pformat->xy.dwRGBAlphaBitMask = 0x00000001;
+ if (cb(&sdesc, context) == 0)
+ return DD_OK;
+#endif
+
TRACE(ddraw, "Enumerating Paletted (8)\n");
pformat->dwFlags = DDPF_PALETTEINDEXED8;
pformat->x.dwRGBBitCount = 8;
@@ -400,7 +441,7 @@
static HRESULT WINAPI IDirect3DDevice2_BeginScene(LPDIRECT3DDEVICE2 this)
{
- OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this;
+ /* OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this; */
FIXME(ddraw, "(%p)->(): stub\n", this);
@@ -1331,6 +1372,7 @@
TRACE(ddraw, "(%p)->(%08lx,%p)\n", this, d3dMatHandle, lpD3DMatrix);
dump_mat(lpD3DMatrix);
+
*((D3DMATRIX *) d3dMatHandle) = *lpD3DMatrix;
return DD_OK;
@@ -1362,7 +1404,7 @@
static HRESULT WINAPI IDirect3DDevice_BeginScene(LPDIRECT3DDEVICE this)
{
- OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) this;
+ /* OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) this; */
FIXME(ddraw, "(%p)->(): stub\n", this);
@@ -1406,6 +1448,7 @@
unsigned char g = *lsrc++;
unsigned char b = *lsrc++;
lsrc++; /* Alpha */
+
*dest = ((r >> 3) << 11) | ((g >> 2) << 5) | (b >> 3);
dest++;
diff --git a/graphics/d3dtexture.c b/graphics/d3dtexture.c
index 0344c9c..76ed9ed 100644
--- a/graphics/d3dtexture.c
+++ b/graphics/d3dtexture.c
@@ -18,6 +18,11 @@
#ifdef HAVE_MESAGL
+/* Define this if you want to save to a file all the textures used by a game
+ (can be funny to see how they managed to cram all the pictures in
+ texture memory) */
+#undef TEXTURE_SNOOP
+
static IDirect3DTexture2_VTable texture2_vtable;
static IDirect3DTexture_VTable texture_vtable;
@@ -106,6 +111,14 @@
*lpHandle = (DWORD) this;
+ /* Now, bind a new texture */
+ lpD3DDevice->set_context(lpD3DDevice);
+ this->D3Ddevice = (void *) lpD3DDevice;
+ if (this->tex_name == 0)
+ glGenTextures(1, &(this->tex_name));
+
+ TRACE(ddraw, "OpenGL texture handle is : %d\n", this->tex_name);
+
return D3D_OK;
}
@@ -138,6 +151,7 @@
/* Now, bind a new texture */
lpD3DDevice2->set_context(lpD3DDevice2);
this->D3Ddevice = (void *) lpD3DDevice2;
+ if (this->tex_name == 0)
glGenTextures(1, &(this->tex_name));
TRACE(ddraw, "OpenGL texture handle is : %d\n", this->tex_name);
@@ -155,14 +169,17 @@
return D3D_OK;
}
+/* NOTE : if you experience crashes in this function, you must have a buggy
+ version of Mesa. See the file d3dtexture.c for a cure */
static HRESULT WINAPI IDirect3DTexture2_Load(LPDIRECT3DTEXTURE2 this,
LPDIRECT3DTEXTURE2 lpD3DTexture2)
{
DDSURFACEDESC *src_d, *dst_d;
TRACE(ddraw, "(%p)->(%p)\n", this, lpD3DTexture2);
- /* Hack ? */
TRACE(ddraw, "Copied to surface %p, surface %p\n", this->surface, lpD3DTexture2->surface);
+
+ /* Suppress the ALLOCONLOAD flag */
this->surface->s.surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD;
/* Copy one surface on the other */
@@ -187,9 +204,16 @@
/* Now, load the texture */
/* d3dd->set_context(d3dd); We need to set the context somehow.... */
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
+
+ /* If the GetHandle was not done, get the texture name here */
+ if (this->tex_name == 0)
+ glGenTextures(1, &(this->tex_name));
glBindTexture(GL_TEXTURE_2D, this->tex_name);
if (src_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
+ /* ****************
+ Paletted Texture
+ **************** */
LPDIRECTDRAWPALETTE pal = this->surface->s.palette;
BYTE table[256][4];
int i;
@@ -212,8 +236,7 @@
table[i][3] = 0xFF;
}
-#if 0
- /* If you want to see how the game manages its textures :-) */
+#ifdef TEXTURE_SNOOP
{
FILE *f;
char buf[32];
@@ -249,8 +272,117 @@
GL_COLOR_INDEX, /* texture format */
GL_UNSIGNED_BYTE, /* texture type */
src_d->y.lpSurface); /* the texture */
+ } else if (src_d->ddpfPixelFormat.dwFlags & DDPF_RGB) {
+ /* ************
+ RGB Textures
+ ************ */
+ if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 8) {
+ /* **********************
+ GL_UNSIGNED_BYTE_3_3_2
+ ********************** */
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGB,
+ src_d->dwWidth, src_d->dwHeight,
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_BYTE_3_3_2,
+ src_d->y.lpSurface);
+ } else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 16) {
+ if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x00000000) {
+#ifdef TEXTURE_SNOOP
+ {
+ FILE *f;
+ char buf[32];
+ int x, y;
+
+ sprintf(buf, "%d.pnm", this->tex_name);
+ f = fopen(buf, "wb");
+ fprintf(f, "P6\n%d %d\n255\n", src_d->dwWidth, src_d->dwHeight);
+ for (y = 0; y < src_d->dwHeight; y++) {
+ for (x = 0; x < src_d->dwWidth; x++) {
+ unsigned short c = ((unsigned short *) src_d->y.lpSurface)[y * src_d->dwWidth + x];
+ fputc((c & 0xF800) >> 8, f);
+ fputc((c & 0x07E0) >> 3, f);
+ fputc((c & 0x001F) << 3, f);
+ }
+ }
+ fclose(f);
+ }
+#endif
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGB,
+ src_d->dwWidth, src_d->dwHeight,
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_SHORT_5_6_5,
+ src_d->y.lpSurface);
+ } else if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x00000001) {
+#ifdef TEXTURE_SNOOP
+ {
+ FILE *f;
+ char buf[32];
+ int x, y;
+
+ sprintf(buf, "%d.pnm", this->tex_name);
+ f = fopen(buf, "wb");
+ fprintf(f, "P6\n%d %d\n255\n", src_d->dwWidth, src_d->dwHeight);
+ for (y = 0; y < src_d->dwHeight; y++) {
+ for (x = 0; x < src_d->dwWidth; x++) {
+ unsigned short c = ((unsigned short *) src_d->y.lpSurface)[y * src_d->dwWidth + x];
+ fputc((c & 0xF800) >> 8, f);
+ fputc((c & 0x07C0) >> 3, f);
+ fputc((c & 0x003E) << 2, f);
+ }
+ }
+ fclose(f);
+ }
+#endif
+
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGBA,
+ src_d->dwWidth, src_d->dwHeight,
+ 0,
+ GL_RGBA,
+ GL_UNSIGNED_SHORT_5_5_5_1,
+ src_d->y.lpSurface);
+ } else if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x0000000F) {
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGBA,
+ src_d->dwWidth, src_d->dwHeight,
+ 0,
+ GL_RGBA,
+ GL_UNSIGNED_SHORT_4_4_4_4,
+ src_d->y.lpSurface);
+ } else {
+ ERR(ddraw, "Unhandled texture format (bad Aplha channel for a 16 bit texture)\n");
+ }
+ } else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 24) {
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGB,
+ src_d->dwWidth, src_d->dwHeight,
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_BYTE,
+ src_d->y.lpSurface);
+ } else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 32) {
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGBA,
+ src_d->dwWidth, src_d->dwHeight,
+ 0,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ src_d->y.lpSurface);
+ } else {
+ ERR(ddraw, "Unhandled texture format (bad RGB count)\n");
+ }
} else {
- ERR(ddraw, "Unhandled texture format\n");
+ ERR(ddraw, "Unhandled texture format (neither RGB nor INDEX)\n");
}
glBindTexture(GL_TEXTURE_2D, current_texture);