| /* |
| * IDirect3DDevice8 implementation |
| * |
| * Copyright 2002 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 <math.h> |
| |
| #define NONAMELESSUNION |
| #define NONAMELESSSTRUCT |
| #include "windef.h" |
| #include "winbase.h" |
| #include "winuser.h" |
| #include "wingdi.h" |
| #include "wine/debug.h" |
| |
| /** define GL_GLEXT_PROTOTYPES for having extensions prototypes defined */ |
| /*#define GL_GLEXT_PROTOTYPES*/ |
| #include "d3d8_private.h" |
| |
| /** currently desactiving 1_4 support as mesa doesn't implement all 1_4 support while defining it */ |
| #undef GL_VERSION_1_4 |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| /* Some #defines for additional diagnostics */ |
| |
| /* Per-vertex trace: */ |
| #if 0 |
| # define VTRACE(A) TRACE A |
| #else |
| # define VTRACE(A) |
| #endif |
| |
| |
| static IDirect3DVertexShaderImpl* VertexShaders[64]; |
| static IDirect3DVertexShaderDeclarationImpl* VertexShaderDeclarations[64]; |
| static IDirect3DPixelShaderImpl* PixelShaders[64]; |
| |
| /* CreateVertexShader can return > 0xFFFF */ |
| #define VS_HIGHESTFIXEDFXF 0xF0000000 |
| |
| /* |
| * Utility functions or macros |
| */ |
| #define conv_mat(mat,gl_mat) \ |
| do { \ |
| TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \ |
| TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \ |
| TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \ |
| TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \ |
| memcpy(gl_mat, (mat), 16 * sizeof(float)); \ |
| } while (0) |
| |
| #define VERTEX_SHADER(Handle) \ |
| ((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*)) ? NULL : VertexShaders[Handle]) : VertexShaders[Handle - VS_HIGHESTFIXEDFXF]) |
| #define VERTEX_SHADER_DECL(Handle) \ |
| ((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(VertexShaderDeclarations) / sizeof(IDirect3DVertexShaderDeclarationImpl*)) ? NULL : VertexShaderDeclarations[Handle]) : VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF]) |
| #define PIXEL_SHADER(Handle) \ |
| ((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*)) ? NULL : PixelShaders[Handle]) : PixelShaders[Handle - VS_HIGHESTFIXEDFXF]) |
| |
| #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w); |
| |
| |
| |
| /* Routine common to the draw primitive and draw indexed primitive routines */ |
| void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface, |
| int PrimitiveType, |
| long NumPrimitives, |
| BOOL isIndexed, |
| |
| /* For Both:*/ |
| D3DFORMAT fvf, |
| const void *vertexBufData, |
| |
| /* for Indexed: */ |
| long StartVertexIndex, |
| long StartIdx, |
| short idxBytes, |
| const void *idxData, |
| int minIndex) { |
| |
| int NumVertexes = NumPrimitives; |
| IDirect3DVertexShaderImpl* vertex_shader = NULL; |
| BOOL useVertexShaderFunction = FALSE; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| /* Dont understand how to handle multiple streams, but if a fixed |
| FVF is passed in rather than a handle, it must use stream 0 */ |
| |
| if (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF) { |
| vertex_shader = VERTEX_SHADER(This->UpdateStateBlock->VertexShader); |
| if (NULL == vertex_shader) { |
| ERR("trying to use unitialised vertex shader: %lu\n", This->UpdateStateBlock->VertexShader); |
| return ; |
| } |
| if (NULL == vertex_shader->function) { |
| TRACE("vertex shader declared without program, using FVF pure mode\n"); |
| } else { |
| useVertexShaderFunction = TRUE; |
| } |
| fvf = (D3DFORMAT) This->UpdateStateBlock->vertexShaderDecl->fvf; |
| TRACE("vertex shader declared FVF: %lx\n", This->UpdateStateBlock->vertexShaderDecl->fvf); |
| memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8)); |
| |
| /** init Constants */ |
| if (TRUE == This->UpdateStateBlock->Changed.vertexShaderConstant) { |
| TRACE("vertex shader init Constant\n"); |
| IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->UpdateStateBlock->vertexShaderConstant[0], 96); |
| } |
| |
| } |
| |
| { |
| int skip = This->StateBlock->stream_stride[0]; |
| GLenum primType = GL_POINTS; |
| BOOL normal; |
| BOOL isRHW; |
| BOOL isPtSize; |
| BOOL isDiffuse; |
| BOOL isSpecular; |
| int numBlends; |
| BOOL isLastUByte4; |
| int numTextures; |
| int textureNo; |
| const char *curVtx = NULL; |
| const short *pIdxBufS = NULL; |
| const long *pIdxBufL = NULL; |
| const char *curPos; |
| BOOL isLightingOn = FALSE; |
| BOOL enableTexture = FALSE; |
| int vx_index; |
| |
| float x = 0.0f, |
| y = 0.0f, |
| z = 0.0f; /* x,y,z coordinates */ |
| float nx = 0.0f, |
| ny =0.0, |
| nz = 0.0f; /* normal x,y,z coordinates */ |
| float rhw = 0.0f; /* rhw */ |
| float ptSize = 0.0f; /* Point size */ |
| DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */ |
| DWORD specularColor = 0; /* Specular Color */ |
| |
| ENTER_GL(); |
| |
| if (isIndexed) { |
| if (idxBytes == 2) pIdxBufS = (short *) idxData; |
| else pIdxBufL = (long *) idxData; |
| } |
| |
| /* Check vertex formats expected ? */ |
| /** |
| * FVF parser as seen it |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/directx_cpp/Graphics/Reference/CPP/D3D/FlexibleVertexFormatFlags.asp |
| */ |
| normal = fvf & D3DFVF_NORMAL; |
| isRHW = fvf & D3DFVF_XYZRHW; |
| isLastUByte4 = fvf & D3DFVF_LASTBETA_UBYTE4; |
| numBlends = ((fvf & D3DFVF_POSITION_MASK) >> 1) - 2 + ((FALSE == isLastUByte4) ? 0 : -1); /* WARNING can be < 0 because -2 */ |
| isPtSize = fvf & D3DFVF_PSIZE; |
| isDiffuse = fvf & D3DFVF_DIFFUSE; |
| isSpecular = fvf & D3DFVF_SPECULAR; |
| numTextures = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT; |
| |
| TRACE("Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d, numBlends=%d)\n", |
| fvf, normal, isRHW, isPtSize, isDiffuse, isSpecular, numTextures, numBlends); |
| |
| /* If no normals, DISABLE lighting otherwise, dont touch lighing as it is |
| set by the appropriate render state */ |
| if (!normal) { |
| isLightingOn = glIsEnabled(GL_LIGHTING); |
| glDisable(GL_LIGHTING); |
| TRACE("Enabled lighting as no normals supplied, old state = %d\n", isLightingOn); |
| } |
| |
| if (isRHW) { |
| double height, width, minZ, maxZ; |
| /* |
| * Already transformed vertex do not need transform |
| * matrices. Reset all matrices to identity. |
| * Leave the default matrix in world mode. |
| */ |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity"); |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity"); |
| height = This->StateBlock->viewport.Height; |
| width = This->StateBlock->viewport.Width; |
| minZ = This->StateBlock->viewport.MinZ; |
| maxZ = This->StateBlock->viewport.MaxZ; |
| TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ); |
| glOrtho(0.0, width, height, 0.0, -minZ, -maxZ); |
| checkGLcall("glOrtho"); |
| } else { |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode"); |
| glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode"); |
| glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| |
| /* Set OpenGL to the appropriate Primitive Type */ |
| switch (PrimitiveType) { |
| case D3DPT_POINTLIST: |
| TRACE("POINTS\n"); |
| primType = GL_POINTS; |
| NumVertexes = NumPrimitives; |
| break; |
| |
| case D3DPT_LINELIST: |
| TRACE("LINES\n"); |
| primType = GL_LINES; |
| NumVertexes = NumPrimitives * 2; |
| break; |
| |
| case D3DPT_LINESTRIP: |
| TRACE("LINE_STRIP\n"); |
| primType = GL_LINE_STRIP; |
| NumVertexes = NumPrimitives + 1; |
| break; |
| |
| case D3DPT_TRIANGLELIST: |
| TRACE("TRIANGLES\n"); |
| primType = GL_TRIANGLES; |
| NumVertexes = NumPrimitives * 3; |
| break; |
| |
| case D3DPT_TRIANGLESTRIP: |
| TRACE("TRIANGLE_STRIP\n"); |
| primType = GL_TRIANGLE_STRIP; |
| NumVertexes = NumPrimitives + 2; |
| break; |
| |
| case D3DPT_TRIANGLEFAN: |
| TRACE("TRIANGLE_FAN\n"); |
| primType = GL_TRIANGLE_FAN; |
| NumVertexes = NumPrimitives + 2; |
| break; |
| |
| default: |
| FIXME("Unhandled primitive\n"); |
| break; |
| } |
| |
| /* Fixme, Ideally, only use this per-vertex code for software HAL |
| but until opengl supports all the functions returned to setup |
| vertex arrays, we need to drop down to the slow mechanism for |
| certain functions */ |
| |
| if (isPtSize || isDiffuse || useVertexShaderFunction==TRUE || (numBlends > 0)) { |
| TRACE("Using slow per-vertex code\n"); |
| |
| /* Enable this one to be able to debug what is going on, but it is slower |
| than the pointer/array version */ |
| VTRACE(("glBegin(%x)\n", primType)); |
| glBegin(primType); |
| |
| /* Draw the primitives */ |
| curVtx = (const char *)vertexBufData + (StartVertexIndex * skip); |
| |
| for (vx_index = 0; vx_index < NumVertexes; vx_index++) { |
| |
| if (!isIndexed) { |
| curPos = curVtx; |
| } else { |
| if (idxBytes == 2) { |
| VTRACE(("Idx for vertex %d = %d = %d\n", vx_index, pIdxBufS[StartIdx+vx_index], (pIdxBufS[StartIdx+vx_index]))); |
| curPos = curVtx + ((pIdxBufS[StartIdx+vx_index]) * skip); |
| } else { |
| VTRACE(("Idx for vertex %d = %ld = %d\n", vx_index, pIdxBufL[StartIdx+vx_index], (pIdxBufS[StartIdx+vx_index]))); |
| curPos = curVtx + ((pIdxBufL[StartIdx+vx_index]) * skip); |
| } |
| } |
| |
| /* Work through the vertex buffer */ |
| x = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| y = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| z = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| VTRACE(("x,y,z=%f,%f,%f\n", x,y,z)); |
| |
| /* RHW follows, only if transformed */ |
| if (isRHW) { |
| rhw = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| VTRACE(("rhw=%f\n", rhw)); |
| } |
| |
| /* Blending data */ |
| if (numBlends > 0) { |
| UINT i; |
| D3DSHADERVECTOR skippedBlend = { 0.0f, 0.0f, 0.0f, 0.0f}; |
| DWORD skippedBlendLastUByte4 = 0; |
| |
| for (i = 0; i < ((FALSE == isLastUByte4) ? numBlends : numBlends - 1); ++i) { |
| ((float*)&skippedBlend)[i] = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| } |
| |
| if (isLastUByte4) { |
| skippedBlendLastUByte4 = *(DWORD*)curPos; |
| curPos = curPos + sizeof(DWORD); |
| } |
| } |
| |
| /* Vertex Normal Data (untransformed only) */ |
| if (normal) { |
| nx = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| ny = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| nz = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| VTRACE(("nx,ny,nz=%f,%f,%f\n", nx,ny,nz)); |
| } |
| |
| if (isPtSize) { |
| ptSize = *(float *)curPos; |
| VTRACE(("ptSize=%f\n", ptSize)); |
| curPos = curPos + sizeof(float); |
| } |
| |
| if (isDiffuse) { |
| diffuseColor = *(DWORD *)curPos; |
| VTRACE(("diffuseColor=%lx\n", diffuseColor)); |
| curPos = curPos + sizeof(DWORD); |
| } |
| |
| if (isSpecular) { |
| specularColor = *(DWORD *)curPos; |
| VTRACE(("specularColor=%lx\n", specularColor)); |
| curPos = curPos + sizeof(DWORD); |
| } |
| |
| /* ToDo: Texture coords */ |
| for (textureNo = 0; textureNo < numTextures; ++textureNo) { |
| float s, t, r, q; |
| |
| if (!(This->isMultiTexture) && textureNo > 0) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n"); |
| continue ; |
| } |
| if (textureNo > This->TextureUnits) { |
| FIXME("Program using more concurrent textures than this opengl implementation support\n"); |
| break ; |
| } |
| |
| /* Query tex coords */ |
| if (This->StateBlock->textures[textureNo] != NULL) { |
| switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->StateBlock->textures[textureNo])) { |
| case D3DRTYPE_TEXTURE: |
| s = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| t = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s,t)); |
| |
| if (TRUE == useVertexShaderFunction) { |
| /* Nothing to do */ |
| } else { |
| if (This->isMultiTexture) { |
| #if defined(GL_VERSION_1_3) |
| glMultiTexCoord2f(GL_TEXTURE0 + textureNo, s, t); |
| #else |
| glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t); |
| #endif |
| } else { |
| glTexCoord2f(s, t); |
| } |
| } |
| break; |
| |
| case D3DRTYPE_VOLUMETEXTURE: |
| s = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| t = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| r = *(float *)curPos; |
| curPos = curPos + sizeof(float); |
| VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s,t,r)); |
| |
| if (TRUE == useVertexShaderFunction) { |
| /* Nothing to do */ |
| } else { |
| if (This->isMultiTexture) { |
| #if defined(GL_VERSION_1_3) |
| glMultiTexCoord3f(GL_TEXTURE0 + textureNo, s, t, r); |
| #else |
| glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r); |
| #endif |
| |
| } else { |
| glTexCoord3f(s, t, r); |
| } |
| } |
| break; |
| |
| default: |
| r = 0.0f; q = 0.0f; /* Avoid compiler warnings, need these vars later for other textures */ |
| FIXME("Unhandled texture type\n"); |
| } |
| } else { |
| /* Note I have seen a program actually do this, so just hide it and continue */ |
| VTRACE(("Very odd - texture requested in FVF but not bound!\n")); |
| } |
| |
| } |
| |
| /** if vertex shader program specified ... using it */ |
| if (TRUE == useVertexShaderFunction) { |
| |
| /** |
| * this code must become the really |
| * vs input params init |
| * |
| * because its possible to use input registers for anything |
| * and some samples use registers for other things than they are |
| * declared |
| */ |
| |
| /** |
| * no really valid declaration, user defined input register use |
| * so fill input registers as described in vertex shader declaration |
| */ |
| IDirect3DDeviceImpl_FillVertexShaderInput(This, vertex_shader, vertexBufData, StartVertexIndex, |
| (!isIndexed) ? (vx_index * skip) : |
| (idxBytes == 2) ? ((pIdxBufS[StartIdx + vx_index]) * skip) : |
| ((pIdxBufL[StartIdx + vx_index]) * skip)); |
| |
| memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8)); |
| IDirect3DVertexShaderImpl_ExecuteSW(vertex_shader, &vertex_shader->input, &vertex_shader->output); |
| /* |
| TRACE_VECTOR(vertex_shader->output.oPos); |
| TRACE_VECTOR(vertex_shader->output.oD[0]); |
| TRACE_VECTOR(vertex_shader->output.oD[1]); |
| TRACE_VECTOR(vertex_shader->output.oT[0]); |
| TRACE_VECTOR(vertex_shader->output.oT[1]); |
| TRACE_VECTOR(vertex_shader->input.V[0]); |
| TRACE_VECTOR(vertex_shader->data->C[0]); |
| TRACE_VECTOR(vertex_shader->data->C[1]); |
| TRACE_VECTOR(vertex_shader->data->C[2]); |
| TRACE_VECTOR(vertex_shader->data->C[3]); |
| TRACE_VECTOR(vertex_shader->data->C[4]); |
| TRACE_VECTOR(vertex_shader->data->C[5]); |
| TRACE_VECTOR(vertex_shader->data->C[6]); |
| TRACE_VECTOR(vertex_shader->data->C[7]); |
| */ |
| x = vertex_shader->output.oPos.x; |
| y = vertex_shader->output.oPos.y; |
| z = vertex_shader->output.oPos.z; |
| |
| if (1.0f != vertex_shader->output.oPos.w || isRHW) { |
| rhw = vertex_shader->output.oPos.w; |
| } |
| /*diffuseColor = D3DCOLOR_COLORVALUE(vertex_shader->output.oD[0]);*/ |
| glColor4fv((float*) &vertex_shader->output.oD[0]); |
| |
| /* Requires secondary color extensions to compile... */ |
| #if defined(GL_VERSION_1_4) |
| glSecondaryColor3fv((float*) &vertex_shader->output.oD[1]); |
| checkGLcall("glSecondaryColor3fv"); |
| #else |
| if (checkGLSupport(EXT_SECONDARY_COLOR)) { |
| /*specularColor = D3DCOLOR_COLORVALUE(vertex_shader->output.oD[1]);*/ |
| /*GLExtCall(glSecondaryColor3fvEXT)((float*) &vertex_shader->output.oD[1]);*/ |
| /*checkGLcall("glSecondaryColor3fvEXT");*/ |
| } |
| #endif |
| /** reupdate textures coords binding using vertex_shader->output.oT[0->3] */ |
| for (textureNo = 0; textureNo < 4; ++textureNo) { |
| float s, t, r, q; |
| |
| if (!(This->isMultiTexture) && textureNo > 0) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n"); |
| continue ; |
| } |
| /* Query tex coords */ |
| if (This->StateBlock->textures[textureNo] != NULL) { |
| switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->StateBlock->textures[textureNo])) { |
| case D3DRTYPE_TEXTURE: |
| /*TRACE_VECTOR(vertex_shader->output.oT[textureNo]);*/ |
| s = vertex_shader->output.oT[textureNo].x; |
| t = vertex_shader->output.oT[textureNo].y; |
| VTRACE(("tex:%d, s,t=%f,%f\n", textureNo, s, t)); |
| if (This->isMultiTexture) { |
| #if defined(GL_VERSION_1_3) |
| glMultiTexCoord2f(GL_TEXTURE0 + textureNo, s, t); |
| #else |
| glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t); |
| #endif |
| /*checkGLcall("glMultiTexCoord2fARB");*/ |
| } else { |
| glTexCoord2f(s, t); |
| /*checkGLcall("gTexCoord2f");*/ |
| } |
| break; |
| |
| case D3DRTYPE_VOLUMETEXTURE: |
| /*TRACE_VECTOR(vertex_shader->output.oT[textureNo]);*/ |
| s = vertex_shader->output.oT[textureNo].x; |
| t = vertex_shader->output.oT[textureNo].y; |
| r = vertex_shader->output.oT[textureNo].z; |
| VTRACE(("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s, t, r)); |
| if (This->isMultiTexture) { |
| #if defined(GL_VERSION_1_3) |
| glMultiTexCoord3f(GL_TEXTURE0 + textureNo, s, t, r); |
| #else |
| glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r); |
| #endif |
| /*checkGLcall("glMultiTexCoord2fARB");*/ |
| } else { |
| glTexCoord3f(s, t, r); |
| /*checkGLcall("gTexCoord3f");*/ |
| } |
| break; |
| |
| default: |
| /* Avoid compiler warnings, need these vars later for other textures */ |
| r = 0.0f; q = 0.0f; |
| FIXME("Unhandled texture type\n"); |
| } |
| } |
| } |
| |
| if (1.0f == rhw || rhw < 0.01f) { |
| VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z)); |
| glVertex3f(x, y, z); |
| /*checkGLcall("glVertex3f");*/ |
| } else { |
| VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw)); |
| glVertex4f(x / rhw, y / rhw, z / rhw, 1.0f / rhw); |
| /*checkGLcall("glVertex4f");*/ |
| } |
| } else { |
| /** |
| * FALSE == useVertexShaderFunction |
| * using std FVF code |
| */ |
| |
| /* Handle these vertexes */ |
| if (isDiffuse) { |
| glColor4ub((diffuseColor >> 16) & 0xFF, |
| (diffuseColor >> 8) & 0xFF, |
| (diffuseColor >> 0) & 0xFF, |
| (diffuseColor >> 24) & 0xFF); |
| VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n", |
| ((diffuseColor >> 16) & 0xFF) / 255.0f, |
| ((diffuseColor >> 8) & 0xFF) / 255.0f, |
| ((diffuseColor >> 0) & 0xFF) / 255.0f, |
| ((diffuseColor >> 24) & 0xFF) / 255.0f)); |
| } |
| |
| if (normal) { |
| VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / glNormal:nx,ny,nz=%f,%f,%f\n", x,y,z,nx,ny,nz)); |
| glNormal3f(nx, ny, nz); |
| glVertex3f(x, y, z); |
| } else { |
| if (1.0f == rhw || rhw < 0.01f) { |
| VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z)); |
| glVertex3f(x, y, z); |
| } else { |
| VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw)); |
| glVertex4f(x / rhw, y / rhw, z / rhw, 1.0f / rhw); |
| } |
| } |
| } |
| |
| if (!isIndexed) { |
| curVtx = curVtx + skip; |
| } |
| } |
| |
| glEnd(); |
| checkGLcall("glEnd and previous calls"); |
| |
| } else { |
| TRACE("Using fast vertex array code\n"); |
| |
| /* Faster version, harder to debug */ |
| /* Shuffle to the beginning of the vertexes to render and index from there */ |
| curVtx = (const char *)vertexBufData + (StartVertexIndex * skip); |
| curPos = curVtx; |
| |
| /* Set up the vertex pointers */ |
| if (isRHW) { |
| glVertexPointer(4, GL_FLOAT, skip, curPos); |
| checkGLcall("glVertexPointer(4, ...)"); |
| curPos += 4 * sizeof(float); |
| } else { |
| glVertexPointer(3, GL_FLOAT, skip, curPos); |
| checkGLcall("glVertexPointer(3, ...)"); |
| curPos += 3 * sizeof(float); |
| } |
| glEnableClientState(GL_VERTEX_ARRAY); |
| checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)"); |
| |
| if (numBlends > 0) { |
| /* no such functionality in the fixed function GL pipeline */ |
| /* FIXME: Wont get here as will drop to slow method */ |
| /* FIXME("Cannot handle blending data here in openGl\n");*/ |
| if (checkGLSupport(ARB_VERTEX_BLEND)) { |
| FIXME("TODO\n"); |
| } else if (checkGLSupport(EXT_VERTEX_WEIGHTING)) { |
| FIXME("TODO\n"); |
| /* |
| GLExtCall(glVertexWeightPointerEXT)(numBlends, GL_FLOAT, skip, curPos); |
| checkGLcall("glVertexWeightPointerEXT(numBlends, ...)"); |
| glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT); |
| checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)"); |
| */ |
| curPos += numBlends * sizeof(float); |
| } else { |
| FIXME("unsupported blending in openGl\n"); |
| } |
| } else { |
| if (checkGLSupport(ARB_VERTEX_BLEND)) { |
| FIXME("TODO\n"); |
| } else if (checkGLSupport(EXT_VERTEX_WEIGHTING)) { |
| FIXME("TODO\n"); |
| /* |
| glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT); |
| checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)"); |
| */ |
| } |
| } |
| |
| |
| if (normal) { |
| glNormalPointer(GL_FLOAT, skip, curPos); |
| checkGLcall("glNormalPointer"); |
| glEnableClientState(GL_NORMAL_ARRAY); |
| checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)"); |
| curPos += 3 * sizeof(float); |
| } else { |
| glDisableClientState(GL_NORMAL_ARRAY); |
| checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)"); |
| glNormal3f(0, 0, 1); |
| checkGLcall("glNormal3f(0, 0, 1)"); |
| } |
| |
| if (isPtSize) { |
| /* no such functionality in the fixed function GL pipeline */ |
| /* FIXME: Wont get here as will drop to slow method */ |
| FIXME("Cannot change ptSize here in openGl\n"); |
| curPos = curPos + sizeof(float); |
| } |
| |
| if (isDiffuse) { |
| glColorPointer(4, GL_UNSIGNED_BYTE, skip, curPos); |
| checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)"); |
| glEnableClientState(GL_COLOR_ARRAY); |
| checkGLcall("glEnableClientState(GL_COLOR_ARRAY)"); |
| curPos += sizeof(DWORD); |
| } |
| else { |
| glDisableClientState(GL_COLOR_ARRAY); |
| checkGLcall("glDisableClientState(GL_COLOR_ARRAY)"); |
| glColor4f(1, 1, 1, 1); |
| checkGLcall("glColor4f(1, 1, 1, 1)"); |
| } |
| |
| /* Requires secondary color extensions to compile... */ |
| if (isSpecular) { |
| #if defined(GL_VERSION_1_4) |
| glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, skip, curPos); |
| checkGLcall("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, skip, curPos)"); |
| glEnableClientState(GL_SECONDARY_COLOR_ARRAY); |
| checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY)"); |
| #else |
| # if 0 |
| /* FIXME: check for GL_EXT_secondary_color */ |
| glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, skip, curPos); |
| checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, skip, curPos)"); |
| glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); |
| checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); |
| # endif |
| #endif |
| curPos += sizeof(DWORD); |
| } else { |
| #if defined(GL_VERSION_1_4) |
| glDisableClientState(GL_SECONDARY_COLOR_ARRAY); |
| checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY)"); |
| glSecondaryColor3f(0, 0, 0); |
| checkGLcall("glSecondaryColor3f(0, 0, 0)"); |
| #else |
| #if 0 |
| glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); |
| checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); |
| glSecondaryColor3fEXT(0, 0, 0); |
| checkGLcall("glSecondaryColor3fEXT(0, 0, 0)"); |
| #endif |
| #endif |
| } |
| |
| |
| /* ToDo: Texture coords */ |
| for (textureNo = 0;textureNo<numTextures; textureNo++) { |
| |
| /* Query tex coords */ |
| #if defined(GL_VERSION_1_3) |
| glClientActiveTexture(GL_TEXTURE0 + textureNo); |
| #else |
| glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo); |
| #endif |
| if (This->StateBlock->textures[textureNo] != NULL) { |
| enableTexture = TRUE; |
| switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->StateBlock->textures[textureNo])) { |
| case D3DRTYPE_TEXTURE: |
| glTexCoordPointer(2, GL_FLOAT, skip, curPos); |
| checkGLcall("glTexCoordPointer(2, ...)"); |
| curPos += 2*sizeof(float); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| checkGLcall("glEnableClientState(GL_TEXTURE_COORD_ARRAY);"); |
| break; |
| |
| case D3DRTYPE_VOLUMETEXTURE: |
| glTexCoordPointer(3, GL_FLOAT, skip, curPos); |
| checkGLcall("glTexCoordPointer(3, ...)"); |
| curPos += 3*sizeof(float); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| checkGLcall("glEnableClientState(GL_TEXTURE_COORD_ARRAY);"); |
| break; |
| |
| default: |
| FIXME("Unhandled texture type\n"); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| checkGLcall("glDisableClientState(GL_TEXTURE_COORD_ARRAY);"); |
| } |
| |
| } else { |
| |
| /* Note I have seen a program actually do this, so just hide it and continue */ |
| TRACE("Very odd - texture requested in FVF but not bound!\n"); |
| #if defined(GL_VERSION_1_3) |
| glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1); |
| checkGLcall("glMultiTexCoord4f(... , 0, 0, 0, 1)"); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| checkGLcall("glDisableClientState(GL_TEXTURE_COORD_ARRAY);"); |
| #else |
| glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1); |
| checkGLcall("glMultiTexCoord4fARB(... , 0, 0, 0, 1)"); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| checkGLcall("glDisableClientState(GL_TEXTURE_COORD_ARRAY);"); |
| #endif |
| } |
| |
| } |
| |
| /* Finally do the drawing */ |
| if (isIndexed) { |
| |
| TRACE("glElements(%x, %d, %d, ...)\n", primType, NumVertexes, minIndex); |
| if (idxBytes==2) { |
| #if 1 /* FIXME: Want to use DrawRangeElements, but wrong calculation! */ |
| glDrawElements(primType, NumVertexes, GL_UNSIGNED_SHORT, |
| (char *)idxData+(2 * StartIdx)); |
| #else |
| glDrawRangeElements(primType, minIndex, minIndex+NumVertexes-1, NumVertexes, |
| GL_UNSIGNED_SHORT, (char *)idxData+(2 * StartIdx)); |
| #endif |
| } else { |
| #if 1 /* FIXME: Want to use DrawRangeElements, but wrong calculation! */ |
| glDrawElements(primType, NumVertexes, GL_UNSIGNED_INT, |
| (char *)idxData+(4 * StartIdx)); |
| #else |
| glDrawRangeElements(primType, minIndex, minIndex+NumVertexes-1, NumVertexes, |
| GL_UNSIGNED_INT, (char *)idxData+(2 * StartIdx)); |
| #endif |
| } |
| checkGLcall("glDrawRangeElements"); |
| |
| } else { |
| |
| /* Note first is now zero as we shuffled along earlier */ |
| TRACE("glDrawArrays(%x, %ld, %d)\n", primType, StartIdx, NumVertexes); |
| glDrawArrays(primType, 0, NumVertexes); |
| checkGLcall("glDrawArrays"); |
| |
| } |
| } |
| |
| /* If no normals, restore previous lighting state */ |
| if (!normal) { |
| if (isLightingOn) glEnable(GL_LIGHTING); |
| else glDisable(GL_LIGHTING); |
| TRACE("Restored lighting to original state\n"); |
| } |
| |
| } |
| LEAVE_GL(); |
| |
| TRACE("glEnd\n"); |
| } |
| |
| /* |
| Simple utility routines used for dx -> gl mapping of byte formats |
| */ |
| SHORT bytesPerPixel(D3DFORMAT fmt) { |
| SHORT retVal; |
| |
| switch (fmt) { |
| case D3DFMT_A4R4G4B4: retVal = 2; break; |
| case D3DFMT_A8R8G8B8: retVal = 4; break; |
| case D3DFMT_X8R8G8B8: retVal = 4; break; |
| case D3DFMT_R8G8B8: retVal = 3; break; |
| case D3DFMT_R5G6B5: retVal = 2; break; |
| case D3DFMT_A1R5G5B5: retVal = 2; break; |
| case D3DFMT_UNKNOWN: |
| /* Guess at the highest value of the above */ |
| TRACE("D3DFMT_UNKNOWN - Guessing at 4 bytes/pixel %d\n", fmt); |
| retVal = 4; |
| break; |
| default: |
| FIXME("Unhandled fmt %d\n", fmt); |
| retVal = 4; |
| } |
| TRACE("bytes/Pxl for fmt %d = %d\n", fmt, retVal); |
| return retVal; |
| } |
| |
| GLint fmt2glintFmt(D3DFORMAT fmt) { |
| GLint retVal; |
| |
| switch (fmt) { |
| case D3DFMT_A4R4G4B4: retVal = GL_RGBA4; break; |
| case D3DFMT_A8R8G8B8: retVal = GL_RGBA8; break; |
| case D3DFMT_X8R8G8B8: retVal = GL_RGB8; break; |
| case D3DFMT_R8G8B8: retVal = GL_RGB8; break; |
| case D3DFMT_R5G6B5: retVal = GL_RGB5; break; /* fixme: internal format 6 for g? */ |
| case D3DFMT_A1R5G5B5: retVal = GL_RGB5_A1; break; |
| default: |
| FIXME("Unhandled fmt %d\n", fmt); |
| retVal = 4; |
| } |
| TRACE("fmt2glintFmt for fmt %d = %x\n", fmt, retVal); |
| return retVal; |
| } |
| GLenum fmt2glFmt(D3DFORMAT fmt) { |
| GLenum retVal; |
| |
| switch (fmt) { |
| case D3DFMT_A4R4G4B4: retVal = GL_BGRA; break; |
| case D3DFMT_A8R8G8B8: retVal = GL_BGRA; break; |
| case D3DFMT_X8R8G8B8: retVal = GL_BGRA; break; |
| case D3DFMT_R8G8B8: retVal = GL_BGR; break; |
| case D3DFMT_R5G6B5: retVal = GL_BGR; break; |
| case D3DFMT_A1R5G5B5: retVal = GL_BGRA; break; |
| default: |
| FIXME("Unhandled fmt %d\n", fmt); |
| retVal = 4; |
| } |
| TRACE("fmt2glFmt for fmt %d = %x\n", fmt, retVal); |
| return retVal; |
| } |
| DWORD fmt2glType(D3DFORMAT fmt) { |
| GLenum retVal; |
| |
| switch (fmt) { |
| case D3DFMT_A4R4G4B4: retVal = GL_UNSIGNED_SHORT_4_4_4_4_REV; break; |
| case D3DFMT_A8R8G8B8: retVal = GL_UNSIGNED_BYTE; break; |
| case D3DFMT_X8R8G8B8: retVal = GL_UNSIGNED_BYTE; break; |
| case D3DFMT_R5G6B5: retVal = GL_UNSIGNED_SHORT_5_6_5_REV; break; |
| case D3DFMT_R8G8B8: retVal = GL_UNSIGNED_BYTE; break; |
| case D3DFMT_A1R5G5B5: retVal = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; |
| default: |
| FIXME("Unhandled fmt %d\n", fmt); |
| retVal = 4; |
| } |
| TRACE("fmt2glType for fmt %d = %x\n", fmt, retVal); |
| return retVal; |
| } |
| |
| int SOURCEx_RGB_EXT(DWORD arg) { |
| switch(arg) { |
| case D3DTSS_COLORARG0: return GL_SOURCE2_RGB_EXT; |
| case D3DTSS_COLORARG1: return GL_SOURCE0_RGB_EXT; |
| case D3DTSS_COLORARG2: return GL_SOURCE1_RGB_EXT; |
| case D3DTSS_ALPHAARG0: |
| case D3DTSS_ALPHAARG1: |
| case D3DTSS_ALPHAARG2: |
| default: |
| FIXME("Invalid arg %ld\n", arg); |
| return GL_SOURCE0_RGB_EXT; |
| } |
| } |
| int OPERANDx_RGB_EXT(DWORD arg) { |
| switch(arg) { |
| case D3DTSS_COLORARG0: return GL_OPERAND2_RGB_EXT; |
| case D3DTSS_COLORARG1: return GL_OPERAND0_RGB_EXT; |
| case D3DTSS_COLORARG2: return GL_OPERAND1_RGB_EXT; |
| case D3DTSS_ALPHAARG0: |
| case D3DTSS_ALPHAARG1: |
| case D3DTSS_ALPHAARG2: |
| default: |
| FIXME("Invalid arg %ld\n", arg); |
| return GL_OPERAND0_RGB_EXT; |
| } |
| } |
| int SOURCEx_ALPHA_EXT(DWORD arg) { |
| switch(arg) { |
| case D3DTSS_ALPHAARG0: return GL_SOURCE2_ALPHA_EXT; |
| case D3DTSS_ALPHAARG1: return GL_SOURCE0_ALPHA_EXT; |
| case D3DTSS_ALPHAARG2: return GL_SOURCE1_ALPHA_EXT; |
| case D3DTSS_COLORARG0: |
| case D3DTSS_COLORARG1: |
| case D3DTSS_COLORARG2: |
| default: |
| FIXME("Invalid arg %ld\n", arg); |
| return GL_SOURCE0_ALPHA_EXT; |
| } |
| } |
| int OPERANDx_ALPHA_EXT(DWORD arg) { |
| switch(arg) { |
| case D3DTSS_ALPHAARG0: return GL_OPERAND2_ALPHA_EXT; |
| case D3DTSS_ALPHAARG1: return GL_OPERAND0_ALPHA_EXT; |
| case D3DTSS_ALPHAARG2: return GL_OPERAND1_ALPHA_EXT; |
| case D3DTSS_COLORARG0: |
| case D3DTSS_COLORARG1: |
| case D3DTSS_COLORARG2: |
| default: |
| FIXME("Invalid arg %ld\n", arg); |
| return GL_OPERAND0_ALPHA_EXT; |
| } |
| } |
| GLenum StencilOp(DWORD op) { |
| switch(op) { |
| 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 : FIXME("Unsupported stencil op %ld\n", op); |
| return GL_INCR; /* Fixme - needs to support wrap */ |
| case D3DSTENCILOP_DECR : FIXME("Unsupported stencil op %ld\n", op); |
| return GL_DECR; /* Fixme - needs to support wrap */ |
| default: |
| FIXME("Invalid stencil op %ld\n", op); |
| return GL_ALWAYS; |
| } |
| } |
| |
| /* Apply the current values to the specified texture stage */ |
| void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| int i=0; |
| float col[4]; |
| |
| /* Make appropriate texture active */ |
| if (This->isMultiTexture) { |
| #if defined(GL_VERSION_1_3) |
| glActiveTexture(GL_TEXTURE0 + Stage); |
| #else |
| glActiveTextureARB(GL_TEXTURE0_ARB + Stage); |
| #endif |
| checkGLcall("glActiveTextureARB"); |
| } else if (Stage > 0) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n"); |
| } |
| |
| TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage); |
| for (i=1; i<HIGHEST_TEXTURE_STATE; i++) { |
| IDirect3DDevice8Impl_SetTextureStageState(iface, Stage, i, This->StateBlock->texture_state[Stage][i]); |
| } |
| |
| /* Note the D3DRS value applies to all textures, but GL has one |
| per texture, so apply it now ready to be used! */ |
| col[0] = ((This->StateBlock->renderstate[D3DRS_TEXTUREFACTOR]>> 16) & 0xFF) / 255.0; |
| col[1] = ((This->StateBlock->renderstate[D3DRS_TEXTUREFACTOR] >> 8 ) & 0xFF) / 255.0; |
| col[2] = ((This->StateBlock->renderstate[D3DRS_TEXTUREFACTOR] >> 0 ) & 0xFF) / 255.0; |
| col[3] = ((This->StateBlock->renderstate[D3DRS_TEXTUREFACTOR] >> 24 ) & 0xFF) / 255.0; |
| glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]); |
| checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);"); |
| |
| TRACE("-----------------------> Updated the texture at stage %ld to have new texture state information\n", Stage); |
| } |
| |
| /* IDirect3D IUnknown parts follow: */ |
| HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj) |
| { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IDirect3DDevice8)) { |
| IDirect3DDevice8Impl_AddRef(iface); |
| *ppobj = This; |
| return D3D_OK; |
| } |
| |
| WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj); |
| return E_NOINTERFACE; |
| } |
| |
| ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : AddRef from %ld\n", This, This->ref); |
| return ++(This->ref); |
| } |
| |
| ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| ULONG ref = --This->ref; |
| TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref); |
| if (ref == 0) { |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return ref; |
| } |
| |
| /* IDirect3DDevice Interface follow: */ |
| HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : stub\n", This); /* No way of notifying yet! */ |
| return D3D_OK; |
| } |
| |
| UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : stub, emulating 32Mb for now\n", This); |
| /* |
| * pretend we have 32MB of any type of memory queried. |
| */ |
| return (1024*1024*32); |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : returning %p\n", This, This->direct3d8); |
| |
| /* Inc ref count */ |
| IDirect3D8_AddRef((LPDIRECT3D8) This->direct3d8); |
| |
| *ppD3D8 = (IDirect3D8 *)This->direct3d8; |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub, calling idirect3d for now\n", This); |
| IDirect3D8Impl_GetDeviceCaps((LPDIRECT3D8) This->direct3d8, This->adapterNo, This->devType, pCaps); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode) { |
| |
| HDC hdc; |
| int bpp = 0; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| pMode->Width = GetSystemMetrics(SM_CXSCREEN); |
| pMode->Height = GetSystemMetrics(SM_CYSCREEN); |
| pMode->RefreshRate = 85; /*FIXME: How to identify? */ |
| |
| hdc = CreateDCA("DISPLAY", NULL, NULL, NULL); |
| bpp = GetDeviceCaps(hdc, BITSPIXEL); |
| DeleteDC(hdc); |
| |
| switch (bpp) { |
| case 8: pMode->Format = D3DFMT_R8G8B8; break; |
| case 16: pMode->Format = D3DFMT_R5G6B5; break; |
| case 24: pMode->Format = D3DFMT_R8G8B8; break; |
| case 32: pMode->Format = D3DFMT_A8R8G8B8; break; |
| default: |
| FIXME("Unrecognized display mode format\n"); |
| pMode->Format = D3DFMT_UNKNOWN; |
| } |
| |
| FIXME("(%p) : returning w(%d) h(%d) rr(%d) fmt(%d)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate, pMode->Format); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) copying to %p\n", This, pParameters); |
| memcpy(pParameters, &This->CreateParms, sizeof(D3DDEVICE_CREATION_PARAMETERS)); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace,DWORD Flags) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return; |
| } |
| BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : complete stub!\n", This); |
| |
| ENTER_GL(); |
| |
| glXSwapBuffers(This->display, This->win); |
| checkGLcall("glXSwapBuffers"); |
| |
| LEAVE_GL(); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| *ppBackBuffer = (LPDIRECT3DSURFACE8) This->backBuffer; |
| TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, BackBuffer, Type, *ppBackBuffer); |
| |
| /* Note inc ref on returned surface */ |
| IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppBackBuffer); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags,CONST D3DGAMMARAMP* pRamp) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return; |
| } |
| void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage, |
| D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8** ppTexture) { |
| IDirect3DTexture8Impl *object; |
| int i; |
| UINT tmpW; |
| UINT tmpH; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| /* Allocate the storage for the device */ |
| TRACE("(%p) : W(%d) H(%d), Lvl(%d) Usage(%ld), Fmt(%d), Pool(%d)\n", This, Width, Height, Levels, Usage, Format, Pool); |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture8Impl)); |
| object->lpVtbl = &Direct3DTexture8_Vtbl; |
| object->Device = This; /* FIXME: AddRef(This) */ |
| object->ResourceType = D3DRTYPE_TEXTURE; |
| object->ref = 1; |
| object->width = Width; |
| object->height = Height; |
| object->levels = Levels; |
| object->usage = Usage; |
| object->format = Format; |
| object->device = This; |
| |
| /* Calculate levels for mip mapping */ |
| if (Levels == 0) { |
| object->levels++; |
| tmpW = Width; |
| tmpH = Height; |
| while (tmpW > 1 && tmpH > 1) { |
| tmpW = max(1,tmpW / 2); |
| tmpH = max(1, tmpH / 2); |
| object->levels++; |
| } |
| TRACE("Calculated levels = %d\n", object->levels); |
| } |
| |
| /* Generate all the surfaces */ |
| tmpW = Width; |
| tmpH = Height; |
| for (i=0; i<object->levels; i++) |
| { |
| IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpH, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[i]); |
| object->surfaces[i]->Container = (IUnknown*) object; /* FIXME: AddRef(object) */ |
| object->surfaces[i]->myDesc.Usage = Usage; |
| object->surfaces[i]->myDesc.Pool = Pool ; |
| |
| TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[i], object->surfaces[i]->allocatedMemory); |
| tmpW = max(1, tmpW / 2); |
| tmpH = max(1, tmpH / 2); |
| } |
| |
| *ppTexture = (LPDIRECT3DTEXTURE8)object; |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8** ppVolumeTexture) { |
| |
| IDirect3DVolumeTexture8Impl *object; |
| int i; |
| UINT tmpW; |
| UINT tmpH; |
| UINT tmpD; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| /* Allocate the storage for it */ |
| TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%d), Pool(%d)\n", This, Width, Height, Depth, Levels, Usage, Format, Pool); |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl)); |
| object->lpVtbl = &Direct3DVolumeTexture8_Vtbl; |
| object->ResourceType = D3DRTYPE_VOLUMETEXTURE; |
| object->ref = 1; |
| |
| |
| object->width = Width; |
| object->height = Height; |
| object->depth = Depth; |
| object->levels = Levels; |
| object->usage = Usage; |
| object->format = Format; |
| object->device = This; |
| |
| /* Calculate levels for mip mapping */ |
| if (Levels == 0) { |
| object->levels++; |
| tmpW = Width; |
| tmpH = Height; |
| tmpD = Depth; |
| while (tmpW > 1 && tmpH > 1 && tmpD > 1) { |
| tmpW = max(1,tmpW / 2); |
| tmpH = max(1, tmpH / 2); |
| tmpD = max(1, tmpD / 2); |
| object->levels++; |
| } |
| TRACE("Calculated levels = %d\n", object->levels); |
| } |
| |
| /* Generate all the surfaces */ |
| tmpW = Width; |
| tmpH = Height; |
| tmpD = Depth; |
| |
| for (i=0; i<object->levels; i++) |
| { |
| IDirect3DVolume8Impl *volume; |
| |
| /* Create the volume - No entry point for this seperately?? */ |
| volume = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolume8Impl)); |
| object->volumes[i] = (IDirect3DVolume8Impl *) volume; |
| |
| volume->lpVtbl = &Direct3DVolume8_Vtbl; |
| volume->Device = This; /* FIXME: AddRef(This) */ |
| volume->ResourceType = D3DRTYPE_VOLUME; |
| volume->Container = object; |
| volume->ref = 1; |
| |
| volume->myDesc.Width = Width; |
| volume->myDesc.Height= Height; |
| volume->myDesc.Depth = Depth; |
| volume->myDesc.Format= Format; |
| volume->myDesc.Type = D3DRTYPE_VOLUME; |
| volume->myDesc.Pool = Pool; |
| volume->myDesc.Usage = Usage; |
| volume->bytesPerPixel = bytesPerPixel(Format); |
| volume->myDesc.Size = (Width * volume->bytesPerPixel) * Height * Depth; |
| volume->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->myDesc.Size); |
| |
| TRACE("(%p) : Volume at w(%d) h(%d) d(%d) fmt(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Depth, Format, |
| volume, volume->allocatedMemory, volume->myDesc.Size); |
| |
| tmpW = max(1,tmpW / 2); |
| tmpH = max(1, tmpH / 2); |
| tmpD = max(1, tmpD / 2); |
| } |
| |
| *ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8)object; |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8** ppCubeTexture) { |
| |
| IDirect3DCubeTexture8Impl *object; |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| int i,j; |
| UINT tmpW; |
| |
| /* Allocate the storage for it */ |
| TRACE("(%p) : Len(%d), Lvl(%d) Usage(%ld), Fmt(%d), Pool(%d)\n", This, EdgeLength, Levels, Usage, Format, Pool); |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DCubeTexture8Impl)); |
| object->lpVtbl = &Direct3DCubeTexture8_Vtbl; |
| object->ref = 1; |
| object->Device = This; /* FIXME: AddRef(This) */ |
| object->ResourceType = D3DRTYPE_CUBETEXTURE; |
| |
| object->edgeLength = EdgeLength; |
| object->levels = Levels; |
| object->usage = Usage; |
| object->format = Format; |
| object->device = This; |
| |
| /* Calculate levels for mip mapping */ |
| if (Levels == 0) { |
| object->levels++; |
| tmpW = EdgeLength; |
| while (tmpW > 1) { |
| tmpW = max(1,tmpW / 2); |
| object->levels++; |
| } |
| TRACE("Calculated levels = %d\n", object->levels); |
| } |
| |
| /* Generate all the surfaces */ |
| tmpW = EdgeLength; |
| for (i=0; i<object->levels; i++) |
| { |
| /* Create the 6 faces */ |
| for (j=0;j<6;j++) { |
| IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpW, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[j][i]); |
| object->surfaces[j][i]->Container = (IUnknown*) object; |
| object->surfaces[j][i]->myDesc.Usage = Usage; |
| object->surfaces[j][i]->myDesc.Pool = Pool ; |
| |
| TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[j][i], object->surfaces[j][i]->allocatedMemory); |
| tmpW = max(1,tmpW / 2); |
| } |
| } |
| |
| TRACE("(%p) : Iface@%p\n", This, object); |
| *ppCubeTexture = (LPDIRECT3DCUBETEXTURE8)object; |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size, DWORD Usage, |
| DWORD FVF,D3DPOOL Pool, IDirect3DVertexBuffer8** ppVertexBuffer) { |
| IDirect3DVertexBuffer8Impl *object; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| /* Allocate the storage for the device */ |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl)); |
| object->lpVtbl = &Direct3DVertexBuffer8_Vtbl; |
| object->Device = This; |
| object->ResourceType = D3DRTYPE_VERTEXBUFFER; |
| object->ref = 1; |
| object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size); |
| object->currentDesc.Usage = Usage; |
| object->currentDesc.Pool = Pool; |
| object->currentDesc.FVF = FVF; |
| object->currentDesc.Size = Size; |
| |
| TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object); |
| |
| *ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8)object; |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8** ppIndexBuffer) { |
| |
| IDirect3DIndexBuffer8Impl *object; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : Len=%d, Use=%lx, Format=%x, Pool=%d\n", This, Length, Usage, Format, Pool); |
| |
| /* Allocate the storage for the device */ |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DIndexBuffer8Impl)); |
| object->lpVtbl = &Direct3DIndexBuffer8_Vtbl; |
| object->ref = 1; |
| object->Device = This; |
| object->ResourceType = D3DRTYPE_INDEXBUFFER; |
| |
| object->currentDesc.Type = D3DRTYPE_INDEXBUFFER; |
| object->currentDesc.Usage = Usage; |
| object->currentDesc.Pool = Pool; |
| object->currentDesc.Format = Format; |
| object->currentDesc.Size = Length; |
| |
| object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length); |
| |
| TRACE("(%p) : Iface@%p allocatedMem @ %p\n", This, object, object->allocatedMemory); |
| |
| *ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8)object; |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,BOOL Lockable,IDirect3DSurface8** ppSurface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| /* up ref count on surface, surface->container = This */ |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,IDirect3DSurface8** ppSurface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| /* surface->container = This */ |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,IDirect3DSurface8** ppSurface) { |
| IDirect3DSurface8Impl *object; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl)); |
| *ppSurface = (LPDIRECT3DSURFACE8) object; |
| object->lpVtbl = &Direct3DSurface8_Vtbl; |
| object->Device = This; |
| object->ResourceType = D3DRTYPE_SURFACE; |
| object->Container = (IUnknown*) This; |
| |
| object->ref = 1; |
| object->myDesc.Width = Width; |
| object->myDesc.Height= Height; |
| object->myDesc.Format= Format; |
| object->myDesc.Type = D3DRTYPE_SURFACE; |
| /*object->myDesc.Usage */ |
| object->myDesc.Pool = D3DPOOL_SYSTEMMEM ; |
| object->bytesPerPixel = bytesPerPixel(Format); |
| object->myDesc.Size = (Width * object->bytesPerPixel) * Height; |
| object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size); |
| |
| TRACE("(%p) : w(%d) h(%d) fmt(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, *ppSurface, object->allocatedMemory, object->myDesc.Size); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pSourceSurface,CONST RECT* pSourceRectsArray,UINT cRects, |
| IDirect3DSurface8* pDestinationSurface,CONST POINT* pDestPointsArray) { |
| |
| HRESULT rc = D3D_OK; |
| IDirect3DBaseTexture8* texture = NULL; |
| |
| |
| IDirect3DSurface8Impl *src = (IDirect3DSurface8Impl*) pSourceSurface; |
| IDirect3DSurface8Impl *dst = (IDirect3DSurface8Impl*) pDestinationSurface; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) srcsur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This, |
| pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray); |
| |
| /* Note: Not sure about the d3dfmt_unknown bit, but seems to avoid a problem inside |
| a sample and doesnt seem to break anything as far as I can tell */ |
| if (src->myDesc.Format != dst->myDesc.Format && (dst->myDesc.Format != D3DFMT_UNKNOWN)) { |
| TRACE("Formats do not match %x / %x\n", src->myDesc.Format, dst->myDesc.Format); |
| rc = D3DERR_INVALIDCALL; |
| |
| } else if (dst->myDesc.Format == D3DFMT_UNKNOWN) { |
| TRACE("Converting dest to same format as source, since dest was unknown\n"); |
| dst->myDesc.Format = src->myDesc.Format; |
| |
| /* Convert container as well */ |
| IDirect3DSurface8Impl_GetContainer((LPDIRECT3DSURFACE8) dst, &IID_IDirect3DBaseTexture8, (void**) &texture); /* FIXME: Which refid? */ |
| if (texture != NULL) { |
| |
| switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) texture)) { |
| case D3DRTYPE_TEXTURE: |
| ((IDirect3DTexture8Impl *)texture)->format = src->myDesc.Format; |
| break; |
| case D3DRTYPE_VOLUMETEXTURE: |
| ((IDirect3DVolumeTexture8Impl *)texture)->format = src->myDesc.Format; |
| break; |
| case D3DRTYPE_CUBETEXTURE: |
| ((IDirect3DCubeTexture8Impl *)texture)->format = src->myDesc.Format; |
| break; |
| default: |
| FIXME("Unhandled texture type\n"); |
| } |
| |
| /** Releasing texture after GetContainer */ |
| IDirect3DBaseTexture8_Release(texture); |
| } |
| } |
| |
| /* Quick if complete copy ... */ |
| if (rc == D3D_OK && (cRects == 0 && pSourceRectsArray==NULL && pDestPointsArray==NULL && |
| src->myDesc.Width == dst->myDesc.Width && |
| src->myDesc.Height == dst->myDesc.Height)) { |
| TRACE("Direct copy as surfaces are equal, w=%d, h=%d\n", dst->myDesc.Width, dst->myDesc.Height); |
| memcpy(dst->allocatedMemory, src->allocatedMemory, src->myDesc.Size); |
| |
| } else { |
| int i; |
| int bytesPerPixel = ((IDirect3DSurface8Impl *)pSourceSurface)->bytesPerPixel; |
| int pitchFrom = ((IDirect3DSurface8Impl *)pSourceSurface)->myDesc.Width * bytesPerPixel; |
| int pitchTo = ((IDirect3DSurface8Impl *)pDestinationSurface)->myDesc.Width * bytesPerPixel; |
| |
| char *copyfrom = ((IDirect3DSurface8Impl *)pSourceSurface)->allocatedMemory; |
| char *copyto = ((IDirect3DSurface8Impl *)pDestinationSurface)->allocatedMemory; |
| |
| /* Copy rect by rect */ |
| for (i=0; i<cRects; i++) { |
| CONST RECT *r = &pSourceRectsArray[i]; |
| CONST POINT *p = &pDestPointsArray[i]; |
| char *from; |
| char *to; |
| int copyperline = (r->right - r->left) * bytesPerPixel; |
| int j; |
| |
| TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (%ld,%ld)\n", i, r->left, r->top, |
| r->right, r->bottom, p->x, p->y); |
| |
| /* Find where to start */ |
| from = copyfrom + (r->top * pitchFrom) + (r->left * bytesPerPixel); |
| to = copyto + (p->y * pitchTo) + (p->x * bytesPerPixel); |
| |
| /* Copy line by line */ |
| for (j=0; j<(r->bottom - r->top); j++) { |
| memcpy(to + (j*pitchTo), from + (j*pitchFrom), copyperline); |
| } |
| } |
| } |
| |
| /* Set dirty */ |
| if (rc == D3D_OK) { |
| IDirect3DSurface8Impl_GetContainer((LPDIRECT3DSURFACE8) dst, &IID_IDirect3DBaseTexture8, (void**) &texture); /* FIXME: Which refid? */ |
| if (texture != NULL) { |
| |
| switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) texture)) { |
| case D3DRTYPE_TEXTURE: |
| { |
| IDirect3DTexture8Impl *pTexture = (IDirect3DTexture8Impl *)texture; |
| pTexture->Dirty = TRUE; |
| } |
| break; |
| case D3DRTYPE_VOLUMETEXTURE: |
| { |
| IDirect3DVolumeTexture8Impl *pTexture = (IDirect3DVolumeTexture8Impl *)texture; |
| pTexture->Dirty = TRUE; |
| } |
| break; |
| case D3DRTYPE_CUBETEXTURE: |
| { |
| IDirect3DCubeTexture8Impl *pTexture = (IDirect3DCubeTexture8Impl *)texture; |
| pTexture->Dirty = TRUE; |
| } |
| break; |
| default: |
| FIXME("Unhandled texture type\n"); |
| } |
| |
| /** Releasing texture after GetContainer */ |
| IDirect3DBaseTexture8_Release(texture); |
| } |
| } |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget,IDirect3DSurface8* pNewZStencil) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| /*TRACE("(%p) : returning %p\n", This, This->renderTarget); */ |
| FIXME("(%p) : stub\n", This); |
| |
| /* |
| **ppRenderTarget = (LPDIRECT3DSURFACE8) This->renderTarget; |
| *IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppRenderTarget); |
| */ |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface) { |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| /* Note inc ref on returned surface * |
| IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppBackBuffer); */ |
| |
| FIXME("(%p) : stub\n", This); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : stub\n", This); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p)\n", This); |
| |
| ENTER_GL(); |
| |
| glFlush(); |
| checkGLcall("glFlush"); |
| |
| /* Useful for debugging sometimes! |
| printf("Hit Enter ...\n"); |
| getchar(); */ |
| |
| LEAVE_GL(); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| /* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the |
| render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag |
| when the depth-buffer format does not contain stencil buffer information, this method fails. */ |
| GLbitfield glMask = 0; |
| int i; |
| CONST D3DRECT *curRect; |
| |
| TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This, |
| Count, pRects, Flags, Z, Stencil); |
| |
| ENTER_GL(); |
| if (Count > 0 && pRects) { |
| glEnable(GL_SCISSOR_TEST); |
| checkGLcall("glEnable GL_SCISSOR_TEST"); |
| curRect = pRects; |
| } else { |
| curRect = NULL; |
| } |
| |
| for (i=0;i<Count || i==0; i++) { |
| |
| if (curRect) { |
| /* Note gl uses lower left, width/height */ |
| TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect, |
| curRect->x1, curRect->y1, curRect->x2, curRect->y2, |
| curRect->x1, curRect->y2, curRect->x2 - curRect->x1, curRect->y2 - curRect->y1); |
| glScissor(curRect->x1, curRect->y2, curRect->x2 - curRect->x1, curRect->y2 - curRect->y1); |
| checkGLcall("glScissor"); |
| } |
| |
| /* Clear the whole screen */ |
| if (Flags & D3DCLEAR_STENCIL) { |
| glClearStencil(Stencil); |
| checkGLcall("glClearStencil"); |
| glMask = glMask | GL_STENCIL_BUFFER_BIT; |
| } |
| |
| if (Flags & D3DCLEAR_ZBUFFER) { |
| glClearDepth(Z); |
| checkGLcall("glClearDepth"); |
| glMask = glMask | GL_DEPTH_BUFFER_BIT; |
| } |
| |
| if (Flags & D3DCLEAR_TARGET) { |
| TRACE("Clearing screen with glClear to color %lx\n", Color); |
| glClearColor(((Color >> 16) & 0xFF) / 255.0, ((Color >> 8) & 0xFF) / 255.0, |
| ((Color >> 0) & 0xFF) / 255.0, ((Color >> 24) & 0xFF) / 255.0); |
| checkGLcall("glClearColor"); |
| glMask = glMask | GL_COLOR_BUFFER_BIT; |
| } |
| |
| glClear(glMask); |
| checkGLcall("glClear"); |
| |
| if (curRect) curRect = curRect + sizeof(D3DRECT); |
| } |
| |
| if (Count > 0 && pRects) { |
| glDisable(GL_SCISSOR_TEST); |
| checkGLcall("glDisable"); |
| } |
| LEAVE_GL(); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE d3dts,CONST D3DMATRIX* lpmatrix) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| D3DMATRIX m; |
| int k; |
| float f; |
| |
| /* Most of this routine, comments included copied from ddraw tree initially: */ |
| TRACE("(%p) : State=%d\n", This, d3dts); |
| |
| This->UpdateStateBlock->Changed.transform[d3dts] = TRUE; |
| This->UpdateStateBlock->Set.transform[d3dts] = TRUE; |
| memcpy(&This->UpdateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX)); |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| /* |
| ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord |
| |
| where ViewMat = Camera space, WorldMat = world space. |
| |
| In OpenGL, camera and world space is combined into GL_MODELVIEW |
| matrix. The Projection matrix stay projection matrix. */ |
| |
| /* After reading through both OpenGL and Direct3D documentations, I |
| thought that D3D matrices were written in 'line major mode' transposed |
| from OpenGL's 'column major mode'. But I found out that a simple memcpy |
| works fine to transfer one matrix format to the other (it did not work |
| when transposing).... |
| |
| So : |
| 1) are the documentations wrong |
| 2) does the matrix work even if they are not read correctly |
| 3) is Mesa's implementation of OpenGL not compliant regarding Matrix |
| loading using glLoadMatrix ? |
| |
| Anyway, I always use 'conv_mat' to transfer the matrices from one format |
| to the other so that if I ever find out that I need to transpose them, I |
| will able to do it quickly, only by changing the macro conv_mat. */ |
| |
| if (d3dts < 256) { |
| switch (d3dts) { |
| case D3DTS_WORLDMATRIX(0): |
| conv_mat(lpmatrix, &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)]); |
| break; |
| |
| case D3DTS_VIEW: |
| conv_mat(lpmatrix, &This->StateBlock->transforms[D3DTS_VIEW]); |
| break; |
| |
| case D3DTS_PROJECTION: |
| conv_mat(lpmatrix, &This->StateBlock->transforms[D3DTS_PROJECTION]); |
| break; |
| |
| case D3DTS_TEXTURE0: |
| case D3DTS_TEXTURE1: |
| case D3DTS_TEXTURE2: |
| case D3DTS_TEXTURE3: |
| case D3DTS_TEXTURE4: |
| case D3DTS_TEXTURE5: |
| case D3DTS_TEXTURE6: |
| case D3DTS_TEXTURE7: |
| conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]); |
| FIXME("Unhandled transform state for TEXTURE%d!!!\n", d3dts - D3DTS_TEXTURE0); |
| FIXME("must use glMatrixMode(GL_TEXTURE) before texturing\n"); |
| break; |
| |
| default: |
| FIXME("Unhandled transform state!!\n"); |
| break; |
| } |
| } else { |
| /** |
| * Indexed Vertex Blending Matrices 256 -> 511 |
| */ |
| /** store it */ |
| conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]); |
| if (checkGLSupport(ARB_VERTEX_BLEND)) { |
| FIXME("TODO\n"); |
| } else if (checkGLSupport(EXT_VERTEX_WEIGHTING)) { |
| FIXME("TODO\n"); |
| } |
| } |
| |
| /* |
| * Move the GL operation to outside of switch to make it work |
| * regardless of transform set order. Optimize later. |
| */ |
| ENTER_GL(); |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode"); |
| glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode"); |
| glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| |
| /* If we are changing the View matrix, reset the light and clipping planes to the new view */ |
| if (d3dts == D3DTS_VIEW) { |
| |
| /* NOTE: We have to reset the positions even if the light/plane is not currently |
| enabled, since the call to enable it will not reset the position. */ |
| |
| /* Reset lights */ |
| for (k = 0; k < This->maxLights; k++) { |
| glLightfv(GL_LIGHT0 + k, GL_POSITION, &This->lightPosn[k][0]); |
| checkGLcall("glLightfv posn"); |
| glLightfv(GL_LIGHT0 + k, GL_SPOT_DIRECTION, &This->lightDirn[k][0]); |
| checkGLcall("glLightfv dirn"); |
| } |
| |
| /* Reset Clipping Planes if clipping is enabled */ |
| for (k = 0; k < This->clipPlanes; k++) { |
| glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]); |
| checkGLcall("glClipPlane"); |
| } |
| |
| } |
| |
| /** |
| * Vertex Blending as described |
| * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/enums/d3dvertexblendflags.asp |
| */ |
| switch (This->UpdateStateBlock->vertex_blend) { |
| case D3DVBF_DISABLE: |
| { |
| glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| break; |
| case D3DVBF_1WEIGHTS: |
| case D3DVBF_2WEIGHTS: |
| case D3DVBF_3WEIGHTS: |
| { |
| FIXME("valid/correct D3DVBF_[1..3]WEIGHTS\n"); |
| /* |
| * doc seems to say that the weight values must be in vertex data (specified in FVF by D3DFVF_XYZB*) |
| * so waiting for the values before matrix work |
| for (k = 0; k < This->UpdateStateBlock->vertex_blend; ++k) { |
| glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(k)].u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| */ |
| } |
| break; |
| case D3DVBF_TWEENING: |
| { |
| FIXME("valid/correct D3DVBF_TWEENING\n"); |
| f = This->UpdateStateBlock->tween_factor; |
| m.u.s._11 = f; m.u.s._12 = f; m.u.s._13 = f; m.u.s._14 = f; |
| m.u.s._21 = f; m.u.s._22 = f; m.u.s._23 = f; m.u.s._24 = f; |
| m.u.s._31 = f; m.u.s._32 = f; m.u.s._33 = f; m.u.s._34 = f; |
| m.u.s._41 = f; m.u.s._42 = f; m.u.s._43 = f; m.u.s._44 = f; |
| glMultMatrixf((float *) &m.u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| break; |
| case D3DVBF_0WEIGHTS: |
| { |
| FIXME("valid/correct D3DVBF_0WEIGHTS\n"); |
| /* single matrix of weight 1.0f */ |
| m.u.s._11 = 1.0f; m.u.s._12 = 1.0f; m.u.s._13 = 1.0f; m.u.s._14 = 1.0f; |
| m.u.s._21 = 1.0f; m.u.s._22 = 1.0f; m.u.s._23 = 1.0f; m.u.s._24 = 1.0f; |
| m.u.s._31 = 1.0f; m.u.s._32 = 1.0f; m.u.s._33 = 1.0f; m.u.s._34 = 1.0f; |
| m.u.s._41 = 1.0f; m.u.s._42 = 1.0f; m.u.s._43 = 1.0f; m.u.s._44 = 1.0f; |
| glMultMatrixf((float *) &m.u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| break; |
| default: |
| break; /* stupid compilator */ |
| } |
| |
| LEAVE_GL(); |
| |
| return D3D_OK; |
| |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : for State %d\n", This, State); |
| memcpy(pMatrix, &This->StateBlock->transforms[State], sizeof(D3DMATRIX)); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| TRACE("(%p)\n", This); |
| This->UpdateStateBlock->Changed.viewport = TRUE; |
| This->UpdateStateBlock->Set.viewport = TRUE; |
| memcpy(&This->UpdateStateBlock->viewport, pViewport, sizeof(D3DVIEWPORT8)); |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This, |
| pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ); |
| |
| glDepthRange(pViewport->MinZ, pViewport->MaxZ); |
| checkGLcall("glDepthRange"); |
| /* Fixme? Note GL requires lower left, DirectX supplies upper left */ |
| glViewport(pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height); |
| checkGLcall("glViewport"); |
| |
| |
| return D3D_OK; |
| |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p)\n", This); |
| memcpy(pViewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8)); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| This->UpdateStateBlock->Changed.material = TRUE; |
| This->UpdateStateBlock->Set.material = TRUE; |
| memcpy(&This->UpdateStateBlock->material, pMaterial, sizeof(D3DMATERIAL8)); |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| ENTER_GL(); |
| TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a); |
| TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a); |
| TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a); |
| TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a); |
| TRACE("(%p) : Power (%f)\n", This, pMaterial->Power); |
| |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&This->UpdateStateBlock->material.Ambient); |
| checkGLcall("glMaterialfv"); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&This->UpdateStateBlock->material.Diffuse); |
| checkGLcall("glMaterialfv"); |
| |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&This->UpdateStateBlock->material.Specular); |
| checkGLcall("glMaterialfv"); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&This->UpdateStateBlock->material.Emissive); |
| checkGLcall("glMaterialfv"); |
| glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->UpdateStateBlock->material.Power); |
| checkGLcall("glMaterialf"); |
| |
| LEAVE_GL(); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| memcpy(pMaterial, &This->UpdateStateBlock->material, sizeof (D3DMATERIAL8)); |
| TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a); |
| TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a); |
| TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a); |
| TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a); |
| TRACE("(%p) : Power (%f)\n", This, pMaterial->Power); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST D3DLIGHT8* pLight) { |
| float colRGBA[] = {0.0, 0.0, 0.0, 0.0}; |
| float rho; |
| float quad_att; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight); |
| |
| if (Index > This->maxLights) { |
| FIXME("Cannot handle more lights than device supports\n"); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type, |
| pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a, |
| pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a, |
| pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a); |
| TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z, |
| pLight->Direction.x, pLight->Direction.y, pLight->Direction.z); |
| TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi); |
| |
| This->UpdateStateBlock->Changed.lights[Index] = TRUE; |
| This->UpdateStateBlock->Set.lights[Index] = TRUE; |
| memcpy(&This->UpdateStateBlock->lights[Index], pLight, sizeof(D3DLIGHT8)); |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| /* Diffuse: */ |
| colRGBA[0] = pLight->Diffuse.r; |
| colRGBA[1] = pLight->Diffuse.g; |
| colRGBA[2] = pLight->Diffuse.b; |
| colRGBA[3] = pLight->Diffuse.a; |
| glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA); |
| checkGLcall("glLightfv"); |
| |
| /* Specular */ |
| colRGBA[0] = pLight->Specular.r; |
| colRGBA[1] = pLight->Specular.g; |
| colRGBA[2] = pLight->Specular.b; |
| colRGBA[3] = pLight->Specular.a; |
| glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA); |
| checkGLcall("glLightfv"); |
| |
| /* Ambient */ |
| colRGBA[0] = pLight->Ambient.r; |
| colRGBA[1] = pLight->Ambient.g; |
| colRGBA[2] = pLight->Ambient.b; |
| colRGBA[3] = pLight->Ambient.a; |
| glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA); |
| checkGLcall("glLightfv"); |
| |
| /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/ |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]); |
| |
| /* Attenuation - Are these right? guessing... */ |
| glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, pLight->Attenuation0); |
| checkGLcall("glLightf"); |
| glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, pLight->Attenuation1); |
| checkGLcall("glLightf"); |
| |
| quad_att = 1.4/(pLight->Range*pLight->Range); |
| if (quad_att < pLight->Attenuation2) quad_att = pLight->Attenuation2; |
| glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att); |
| checkGLcall("glLightf"); |
| |
| switch (pLight->Type) { |
| case D3DLIGHT_POINT: |
| /* Position */ |
| This->lightPosn[Index][0] = pLight->Position.x; |
| This->lightPosn[Index][1] = pLight->Position.y; |
| This->lightPosn[Index][2] = pLight->Position.z; |
| This->lightPosn[Index][3] = 1.0; |
| glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]); |
| checkGLcall("glLightfv"); |
| |
| glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, 180); |
| checkGLcall("glLightf"); |
| |
| /* FIXME: Range */ |
| break; |
| |
| case D3DLIGHT_SPOT: |
| /* Position */ |
| This->lightPosn[Index][0] = pLight->Position.x; |
| This->lightPosn[Index][1] = pLight->Position.y; |
| This->lightPosn[Index][2] = pLight->Position.z; |
| This->lightPosn[Index][3] = 1.0; |
| glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]); |
| checkGLcall("glLightfv"); |
| |
| /* Direction */ |
| This->lightDirn[Index][0] = pLight->Direction.x; |
| This->lightDirn[Index][1] = pLight->Direction.y; |
| This->lightDirn[Index][2] = pLight->Direction.z; |
| This->lightDirn[Index][3] = 1.0; |
| glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &This->lightDirn[Index][0]); |
| checkGLcall("glLightfv"); |
| |
| /* |
| * opengl-ish and d3d-ish spot lights use too different models for the |
| * light "intensity" as a function of the angle towards the main light direction, |
| * so we only can approximate very roughly. |
| * however spot lights are rather rarely used in games (if ever used at all). |
| * furthermore if still used, probably nobody pays attention to such details. |
| */ |
| if (pLight->Falloff == 0) { |
| rho = 6.28f; |
| } else { |
| rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff); |
| } |
| if (rho < 0.0001) rho = 0.0001f; |
| glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, -0.3/log(cos(rho/2))); |
| glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, pLight->Phi*90/M_PI); |
| |
| /* FIXME: Range */ |
| break; |
| case D3DLIGHT_DIRECTIONAL: |
| /* Direction */ |
| This->lightPosn[Index][0] = -pLight->Direction.x; |
| This->lightPosn[Index][1] = -pLight->Direction.y; |
| This->lightPosn[Index][2] = -pLight->Direction.z; |
| This->lightPosn[Index][3] = 0.0; |
| glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]); /* Note gl uses w position of 0 for direction! */ |
| checkGLcall("glLightfv"); |
| |
| glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, 180.0f); |
| glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f); |
| |
| |
| break; |
| default: |
| FIXME("Unrecognized light type %d\n", pLight->Type); |
| } |
| |
| /* Restore the modelview matrix */ |
| glPopMatrix(); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight); |
| |
| if (Index > This->maxLights) { |
| FIXME("Cannot handle more lights than device supports\n"); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| memcpy(pLight, &This->StateBlock->lights[Index], sizeof(D3DLIGHT8)); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL Enable) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable); |
| |
| if (Index > This->maxLights) { |
| FIXME("Cannot handle more lights than device supports\n"); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| This->UpdateStateBlock->Changed.lightEnable[Index] = TRUE; |
| This->UpdateStateBlock->Set.lightEnable[Index] = TRUE; |
| This->UpdateStateBlock->lightEnable[Index] = Enable; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| if (Enable) { |
| glEnable(GL_LIGHT0+Index); |
| checkGLcall("glEnable GL_LIGHT0+Index"); |
| } else { |
| glDisable(GL_LIGHT0+Index); |
| checkGLcall("glDisable GL_LIGHT0+Index"); |
| } |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : for idx(%ld)\n", This, Index); |
| |
| if (Index > This->maxLights) { |
| FIXME("Cannot handle more lights than device supports\n"); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| *pEnable = This->StateBlock->lightEnable[Index]; |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST float* pPlane) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane); |
| |
| /* Validate Index */ |
| if (Index >= This->clipPlanes ) { |
| TRACE("Application has requested clipplane this device doesnt support\n"); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| This->UpdateStateBlock->Changed.clipplane[Index] = TRUE; |
| This->UpdateStateBlock->Set.clipplane[Index] = TRUE; |
| This->UpdateStateBlock->clipplane[Index][0] = pPlane[0]; |
| This->UpdateStateBlock->clipplane[Index][1] = pPlane[1]; |
| This->UpdateStateBlock->clipplane[Index][2] = pPlane[2]; |
| This->UpdateStateBlock->clipplane[Index][3] = pPlane[3]; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| /* Apply it */ |
| |
| /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */ |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]); |
| |
| TRACE("Clipplane [%f,%f,%f,%f]\n", This->UpdateStateBlock->clipplane[Index][0], This->UpdateStateBlock->clipplane[Index][1], |
| This->UpdateStateBlock->clipplane[Index][2], This->UpdateStateBlock->clipplane[Index][3]); |
| glClipPlane(GL_CLIP_PLANE0+Index, This->UpdateStateBlock->clipplane[Index]); |
| |
| glPopMatrix(); |
| checkGLcall("glClipPlane"); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,float* pPlane) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : for idx %ld\n", This, Index); |
| |
| /* Validate Index */ |
| if (Index >= This->clipPlanes ) { |
| TRACE("Application has requested clipplane this device doesnt support\n"); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| pPlane[0] = This->StateBlock->clipplane[Index][0]; |
| pPlane[1] = This->StateBlock->clipplane[Index][0]; |
| pPlane[2] = This->StateBlock->clipplane[Index][0]; |
| pPlane[3] = This->StateBlock->clipplane[Index][0]; |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD Value) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| DWORD OldValue = This->StateBlock->renderstate[State]; |
| |
| TRACE("(%p)->state = %d, value = %ld\n", This, State, Value); |
| This->UpdateStateBlock->Changed.renderstate[State] = TRUE; |
| This->UpdateStateBlock->Set.renderstate[State] = TRUE; |
| This->UpdateStateBlock->renderstate[State] = Value; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| switch (State) { |
| case D3DRS_FILLMODE : |
| switch ((D3DFILLMODE) Value) { |
| 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: |
| FIXME("Unrecognized D3DRS_FILLMODE value %ld\n", Value); |
| } |
| checkGLcall("glPolygonMode (fillmode)"); |
| break; |
| |
| case D3DRS_LIGHTING : |
| if (Value) { |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable GL_LIGHTING"); |
| } else { |
| glDisable(GL_LIGHTING); |
| checkGLcall("glDisable GL_LIGHTING"); |
| } |
| break; |
| |
| case D3DRS_ZENABLE : |
| switch ((D3DZBUFFERTYPE) Value) { |
| case D3DZB_FALSE: |
| glDisable(GL_DEPTH_TEST); |
| checkGLcall("glDisable GL_DEPTH_TEST"); |
| break; |
| case D3DZB_TRUE: |
| glEnable(GL_DEPTH_TEST); |
| checkGLcall("glEnable GL_DEPTH_TEST"); |
| break; |
| |
| case D3DZB_USEW: |
| default: |
| FIXME("Unrecognized/Unhandled D3DZBUFFERTYPE value %ld\n", Value); |
| } |
| break; |
| |
| case D3DRS_CULLMODE : |
| |
| /* If we are culling "back faces with clockwise vertices" then |
| set front faces to be counter clockwise and enable culling |
| of back faces */ |
| switch ((D3DCULL) Value) { |
| case D3DCULL_NONE: |
| glDisable(GL_CULL_FACE); |
| checkGLcall("glDisable GL_CULL_FACE"); |
| break; |
| case D3DCULL_CW: |
| glEnable(GL_CULL_FACE); |
| checkGLcall("glEnable GL_CULL_FACE"); |
| glFrontFace(GL_CCW); |
| checkGLcall("glFrontFace GL_CCW"); |
| glCullFace(GL_BACK); |
| break; |
| case D3DCULL_CCW: |
| glEnable(GL_CULL_FACE); |
| checkGLcall("glEnable GL_CULL_FACE"); |
| glFrontFace(GL_CW); |
| checkGLcall("glFrontFace GL_CW"); |
| glCullFace(GL_BACK); |
| break; |
| default: |
| FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value); |
| } |
| break; |
| |
| case D3DRS_SHADEMODE : |
| switch ((D3DSHADEMODE) Value) { |
| case D3DSHADE_FLAT: |
| glShadeModel(GL_FLAT); |
| checkGLcall("glShadeModel"); |
| break; |
| case D3DSHADE_GOURAUD: |
| glShadeModel(GL_SMOOTH); |
| checkGLcall("glShadeModel"); |
| break; |
| case D3DSHADE_PHONG: |
| FIXME("D3DSHADE_PHONG isnt supported?\n"); |
| return D3DERR_INVALIDCALL; |
| default: |
| FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value); |
| } |
| break; |
| |
| case D3DRS_DITHERENABLE : |
| if (Value) { |
| glEnable(GL_DITHER); |
| checkGLcall("glEnable GL_DITHER"); |
| } else { |
| glDisable(GL_DITHER); |
| checkGLcall("glDisable GL_DITHER"); |
| } |
| break; |
| |
| case D3DRS_ZWRITEENABLE : |
| if (Value) { |
| glDepthMask(1); |
| checkGLcall("glDepthMask"); |
| } else { |
| glDepthMask(0); |
| checkGLcall("glDepthMask"); |
| } |
| break; |
| |
| case D3DRS_ZFUNC : |
| { |
| int glParm = GL_LESS; |
| |
| switch ((D3DCMPFUNC) Value) { |
| case D3DCMP_NEVER: glParm=GL_NEVER; break; |
| case D3DCMP_LESS: glParm=GL_LESS; break; |
| case D3DCMP_EQUAL: glParm=GL_EQUAL; break; |
| case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break; |
| case D3DCMP_GREATER: glParm=GL_GREATER; break; |
| case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break; |
| case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break; |
| case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break; |
| default: |
| FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value); |
| } |
| glDepthFunc(glParm); |
| checkGLcall("glDepthFunc"); |
| } |
| break; |
| |
| case D3DRS_AMBIENT : |
| { |
| |
| float col[4]; |
| col[0] = ((Value >> 16) & 0xFF) / 255.0; |
| col[1] = ((Value >> 8 ) & 0xFF) / 255.0; |
| col[2] = ((Value >> 0 ) & 0xFF) / 255.0; |
| col[3] = ((Value >> 24 ) & 0xFF) / 255.0; |
| TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0],col[1],col[2],col[3]); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col); |
| checkGLcall("glLightModel for MODEL_AMBIENT"); |
| |
| } |
| break; |
| |
| case D3DRS_ALPHABLENDENABLE : |
| if (Value) { |
| glEnable(GL_BLEND); |
| checkGLcall("glEnable GL_BLEND"); |
| } else { |
| glDisable(GL_BLEND); |
| checkGLcall("glDisable GL_BLEND"); |
| }; |
| break; |
| |
| case D3DRS_SRCBLEND : |
| case D3DRS_DESTBLEND : |
| { |
| int newVal = GL_ZERO; |
| switch (Value) { |
| case D3DBLEND_ZERO : newVal = GL_ZERO; break; |
| case D3DBLEND_ONE : newVal = GL_ONE; break; |
| case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break; |
| case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break; |
| case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break; |
| case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break; |
| case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break; |
| case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break; |
| case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break; |
| case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break; |
| case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break; |
| |
| case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA; |
| This->srcBlend = newVal; |
| This->dstBlend = newVal; |
| break; |
| |
| case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; |
| This->srcBlend = newVal; |
| This->dstBlend = newVal; |
| break; |
| default: |
| FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State); |
| } |
| |
| if (State == D3DRS_SRCBLEND) This->srcBlend = newVal; |
| if (State == D3DRS_DESTBLEND) This->dstBlend = newVal; |
| TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend); |
| glBlendFunc(This->srcBlend, This->dstBlend); |
| |
| checkGLcall("glBlendFunc"); |
| } |
| break; |
| |
| case D3DRS_ALPHATESTENABLE : |
| if (Value) { |
| glEnable(GL_ALPHA_TEST); |
| checkGLcall("glEnable GL_ALPHA_TEST"); |
| } else { |
| glDisable(GL_ALPHA_TEST); |
| checkGLcall("glDisable GL_ALPHA_TEST"); |
| } |
| break; |
| |
| case D3DRS_ALPHAFUNC : |
| { |
| int glParm = GL_LESS; |
| float ref = 1.0; |
| |
| glGetFloatv(GL_ALPHA_TEST_REF, &ref); |
| checkGLcall("glGetFloatv(GL_ALPHA_TEST_REF, &ref);"); |
| |
| switch ((D3DCMPFUNC) Value) { |
| case D3DCMP_NEVER: glParm=GL_NEVER; break; |
| case D3DCMP_LESS: glParm=GL_LESS; break; |
| case D3DCMP_EQUAL: glParm=GL_EQUAL; break; |
| case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break; |
| case D3DCMP_GREATER: glParm=GL_GREATER; break; |
| case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break; |
| case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break; |
| case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break; |
| default: |
| FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value); |
| } |
| TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref); |
| glAlphaFunc(glParm, ref); |
| checkGLcall("glAlphaFunc"); |
| } |
| break; |
| |
| case D3DRS_ALPHAREF : |
| { |
| int glParm = GL_LESS; |
| float ref = 1.0; |
| |
| glGetIntegerv(GL_ALPHA_TEST_FUNC, &glParm); |
| checkGLcall("glGetFloatv(GL_ALPHA_TEST_FUNC, &glParm);"); |
| |
| ref = ((float) Value) / 255.0; |
| TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref); |
| glAlphaFunc(glParm, ref); |
| checkGLcall("glAlphaFunc"); |
| } |
| break; |
| |
| case D3DRS_CLIPPLANEENABLE : |
| case D3DRS_CLIPPING : |
| { |
| /* Ensure we only do the changed clip planes */ |
| DWORD enable = 0xFFFFFFFF; |
| DWORD disable = 0x00000000; |
| |
| /* If enabling / disabling all */ |
| if (State == D3DRS_CLIPPING) { |
| if (Value) { |
| enable = This->StateBlock->renderstate[D3DRS_CLIPPLANEENABLE]; |
| disable = 0x00; |
| } else { |
| disable = This->StateBlock->renderstate[D3DRS_CLIPPLANEENABLE]; |
| enable = 0x00; |
| } |
| } else { |
| enable = Value & ~OldValue; |
| disable = ~Value & OldValue; |
| } |
| |
| if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); } |
| if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); } |
| if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); } |
| if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); } |
| if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); } |
| if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); } |
| |
| if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); } |
| if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); } |
| if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); } |
| if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); } |
| if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); } |
| if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); } |
| } |
| break; |
| |
| case D3DRS_BLENDOP : |
| { |
| int glParm = GL_FUNC_ADD; |
| |
| switch ((D3DBLENDOP) Value) { |
| case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break; |
| case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break; |
| case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break; |
| case D3DBLENDOP_MIN : glParm = GL_MIN; break; |
| case D3DBLENDOP_MAX : glParm = GL_MAX; break; |
| default: |
| FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value); |
| } |
| TRACE("glBlendEquation(%x)\n", glParm); |
| glBlendEquation(glParm); |
| checkGLcall("glBlendEquation"); |
| } |
| break; |
| |
| case D3DRS_TEXTUREFACTOR : |
| { |
| int i; |
| |
| /* Note the texture color applies to all textures whereas |
| GL_TEXTURE_ENV_COLOR applies to active only */ |
| float col[4]; |
| col[0] = ((Value >> 16) & 0xFF) / 255.0; |
| col[1] = ((Value >> 8 ) & 0xFF) / 255.0; |
| col[2] = ((Value >> 0 ) & 0xFF) / 255.0; |
| col[3] = ((Value >> 24 ) & 0xFF) / 255.0; |
| |
| /* Set the default alpha blend color */ |
| glBlendColor(col[0], col[1], col[2], col[3]); |
| checkGLcall("glBlendColor"); |
| |
| /* And now the default texture color as well */ |
| for (i = 0; i < This->TextureUnits; i++) { |
| |
| /* Note the D3DRS value applies to all textures, but GL has one |
| per texture, so apply it now ready to be used! */ |
| if (This->isMultiTexture) { |
| #if defined(GL_VERSION_1_3) |
| glActiveTexture(GL_TEXTURE0 + i); |
| #else |
| glActiveTextureARB(GL_TEXTURE0_ARB + i); |
| #endif |
| checkGLcall("Activate texture.. to update const color"); |
| } else if (i>0) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n"); |
| } |
| |
| glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]); |
| checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);"); |
| } |
| } |
| break; |
| |
| case D3DRS_SPECULARENABLE : |
| { |
| if (Value) { |
| glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR); |
| checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);"); |
| } else { |
| glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR); |
| checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);"); |
| } |
| } |
| break; |
| |
| case D3DRS_STENCILENABLE : |
| if (Value) { |
| glEnable(GL_STENCIL_TEST); |
| checkGLcall("glEnable GL_STENCIL_TEST"); |
| } else { |
| glDisable(GL_STENCIL_TEST); |
| checkGLcall("glDisable GL_STENCIL_TEST"); |
| } |
| break; |
| |
| case D3DRS_STENCILFUNC : |
| { |
| int glParm = GL_ALWAYS; |
| int ref = 0; |
| GLuint mask = 0xFFFFFFFF; |
| |
| glGetIntegerv(GL_STENCIL_REF, &ref); |
| checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);"); |
| glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask); |
| checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);"); |
| |
| switch ((D3DCMPFUNC) Value) { |
| case D3DCMP_NEVER: glParm=GL_NEVER; break; |
| case D3DCMP_LESS: glParm=GL_LESS; break; |
| case D3DCMP_EQUAL: glParm=GL_EQUAL; break; |
| case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break; |
| case D3DCMP_GREATER: glParm=GL_GREATER; break; |
| case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break; |
| case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break; |
| case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break; |
| default: |
| FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value); |
| } |
| TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask); |
| glStencilFunc(glParm, ref, mask); |
| checkGLcall("glStencilFunc"); |
| } |
| break; |
| |
| case D3DRS_STENCILREF : |
| { |
| int glParm = GL_ALWAYS; |
| int ref = 0; |
| GLuint mask = 0xFFFFFFFF; |
| |
| glGetIntegerv(GL_STENCIL_FUNC, &glParm); |
| checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);"); |
| glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask); |
| checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);"); |
| |
| ref = Value; |
| TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask); |
| glStencilFunc(glParm, ref, mask); |
| checkGLcall("glStencilFunc"); |
| } |
| break; |
| |
| case D3DRS_STENCILMASK : |
| { |
| int glParm = GL_ALWAYS; |
| int ref = 0.0; |
| GLuint mask = Value; |
| |
| glGetIntegerv(GL_STENCIL_REF, &ref); |
| checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);"); |
| glGetIntegerv(GL_STENCIL_FUNC, &glParm); |
| checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);"); |
| |
| TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask); |
| glStencilFunc(glParm, ref, mask); |
| checkGLcall("glStencilFunc"); |
| } |
| break; |
| |
| case D3DRS_STENCILFAIL : |
| { |
| GLenum fail ; |
| GLenum zpass ; |
| GLenum zfail ; |
| |
| fail = StencilOp(Value); |
| glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass); |
| checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);"); |
| glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail); |
| checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);"); |
| |
| TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass); |
| glStencilOp(fail, zfail, zpass); |
| checkGLcall("glStencilOp(fail, zfail, zpass);"); |
| } |
| break; |
| case D3DRS_STENCILZFAIL : |
| { |
| GLenum fail ; |
| GLenum zpass ; |
| GLenum zfail ; |
| |
| glGetIntegerv(GL_STENCIL_FAIL, &fail); |
| checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);"); |
| glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass); |
| checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);"); |
| zfail = StencilOp(Value); |
| |
| TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass); |
| glStencilOp(fail, zfail, zpass); |
| checkGLcall("glStencilOp(fail, zfail, zpass);"); |
| } |
| break; |
| case D3DRS_STENCILPASS : |
| { |
| GLenum fail ; |
| GLenum zpass ; |
| GLenum zfail ; |
| |
| glGetIntegerv(GL_STENCIL_FAIL, &fail); |
| checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);"); |
| zpass = StencilOp(Value); |
| glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail); |
| checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);"); |
| |
| TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass); |
| glStencilOp(fail, zfail, zpass); |
| checkGLcall("glStencilOp(fail, zfail, zpass);"); |
| } |
| break; |
| |
| case D3DRS_STENCILWRITEMASK : |
| { |
| glStencilMask(Value); |
| TRACE("glStencilMask(%lu)\n", Value); |
| checkGLcall("glStencilMask"); |
| } |
| break; |
| |
| case D3DRS_FOGENABLE : |
| { |
| if (Value && This->StateBlock->renderstate[D3DRS_FOGTABLEMODE] != D3DFOG_NONE) { |
| glEnable(GL_FOG); |
| checkGLcall("glEnable GL_FOG\n"); |
| } else { |
| glDisable(GL_FOG); |
| checkGLcall("glDisable GL_FOG\n"); |
| } |
| } |
| break; |
| |
| case D3DRS_FOGCOLOR : |
| { |
| float col[4]; |
| col[0] = ((Value >> 16) & 0xFF) / 255.0; |
| col[1] = ((Value >> 8 ) & 0xFF) / 255.0; |
| col[2] = ((Value >> 0 ) & 0xFF) / 255.0; |
| col[3] = ((Value >> 24 ) & 0xFF) / 255.0; |
| |
| /* Set the default alpha blend color */ |
| glFogfv(GL_FOG_COLOR, &col[0]); |
| checkGLcall("glFog GL_FOG_COLOR"); |
| } |
| break; |
| |
| case D3DRS_FOGSTART : |
| { |
| float *f = (float *)&Value; |
| glFogfv(GL_FOG_START, f); |
| checkGLcall("glFogf(GL_FOG_START, (float) Value)"); |
| TRACE("Fog Start == %f\n", *f); |
| } |
| break; |
| |
| case D3DRS_FOGEND : |
| { |
| float *f = (float *)&Value; |
| glFogfv(GL_FOG_END, f); |
| checkGLcall("glFogf(GL_FOG_END, (float) Value)"); |
| TRACE("Fog End == %f\n", *f); |
| } |
| break; |
| |
| case D3DRS_FOGDENSITY : |
| { |
| glFogf(GL_FOG_DENSITY, (float) Value); |
| checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)"); |
| } |
| break; |
| |
| case D3DRS_VERTEXBLEND : |
| { |
| This->UpdateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value; |
| TRACE("Vertex Blending state to %ld\n", Value); |
| } |
| break; |
| |
| case D3DRS_TWEENFACTOR : |
| { |
| This->UpdateStateBlock->tween_factor = *((float*) &Value); |
| TRACE("Vertex Blending Tween Factor to %f\n", This->UpdateStateBlock->tween_factor); |
| } |
| break; |
| |
| case D3DRS_INDEXEDVERTEXBLENDENABLE : |
| { |
| TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value); |
| } |
| break; |
| |
| |
| case D3DRS_COLORVERTEX : |
| case D3DRS_DIFFUSEMATERIALSOURCE : |
| case D3DRS_SPECULARMATERIALSOURCE : |
| case D3DRS_AMBIENTMATERIALSOURCE : |
| case D3DRS_EMISSIVEMATERIALSOURCE : |
| { |
| GLenum Parm = GL_AMBIENT_AND_DIFFUSE; |
| |
| if (This->StateBlock->renderstate[D3DRS_COLORVERTEX]) { |
| glEnable(GL_COLOR_MATERIAL); |
| checkGLcall("glEnable GL_GL_COLOR_MATERIAL\n"); |
| |
| TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n", |
| This->StateBlock->renderstate[D3DRS_DIFFUSEMATERIALSOURCE], |
| This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE], |
| This->StateBlock->renderstate[D3DRS_EMISSIVEMATERIALSOURCE], |
| This->StateBlock->renderstate[D3DRS_SPECULARMATERIALSOURCE]); |
| |
| if (This->StateBlock->renderstate[D3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) { |
| if (This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) { |
| Parm = GL_AMBIENT_AND_DIFFUSE; |
| } else { |
| Parm = GL_DIFFUSE; |
| } |
| } else if (This->StateBlock->renderstate[D3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) { |
| Parm = GL_AMBIENT; |
| } else if (This->StateBlock->renderstate[D3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) { |
| Parm = GL_EMISSION; |
| } else if (This->StateBlock->renderstate[D3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) { |
| Parm = GL_SPECULAR; |
| } else { |
| Parm = -1; |
| } |
| |
| if (Parm == -1) { |
| glDisable(GL_COLOR_MATERIAL); |
| checkGLcall("glDisable GL_GL_COLOR_MATERIAL\n"); |
| } else { |
| TRACE("glColorMaterial Parm=%d\n", Parm); |
| glColorMaterial(GL_FRONT_AND_BACK, Parm); |
| checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)\n"); |
| } |
| |
| } else { |
| glDisable(GL_COLOR_MATERIAL); |
| checkGLcall("glDisable GL_GL_COLOR_MATERIAL\n"); |
| } |
| } |
| break; |
| |
| /* Unhandled yet...! */ |
| case D3DRS_LINEPATTERN : |
| case D3DRS_LASTPIXEL : |
| case D3DRS_ZVISIBLE : |
| case D3DRS_FOGTABLEMODE : |
| case D3DRS_EDGEANTIALIAS : |
| case D3DRS_ZBIAS : |
| case D3DRS_RANGEFOGENABLE : |
| case D3DRS_WRAP0 : |
| case D3DRS_WRAP1 : |
| case D3DRS_WRAP2 : |
| case D3DRS_WRAP3 : |
| case D3DRS_WRAP4 : |
| case D3DRS_WRAP5 : |
| case D3DRS_WRAP6 : |
| case D3DRS_WRAP7 : |
| case D3DRS_FOGVERTEXMODE : |
| case D3DRS_LOCALVIEWER : |
| case D3DRS_NORMALIZENORMALS : |
| case D3DRS_SOFTWAREVERTEXPROCESSING : |
| case D3DRS_POINTSIZE : |
| case D3DRS_POINTSIZE_MIN : |
| case D3DRS_POINTSPRITEENABLE : |
| case D3DRS_POINTSCALEENABLE : |
| case D3DRS_POINTSCALE_A : |
| case D3DRS_POINTSCALE_B : |
| case D3DRS_POINTSCALE_C : |
| case D3DRS_MULTISAMPLEANTIALIAS : |
| case D3DRS_MULTISAMPLEMASK : |
| case D3DRS_PATCHEDGESTYLE : |
| case D3DRS_PATCHSEGMENTS : |
| case D3DRS_DEBUGMONITORTOKEN : |
| case D3DRS_POINTSIZE_MAX : |
| case D3DRS_COLORWRITEENABLE : |
| case D3DRS_POSITIONORDER : |
| case D3DRS_NORMALORDER : |
| /*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */ |
| TRACE("(%p)->(%d,%ld) not handled yet\n", This, State, Value); |
| break; |
| default: |
| FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value); |
| } |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD* pValue) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) for State %d = %ld\n", This, State, This->UpdateStateBlock->renderstate[State]); |
| *pValue = This->StateBlock->renderstate[State]; |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| TRACE("(%p)\n", This); |
| |
| return IDirect3DDeviceImpl_BeginStateBlock(This); |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken) { |
| IDirect3DStateBlockImpl* pSB; |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| HRESULT res; |
| |
| TRACE("(%p)\n", This); |
| |
| res = IDirect3DDeviceImpl_EndStateBlock(This, &pSB); |
| *pToken = (DWORD) pSB; |
| return res; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) { |
| IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token; |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| TRACE("(%p)\n", This); |
| |
| return IDirect3DDeviceImpl_ApplyStateBlock(This, pSB); |
| |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) { |
| IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token; |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| TRACE("(%p)\n", This); |
| |
| return IDirect3DDeviceImpl_CaptureStateBlock(This, pSB); |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) { |
| IDirect3DStateBlockImpl* pSB = (IDirect3DStateBlockImpl*) Token; |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| TRACE("(%p)\n", This); |
| |
| return IDirect3DDeviceImpl_DeleteStateBlock(This, pSB); |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type, DWORD* pToken) { |
| IDirect3DStateBlockImpl* pSB; |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| HRESULT res; |
| |
| TRACE("(%p) : for type %d\n", This, Type); |
| |
| res = IDirect3DDeviceImpl_CreateStateBlock(This, Type, &pSB); |
| *pToken = (DWORD) pSB; |
| return res; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8** ppTexture) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : returning %p for stage %ld\n", This, This->UpdateStateBlock->textures[Stage], Stage); |
| *ppTexture = (LPDIRECT3DBASETEXTURE8)This->UpdateStateBlock->textures[Stage]; |
| IDirect3DBaseTexture8Impl_AddRef(*ppTexture); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8* pTexture) { |
| |
| IDirect3DBaseTexture8 *oldTxt; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| D3DRESOURCETYPE textureType; |
| |
| oldTxt = This->UpdateStateBlock->textures[Stage]; |
| TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture); |
| |
| This->UpdateStateBlock->Set.textures[Stage] = TRUE; |
| This->UpdateStateBlock->Changed.textures[Stage] = TRUE; |
| This->UpdateStateBlock->textures[Stage] = pTexture; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| /* Make appropriate texture active */ |
| if (This->isMultiTexture) { |
| #if defined(GL_VERSION_1_3) |
| glActiveTexture(GL_TEXTURE0 + Stage); |
| #else |
| glActiveTextureARB(GL_TEXTURE0_ARB + Stage); |
| #endif |
| checkGLcall("glActiveTextureARB"); |
| } else if (Stage>0) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n"); |
| } |
| |
| /* Decrement the count of the previous texture */ |
| /* FIXME PERF: If old == new and not dirty then skip all this */ |
| if (oldTxt != NULL) { |
| IDirect3DBaseTexture8Impl_Release(oldTxt); |
| } |
| |
| if (pTexture) { |
| IDirect3DBaseTexture8Impl_AddRef((LPDIRECT3DBASETEXTURE8)This->UpdateStateBlock->textures[Stage]); |
| |
| /* Now setup the texture appropraitly */ |
| textureType = IDirect3DBaseTexture8Impl_GetType(pTexture); |
| |
| if (textureType == D3DRTYPE_TEXTURE) { |
| IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture; |
| int i; |
| |
| /* Standard 2D texture */ |
| TRACE("Standard 2d texture\n"); |
| This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_2D; |
| |
| for (i=0; i<pTexture2->levels; i++) |
| { |
| |
| if (i==0 && pTexture2->surfaces[i]->textureName != 0 && pTexture2->Dirty == FALSE) { |
| glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName); |
| checkGLcall("glBindTexture"); |
| TRACE("Texture %p (level %d) given name %d\n", pTexture2->surfaces[i], i, pTexture2->surfaces[i]->textureName); |
| /* No need to walk through all mip-map levels, since already all assigned */ |
| i = pTexture2->levels; |
| |
| } else { |
| if (i==0) { |
| |
| if (pTexture2->surfaces[i]->textureName == 0) { |
| glGenTextures(1, &pTexture2->surfaces[i]->textureName); |
| checkGLcall("glGenTextures"); |
| TRACE("Texture %p (level %d) given name %d\n", pTexture2->surfaces[i], i, pTexture2->surfaces[i]->textureName); |
| } |
| |
| glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName); |
| checkGLcall("glBindTexture"); |
| |
| TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", pTexture2->levels-1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pTexture2->levels-1); |
| checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pTexture2->levels)"); |
| |
| } |
| TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%lx, Mem=%p\n", |
| GL_TEXTURE_2D, i, fmt2glintFmt(pTexture2->format), pTexture2->surfaces[i]->myDesc.Width, |
| pTexture2->surfaces[i]->myDesc.Height, 0, fmt2glFmt(pTexture2->format),fmt2glType(pTexture2->format), |
| pTexture2->surfaces[i]->allocatedMemory); |
| glTexImage2D(GL_TEXTURE_2D, i, |
| fmt2glintFmt(pTexture2->format), |
| pTexture2->surfaces[i]->myDesc.Width, |
| pTexture2->surfaces[i]->myDesc.Height, |
| 0, |
| fmt2glFmt(pTexture2->format), |
| fmt2glType(pTexture2->format), |
| pTexture2->surfaces[i]->allocatedMemory |
| ); |
| checkGLcall("glTexImage2D"); |
| |
| /* Removed glTexParameterf now TextureStageStates are initialized at startup */ |
| pTexture2->Dirty = FALSE; |
| } |
| |
| } |
| |
| } else if (textureType == D3DRTYPE_VOLUMETEXTURE) { |
| IDirect3DVolumeTexture8Impl *pTexture2 = (IDirect3DVolumeTexture8Impl *) pTexture; |
| int i; |
| |
| /* Standard 3D (volume) texture */ |
| TRACE("Standard 3d texture\n"); |
| This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_3D; |
| |
| for (i=0; i<pTexture2->levels; i++) |
| { |
| |
| if (i==0 && pTexture2->volumes[i]->textureName != 0 && pTexture2->Dirty == FALSE) { |
| glBindTexture(GL_TEXTURE_3D, pTexture2->volumes[i]->textureName); |
| checkGLcall("glBindTexture"); |
| TRACE("Texture %p given name %d\n", pTexture2->volumes[i], pTexture2->volumes[i]->textureName); |
| |
| /* No need to walk through all mip-map levels, since already all assigned */ |
| i = pTexture2->levels; |
| } else { |
| if (i==0) { |
| |
| if (pTexture2->volumes[i]->textureName == 0) { |
| glGenTextures(1, &pTexture2->volumes[i]->textureName); |
| checkGLcall("glGenTextures"); |
| TRACE("Texture %p given name %d\n", pTexture2->volumes[i], pTexture2->volumes[i]->textureName); |
| } |
| |
| glBindTexture(GL_TEXTURE_3D, pTexture2->volumes[i]->textureName); |
| checkGLcall("glBindTexture"); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, pTexture2->levels-1); |
| checkGLcall("glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, pTexture2->levels-1)"); |
| } |
| |
| TRACE("Calling glTexImage3D %x i=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%lx, Mem=%p\n", |
| GL_TEXTURE_3D, i, fmt2glintFmt(pTexture2->format), pTexture2->volumes[i]->myDesc.Width, |
| pTexture2->volumes[i]->myDesc.Height, pTexture2->volumes[i]->myDesc.Depth, |
| 0, fmt2glFmt(pTexture2->format),fmt2glType(pTexture2->format), |
| pTexture2->volumes[i]->allocatedMemory); |
| glTexImage3D(GL_TEXTURE_3D, i, |
| fmt2glintFmt(pTexture2->format), |
| pTexture2->volumes[i]->myDesc.Width, |
| pTexture2->volumes[i]->myDesc.Height, |
| pTexture2->volumes[i]->myDesc.Depth, |
| 0, |
| fmt2glFmt(pTexture2->format), |
| fmt2glType(pTexture2->format), |
| pTexture2->volumes[i]->allocatedMemory |
| ); |
| checkGLcall("glTexImage3D"); |
| |
| /* Removed glTexParameterf now TextureStageStates are initialized at startup */ |
| pTexture2->Dirty = FALSE; |
| } |
| } |
| |
| } else { |
| FIXME("(%p) : Incorrect type for a texture : %d\n", This, textureType); |
| } |
| } else { |
| TRACE("Setting to no texture (ie default texture)\n"); |
| This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_1D; |
| glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[Stage]); |
| checkGLcall("glBindTexture"); |
| TRACE("Bound dummy Texture to stage %ld (gl name %d)\n", Stage, This->dummyTextureName[Stage]); |
| } |
| |
| /* Even if the texture has been set to null, reapply the stages as a null texture to directx requires |
| a dummy texture in opengl, and we always need to ensure the current view of the TextureStates apply */ |
| setupTextureStates (iface, Stage); |
| |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->UpdateStateBlock->texture_state[Stage][Type]); |
| *pValue = This->UpdateStateBlock->texture_state[Stage][Type]; |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */ |
| |
| TRACE("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); |
| |
| This->UpdateStateBlock->Changed.texture_state[Stage][Type] = TRUE; |
| This->UpdateStateBlock->Set.texture_state[Stage][Type] = TRUE; |
| This->UpdateStateBlock->texture_state[Stage][Type] = Value; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| /* Make appropriate texture active */ |
| TRACE("Activating appropriate texture state %ld\n", Stage); |
| if (This->isMultiTexture) { |
| #if defined(GL_VERSION_1_3) |
| glActiveTexture(GL_TEXTURE0 + Stage); |
| checkGLcall("glActiveTexture"); |
| #else |
| glActiveTextureARB(GL_TEXTURE0_ARB + Stage); |
| checkGLcall("glActiveTextureARB"); |
| #endif |
| |
| } else if (Stage>0) { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n"); |
| } |
| |
| switch (Type) { |
| |
| case D3DTSS_MINFILTER : |
| case D3DTSS_MIPFILTER : |
| { |
| DWORD ValueMIN = This->StateBlock->texture_state[Stage][D3DTSS_MINFILTER]; |
| DWORD ValueMIP = This->StateBlock->texture_state[Stage][D3DTSS_MIPFILTER]; |
| GLint realVal = GL_LINEAR; |
| |
| if (ValueMIN == D3DTEXF_POINT) { |
| /* GL_NEAREST_* */ |
| if (ValueMIP == D3DTEXF_POINT) { |
| realVal = GL_NEAREST_MIPMAP_NEAREST; |
| } else if (ValueMIP == D3DTEXF_LINEAR) { |
| realVal = GL_NEAREST_MIPMAP_LINEAR; |
| } else if (ValueMIP == D3DTEXF_NONE) { |
| realVal = GL_NEAREST; |
| } else { |
| FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP); |
| realVal = GL_NEAREST_MIPMAP_LINEAR; |
| } |
| } else if (ValueMIN == D3DTEXF_LINEAR) { |
| /* GL_LINEAR_* */ |
| if (ValueMIP == D3DTEXF_POINT) { |
| realVal = GL_LINEAR_MIPMAP_NEAREST; |
| } else if (ValueMIP == D3DTEXF_LINEAR) { |
| realVal = GL_LINEAR_MIPMAP_LINEAR; |
| } else if (ValueMIP == D3DTEXF_NONE) { |
| realVal = GL_LINEAR; |
| } else { |
| FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP); |
| realVal = GL_LINEAR_MIPMAP_LINEAR; |
| } |
| } else if (ValueMIN == D3DTEXF_NONE) { |
| /* Doesnt really make sense - Windows just seems to disable |
| mipmapping when this occurs */ |
| FIXME("Odd - minfilter of none, just disabling mipmaps\n"); |
| realVal = GL_LINEAR; |
| |
| } else { |
| FIXME("Unhandled D3DTSS_MINFILTER value of %ld\n", ValueMIN); |
| realVal = GL_LINEAR_MIPMAP_LINEAR; |
| } |
| |
| TRACE("ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x\n", ValueMIN, ValueMIP, realVal); |
| glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, realVal); |
| checkGLcall("glTexParameter GL_TEXTURE_MINFILTER, ..."); |
| } |
| break; |
| |
| |
| case D3DTSS_MAGFILTER : |
| if (Value == D3DTEXF_POINT) { |
| glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_NEAREST"); |
| } else if (Value == D3DTEXF_LINEAR) { |
| glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_LINEAR"); |
| } else { |
| FIXME("Unhandled D3DTSS_MAGFILTER value of %ld\n", Value); |
| } |
| break; |
| |
| case D3DTSS_COLORARG0 : |
| case D3DTSS_ALPHAARG0 : |
| /* FIXME: Mesa seems to struggle setting these at the moment */ |
| break; |
| |
| case D3DTSS_COLORARG1 : |
| case D3DTSS_COLORARG2 : |
| case D3DTSS_ALPHAARG1 : |
| case D3DTSS_ALPHAARG2 : |
| { |
| BOOL isAlphaReplicate = FALSE; |
| BOOL isComplement = FALSE; |
| BOOL isAlphaArg = (Type == D3DTSS_ALPHAARG1 || Type == D3DTSS_ALPHAARG2 || Type == D3DTSS_ALPHAARG0); |
| int operand= GL_SRC_COLOR; |
| int source = GL_TEXTURE; |
| |
| /* Catch alpha replicate */ |
| if (Value & D3DTA_ALPHAREPLICATE) { |
| Value = Value & ~D3DTA_ALPHAREPLICATE; |
| isAlphaReplicate = TRUE; |
| } |
| |
| /* Catch Complement */ |
| if (Value & D3DTA_COMPLEMENT) { |
| Value = Value & ~D3DTA_COMPLEMENT; |
| isComplement = TRUE; |
| } |
| |
| /* Calculate the operand */ |
| if (isAlphaReplicate && !isComplement) { |
| operand = GL_SRC_ALPHA; |
| } else if (isAlphaReplicate && isComplement) { |
| operand = GL_ONE_MINUS_SRC_ALPHA; |
| } else if (isComplement) { |
| if (isAlphaArg) { |
| operand = GL_ONE_MINUS_SRC_ALPHA; |
| } else { |
| operand = GL_ONE_MINUS_SRC_COLOR; |
| } |
| } else { |
| if (isAlphaArg) { |
| operand = GL_SRC_ALPHA; |
| } else { |
| operand = GL_SRC_COLOR; |
| } |
| } |
| |
| /* Calculate the source */ |
| switch (Value) { |
| case D3DTA_CURRENT: source = GL_PREVIOUS_EXT; |
| break; |
| case D3DTA_DIFFUSE: source = GL_PRIMARY_COLOR_EXT; |
| break; |
| case D3DTA_TEXTURE: source = GL_TEXTURE; |
| break; |
| case D3DTA_TFACTOR: source = GL_CONSTANT_EXT; |
| break; |
| |
| /* According to the GL_ARB_texture_env_combine specs, SPECULAR is 'Secondary color' and |
| isnt supported until base GL supports it |
| There is no concept of temp registers as far as I can tell */ |
| |
| default: |
| FIXME("Unrecognized or unhandled texture arg %ld\n", Value); |
| } |
| |
| if (isAlphaArg) { |
| TRACE("Source %x = %x, Operand %x = %x\n", SOURCEx_ALPHA_EXT(Type), source, OPERANDx_ALPHA_EXT(Type), operand); |
| glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT(Type), source); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT, source);"); |
| glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT(Type), operand); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT, operand);"); |
| } else { |
| TRACE("Source %x = %x, Operand %x = %x\n", SOURCEx_RGB_EXT(Type), source, OPERANDx_RGB_EXT(Type), operand); |
| glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT(Type), source); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT, source);"); |
| glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT(Type), operand); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT, operand);"); |
| } |
| } |
| break; |
| |
| case D3DTSS_ALPHAOP : |
| case D3DTSS_COLOROP : |
| { |
| |
| int Scale = 1; |
| int Parm = (Type == D3DTSS_ALPHAOP)? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT; |
| |
| if (Type==D3DTSS_COLOROP && Value == D3DTOP_DISABLE) { |
| /* TODO: Disable by making this and all later levels disabled */ |
| glDisable(GL_TEXTURE_1D); |
| checkGLcall("Disable GL_TEXTURE_1D"); |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("Disable GL_TEXTURE_2D"); |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("Disable GL_TEXTURE_3D"); |
| } else { |
| |
| /* Enable only the appropriate texture dimension */ |
| if (Type==D3DTSS_COLOROP) { |
| if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) { |
| glEnable(GL_TEXTURE_1D); |
| checkGLcall("Enable GL_TEXTURE_1D"); |
| } else { |
| glDisable(GL_TEXTURE_1D); |
| checkGLcall("Disable GL_TEXTURE_1D"); |
| } |
| if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_2D) { |
| glEnable(GL_TEXTURE_2D); |
| checkGLcall("Enable GL_TEXTURE_2D"); |
| } else { |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("Disable GL_TEXTURE_2D"); |
| } |
| if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_3D) { |
| glEnable(GL_TEXTURE_3D); |
| checkGLcall("Enable GL_TEXTURE_3D"); |
| } else { |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("Disable GL_TEXTURE_3D"); |
| } |
| } |
| |
| /* Re-Enable GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT */ |
| if (Value != D3DTOP_DISABLE) { |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); |
| } |
| |
| /* Now set up the operand correctly */ |
| switch (Value) { |
| case D3DTOP_DISABLE : |
| /* Contrary to the docs, alpha can be disabled when colorop is enabled |
| and it works, so ignore this op */ |
| TRACE("Disable ALPHAOP but COLOROP enabled!\n"); |
| break; |
| |
| case D3DTOP_SELECTARG1 : |
| glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE)"); |
| break; |
| |
| case D3DTOP_MODULATE4X : Scale = Scale * 2; /* Drop through */ |
| case D3DTOP_MODULATE2X : Scale = Scale * 2; /* Drop through */ |
| case D3DTOP_MODULATE : |
| |
| /* Correct scale */ |
| if (Type == D3DTSS_ALPHAOP) { |
| glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale)"); |
| } else { |
| glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, Scale); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, Scale)"); |
| } |
| glTexEnvi(GL_TEXTURE_ENV, Parm, GL_MODULATE); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_MODULATE);"); |
| break; |
| |
| case D3DTOP_ADD : |
| glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD)"); |
| break; |
| |
| case D3DTOP_ADDSIGNED2X : Scale = Scale * 2; /* Drop through */ |
| case D3DTOP_ADDSIGNED : |
| glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD_SIGNED_EXT); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD_SIGNED_EXT)"); |
| break; |
| |
| case D3DTOP_DOTPRODUCT3 : |
| /*glTexEnvi(GL_TEXTURE_ENV, Parm, GL_DOT3_RGBA); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA);"); |
| break;*/ |
| |
| case D3DTOP_SUBTRACT : |
| /* glTexEnvi(GL_TEXTURE_ENV, Parm, GL_SUBTRACT); Missing? */ |
| case D3DTOP_SELECTARG2 : |
| /* GL_REPLACE, swap args 0 and 1? */ |
| case D3DTOP_ADDSMOOTH : |
| case D3DTOP_BLENDDIFFUSEALPHA : |
| case D3DTOP_BLENDTEXTUREALPHA : |
| case D3DTOP_BLENDFACTORALPHA : |
| case D3DTOP_BLENDTEXTUREALPHAPM : |
| case D3DTOP_BLENDCURRENTALPHA : |
| case D3DTOP_PREMODULATE : |
| case D3DTOP_MODULATEALPHA_ADDCOLOR : |
| case D3DTOP_MODULATECOLOR_ADDALPHA : |
| case D3DTOP_MODULATEINVALPHA_ADDCOLOR : |
| case D3DTOP_MODULATEINVCOLOR_ADDALPHA : |
| case D3DTOP_BUMPENVMAP : |
| case D3DTOP_BUMPENVMAPLUMINANCE : |
| case D3DTOP_MULTIPLYADD : |
| case D3DTOP_LERP : |
| default: |
| FIXME("Unhandled texture operation %ld\n", Value); |
| } |
| } |
| break; |
| } |
| |
| case D3DTSS_ADDRESSU : |
| case D3DTSS_ADDRESSV : |
| case D3DTSS_ADDRESSW : |
| { |
| GLint wrapParm = GL_REPEAT; |
| switch (Value) { |
| case D3DTADDRESS_WRAP: wrapParm = GL_REPEAT; break; |
| case D3DTADDRESS_CLAMP: wrapParm = GL_CLAMP; break; |
| case D3DTADDRESS_BORDER: wrapParm = GL_CLAMP_TO_EDGE; break; |
| |
| case D3DTADDRESS_MIRROR: /* Unsupported in OpenGL? */ |
| case D3DTADDRESS_MIRRORONCE: /* Unsupported in OpenGL? */ |
| default: |
| FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type); |
| wrapParm = GL_REPEAT; |
| } |
| |
| switch (Type) { |
| case D3DTSS_ADDRESSU: |
| TRACE("Setting WRAP_S to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]); |
| glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_S, wrapParm); |
| checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_S, wrapParm)"); |
| break; |
| case D3DTSS_ADDRESSV: |
| TRACE("Setting WRAP_T to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]); |
| glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_T, wrapParm); |
| checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_T, wrapParm)"); |
| break; |
| case D3DTSS_ADDRESSW: |
| TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->StateBlock->textureDimensions[Stage]); |
| glTexParameteri(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm); |
| checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)"); |
| break; |
| default: /* nop */ |
| break; /** stupic compilator */ |
| } |
| } |
| break; |
| |
| case D3DTSS_BORDERCOLOR : |
| { |
| float col[4]; |
| col[0] = ((Value >> 16) & 0xFF) / 255.0; |
| col[1] = ((Value >> 8) & 0xFF) / 255.0; |
| col[2] = ((Value >> 0) & 0xFF) / 255.0; |
| col[3] = ((Value >> 24) & 0xFF) / 255.0; |
| |
| TRACE("Setting border color for %x to %lx\n", This->StateBlock->textureDimensions[Stage], Value); |
| glTexParameterfv(This->StateBlock->textureDimensions[Stage], GL_TEXTURE_BORDER_COLOR, &col[0]); |
| checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)"); |
| } |
| break; |
| |
| /* Unhandled */ |
| case D3DTSS_BUMPENVMAT00 : |
| case D3DTSS_BUMPENVMAT01 : |
| case D3DTSS_BUMPENVMAT10 : |
| case D3DTSS_BUMPENVMAT11 : |
| case D3DTSS_TEXCOORDINDEX : |
| case D3DTSS_MIPMAPLODBIAS : |
| case D3DTSS_MAXMIPLEVEL : |
| case D3DTSS_MAXANISOTROPY : |
| case D3DTSS_BUMPENVLSCALE : |
| case D3DTSS_BUMPENVLOFFSET : |
| case D3DTSS_TEXTURETRANSFORMFLAGS : |
| case D3DTSS_RESULTARG : |
| default: |
| /* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */ |
| TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value); |
| } |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber,CONST PALETTEENTRY* pEntries) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber,PALETTEENTRY* pEntries) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) { |
| |
| IDirect3DVertexBuffer8 *pVB; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| pVB = This->StateBlock->stream_source[0]; |
| |
| TRACE("(%p) : Type=%d, Start=%d, Count=%d\n", This, PrimitiveType, StartVertex, PrimitiveCount); |
| |
| DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE, |
| This->StateBlock->VertexShader, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory, StartVertex, -1, 0, NULL, 0); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, |
| UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) { |
| UINT idxStride = 2; |
| IDirect3DIndexBuffer8 *pIB; |
| IDirect3DVertexBuffer8 *pVB; |
| D3DINDEXBUFFER_DESC IdxBufDsc; |
| |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| pIB = This->StateBlock->pIndexData; |
| pVB = This->StateBlock->stream_source[0]; |
| |
| TRACE("(%p) : Type=%d, min=%d, CountV=%d, startIdx=%d, countP=%d \n", This, PrimitiveType, |
| minIndex, NumVertices, startIndex, primCount); |
| |
| IDirect3DIndexBuffer8Impl_GetDesc(pIB, &IdxBufDsc); |
| if (IdxBufDsc.Format == D3DFMT_INDEX16) { |
| idxStride = 2; |
| } else { |
| idxStride = 4; |
| } |
| |
| DrawPrimitiveI(iface, PrimitiveType, primCount, TRUE, This->StateBlock->VertexShader, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory, |
| This->StateBlock->baseVertexIndex, startIndex, idxStride, ((IDirect3DIndexBuffer8Impl *) pIB)->allocatedMemory, |
| minIndex); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| TRACE("(%p) : Type=%d, pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride); |
| |
| if (This->StateBlock->stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock->stream_source[0]); |
| |
| This->StateBlock->stream_source[0] = NULL; |
| This->StateBlock->stream_stride[0] = VertexStreamZeroStride; |
| DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE, This->StateBlock->VertexShader, pVertexStreamZeroData, |
| 0, 0, 0, NULL, 0); |
| This->StateBlock->stream_stride[0] = 0; |
| |
| /*stream zero settings set to null at end */ |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex, |
| UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData, |
| D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData, |
| UINT VertexStreamZeroStride) { |
| int idxStride; |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : Type=%d, MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n", This, PrimitiveType, |
| MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride); |
| |
| if (This->StateBlock->stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock->stream_source[0]); |
| if (IndexDataFormat == D3DFMT_INDEX16) { |
| idxStride = 2; |
| } else { |
| idxStride = 4; |
| } |
| |
| This->StateBlock->stream_source[0] = NULL; |
| This->StateBlock->stream_stride[0] = VertexStreamZeroStride; |
| DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, TRUE, This->StateBlock->VertexShader, pVertexStreamZeroData, |
| This->StateBlock->baseVertexIndex, 0, idxStride, pIndexData, MinVertexIndex); |
| |
| /*stream zero settings set to null at end */ |
| This->StateBlock->stream_stride[0] = 0; |
| IDirect3DDevice8Impl_SetIndices(iface, NULL, 0); |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration, CONST DWORD* pFunction, DWORD* pHandle, DWORD Usage) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| IDirect3DVertexShaderImpl* object; |
| IDirect3DVertexShaderDeclarationImpl* attached_decl; |
| HRESULT res; |
| UINT i; |
| |
| TRACE("(%p) : VertexShader not fully supported yet : Decl=%p, Func=%p\n", This, pDeclaration, pFunction); |
| if (NULL == pDeclaration || NULL == pHandle) { /* pFunction can be NULL see MSDN */ |
| return D3DERR_INVALIDCALL; |
| } |
| for (i = 1; NULL != VertexShaders[i] && i < sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*); ++i) ; |
| if (i >= sizeof(VertexShaders) / sizeof(IDirect3DVertexShaderImpl*)) { |
| return D3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| /** Create the Vertex Shader */ |
| res = IDirect3DDeviceImpl_CreateVertexShader(This, pFunction, Usage, &object); |
| /** TODO: check FAILED(res) */ |
| |
| /** Create and Bind the Vertex Shader Declaration */ |
| res = IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(This, pDeclaration, &attached_decl); |
| /** TODO: check FAILED(res) */ |
| |
| VertexShaders[i] = object; |
| VertexShaderDeclarations[i] = attached_decl; |
| *pHandle = VS_HIGHESTFIXEDFXF + i; |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| This->UpdateStateBlock->VertexShader = Handle; |
| This->UpdateStateBlock->Changed.vertexShader = TRUE; |
| This->UpdateStateBlock->Set.vertexShader = TRUE; |
| |
| if (Handle > VS_HIGHESTFIXEDFXF) { /* only valid with non FVF shaders */ |
| FIXME("(%p) : Created shader, Handle=%lx\n", This, Handle); |
| This->UpdateStateBlock->vertexShaderDecl = VERTEX_SHADER_DECL(Handle); |
| This->UpdateStateBlock->Changed.vertexShaderDecl = TRUE; |
| This->UpdateStateBlock->Set.vertexShaderDecl = TRUE; |
| } else { /* use a fvf, so desactivate the vshader decl */ |
| TRACE("(%p) : FVF Shader, Handle=%lx\n", This, Handle); |
| This->UpdateStateBlock->vertexShaderDecl = NULL; |
| This->UpdateStateBlock->Changed.vertexShaderDecl = TRUE; |
| This->UpdateStateBlock->Set.vertexShaderDecl = TRUE; |
| } |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| /** |
| * TODO: merge HAL shaders context switching from prototype |
| */ |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : GetVertexShader returning %ld\n", This, This->StateBlock->VertexShader); |
| *pHandle = This->StateBlock->VertexShader; |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| IDirect3DVertexShaderImpl* object; |
| IDirect3DVertexShaderDeclarationImpl* attached_decl; |
| |
| if (Handle <= VS_HIGHESTFIXEDFXF) { /* only delete user defined shaders */ |
| return D3DERR_INVALIDCALL; |
| } |
| |
| /** |
| * Delete Vertex Shader |
| */ |
| object = VertexShaders[Handle - VS_HIGHESTFIXEDFXF]; |
| if (NULL == object) { |
| return D3DERR_INVALIDCALL; |
| } |
| FIXME("(%p) : freing VertexShader %p\n", This, object); |
| /* TODO: check validity of object */ |
| if (NULL != object->function) HeapFree(GetProcessHeap(), 0, (void *)object->function); |
| HeapFree(GetProcessHeap(), 0, (void *)object->data); |
| HeapFree(GetProcessHeap(), 0, (void *)object); |
| VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL; |
| |
| /** |
| * Delete Vertex Shader Declaration |
| */ |
| attached_decl = VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF]; |
| if (NULL == attached_decl) { |
| return D3DERR_INVALIDCALL; |
| } |
| FIXME("(%p) : freing VertexShaderDeclaration %p\n", This, attached_decl); |
| /* TODO: check validity of object */ |
| HeapFree(GetProcessHeap(), 0, (void *)attached_decl->pDeclaration8); |
| HeapFree(GetProcessHeap(), 0, (void *)attached_decl); |
| VertexShaderDeclarations[Handle - VS_HIGHESTFIXEDFXF] = NULL; |
| |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) { |
| /*ERR("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);*/ |
| return D3DERR_INVALIDCALL; |
| } |
| if (NULL == pConstantData) { |
| return D3DERR_INVALIDCALL; |
| } |
| if (ConstantCount > 1) { |
| FLOAT* f = (FLOAT*)pConstantData; |
| UINT i; |
| FIXME("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1); |
| for (i = 0; i < ConstantCount; ++i) { |
| DPRINTF("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]); |
| f += 4; |
| } |
| } else { |
| FLOAT* f = (FLOAT*)pConstantData; |
| FIXME("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]); |
| } |
| This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE; |
| memcpy(&This->UpdateStateBlock->vertexShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT)); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) { |
| return D3DERR_INVALIDCALL; |
| } |
| if (NULL == pConstantData) { |
| return D3DERR_INVALIDCALL; |
| } |
| memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstant[Register], ConstantCount * 4 * sizeof(FLOAT)); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) { |
| /*ICOM_THIS(IDirect3DDevice8Impl,iface);*/ |
| IDirect3DVertexShaderDeclarationImpl* attached_decl; |
| |
| attached_decl = VERTEX_SHADER_DECL(Handle); |
| if (NULL == attached_decl) { |
| return D3DERR_INVALIDCALL; |
| } |
| return IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(attached_decl, pData, (UINT*) pSizeOfData); |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) { |
| /*ICOM_THIS(IDirect3DDevice8Impl,iface);*/ |
| IDirect3DVertexShaderImpl* object; |
| |
| object = VERTEX_SHADER(Handle); |
| if (NULL == object) { |
| return D3DERR_INVALIDCALL; |
| } |
| return IDirect3DVertexShaderImpl_GetFunction(object, pData, (UINT*) pSizeOfData); |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData, UINT BaseVertexIndex) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| IDirect3DIndexBuffer8 *oldIdxs; |
| |
| TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex); |
| oldIdxs = This->StateBlock->pIndexData; |
| |
| This->UpdateStateBlock->Changed.Indices = TRUE; |
| This->UpdateStateBlock->Set.Indices = TRUE; |
| This->UpdateStateBlock->pIndexData = pIndexData; |
| This->UpdateStateBlock->baseVertexIndex = BaseVertexIndex; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| if (oldIdxs) IDirect3DIndexBuffer8Impl_Release(oldIdxs); |
| if (pIndexData) IDirect3DIndexBuffer8Impl_AddRef(This->StateBlock->pIndexData); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); |
| |
| *ppIndexData = This->StateBlock->pIndexData; |
| /* up ref count on ppindexdata */ |
| if (*ppIndexData) IDirect3DIndexBuffer8Impl_AddRef(*ppIndexData); |
| *pBaseVertexIndex = This->StateBlock->baseVertexIndex; |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* pHandle) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| IDirect3DPixelShaderImpl* object; |
| UINT i; |
| |
| FIXME("(%p) : PixelShader not fully supported yet\n", This); |
| if (NULL == pFunction || NULL == pHandle) { |
| return D3DERR_INVALIDCALL; |
| } |
| for (i = 1; NULL != PixelShaders[i] && i < sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*); ++i) ; |
| if (i >= sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*)) { |
| return D3DERR_OUTOFVIDEOMEMORY; |
| } |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DPixelShaderImpl)); |
| if (NULL == object) { |
| return D3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| object->data = NULL; /* TODO */ |
| |
| PixelShaders[i] = object; |
| *pHandle = VS_HIGHESTFIXEDFXF + i; |
| |
| object->function = pFunction; |
| for (i = 0; 0xFFFFFFFF != pFunction[i]; ++i) ; |
| object->functionLength = i + 1; |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| This->UpdateStateBlock->PixelShader = Handle; |
| This->UpdateStateBlock->Changed.pixelShader = TRUE; |
| This->UpdateStateBlock->Set.pixelShader = TRUE; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| /* FIXME: Quieten when not being used */ |
| if (Handle != 0) { |
| FIXME("(%p) : stub %ld\n", This, Handle); |
| } else { |
| TRACE("(%p) : stub %ld\n", This, Handle); |
| } |
| |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : GetPixelShader returning %ld\n", This, This->StateBlock->PixelShader); |
| *pHandle = This->StateBlock->PixelShader; |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| IDirect3DPixelShaderImpl* object; |
| |
| if (Handle <= VS_HIGHESTFIXEDFXF) { /* only delete user defined shaders */ |
| return D3DERR_INVALIDCALL; |
| } |
| object = PixelShaders[Handle - VS_HIGHESTFIXEDFXF]; |
| TRACE("(%p) : freeing PixelShader %p\n", This, object); |
| /* TODO: check validity of object before free */ |
| HeapFree(GetProcessHeap(), 0, (void *)object); |
| PixelShaders[Handle - VS_HIGHESTFIXEDFXF] = 0; |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,CONST void* pConstantData, DWORD ConstantCount) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,void* pConstantData, DWORD ConstantCount) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| IDirect3DPixelShaderImpl* object; |
| |
| object = PIXEL_SHADER(Handle); |
| if (NULL == object) { |
| return D3DERR_INVALIDCALL; |
| } |
| if (NULL == pData) { |
| *pSizeOfData = object->functionLength; |
| return D3D_OK; |
| } |
| if (*pSizeOfData < object->functionLength) { |
| *pSizeOfData = object->functionLength; |
| return D3DERR_MOREDATA; |
| } |
| TRACE("(%p) : GetPixelShaderFunction copying to %p\n", This, pData); |
| memcpy(pData, object->function, object->functionLength); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| FIXME("(%p) : stub\n", This); return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride) { |
| IDirect3DVertexBuffer8 *oldSrc; |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| |
| oldSrc = This->StateBlock->stream_source[StreamNumber]; |
| TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride); |
| |
| This->UpdateStateBlock->Changed.stream_source[StreamNumber] = TRUE; |
| This->UpdateStateBlock->Set.stream_source[StreamNumber] = TRUE; |
| This->UpdateStateBlock->stream_stride[StreamNumber] = Stride; |
| This->UpdateStateBlock->stream_source[StreamNumber] = pStreamData; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| if (oldSrc != NULL) IDirect3DVertexBuffer8Impl_Release(oldSrc); |
| if (pStreamData != NULL) IDirect3DVertexBuffer8Impl_AddRef(pStreamData); |
| return D3D_OK; |
| } |
| HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) { |
| ICOM_THIS(IDirect3DDevice8Impl,iface); |
| TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->StateBlock->stream_source[StreamNumber], This->StateBlock->stream_stride[StreamNumber]); |
| *pStream = This->StateBlock->stream_source[StreamNumber]; |
| *pStride = This->StateBlock->stream_stride[StreamNumber]; |
| IDirect3DVertexBuffer8Impl_AddRef((LPDIRECT3DVERTEXBUFFER8) *pStream); |
| return D3D_OK; |
| } |
| |
| |
| ICOM_VTABLE(IDirect3DDevice8) Direct3DDevice8_Vtbl = |
| { |
| ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE |
| IDirect3DDevice8Impl_QueryInterface, |
| IDirect3DDevice8Impl_AddRef, |
| IDirect3DDevice8Impl_Release, |
| IDirect3DDevice8Impl_TestCooperativeLevel, |
| IDirect3DDevice8Impl_GetAvailableTextureMem, |
| IDirect3DDevice8Impl_ResourceManagerDiscardBytes, |
| IDirect3DDevice8Impl_GetDirect3D, |
| IDirect3DDevice8Impl_GetDeviceCaps, |
| IDirect3DDevice8Impl_GetDisplayMode, |
| IDirect3DDevice8Impl_GetCreationParameters, |
| IDirect3DDevice8Impl_SetCursorProperties, |
| IDirect3DDevice8Impl_SetCursorPosition, |
| IDirect3DDevice8Impl_ShowCursor, |
| IDirect3DDevice8Impl_CreateAdditionalSwapChain, |
| IDirect3DDevice8Impl_Reset, |
| IDirect3DDevice8Impl_Present, |
| IDirect3DDevice8Impl_GetBackBuffer, |
| IDirect3DDevice8Impl_GetRasterStatus, |
| IDirect3DDevice8Impl_SetGammaRamp, |
| IDirect3DDevice8Impl_GetGammaRamp, |
| IDirect3DDevice8Impl_CreateTexture, |
| IDirect3DDevice8Impl_CreateVolumeTexture, |
| IDirect3DDevice8Impl_CreateCubeTexture, |
| IDirect3DDevice8Impl_CreateVertexBuffer, |
| IDirect3DDevice8Impl_CreateIndexBuffer, |
| IDirect3DDevice8Impl_CreateRenderTarget, |
| IDirect3DDevice8Impl_CreateDepthStencilSurface, |
| IDirect3DDevice8Impl_CreateImageSurface, |
| IDirect3DDevice8Impl_CopyRects, |
| IDirect3DDevice8Impl_UpdateTexture, |
| IDirect3DDevice8Impl_GetFrontBuffer, |
| IDirect3DDevice8Impl_SetRenderTarget, |
| IDirect3DDevice8Impl_GetRenderTarget, |
| IDirect3DDevice8Impl_GetDepthStencilSurface, |
| IDirect3DDevice8Impl_BeginScene, |
| IDirect3DDevice8Impl_EndScene, |
| IDirect3DDevice8Impl_Clear, |
| IDirect3DDevice8Impl_SetTransform, |
| IDirect3DDevice8Impl_GetTransform, |
| IDirect3DDevice8Impl_MultiplyTransform, |
| IDirect3DDevice8Impl_SetViewport, |
| IDirect3DDevice8Impl_GetViewport, |
| IDirect3DDevice8Impl_SetMaterial, |
| IDirect3DDevice8Impl_GetMaterial, |
| IDirect3DDevice8Impl_SetLight, |
| IDirect3DDevice8Impl_GetLight, |
| IDirect3DDevice8Impl_LightEnable, |
| IDirect3DDevice8Impl_GetLightEnable, |
| IDirect3DDevice8Impl_SetClipPlane, |
| IDirect3DDevice8Impl_GetClipPlane, |
| IDirect3DDevice8Impl_SetRenderState, |
| IDirect3DDevice8Impl_GetRenderState, |
| IDirect3DDevice8Impl_BeginStateBlock, |
| IDirect3DDevice8Impl_EndStateBlock, |
| IDirect3DDevice8Impl_ApplyStateBlock, |
| IDirect3DDevice8Impl_CaptureStateBlock, |
| IDirect3DDevice8Impl_DeleteStateBlock, |
| IDirect3DDevice8Impl_CreateStateBlock, |
| IDirect3DDevice8Impl_SetClipStatus, |
| IDirect3DDevice8Impl_GetClipStatus, |
| IDirect3DDevice8Impl_GetTexture, |
| IDirect3DDevice8Impl_SetTexture, |
| IDirect3DDevice8Impl_GetTextureStageState, |
| IDirect3DDevice8Impl_SetTextureStageState, |
| IDirect3DDevice8Impl_ValidateDevice, |
| IDirect3DDevice8Impl_GetInfo, |
| IDirect3DDevice8Impl_SetPaletteEntries, |
| IDirect3DDevice8Impl_GetPaletteEntries, |
| IDirect3DDevice8Impl_SetCurrentTexturePalette, |
| IDirect3DDevice8Impl_GetCurrentTexturePalette, |
| IDirect3DDevice8Impl_DrawPrimitive, |
| IDirect3DDevice8Impl_DrawIndexedPrimitive, |
| IDirect3DDevice8Impl_DrawPrimitiveUP, |
| IDirect3DDevice8Impl_DrawIndexedPrimitiveUP, |
| IDirect3DDevice8Impl_ProcessVertices, |
| IDirect3DDevice8Impl_CreateVertexShader, |
| IDirect3DDevice8Impl_SetVertexShader, |
| IDirect3DDevice8Impl_GetVertexShader, |
| IDirect3DDevice8Impl_DeleteVertexShader, |
| IDirect3DDevice8Impl_SetVertexShaderConstant, |
| IDirect3DDevice8Impl_GetVertexShaderConstant, |
| IDirect3DDevice8Impl_GetVertexShaderDeclaration, |
| IDirect3DDevice8Impl_GetVertexShaderFunction, |
| IDirect3DDevice8Impl_SetStreamSource, |
| IDirect3DDevice8Impl_GetStreamSource, |
| IDirect3DDevice8Impl_SetIndices, |
| IDirect3DDevice8Impl_GetIndices, |
| IDirect3DDevice8Impl_CreatePixelShader, |
| IDirect3DDevice8Impl_SetPixelShader, |
| IDirect3DDevice8Impl_GetPixelShader, |
| IDirect3DDevice8Impl_DeletePixelShader, |
| IDirect3DDevice8Impl_SetPixelShaderConstant, |
| IDirect3DDevice8Impl_GetPixelShaderConstant, |
| IDirect3DDevice8Impl_GetPixelShaderFunction, |
| IDirect3DDevice8Impl_DrawRectPatch, |
| IDirect3DDevice8Impl_DrawTriPatch, |
| IDirect3DDevice8Impl_DeletePatch |
| }; |