| /* |
| * state block implementation |
| * |
| * Copyright 2002 Raphael Junqueira |
| * 2004 Jason Edmeades |
| * |
| * 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 "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info |
| |
| HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| IUnknown_AddRef(This->parent); |
| *pParent = This->parent; |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)(This->wineD3DDevice); |
| union { |
| D3DLINEPATTERN lp; |
| DWORD d; |
| } lp; |
| union { |
| float f; |
| DWORD d; |
| } tmpfloat; |
| unsigned int i; |
| |
| /* Note this may have a large overhead but it should only be executed |
| once, in order to initialize the complete state of the device and |
| all opengl equivalents */ |
| TRACE("-----------------------> Setting up device defaults...\n"); |
| This->blockType = D3DSBT_ALL; |
| |
| /* FIXME: Set some of the defaults for lights, transforms etc */ |
| memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity)); |
| memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity)); |
| for (i = 0; i < 256; ++i) { |
| memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity)); |
| } |
| |
| /* Render states: */ |
| if (ThisDevice->presentParms.EnableAutoDepthStencil) { |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZENABLE, D3DZB_TRUE); |
| } else { |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZENABLE, D3DZB_FALSE); |
| } |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FILLMODE, D3DFILL_SOLID); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SHADEMODE, D3DSHADE_GOURAUD); |
| |
| lp.lp.wRepeatFactor = 0; lp.lp.wLinePattern = 0; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_LINEPATTERN, lp.d); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZWRITEENABLE, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ALPHATESTENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_LASTPIXEL, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SRCBLEND, D3DBLEND_ONE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_DESTBLEND, D3DBLEND_ZERO); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_CULLMODE, D3DCULL_CCW); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ALPHAREF, 0xff); /*??*/ |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_DITHERENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ALPHABLENDENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SPECULARENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZVISIBLE, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGCOLOR, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGSTART, tmpfloat.d); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGEND, tmpfloat.d); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGDENSITY, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_EDGEANTIALIAS, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZBIAS, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_RANGEFOGENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); |
| |
| /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults |
| * so only a single call performed (and ensure defaults initialized before making that call) |
| * |
| * IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILREF, 0); |
| * IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILMASK, 0xFFFFFFFF); |
| */ |
| This->renderState[D3DRS_STENCILREF] = 0; |
| This->renderState[D3DRS_STENCILMASK] = 0xFFFFFFFF; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILFUNC, D3DCMP_ALWAYS); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP0, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP1, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP2, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP3, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP4, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP5, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP6, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP7, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_CLIPPING, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_LIGHTING, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_AMBIENT, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_COLORVERTEX, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_LOCALVIEWER, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_NORMALIZENORMALS, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_VERTEXBLEND, D3DVBF_DISABLE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_CLIPPLANEENABLE, 0); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSIZE, tmpfloat.d); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSIZE_MIN, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSPRITEENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSCALEENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSCALE_A, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSCALE_B, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSCALE_C, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_MULTISAMPLEANTIALIAS, TRUE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE); |
| tmpfloat.f = 1.0f; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_PATCHSEGMENTS, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE); |
| tmpfloat.f = 64.0f; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSIZE_MAX, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_COLORWRITEENABLE, 0x0000000F); |
| tmpfloat.f = 0.0f; |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_TWEENFACTOR, tmpfloat.d); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_BLENDOP, D3DBLENDOP_ADD); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POSITIONORDER, D3DORDER_CUBIC); |
| IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_NORMALORDER, D3DORDER_LINEAR); |
| |
| /** clipping status */ |
| This->clip_status.ClipUnion = 0; |
| This->clip_status.ClipIntersection = 0xFFFFFFFF; |
| |
| /* Texture Stage States - Put directly into state block, we will call function below */ |
| for (i = 0; i < GL_LIMITS(textures); i++) { |
| TRACE("Setting up default texture states for texture Stage %d\n", i); |
| memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity)); |
| This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE; |
| This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE; |
| This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT; |
| This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE; |
| This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE; |
| This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT; |
| This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0; |
| This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0; |
| This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0; |
| This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0; |
| This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i; |
| This->textureState[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP; |
| This->textureState[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP; |
| This->textureState[i][D3DTSS_BORDERCOLOR ] = 0x00; |
| This->textureState[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT; |
| This->textureState[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT; |
| This->textureState[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE; |
| This->textureState[i][D3DTSS_MIPMAPLODBIAS ] = 0; |
| This->textureState[i][D3DTSS_MAXMIPLEVEL ] = 0; |
| This->textureState[i][D3DTSS_MAXANISOTROPY ] = 1; |
| This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0; |
| This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0; |
| This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE; |
| This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP; |
| This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT; |
| This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT; |
| This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT; |
| } |
| |
| /* Under DirectX you can have texture stage operations even if no texture is |
| bound, whereas opengl will only do texture operations when a valid texture is |
| bound. We emulate this by creating dummy textures and binding them to each |
| texture stage, but disable all stages by default. Hence if a stage is enabled |
| then the default texture will kick in until replaced by a SetTexture call */ |
| |
| ENTER_GL(); |
| |
| for (i = 0; i < GL_LIMITS(textures); i++) { |
| GLubyte white = 255; |
| |
| /* Note this avoids calling settexture, so pretend it has been called */ |
| This->set.textures[i] = TRUE; |
| This->changed.textures[i] = TRUE; |
| This->textures[i] = NULL; |
| |
| /* Make appropriate texture active */ |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| GLACTIVETEXTURE(i); |
| } else if (i > 0) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); |
| } |
| |
| /* Generate an opengl texture name */ |
| glGenTextures(1, &ThisDevice->dummyTextureName[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]); |
| |
| /* Generate a dummy 1d texture */ |
| This->textureDimensions[i] = GL_TEXTURE_1D; |
| glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]); |
| checkGLcall("glBindTexture"); |
| |
| glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); |
| checkGLcall("glTexImage1D"); |
| |
| /* Reapply all the texture state information to this texture */ |
| IWineD3DDevice_SetupTextureStates(This->wineD3DDevice, i, REAPPLY_ALL); |
| } |
| |
| LEAVE_GL(); |
| |
| #if 0 /* TODO: Palette support */ |
| /* defaulting palettes */ |
| for (i = 0; i < MAX_PALETTES; ++i) { |
| int j; |
| for (j = 0; j < 256; ++j) { |
| This->palettes[i][j].peRed = 0xFF; |
| This->palettes[i][j].peGreen = 0xFF; |
| This->palettes[i][j].peBlue = 0xFF; |
| This->palettes[i][j].peFlags = 0xFF; |
| } |
| } |
| This->currentPalette = 0; |
| #endif /* TODO: Palette support */ |
| |
| TRACE("-----------------------> Device defaults now set up...\n"); |
| return D3D_OK; |
| } |
| |
| /********************************************************** |
| * IUnknown parts follows |
| **********************************************************/ |
| HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj) |
| { |
| return E_NOINTERFACE; |
| } |
| |
| ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref); |
| return InterlockedIncrement(&This->ref); |
| } |
| |
| ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { |
| IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; |
| ULONG ref; |
| TRACE("(%p) : Releasing from %ld\n", This, This->ref); |
| ref = InterlockedDecrement(&This->ref); |
| if (ref == 0) { |
| IWineD3DDevice_Release(This->wineD3DDevice); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return ref; |
| } |
| |
| /********************************************************** |
| * IWineD3DStateBlock VTbl follows |
| **********************************************************/ |
| |
| IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl = |
| { |
| IWineD3DStateBlockImpl_QueryInterface, |
| IWineD3DStateBlockImpl_AddRef, |
| IWineD3DStateBlockImpl_Release, |
| IWineD3DStateBlockImpl_GetParent, |
| IWineD3DStateBlockImpl_InitStartupStateBlock |
| }; |