blob: b71351a104d7f6c068639ba0801dffa1b9c5a768 [file] [log] [blame]
/* Direct3D Common functions
(c) 1998 Lionel ULMER
This file contains all common miscellaneous code that spans
different 'objects' */
#include "config.h"
#include "windows.h"
#include "wintypes.h"
#include "interfaces.h"
#include "ddraw.h"
#include "d3d.h"
#include "debug.h"
#include "d3d_private.h"
#ifdef HAVE_MESAGL
static void _dump_renderstate(D3DRENDERSTATETYPE type,
DWORD value) {
char *states[] = {
NULL,
"D3DRENDERSTATE_TEXTUREHANDLE",
"D3DRENDERSTATE_ANTIALIAS",
"D3DRENDERSTATE_TEXTUREADDRESS",
"D3DRENDERSTATE_TEXTUREPERSPECTIVE",
"D3DRENDERSTATE_WRAPU",
"D3DRENDERSTATE_WRAPV",
"D3DRENDERSTATE_ZENABLE",
"D3DRENDERSTATE_FILLMODE",
"D3DRENDERSTATE_SHADEMODE",
"D3DRENDERSTATE_LINEPATTERN",
"D3DRENDERSTATE_MONOENABLE",
"D3DRENDERSTATE_ROP2",
"D3DRENDERSTATE_PLANEMASK",
"D3DRENDERSTATE_ZWRITEENABLE",
"D3DRENDERSTATE_ALPHATESTENABLE",
"D3DRENDERSTATE_LASTPIXEL",
"D3DRENDERSTATE_TEXTUREMAG",
"D3DRENDERSTATE_TEXTUREMIN",
"D3DRENDERSTATE_SRCBLEND",
"D3DRENDERSTATE_DESTBLEND",
"D3DRENDERSTATE_TEXTUREMAPBLEND",
"D3DRENDERSTATE_CULLMODE",
"D3DRENDERSTATE_ZFUNC",
"D3DRENDERSTATE_ALPHAREF",
"D3DRENDERSTATE_ALPHAFUNC",
"D3DRENDERSTATE_DITHERENABLE",
"D3DRENDERSTATE_ALPHABLENDENABLE",
"D3DRENDERSTATE_FOGENABLE",
"D3DRENDERSTATE_SPECULARENABLE",
"D3DRENDERSTATE_ZVISIBLE",
"D3DRENDERSTATE_SUBPIXEL",
"D3DRENDERSTATE_SUBPIXELX",
"D3DRENDERSTATE_STIPPLEDALPHA",
"D3DRENDERSTATE_FOGCOLOR",
"D3DRENDERSTATE_FOGTABLEMODE",
"D3DRENDERSTATE_FOGTABLESTART",
"D3DRENDERSTATE_FOGTABLEEND",
"D3DRENDERSTATE_FOGTABLEDENSITY",
"D3DRENDERSTATE_STIPPLEENABLE",
"D3DRENDERSTATE_EDGEANTIALIAS",
"D3DRENDERSTATE_COLORKEYENABLE",
"D3DRENDERSTATE_BORDERCOLOR",
"D3DRENDERSTATE_TEXTUREADDRESSU",
"D3DRENDERSTATE_TEXTUREADDRESSV",
"D3DRENDERSTATE_MIPMAPLODBIAS",
"D3DRENDERSTATE_ZBIAS",
"D3DRENDERSTATE_RANGEFOGENABLE",
"D3DRENDERSTATE_ANISOTROPY",
"D3DRENDERSTATE_FLUSHBATCH",
"D3DRENDERSTATE_STIPPLEPATTERN00",
"D3DRENDERSTATE_STIPPLEPATTERN01",
"D3DRENDERSTATE_STIPPLEPATTERN02",
"D3DRENDERSTATE_STIPPLEPATTERN03",
"D3DRENDERSTATE_STIPPLEPATTERN04",
"D3DRENDERSTATE_STIPPLEPATTERN05",
"D3DRENDERSTATE_STIPPLEPATTERN06",
"D3DRENDERSTATE_STIPPLEPATTERN07",
"D3DRENDERSTATE_STIPPLEPATTERN08",
"D3DRENDERSTATE_STIPPLEPATTERN09",
"D3DRENDERSTATE_STIPPLEPATTERN10",
"D3DRENDERSTATE_STIPPLEPATTERN11",
"D3DRENDERSTATE_STIPPLEPATTERN12",
"D3DRENDERSTATE_STIPPLEPATTERN13",
"D3DRENDERSTATE_STIPPLEPATTERN14",
"D3DRENDERSTATE_STIPPLEPATTERN15",
"D3DRENDERSTATE_STIPPLEPATTERN16",
"D3DRENDERSTATE_STIPPLEPATTERN17",
"D3DRENDERSTATE_STIPPLEPATTERN18",
"D3DRENDERSTATE_STIPPLEPATTERN19",
"D3DRENDERSTATE_STIPPLEPATTERN20",
"D3DRENDERSTATE_STIPPLEPATTERN21",
"D3DRENDERSTATE_STIPPLEPATTERN22",
"D3DRENDERSTATE_STIPPLEPATTERN23",
"D3DRENDERSTATE_STIPPLEPATTERN24",
"D3DRENDERSTATE_STIPPLEPATTERN25",
"D3DRENDERSTATE_STIPPLEPATTERN26",
"D3DRENDERSTATE_STIPPLEPATTERN27",
"D3DRENDERSTATE_STIPPLEPATTERN28",
"D3DRENDERSTATE_STIPPLEPATTERN29",
"D3DRENDERSTATE_STIPPLEPATTERN30",
"D3DRENDERSTATE_STIPPLEPATTERN31"
};
DUMP(" %s = 0x%08lx\n", states[type], value);
}
void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState)
{
if (TRACE_ON(ddraw))
_dump_renderstate(dwRenderStateType, dwRenderState);
/* First, all the stipple patterns */
if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
(dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN31)) {
} else {
/* All others state variables */
switch (dwRenderStateType) {
case D3DRENDERSTATE_TEXTUREHANDLE: {
LPDIRECT3DTEXTURE2 tex = (LPDIRECT3DTEXTURE2) dwRenderState;
if (tex == NULL) {
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
} else {
TRACE(ddraw, "setting OpenGL texture handle : %d\n", tex->tex_name);
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, tex->tex_name);
}
} break;
case D3DRENDERSTATE_ZENABLE: /* 7 */
if (dwRenderState)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
break;
case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
if (dwRenderState)
glDepthMask(GL_TRUE);
else
glDepthMask(GL_FALSE);
break;
case D3DRENDERSTATE_ZFUNC: /* 23 */
switch ((D3DCMPFUNC) dwRenderState) {
case D3DCMP_NEVER:
glDepthFunc(GL_NEVER);
break;
case D3DCMP_LESS:
glDepthFunc(GL_LESS);
break;
case D3DCMP_EQUAL:
glDepthFunc(GL_EQUAL);
break;
case D3DCMP_LESSEQUAL:
glDepthFunc(GL_LEQUAL);
break;
case D3DCMP_GREATER:
glDepthFunc(GL_GREATER);
break;
case D3DCMP_NOTEQUAL:
glDepthFunc(GL_NOTEQUAL);
break;
case D3DCMP_GREATEREQUAL:
glDepthFunc(GL_GEQUAL);
break;
case D3DCMP_ALWAYS:
glDepthFunc(GL_ALWAYS);
break;
default:
ERR(ddraw, "Unexpected value\n");
}
break;
case D3DRENDERSTATE_DITHERENABLE: /* 26 */
if (dwRenderState)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
break;
default:
FIXME(ddraw, "Unhandled Render State\n");
break;
}
}
}
#endif /* HAVE_MESAGL */