| /* |
| * Direct3D Device |
| * |
| * Copyright (c) 1998-2004 Lionel Ulmer |
| * Copyright (c) 2002-2005 Christian Costa |
| * |
| * This file contains the MESA implementation of all the D3D devices that |
| * Wine supports. |
| * |
| * 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 "wine/port.h" |
| |
| #include <stdarg.h> |
| #include <string.h> |
| #include <math.h> |
| |
| #define NONAMELESSUNION |
| #define NONAMELESSSTRUCT |
| |
| #include "windef.h" |
| #include "winbase.h" |
| #include "winerror.h" |
| #include "objbase.h" |
| #include "wingdi.h" |
| #include "ddraw.h" |
| #include "d3d.h" |
| #include "wine/debug.h" |
| #include "wine/library.h" |
| |
| #include "d3d_private.h" |
| #include "opengl_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(ddraw); |
| WINE_DECLARE_DEBUG_CHANNEL(ddraw_geom); |
| |
| /* x11drv GDI escapes */ |
| #define X11DRV_ESCAPE 6789 |
| enum x11drv_escape_codes |
| { |
| X11DRV_GET_DISPLAY, /* get X11 display for a DC */ |
| X11DRV_GET_DRAWABLE, /* get current drawable for a DC */ |
| X11DRV_GET_FONT, /* get current X font for a DC */ |
| }; |
| |
| /* They are non-static as they are used by Direct3D in the creation function */ |
| const GUID IID_D3DDEVICE_OpenGL = { |
| 0x31416d44, |
| 0x86ae, |
| 0x11d2, |
| { 0x82,0x2d,0xa8,0xd5,0x31,0x87,0xca,0xfa } |
| }; |
| |
| const float id_mat[16] = { |
| 1.0, 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, 0.0, |
| 0.0, 0.0, 1.0, 0.0, |
| 0.0, 0.0, 0.0, 1.0 |
| }; |
| |
| /* This is filled at DLL loading time */ |
| static D3DDEVICEDESC7 opengl_device_caps; |
| GL_EXTENSIONS_LIST GL_extensions; |
| |
| static void draw_primitive_strided(IDirect3DDeviceImpl *This, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| DWORD d3dvtVertexType, |
| LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData, |
| DWORD dwVertexCount, |
| LPWORD dwIndices, |
| DWORD dwIndexCount, |
| DWORD dwFlags) ; |
| |
| static DWORD draw_primitive_handle_textures(IDirect3DDeviceImpl *This); |
| |
| /* retrieve the X display to use on a given DC */ |
| inline static Display *get_display( HDC hdc ) |
| { |
| Display *display; |
| enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY; |
| |
| if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape, |
| sizeof(display), (LPSTR)&display )) display = NULL; |
| |
| return display; |
| } |
| |
| #define UNLOCK_TEX_SIZE 256 |
| |
| #define DEPTH_RANGE_BIT (0x00000001 << 0) |
| #define VIEWPORT_BIT (0x00000001 << 1) |
| |
| static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, BOOLEAN use_alpha, BOOLEAN *initial) { |
| IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev; |
| DWORD opt_bitmap = 0x00000000; |
| |
| if ((gl_d3d_dev->current_bound_texture[1] != NULL) && |
| ((d3d_dev->state_block.texture_stage_state[1][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE))) { |
| if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE1_WINE) { |
| GL_extensions.glActiveTexture(GL_TEXTURE1_WINE); |
| gl_d3d_dev->current_active_tex_unit = GL_TEXTURE1_WINE; |
| } |
| /* Disable multi-texturing for level 1 to disable all others */ |
| glDisable(GL_TEXTURE_2D); |
| } |
| if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE0_WINE) { |
| GL_extensions.glActiveTexture(GL_TEXTURE0_WINE); |
| gl_d3d_dev->current_active_tex_unit = GL_TEXTURE0_WINE; |
| } |
| if ((gl_d3d_dev->current_bound_texture[0] == NULL) || |
| (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE)) |
| glEnable(GL_TEXTURE_2D); |
| if (gl_d3d_dev->unlock_tex == 0) { |
| glGenTextures(1, &gl_d3d_dev->unlock_tex); |
| glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex); |
| *initial = TRUE; |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); |
| } else { |
| glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex); |
| *initial = FALSE; |
| } |
| if (d3d_dev->tex_mat_is_identity[0] == FALSE) { |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| } |
| |
| if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) { |
| gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO; |
| d3ddevice_set_ortho(d3d_dev); |
| } |
| |
| if (gl_d3d_dev->depth_test != FALSE) glDisable(GL_DEPTH_TEST); |
| glEnable(GL_SCISSOR_TEST); |
| if ((d3d_dev->active_viewport.dvMinZ != 0.0) || |
| (d3d_dev->active_viewport.dvMaxZ != 1.0)) { |
| glDepthRange(0.0, 1.0); |
| opt_bitmap |= DEPTH_RANGE_BIT; |
| } |
| if ((d3d_dev->active_viewport.dwX != 0) || |
| (d3d_dev->active_viewport.dwY != 0) || |
| (d3d_dev->active_viewport.dwWidth != d3d_dev->surface->surface_desc.dwWidth) || |
| (d3d_dev->active_viewport.dwHeight != d3d_dev->surface->surface_desc.dwHeight)) { |
| glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight); |
| opt_bitmap |= VIEWPORT_BIT; |
| } |
| glScissor(pRect->left, d3d_dev->surface->surface_desc.dwHeight - pRect->bottom, |
| pRect->right - pRect->left, pRect->bottom - pRect->top); |
| if (gl_d3d_dev->lighting != FALSE) glDisable(GL_LIGHTING); |
| if (gl_d3d_dev->cull_face != FALSE) glDisable(GL_CULL_FACE); |
| if (use_alpha) { |
| if (gl_d3d_dev->alpha_test == FALSE) glEnable(GL_ALPHA_TEST); |
| if ((gl_d3d_dev->current_alpha_test_func != GL_NOTEQUAL) || (gl_d3d_dev->current_alpha_test_ref != 0.0)) |
| glAlphaFunc(GL_NOTEQUAL, 0.0); |
| } else { |
| if (gl_d3d_dev->alpha_test != FALSE) glDisable(GL_ALPHA_TEST); |
| } |
| if (gl_d3d_dev->stencil_test != FALSE) glDisable(GL_STENCIL_TEST); |
| if (gl_d3d_dev->blending != FALSE) glDisable(GL_BLEND); |
| if (gl_d3d_dev->fogging != FALSE) glDisable(GL_FOG); |
| if (gl_d3d_dev->current_tex_env != GL_REPLACE) |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| |
| return opt_bitmap; |
| } |
| |
| static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DWORD opt_bitmap, BOOLEAN use_alpha) { |
| IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev; |
| |
| /* And restore all the various states modified by this code */ |
| if (gl_d3d_dev->depth_test != 0) glEnable(GL_DEPTH_TEST); |
| if (gl_d3d_dev->lighting != 0) glEnable(GL_LIGHTING); |
| if ((gl_d3d_dev->alpha_test != 0) && (use_alpha == 0)) |
| glEnable(GL_ALPHA_TEST); |
| else if ((gl_d3d_dev->alpha_test == 0) && (use_alpha != 0)) |
| glDisable(GL_ALPHA_TEST); |
| if (use_alpha) { |
| if ((gl_d3d_dev->current_alpha_test_func != GL_NOTEQUAL) || (gl_d3d_dev->current_alpha_test_ref != 0.0)) |
| glAlphaFunc(gl_d3d_dev->current_alpha_test_func, gl_d3d_dev->current_alpha_test_ref); |
| } |
| if (gl_d3d_dev->stencil_test != 0) glEnable(GL_STENCIL_TEST); |
| if (gl_d3d_dev->cull_face != 0) glEnable(GL_CULL_FACE); |
| if (gl_d3d_dev->blending != 0) glEnable(GL_BLEND); |
| if (gl_d3d_dev->fogging != 0) glEnable(GL_FOG); |
| glDisable(GL_SCISSOR_TEST); |
| if (opt_bitmap & DEPTH_RANGE_BIT) { |
| glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ); |
| } |
| if (opt_bitmap & VIEWPORT_BIT) { |
| glViewport(d3d_dev->active_viewport.dwX, |
| d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY), |
| d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight); |
| } |
| if (d3d_dev->tex_mat_is_identity[0] == FALSE) { |
| d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED); |
| } |
| |
| if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE0_WINE) { |
| GL_extensions.glActiveTexture(GL_TEXTURE0_WINE); |
| gl_d3d_dev->current_active_tex_unit = GL_TEXTURE0_WINE; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, gl_d3d_dev->current_tex_env); |
| /* Note that here we could directly re-bind the previous texture... But it would in some case be a spurious |
| bind if ever the game changes the texture just after. |
| |
| So choose 0x00000001 to postpone the binding to the next time we draw something on screen. */ |
| gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001; |
| if (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE) glDisable(GL_TEXTURE_2D); |
| |
| /* And re-enabled if needed texture level 1 */ |
| if ((gl_d3d_dev->current_bound_texture[1] != NULL) && |
| (d3d_dev->state_block.texture_stage_state[1][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) { |
| if (gl_d3d_dev->current_active_tex_unit != GL_TEXTURE1_WINE) { |
| GL_extensions.glActiveTexture(GL_TEXTURE1_WINE); |
| gl_d3d_dev->current_active_tex_unit = GL_TEXTURE1_WINE; |
| } |
| glEnable(GL_TEXTURE_2D); |
| } |
| } |
| |
| /* retrieve the X drawable to use on a given DC */ |
| inline static Drawable get_drawable( HDC hdc ) |
| { |
| Drawable drawable; |
| enum x11drv_escape_codes escape = X11DRV_GET_DRAWABLE; |
| |
| if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape, |
| sizeof(drawable), (LPSTR)&drawable )) drawable = 0; |
| |
| return drawable; |
| } |
| |
| static BOOL opengl_flip( LPVOID dev, LPVOID drawable) |
| { |
| IDirect3DDeviceImpl *d3d_dev = (IDirect3DDeviceImpl *) dev; |
| IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) dev; |
| |
| TRACE("(%p, %ld)\n", gl_d3d_dev->display,(Drawable)drawable); |
| ENTER_GL(); |
| if (gl_d3d_dev->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) { |
| d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[WINE_GL_BUFFER_BACK]), gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK]); |
| } |
| gl_d3d_dev->state[WINE_GL_BUFFER_BACK] = SURFACE_GL; |
| gl_d3d_dev->state[WINE_GL_BUFFER_FRONT] = SURFACE_GL; |
| glXSwapBuffers(gl_d3d_dev->display, (Drawable)drawable); |
| LEAVE_GL(); |
| |
| return TRUE; |
| } |
| |
| |
| /******************************************************************************* |
| * OpenGL static functions |
| */ |
| static void set_context(IDirect3DDeviceImpl* This) |
| { |
| IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This; |
| |
| TRACE("glxMakeCurrent %p, %ld, %p\n",glThis->display,glThis->drawable, glThis->gl_context); |
| ENTER_GL(); |
| if (glXMakeCurrent(glThis->display, glThis->drawable, glThis->gl_context) == False) { |
| ERR("Error in setting current context (context %p drawable %ld)!\n", |
| glThis->gl_context, glThis->drawable); |
| } |
| LEAVE_GL(); |
| } |
| |
| static void fill_opengl_caps(D3DDEVICEDESC *d1) |
| { |
| d1->dwSize = sizeof(*d1); |
| d1->dwFlags = D3DDD_COLORMODEL | D3DDD_DEVCAPS | D3DDD_TRANSFORMCAPS | D3DDD_BCLIPPING | D3DDD_LIGHTINGCAPS | |
| D3DDD_LINECAPS | D3DDD_TRICAPS | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH | |
| D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT; |
| d1->dcmColorModel = D3DCOLOR_RGB; |
| d1->dwDevCaps = opengl_device_caps.dwDevCaps; |
| d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS); |
| d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP; |
| d1->bClipping = TRUE; |
| d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS); |
| d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT; |
| d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB; |
| d1->dlcLightingCaps.dwNumLights = opengl_device_caps.dwMaxActiveLights; |
| d1->dpcLineCaps = opengl_device_caps.dpcLineCaps; |
| d1->dpcTriCaps = opengl_device_caps.dpcTriCaps; |
| d1->dwDeviceRenderBitDepth = opengl_device_caps.dwDeviceRenderBitDepth; |
| d1->dwDeviceZBufferBitDepth = opengl_device_caps.dwDeviceZBufferBitDepth; |
| d1->dwMaxBufferSize = 0; |
| d1->dwMaxVertexCount = 65536; |
| d1->dwMinTextureWidth = opengl_device_caps.dwMinTextureWidth; |
| d1->dwMinTextureHeight = opengl_device_caps.dwMinTextureHeight; |
| d1->dwMaxTextureWidth = opengl_device_caps.dwMaxTextureWidth; |
| d1->dwMaxTextureHeight = opengl_device_caps.dwMaxTextureHeight; |
| d1->dwMinStippleWidth = 1; |
| d1->dwMinStippleHeight = 1; |
| d1->dwMaxStippleWidth = 32; |
| d1->dwMaxStippleHeight = 32; |
| d1->dwMaxTextureRepeat = opengl_device_caps.dwMaxTextureRepeat; |
| d1->dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureAspectRatio; |
| d1->dwMaxAnisotropy = opengl_device_caps.dwMaxAnisotropy; |
| d1->dvGuardBandLeft = opengl_device_caps.dvGuardBandLeft; |
| d1->dvGuardBandRight = opengl_device_caps.dvGuardBandRight; |
| d1->dvGuardBandTop = opengl_device_caps.dvGuardBandTop; |
| d1->dvGuardBandBottom = opengl_device_caps.dvGuardBandBottom; |
| d1->dvExtentsAdjust = opengl_device_caps.dvExtentsAdjust; |
| d1->dwStencilCaps = opengl_device_caps.dwStencilCaps; |
| d1->dwFVFCaps = opengl_device_caps.dwFVFCaps; |
| d1->dwTextureOpCaps = opengl_device_caps.dwTextureOpCaps; |
| d1->wMaxTextureBlendStages = opengl_device_caps.wMaxTextureBlendStages; |
| d1->wMaxSimultaneousTextures = opengl_device_caps.wMaxSimultaneousTextures; |
| } |
| |
| static void fill_opengl_caps_7(D3DDEVICEDESC7 *d) |
| { |
| *d = opengl_device_caps; |
| } |
| |
| HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context, DWORD version) |
| { |
| D3DDEVICEDESC dref, d1, d2; |
| HRESULT ret_value; |
| |
| /* Some games (Motoracer 2 demo) have the bad idea to modify the device name string. |
| Let's put the string in a sufficiently sized array in writable memory. */ |
| char device_name[50]; |
| strcpy(device_name,"direct3d"); |
| |
| fill_opengl_caps(&dref); |
| |
| if (version > 1) { |
| /* It seems that enumerating the reference IID on Direct3D 1 games (AvP / Motoracer2) breaks them */ |
| char interface_name[] = "WINE Reference Direct3DX using OpenGL"; |
| TRACE(" enumerating OpenGL D3DDevice interface using reference IID (IID %s).\n", debugstr_guid(&IID_IDirect3DRefDevice)); |
| d1 = dref; |
| d2 = dref; |
| ret_value = cb((LPIID) &IID_IDirect3DRefDevice, interface_name, device_name, &d1, &d2, context); |
| if (ret_value != D3DENUMRET_OK) |
| return ret_value; |
| } |
| |
| { |
| char interface_name[] = "WINE Direct3DX using OpenGL"; |
| TRACE(" enumerating OpenGL D3DDevice interface (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL)); |
| d1 = dref; |
| d2 = dref; |
| ret_value = cb((LPIID) &IID_D3DDEVICE_OpenGL, interface_name, device_name, &d1, &d2, context); |
| if (ret_value != D3DENUMRET_OK) |
| return ret_value; |
| } |
| |
| return D3DENUMRET_OK; |
| } |
| |
| HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context) |
| { |
| D3DDEVICEDESC7 ddesc; |
| char interface_name[] = "WINE Direct3D7 using OpenGL"; |
| char device_name[] = "Wine D3D7 device"; |
| |
| fill_opengl_caps_7(&ddesc); |
| |
| TRACE(" enumerating OpenGL D3DDevice7 interface.\n"); |
| |
| return cb(interface_name, device_name, &ddesc, context); |
| } |
| |
| static ULONG WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| ULONG ref = InterlockedDecrement(&This->ref); |
| |
| TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, ref + 1); |
| |
| if (!ref) { |
| int i; |
| IDirectDrawSurfaceImpl *surface = This->surface, *surf; |
| |
| /* Release texture associated with the device */ |
| for (i = 0; i < MAX_TEXTURES; i++) { |
| if (This->current_texture[i] != NULL) |
| IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[i], IDirectDrawSurface7)); |
| HeapFree(GetProcessHeap(), 0, This->tex_mat[i]); |
| } |
| |
| /* Look for the front buffer and override its surface's Flip method (if in double buffering) */ |
| for (surf = surface; surf != NULL; surf = surf->surface_owner) { |
| if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) { |
| surf->aux_ctx = NULL; |
| surf->aux_data = NULL; |
| surf->aux_flip = NULL; |
| break; |
| } |
| } |
| for (surf = surface; surf != NULL; surf = surf->surface_owner) { |
| IDirectDrawSurfaceImpl *surf2; |
| for (surf2 = surf; surf2->prev_attached != NULL; surf2 = surf2->prev_attached) ; |
| for (; surf2 != NULL; surf2 = surf2->next_attached) { |
| if (((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) && |
| ((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) { |
| /* Override the Lock / Unlock function for all these surfaces */ |
| surf2->lock_update = surf2->lock_update_prev; |
| surf2->unlock_update = surf2->unlock_update_prev; |
| /* And install also the blt / bltfast overrides */ |
| surf2->aux_blt = NULL; |
| surf2->aux_bltfast = NULL; |
| } |
| surf2->d3ddevice = NULL; |
| } |
| } |
| |
| /* And warn the D3D object that this device is no longer active... */ |
| This->d3d->d3d_removed_device(This->d3d, This); |
| |
| /* Free light arrays */ |
| HeapFree(GetProcessHeap(), 0, This->light_parameters); |
| HeapFree(GetProcessHeap(), 0, This->active_lights); |
| |
| HeapFree(GetProcessHeap(), 0, This->world_mat); |
| HeapFree(GetProcessHeap(), 0, This->view_mat); |
| HeapFree(GetProcessHeap(), 0, This->proj_mat); |
| |
| HeapFree(GetProcessHeap(), 0, glThis->surface_ptr); |
| |
| DeleteCriticalSection(&(This->crit)); |
| |
| ENTER_GL(); |
| if (glThis->unlock_tex) |
| glDeleteTextures(1, &(glThis->unlock_tex)); |
| glXDestroyContext(glThis->display, glThis->gl_context); |
| LEAVE_GL(); |
| HeapFree(GetProcessHeap(), 0, This->clipping_planes); |
| HeapFree(GetProcessHeap(), 0, This->vertex_buffer); |
| |
| HeapFree(GetProcessHeap(), 0, This); |
| return 0; |
| } |
| return ref; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps(LPDIRECT3DDEVICE3 iface, |
| LPD3DDEVICEDESC lpD3DHWDevDesc, |
| LPD3DDEVICEDESC lpD3DHELDevDesc) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); |
| D3DDEVICEDESC desc; |
| DWORD dwSize; |
| |
| TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DHWDevDesc, lpD3DHELDevDesc); |
| |
| fill_opengl_caps(&desc); |
| dwSize = lpD3DHWDevDesc->dwSize; |
| memset(lpD3DHWDevDesc, 0, dwSize); |
| memcpy(lpD3DHWDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize)); |
| |
| dwSize = lpD3DHELDevDesc->dwSize; |
| memset(lpD3DHELDevDesc, 0, dwSize); |
| memcpy(lpD3DHELDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize)); |
| |
| TRACE(" returning caps : (no dump function yet)\n"); |
| |
| return DD_OK; |
| } |
| |
| static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1, |
| LPD3DENUMPIXELFORMATSCALLBACK cb_2, |
| LPVOID context, int version) |
| { |
| DDSURFACEDESC sdesc; |
| LPDDPIXELFORMAT pformat; |
| |
| /* Do the texture enumeration */ |
| sdesc.dwSize = sizeof(DDSURFACEDESC); |
| sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS; |
| sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE; |
| pformat = &(sdesc.ddpfPixelFormat); |
| pformat->dwSize = sizeof(DDPIXELFORMAT); |
| pformat->dwFourCC = 0; |
| |
| TRACE("Enumerating GL_RGBA unpacked (32)\n"); |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; |
| pformat->u1.dwRGBBitCount = 32; |
| pformat->u2.dwRBitMask = 0x00FF0000; |
| pformat->u3.dwGBitMask = 0x0000FF00; |
| pformat->u4.dwBBitMask = 0x000000FF; |
| pformat->u5.dwRGBAlphaBitMask = 0xFF000000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating GL_RGB unpacked (32)\n"); |
| pformat->dwFlags = DDPF_RGB; |
| pformat->u1.dwRGBBitCount = 32; |
| pformat->u2.dwRBitMask = 0x00FF0000; |
| pformat->u3.dwGBitMask = 0x0000FF00; |
| pformat->u4.dwBBitMask = 0x000000FF; |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating GL_RGB unpacked (24)\n"); |
| pformat->dwFlags = DDPF_RGB; |
| pformat->u1.dwRGBBitCount = 24; |
| pformat->u2.dwRBitMask = 0x00FF0000; |
| pformat->u3.dwGBitMask = 0x0000FF00; |
| pformat->u4.dwBBitMask = 0x000000FF; |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| /* Note : even if this is an 'emulated' texture format, it needs to be first |
| as some dumb applications seem to rely on that. */ |
| TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_1_5_5_5 (ARGB) (16)\n"); |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; |
| pformat->u1.dwRGBBitCount = 16; |
| pformat->u2.dwRBitMask = 0x00007C00; |
| pformat->u3.dwGBitMask = 0x000003E0; |
| pformat->u4.dwBBitMask = 0x0000001F; |
| pformat->u5.dwRGBAlphaBitMask = 0x00008000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (ARGB) (16)\n"); |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; |
| pformat->u1.dwRGBBitCount = 16; |
| pformat->u2.dwRBitMask = 0x00000F00; |
| pformat->u3.dwGBitMask = 0x000000F0; |
| pformat->u4.dwBBitMask = 0x0000000F; |
| pformat->u5.dwRGBAlphaBitMask = 0x0000F000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n"); |
| pformat->dwFlags = DDPF_RGB; |
| pformat->u1.dwRGBBitCount = 16; |
| pformat->u2.dwRBitMask = 0x0000F800; |
| pformat->u3.dwGBitMask = 0x000007E0; |
| pformat->u4.dwBBitMask = 0x0000001F; |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_5_5 (16)\n"); |
| pformat->dwFlags = DDPF_RGB; |
| pformat->u1.dwRGBBitCount = 16; |
| pformat->u2.dwRBitMask = 0x00007C00; |
| pformat->u3.dwGBitMask = 0x000003E0; |
| pformat->u4.dwBBitMask = 0x0000001F; |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| #if 0 |
| /* This is a compromise : some games choose the first 16 bit texture format with alpha they |
| find enumerated, others the last one. And both want to have the ARGB one. |
| |
| So basically, forget our OpenGL roots and do not even enumerate our RGBA ones. |
| */ |
| /* See argument about the RGBA format for 'packed' texture formats */ |
| TRACE("Enumerating GL_RGBA unpacked (32)\n"); |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; |
| pformat->u1.dwRGBBitCount = 32; |
| pformat->u2.dwRBitMask = 0xFF000000; |
| pformat->u3.dwGBitMask = 0x00FF0000; |
| pformat->u4.dwBBitMask = 0x0000FF00; |
| pformat->u5.dwRGBAlphaBitMask = 0x000000FF; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n"); |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; |
| pformat->u1.dwRGBBitCount = 16; |
| pformat->u2.dwRBitMask = 0x0000F000; |
| pformat->u3.dwGBitMask = 0x00000F00; |
| pformat->u4.dwBBitMask = 0x000000F0; |
| pformat->u5.dwRGBAlphaBitMask = 0x0000000F; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n"); |
| pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; |
| pformat->u1.dwRGBBitCount = 16; |
| pformat->u2.dwRBitMask = 0x0000F800; |
| pformat->u3.dwGBitMask = 0x000007C0; |
| pformat->u4.dwBBitMask = 0x0000003E; |
| pformat->u5.dwRGBAlphaBitMask = 0x00000001; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| #endif |
| |
| TRACE("Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n"); |
| pformat->dwFlags = DDPF_RGB; |
| pformat->u1.dwRGBBitCount = 8; |
| pformat->u2.dwRBitMask = 0x000000E0; |
| pformat->u3.dwGBitMask = 0x0000001C; |
| pformat->u4.dwBBitMask = 0x00000003; |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating Paletted (8)\n"); |
| pformat->dwFlags = DDPF_PALETTEINDEXED8; |
| pformat->u1.dwRGBBitCount = 8; |
| pformat->u2.dwRBitMask = 0x00000000; |
| pformat->u3.dwGBitMask = 0x00000000; |
| pformat->u4.dwBBitMask = 0x00000000; |
| pformat->u5.dwRGBAlphaBitMask = 0x00000000; |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| /* DXT textures only exist for devices created from IDirect3D3 and above */ |
| if ((version >= 3) && GL_extensions.s3tc_compressed_texture) { |
| TRACE("Enumerating DXT1\n"); |
| pformat->dwFlags = DDPF_FOURCC; |
| pformat->dwFourCC = MAKE_FOURCC('D','X','T','1'); |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating DXT3\n"); |
| pformat->dwFlags = DDPF_FOURCC; |
| pformat->dwFourCC = MAKE_FOURCC('D','X','T','3'); |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| |
| TRACE("Enumerating DXT5\n"); |
| pformat->dwFlags = DDPF_FOURCC; |
| pformat->dwFourCC = MAKE_FOURCC('D','X','T','5'); |
| if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK; |
| if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK; |
| } |
| |
| TRACE("End of enumeration\n"); |
| return DD_OK; |
| } |
| |
| |
| HRESULT |
| d3ddevice_find(IDirectDrawImpl *d3d, |
| LPD3DFINDDEVICESEARCH lpD3DDFS, |
| LPD3DFINDDEVICERESULT lplpD3DDevice) |
| { |
| D3DDEVICEDESC desc; |
| |
| if ((lpD3DDFS->dwFlags & D3DFDS_COLORMODEL) && |
| (lpD3DDFS->dcmColorModel != D3DCOLOR_RGB)) { |
| TRACE(" trying to request a non-RGB D3D color model. Not supported.\n"); |
| return DDERR_INVALIDPARAMS; /* No real idea what to return here :-) */ |
| } |
| if (lpD3DDFS->dwFlags & D3DFDS_GUID) { |
| TRACE(" trying to match guid %s.\n", debugstr_guid(&(lpD3DDFS->guid))); |
| if ((IsEqualGUID(&IID_D3DDEVICE_OpenGL, &(lpD3DDFS->guid)) == 0) && |
| (IsEqualGUID(&IID_IDirect3DHALDevice, &(lpD3DDFS->guid)) == 0) && |
| (IsEqualGUID(&IID_IDirect3DRefDevice, &(lpD3DDFS->guid)) == 0)) { |
| TRACE(" no match for this GUID.\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| } |
| |
| /* Now return our own GUID */ |
| lplpD3DDevice->guid = IID_D3DDEVICE_OpenGL; |
| fill_opengl_caps(&desc); |
| lplpD3DDevice->ddHwDesc = desc; |
| lplpD3DDevice->ddSwDesc = desc; |
| |
| TRACE(" returning Wine's OpenGL device with (undumped) capabilities\n"); |
| |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats(LPDIRECT3DDEVICE2 iface, |
| LPD3DENUMTEXTUREFORMATSCALLBACK lpD3DEnumTextureProc, |
| LPVOID lpArg) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); |
| TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumTextureProc, lpArg); |
| return enum_texture_format_OpenGL(lpD3DEnumTextureProc, NULL, lpArg, This->version); |
| } |
| |
| static HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats(LPDIRECT3DDEVICE7 iface, |
| LPD3DENUMPIXELFORMATSCALLBACK lpD3DEnumPixelProc, |
| LPVOID lpArg) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumPixelProc, lpArg); |
| return enum_texture_format_OpenGL(NULL, lpD3DEnumPixelProc, lpArg, This->version); |
| } |
| |
| static HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState(LPDIRECT3DDEVICE7 iface, |
| D3DRENDERSTATETYPE dwRenderStateType, |
| DWORD dwRenderState) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwRenderStateType, dwRenderState); |
| |
| /* Call the render state functions */ |
| store_render_state(This, dwRenderStateType, dwRenderState, &This->state_block); |
| set_render_state(This, dwRenderStateType, &This->state_block); |
| |
| return DD_OK; |
| } |
| |
| static HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState(LPDIRECT3DDEVICE7 iface, |
| D3DRENDERSTATETYPE dwRenderStateType, |
| LPDWORD lpdwRenderState) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwRenderStateType, lpdwRenderState); |
| |
| /* Call the render state functions */ |
| get_render_state(This, dwRenderStateType, lpdwRenderState, &This->state_block); |
| |
| TRACE(" - asked for rendering state : %s, returning value %08lx.\n", _get_renderstate(dwRenderStateType), *lpdwRenderState); |
| |
| return DD_OK; |
| } |
| |
| static HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_3_2T_GetLightState(LPDIRECT3DDEVICE3 iface, |
| D3DLIGHTSTATETYPE dwLightStateType, |
| LPDWORD lpdwLightState) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); |
| |
| TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwLightStateType, lpdwLightState); |
| |
| if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX)) { |
| TRACE("Unexpected Light State Type\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) { |
| *lpdwLightState = This->material; |
| } else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) { |
| *lpdwLightState = D3DCOLOR_RGB; |
| } else { |
| D3DRENDERSTATETYPE rs; |
| switch (dwLightStateType) { |
| case D3DLIGHTSTATE_AMBIENT: /* 2 */ |
| rs = D3DRENDERSTATE_AMBIENT; |
| break; |
| case D3DLIGHTSTATE_FOGMODE: /* 4 */ |
| rs = D3DRENDERSTATE_FOGVERTEXMODE; |
| break; |
| case D3DLIGHTSTATE_FOGSTART: /* 5 */ |
| rs = D3DRENDERSTATE_FOGSTART; |
| break; |
| case D3DLIGHTSTATE_FOGEND: /* 6 */ |
| rs = D3DRENDERSTATE_FOGEND; |
| break; |
| case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ |
| rs = D3DRENDERSTATE_FOGDENSITY; |
| break; |
| case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ |
| rs = D3DRENDERSTATE_COLORVERTEX; |
| break; |
| default: |
| ERR("Unknown D3DLIGHTSTATETYPE %d.\n", dwLightStateType); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| IDirect3DDevice7_GetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), |
| rs,lpdwLightState); |
| } |
| |
| return DD_OK; |
| } |
| |
| static HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface, |
| D3DLIGHTSTATETYPE dwLightStateType, |
| DWORD dwLightState) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); |
| |
| TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState); |
| |
| if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX)) { |
| TRACE("Unexpected Light State Type\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) { |
| IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) dwLightState; |
| |
| if (mat != NULL) { |
| TRACE(" activating material %p.\n", mat); |
| mat->activate(mat); |
| } else { |
| FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n"); |
| } |
| This->material = dwLightState; |
| } else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) { |
| switch (dwLightState) { |
| case D3DCOLOR_MONO: |
| ERR("DDCOLOR_MONO should not happen!\n"); |
| break; |
| case D3DCOLOR_RGB: |
| /* We are already in this mode */ |
| TRACE("Setting color model to RGB (no-op).\n"); |
| break; |
| default: |
| ERR("Unknown color model!\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| } else { |
| D3DRENDERSTATETYPE rs; |
| switch (dwLightStateType) { |
| case D3DLIGHTSTATE_AMBIENT: /* 2 */ |
| rs = D3DRENDERSTATE_AMBIENT; |
| break; |
| case D3DLIGHTSTATE_FOGMODE: /* 4 */ |
| rs = D3DRENDERSTATE_FOGVERTEXMODE; |
| break; |
| case D3DLIGHTSTATE_FOGSTART: /* 5 */ |
| rs = D3DRENDERSTATE_FOGSTART; |
| break; |
| case D3DLIGHTSTATE_FOGEND: /* 6 */ |
| rs = D3DRENDERSTATE_FOGEND; |
| break; |
| case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ |
| rs = D3DRENDERSTATE_FOGDENSITY; |
| break; |
| case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ |
| rs = D3DRENDERSTATE_COLORVERTEX; |
| break; |
| default: |
| ERR("Unknown D3DLIGHTSTATETYPE %d.\n", dwLightStateType); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), |
| rs,dwLightState); |
| } |
| |
| return DD_OK; |
| } |
| |
| static GLenum convert_D3D_ptype_to_GL(D3DPRIMITIVETYPE d3dpt) |
| { |
| switch (d3dpt) { |
| case D3DPT_POINTLIST: |
| TRACE(" primitive type is POINTS\n"); |
| return GL_POINTS; |
| |
| case D3DPT_LINELIST: |
| TRACE(" primitive type is LINES\n"); |
| return GL_LINES; |
| |
| case D3DPT_LINESTRIP: |
| TRACE(" primitive type is LINE_STRIP\n"); |
| return GL_LINE_STRIP; |
| |
| case D3DPT_TRIANGLELIST: |
| TRACE(" primitive type is TRIANGLES\n"); |
| return GL_TRIANGLES; |
| |
| case D3DPT_TRIANGLESTRIP: |
| TRACE(" primitive type is TRIANGLE_STRIP\n"); |
| return GL_TRIANGLE_STRIP; |
| |
| case D3DPT_TRIANGLEFAN: |
| TRACE(" primitive type is TRIANGLE_FAN\n"); |
| return GL_TRIANGLE_FAN; |
| |
| default: |
| FIXME("Unhandled primitive %08x\n", d3dpt); |
| return GL_POINTS; |
| } |
| } |
| |
| /* This function calculate the Z coordinate from Zproj */ |
| static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj) |
| { |
| float a,b,c,d; |
| /* Assume that X = Y = 0 and W = 1 */ |
| a = This->proj_mat->_33; |
| b = This->proj_mat->_34; |
| c = This->proj_mat->_43; |
| d = This->proj_mat->_44; |
| /* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d |
| * So in non homogenous coordinates we have Zproj = (a * Z + c) / (b * Z + d) |
| * And finally Z = (d * Zproj - c) / (a - b * Zproj) |
| */ |
| return (d*Zproj - c) / (a - b*Zproj); |
| } |
| |
| static void build_fog_table(BYTE *fog_table, DWORD fog_color) { |
| int i; |
| |
| TRACE(" rebuilding fog table (%06lx)...\n", fog_color & 0x00FFFFFF); |
| |
| for (i = 0; i < 3; i++) { |
| BYTE fog_color_component = (fog_color >> (8 * i)) & 0xFF; |
| DWORD elt; |
| for (elt = 0; elt < 0x10000; elt++) { |
| /* We apply the fog transformation and cache the result */ |
| DWORD fog_intensity = elt & 0xFF; |
| DWORD vertex_color = (elt >> 8) & 0xFF; |
| fog_table[(i * 0x10000) + elt] = ((fog_intensity * vertex_color) + ((0xFF - fog_intensity) * fog_color_component)) / 0xFF; |
| } |
| } |
| } |
| |
| static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This, |
| BOOLEAN vertex_transformed, |
| BOOLEAN vertex_lit) { |
| IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This; |
| |
| /* Puts GL in the correct lighting / transformation mode */ |
| if ((vertex_transformed == FALSE) && |
| (glThis->transform_state != GL_TRANSFORM_NORMAL)) { |
| /* Need to put the correct transformation again if we go from Transformed |
| vertices to non-transformed ones. |
| */ |
| This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED, |
| This->world_mat, This->view_mat, This->proj_mat); |
| glThis->transform_state = GL_TRANSFORM_NORMAL; |
| |
| } else if (vertex_transformed && |
| (glThis->transform_state != GL_TRANSFORM_ORTHO)) { |
| /* Set our orthographic projection */ |
| if (glThis->transform_state != GL_TRANSFORM_ORTHO) { |
| glThis->transform_state = GL_TRANSFORM_ORTHO; |
| d3ddevice_set_ortho(This); |
| } |
| } |
| |
| /* TODO: optimize this to not always reset all the fog stuff on all DrawPrimitive call |
| if no fogging state change occurred */ |
| if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1]) { |
| if (vertex_transformed) { |
| if (glThis->fogging != 0) { |
| glDisable(GL_FOG); |
| glThis->fogging = 0; |
| } |
| /* Now check if our fog_table still corresponds to the current vertex color. |
| Element '0x..00' is always the fog color as it corresponds to maximum fog intensity */ |
| if ((glThis->fog_table[0 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 0) & 0xFF)) || |
| (glThis->fog_table[1 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 8) & 0xFF)) || |
| (glThis->fog_table[2 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 16) & 0xFF))) { |
| /* We need to rebuild our fog table.... */ |
| build_fog_table(glThis->fog_table, This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]); |
| } |
| } else { |
| if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) { |
| switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) { |
| case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); break; |
| case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); break; |
| case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); break; |
| } |
| if (vertex_lit == FALSE) { |
| glFogf(GL_FOG_START, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]); |
| glFogf(GL_FOG_END, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]); |
| } else { |
| /* Special case of 'pixel fog' */ |
| glFogf(GL_FOG_START, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1])); |
| glFogf(GL_FOG_END, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1])); |
| } |
| if (glThis->fogging == 0) { |
| glEnable(GL_FOG); |
| glThis->fogging = 1; |
| } |
| } else { |
| if (glThis->fogging != 0) { |
| glDisable(GL_FOG); |
| glThis->fogging = 0; |
| } |
| } |
| } |
| } else { |
| if (glThis->fogging != 0) { |
| glDisable(GL_FOG); |
| glThis->fogging = 0; |
| } |
| } |
| |
| /* Handle the 'no-normal' case */ |
| if ((vertex_lit == FALSE) && This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1]) { |
| if (glThis->lighting == 0) { |
| glEnable(GL_LIGHTING); |
| glThis->lighting = 1; |
| } |
| } else { |
| if (glThis->lighting != 0) { |
| glDisable(GL_LIGHTING); |
| glThis->lighting = 0; |
| } |
| } |
| |
| /* Handle the code for pre-vertex material properties */ |
| if (vertex_transformed == FALSE) { |
| if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] && |
| This->state_block.render_state[D3DRENDERSTATE_COLORVERTEX - 1]) { |
| if ((This->state_block.render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) || |
| (This->state_block.render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] != D3DMCS_MATERIAL) || |
| (This->state_block.render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) || |
| (This->state_block.render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] != D3DMCS_MATERIAL)) { |
| glEnable(GL_COLOR_MATERIAL); |
| } |
| } |
| } |
| } |
| |
| |
| inline static void draw_primitive(IDirect3DDeviceImpl *This, DWORD maxvert, WORD *index, |
| D3DVERTEXTYPE d3dvt, D3DPRIMITIVETYPE d3dpt, void *lpvertex) |
| { |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; |
| |
| switch (d3dvt) { |
| case D3DVT_VERTEX: { |
| strided.position.lpvData = &((D3DVERTEX *) lpvertex)->u1.x; |
| strided.position.dwStride = sizeof(D3DVERTEX); |
| strided.normal.lpvData = &((D3DVERTEX *) lpvertex)->u4.nx; |
| strided.normal.dwStride = sizeof(D3DVERTEX); |
| strided.textureCoords[0].lpvData = &((D3DVERTEX *) lpvertex)->u7.tu; |
| strided.textureCoords[0].dwStride = sizeof(D3DVERTEX); |
| draw_primitive_strided(This, d3dpt, D3DFVF_VERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */); |
| } break; |
| |
| case D3DVT_LVERTEX: { |
| strided.position.lpvData = &((D3DLVERTEX *) lpvertex)->u1.x; |
| strided.position.dwStride = sizeof(D3DLVERTEX); |
| strided.diffuse.lpvData = &((D3DLVERTEX *) lpvertex)->u4.color; |
| strided.diffuse.dwStride = sizeof(D3DLVERTEX); |
| strided.specular.lpvData = &((D3DLVERTEX *) lpvertex)->u5.specular; |
| strided.specular.dwStride = sizeof(D3DLVERTEX); |
| strided.textureCoords[0].lpvData = &((D3DLVERTEX *) lpvertex)->u6.tu; |
| strided.textureCoords[0].dwStride = sizeof(D3DLVERTEX); |
| draw_primitive_strided(This, d3dpt, D3DFVF_LVERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */); |
| } break; |
| |
| case D3DVT_TLVERTEX: { |
| strided.position.lpvData = &((D3DTLVERTEX *) lpvertex)->u1.sx; |
| strided.position.dwStride = sizeof(D3DTLVERTEX); |
| strided.diffuse.lpvData = &((D3DTLVERTEX *) lpvertex)->u5.color; |
| strided.diffuse.dwStride = sizeof(D3DTLVERTEX); |
| strided.specular.lpvData = &((D3DTLVERTEX *) lpvertex)->u6.specular; |
| strided.specular.dwStride = sizeof(D3DTLVERTEX); |
| strided.textureCoords[0].lpvData = &((D3DTLVERTEX *) lpvertex)->u7.tu; |
| strided.textureCoords[0].dwStride = sizeof(D3DTLVERTEX); |
| draw_primitive_strided(This, d3dpt, D3DFVF_TLVERTEX, &strided, 0 /* Unused */, index, maxvert, 0 /* Unused */); |
| } break; |
| |
| default: |
| FIXME("Unhandled vertex type %08x\n", d3dvt); |
| break; |
| } |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_2_DrawPrimitive(LPDIRECT3DDEVICE2 iface, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| D3DVERTEXTYPE d3dvtVertexType, |
| LPVOID lpvVertices, |
| DWORD dwVertexCount, |
| DWORD dwFlags) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); |
| |
| TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags); |
| if (TRACE_ON(ddraw)) { |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); |
| } |
| |
| draw_primitive(This, dwVertexCount, NULL, d3dvtVertexType, d3dptPrimitiveType, lpvVertices); |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive(LPDIRECT3DDEVICE2 iface, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| D3DVERTEXTYPE d3dvtVertexType, |
| LPVOID lpvVertices, |
| DWORD dwVertexCount, |
| LPWORD dwIndices, |
| DWORD dwIndexCount, |
| DWORD dwFlags) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); |
| TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags); |
| if (TRACE_ON(ddraw)) { |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); |
| } |
| |
| draw_primitive(This, dwIndexCount, dwIndices, d3dvtVertexType, d3dptPrimitiveType, lpvVertices); |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer(LPDIRECT3DDEVICE iface, |
| LPD3DEXECUTEBUFFERDESC lpDesc, |
| LPDIRECT3DEXECUTEBUFFER* lplpDirect3DExecuteBuffer, |
| IUnknown* pUnkOuter) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); |
| IDirect3DExecuteBufferImpl *ret; |
| HRESULT ret_value; |
| |
| TRACE("(%p/%p)->(%p,%p,%p)\n", This, iface, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter); |
| |
| ret_value = d3dexecutebuffer_create(&ret, This->d3d, This, lpDesc); |
| *lplpDirect3DExecuteBuffer = ICOM_INTERFACE(ret, IDirect3DExecuteBuffer); |
| |
| TRACE(" returning %p.\n", *lplpDirect3DExecuteBuffer); |
| |
| return ret_value; |
| } |
| |
| static void flush_zbuffer_to_GL(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) { |
| static BOOLEAN first = TRUE; |
| IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev; |
| unsigned int row; |
| GLenum type; |
| |
| if (first) { |
| MESSAGE("Warning : application does direct locking of ZBuffer - expect slowdowns on many GL implementations :-)\n"); |
| first = FALSE; |
| } |
| |
| TRACE("flushing ZBuffer back to GL\n"); |
| |
| if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) { |
| gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO; |
| d3ddevice_set_ortho(d3d_dev); |
| } |
| |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| |
| if (gl_d3d_dev->depth_test == 0) glEnable(GL_DEPTH_TEST); |
| if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS) glDepthFunc(GL_ALWAYS); |
| glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| |
| /* This loop here is to prevent using PixelZoom that may be unoptimized for the 1.0 / -1.0 case |
| in some drivers... |
| */ |
| switch (surf->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth) { |
| case 16: type = GL_UNSIGNED_SHORT; break; |
| case 32: type = GL_UNSIGNED_INT; break; |
| default: FIXME("Unhandled ZBuffer format !\n"); goto restore_state; |
| } |
| |
| for (row = 0; row < surf->surface_desc.dwHeight; row++) { |
| /* glRasterPos3d(0.0, row + 1.0, 0.5); */ |
| glRasterPos2i(0, row + 1); |
| glDrawPixels(surf->surface_desc.dwWidth, 1, GL_DEPTH_COMPONENT, type, |
| ((unsigned char *) surf->surface_desc.lpSurface) + (row * surf->surface_desc.u1.lPitch)); |
| } |
| |
| restore_state: |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS) |
| glDepthFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1])); |
| if (gl_d3d_dev->depth_test == 0) glDisable(GL_DEPTH_TEST); |
| } |
| |
| /* These are the various handler used in the generic path */ |
| inline static void handle_xyz(D3DVALUE *coords) { |
| glVertex3fv(coords); |
| } |
| inline static void handle_xyzrhw(D3DVALUE *coords) { |
| if ((coords[3] < 1e-8) && (coords[3] > -1e-8)) |
| glVertex3fv(coords); |
| else { |
| GLfloat w = 1.0 / coords[3]; |
| |
| glVertex4f(coords[0] * w, |
| coords[1] * w, |
| coords[2] * w, |
| w); |
| } |
| } |
| inline static void handle_normal(D3DVALUE *coords) { |
| glNormal3fv(coords); |
| } |
| |
| inline static void handle_diffuse_base(STATEBLOCK *sb, DWORD *color) { |
| if (sb->render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] || |
| sb->render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1]) { |
| glColor4ub((*color >> 16) & 0xFF, |
| (*color >> 8) & 0xFF, |
| (*color >> 0) & 0xFF, |
| (*color >> 24) & 0xFF); |
| } else { |
| glColor3ub((*color >> 16) & 0xFF, |
| (*color >> 8) & 0xFF, |
| (*color >> 0) & 0xFF); |
| } |
| } |
| |
| inline static void handle_specular_base(STATEBLOCK *sb, DWORD *color) { |
| glColor4ub((*color >> 16) & 0xFF, |
| (*color >> 8) & 0xFF, |
| (*color >> 0) & 0xFF, |
| (*color >> 24) & 0xFF); /* No idea if the alpha field is really used.. */ |
| } |
| |
| inline static void handle_diffuse(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) { |
| if ((lighted == FALSE) && |
| sb->render_state[D3DRENDERSTATE_LIGHTING - 1] && |
| sb->render_state[D3DRENDERSTATE_COLORVERTEX - 1]) { |
| if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR1) { |
| glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); |
| handle_diffuse_base(sb, color); |
| } |
| if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR1) { |
| glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT); |
| handle_diffuse_base(sb, color); |
| } |
| if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR1) && |
| sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) { |
| glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR); |
| handle_diffuse_base(sb, color); |
| } |
| if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR1) { |
| glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION); |
| handle_diffuse_base(sb, color); |
| } |
| } else { |
| handle_diffuse_base(sb, color); |
| } |
| } |
| |
| inline static void handle_specular(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) { |
| if ((lighted == FALSE) && |
| sb->render_state[D3DRENDERSTATE_LIGHTING - 1] && |
| sb->render_state[D3DRENDERSTATE_COLORVERTEX - 1]) { |
| if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR2) { |
| glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); |
| handle_specular_base(sb, color); |
| } |
| if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR2) { |
| glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT); |
| handle_specular_base(sb, color); |
| } |
| if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR2) && |
| sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) { |
| glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR); |
| handle_specular_base(sb, color); |
| } |
| if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR2) { |
| glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION); |
| handle_specular_base(sb, color); |
| } |
| } |
| /* No else here as we do not know how to handle 'specular' on its own in any case.. */ |
| } |
| |
| inline static void handle_diffuse_and_specular(STATEBLOCK *sb, BYTE *fog_table, DWORD *color_d, DWORD *color_s, BOOLEAN lighted) { |
| if (lighted) { |
| DWORD color = *color_d; |
| if (sb->render_state[D3DRENDERSTATE_FOGENABLE - 1]) { |
| /* Special case where the specular value is used to do fogging */ |
| BYTE fog_intensity = *color_s >> 24; /* The alpha value of the specular component is the fog 'intensity' for this vertex */ |
| color &= 0xFF000000; /* Only keep the alpha component */ |
| color |= fog_table[((*color_d >> 0) & 0xFF) << 8 | fog_intensity] << 0; |
| color |= fog_table[((*color_d >> 8) & 0xFF) << 8 | fog_intensity] << 8; |
| color |= fog_table[((*color_d >> 16) & 0xFF) << 8 | fog_intensity] << 16; |
| } |
| if (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1]) { |
| /* Standard specular value in transformed mode. TODO */ |
| } |
| handle_diffuse_base(sb, &color); |
| } else { |
| if (sb->render_state[D3DRENDERSTATE_LIGHTING - 1]) { |
| handle_diffuse(sb, color_d, FALSE); |
| handle_specular(sb, color_s, FALSE); |
| } else { |
| /* In that case, only put the diffuse color... */ |
| handle_diffuse_base(sb, color_d); |
| } |
| } |
| } |
| |
| static void handle_texture(DWORD size, const D3DVALUE *coords) { |
| switch (size) { |
| case 1: glTexCoord1fv(coords); break; |
| case 2: glTexCoord2fv(coords); break; |
| case 3: glTexCoord3fv(coords); break; |
| case 4: glTexCoord4fv(coords); break; |
| } |
| } |
| |
| inline static void handle_textures(DWORD size, const D3DVALUE *coords, int tex_stage) { |
| if (GL_extensions.max_texture_units > 0) { |
| GL_extensions.glMultiTexCoord[size - 1](GL_TEXTURE0_WINE + tex_stage, coords); |
| } else { |
| if (tex_stage == 0) handle_texture(size, coords); |
| } |
| } |
| |
| static void draw_primitive_strided(IDirect3DDeviceImpl *This, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| DWORD d3dvtVertexType, |
| LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData, |
| DWORD dwVertexCount, |
| LPWORD dwIndices, |
| DWORD dwIndexCount, |
| DWORD dwFlags) |
| { |
| BOOLEAN vertex_lighted = FALSE; |
| IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This; |
| int num_active_stages = 0; |
| int num_tex_index = GET_TEXCOUNT_FROM_FVF(d3dvtVertexType); |
| BOOL reenable_depth_test = FALSE; |
| |
| /* I put the trace before the various locks... So as to better understand where locks occur :-) */ |
| if (TRACE_ON(ddraw)) { |
| TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType); |
| } |
| |
| /* This is to prevent 'thread contention' between a thread locking the device and another |
| doing 3D display on it... */ |
| EnterCriticalSection(&(This->crit)); |
| |
| ENTER_GL(); |
| if (glThis->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) { |
| This->flush_to_framebuffer(This, &(glThis->lock_rect[WINE_GL_BUFFER_BACK]), glThis->lock_surf[WINE_GL_BUFFER_BACK]); |
| } |
| glThis->state[WINE_GL_BUFFER_BACK] = SURFACE_GL; |
| |
| if (This->current_zbuffer == NULL) { |
| /* Search for an attached ZBuffer */ |
| static const DDSCAPS2 zbuf_caps = { DDSCAPS_ZBUFFER, 0, 0, 0 }; |
| LPDIRECTDRAWSURFACE7 zbuf; |
| HRESULT hr; |
| |
| hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(This->surface, IDirectDrawSurface7), |
| (DDSCAPS2 *) &zbuf_caps, &zbuf); |
| if (SUCCEEDED(hr)) { |
| This->current_zbuffer = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, zbuf); |
| IDirectDrawSurface7_Release(zbuf); |
| } else if (glThis->depth_test) { |
| glDisable(GL_DEPTH_TEST); |
| reenable_depth_test = TRUE; |
| } |
| } |
| if (This->current_zbuffer != NULL) { |
| if (This->current_zbuffer->get_dirty_status(This->current_zbuffer, NULL)) { |
| flush_zbuffer_to_GL(This, NULL, This->current_zbuffer); |
| } |
| } |
| |
| if ( ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) || |
| ((d3dvtVertexType & D3DFVF_NORMAL) == 0) ) |
| vertex_lighted = TRUE; |
| |
| /* Compute the number of active texture stages and set the various texture parameters */ |
| num_active_stages = draw_primitive_handle_textures(This); |
| |
| /* And restore to handle '0' in the case we use glTexCoord calls */ |
| if (glThis->current_active_tex_unit != GL_TEXTURE0_WINE) { |
| GL_extensions.glActiveTexture(GL_TEXTURE0_WINE); |
| glThis->current_active_tex_unit = GL_TEXTURE0_WINE; |
| } |
| |
| draw_primitive_handle_GL_state(This, |
| (d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ, |
| vertex_lighted); |
| |
| /* First, see if we can use the OpenGL vertex arrays... This is very limited |
| for now to some 'special' cases where we can do a direct mapping between D3D |
| types and GL types. |
| |
| Note: in the future all calls will go through vertex arrays but the arrays |
| will be generated by this function. |
| |
| Note2: colours cannot be mapped directly because they are stored as BGRA in memory |
| (ie not as an array of R, G, B, A as OpenGL does it but as a LWORD 0xAARRGGBB |
| which, as we are little indian, gives a B, G, R, A storage in memory. |
| */ |
| if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) && /* Standard XYZ vertices */ |
| ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == 0)) { |
| int tex_stage; |
| TRACE(" using GL vertex arrays for performance !\n"); |
| /* First, the vertices (we are sure we have some :-) */ |
| glEnableClientState(GL_VERTEX_ARRAY); |
| glVertexPointer(3, GL_FLOAT, lpD3DDrawPrimStrideData->position.dwStride, lpD3DDrawPrimStrideData->position.lpvData); |
| /* Then the normals */ |
| if (d3dvtVertexType & D3DFVF_NORMAL) { |
| glEnableClientState(GL_NORMAL_ARRAY); |
| glNormalPointer(GL_FLOAT, lpD3DDrawPrimStrideData->normal.dwStride, lpD3DDrawPrimStrideData->normal.lpvData); |
| } |
| /* Then the diffuse colour */ |
| if (d3dvtVertexType & D3DFVF_DIFFUSE) { |
| glEnableClientState(GL_COLOR_ARRAY); |
| glColorPointer(3, GL_UNSIGNED_BYTE, lpD3DDrawPrimStrideData->normal.dwStride, |
| ((char *) lpD3DDrawPrimStrideData->diffuse.lpvData)); |
| } |
| /* Then the various textures */ |
| for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) { |
| int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF; |
| if (tex_index >= num_tex_index) { |
| WARN("Default texture coordinate not handled in the vertex array path !!!\n"); |
| tex_index = num_tex_index - 1; |
| } |
| if (GL_extensions.glClientActiveTexture) { |
| GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage); |
| } |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glTexCoordPointer(GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_index), GL_FLOAT, lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride, |
| lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData); |
| } |
| if (dwIndices != NULL) { |
| glDrawElements(convert_D3D_ptype_to_GL(d3dptPrimitiveType), dwIndexCount, GL_UNSIGNED_SHORT, dwIndices); |
| } else { |
| glDrawArrays(convert_D3D_ptype_to_GL(d3dptPrimitiveType), 0, dwIndexCount); |
| } |
| glDisableClientState(GL_VERTEX_ARRAY); |
| if (d3dvtVertexType & D3DFVF_NORMAL) { |
| glDisableClientState(GL_NORMAL_ARRAY); |
| } |
| if (d3dvtVertexType & D3DFVF_DIFFUSE) { |
| glDisableClientState(GL_COLOR_ARRAY); |
| } |
| for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) { |
| if (GL_extensions.glClientActiveTexture) { |
| GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage); |
| } |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| } |
| } else { |
| glBegin(convert_D3D_ptype_to_GL(d3dptPrimitiveType)); |
| |
| /* Some fast paths first before the generic case.... */ |
| if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) { |
| unsigned int index; |
| |
| for (index = 0; index < dwIndexCount; index++) { |
| int i = (dwIndices == NULL) ? index : dwIndices[index]; |
| D3DVALUE *normal = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride); |
| D3DVALUE *tex_coord = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride); |
| D3DVALUE *position = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); |
| |
| handle_normal(normal); |
| handle_texture(2, tex_coord); |
| handle_xyz(position); |
| |
| TRACE_(ddraw_geom)(" %f %f %f / %f %f %f (%f %f)\n", |
| position[0], position[1], position[2], |
| normal[0], normal[1], normal[2], |
| tex_coord[0], tex_coord[1]); |
| } |
| } else if ((d3dvtVertexType == D3DFVF_TLVERTEX) && (num_active_stages <= 1)) { |
| unsigned int index; |
| |
| for (index = 0; index < dwIndexCount; index++) { |
| int i = (dwIndices == NULL) ? index : dwIndices[index]; |
| DWORD *color_d = |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride); |
| DWORD *color_s = |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride); |
| D3DVALUE *tex_coord = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride); |
| D3DVALUE *position = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); |
| |
| handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE); |
| handle_texture(2, tex_coord); |
| handle_xyzrhw(position); |
| |
| TRACE_(ddraw_geom)(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n", |
| position[0], position[1], position[2], position[3], |
| (*color_d >> 16) & 0xFF, |
| (*color_d >> 8) & 0xFF, |
| (*color_d >> 0) & 0xFF, |
| (*color_d >> 24) & 0xFF, |
| (*color_s >> 16) & 0xFF, |
| (*color_s >> 8) & 0xFF, |
| (*color_s >> 0) & 0xFF, |
| (*color_s >> 24) & 0xFF, |
| tex_coord[0], tex_coord[1]); |
| } |
| } else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) || |
| ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) { |
| /* This is the 'slow path' but that should support all possible vertex formats out there... |
| Note that people should write a fast path for all vertex formats out there... |
| */ |
| unsigned int index; |
| /* static const D3DVALUE no_index[] = { 0.0, 0.0, 0.0, 0.0 }; */ |
| |
| for (index = 0; index < dwIndexCount; index++) { |
| int i = (dwIndices == NULL) ? index : dwIndices[index]; |
| int tex_stage; |
| |
| if (d3dvtVertexType & D3DFVF_NORMAL) { |
| D3DVALUE *normal = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride); |
| handle_normal(normal); |
| } |
| if ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) { |
| DWORD *color_d = |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride); |
| DWORD *color_s = |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride); |
| handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, vertex_lighted); |
| } else { |
| if (d3dvtVertexType & D3DFVF_SPECULAR) { |
| DWORD *color_s = |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride); |
| handle_specular(&(This->state_block), color_s, vertex_lighted); |
| } else if (d3dvtVertexType & D3DFVF_DIFFUSE) { |
| DWORD *color_d = |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride); |
| handle_diffuse(&(This->state_block), color_d, vertex_lighted); |
| } |
| } |
| |
| for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) { |
| int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF; |
| D3DVALUE *tex_coord; |
| |
| if (tex_index >= num_tex_index) { |
| /* This will have to be checked on Windows. RealMYST uses this feature and I would find it more |
| * logical to re-use the index of the previous stage than a default index of '0'. |
| */ |
| |
| /* handle_textures((const D3DVALUE *) no_index, tex_stage); */ |
| tex_index = num_tex_index - 1; |
| } |
| tex_coord = (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) + |
| i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride); |
| handle_textures(GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_index), tex_coord, tex_stage); |
| } |
| |
| if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) { |
| D3DVALUE *position = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); |
| handle_xyz(position); |
| } else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) { |
| D3DVALUE *position = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); |
| handle_xyzrhw(position); |
| } |
| |
| if (TRACE_ON(ddraw_geom)) { |
| unsigned int tex_index; |
| |
| if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) { |
| D3DVALUE *position = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); |
| TRACE_(ddraw_geom)(" %f %f %f", position[0], position[1], position[2]); |
| } else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) { |
| D3DVALUE *position = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride); |
| TRACE_(ddraw_geom)(" %f %f %f %f", position[0], position[1], position[2], position[3]); |
| } |
| if (d3dvtVertexType & D3DFVF_NORMAL) { |
| D3DVALUE *normal = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride); |
| TRACE_(ddraw_geom)(" / %f %f %f", normal[0], normal[1], normal[2]); |
| } |
| if (d3dvtVertexType & D3DFVF_DIFFUSE) { |
| DWORD *color_d = |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride); |
| TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx", |
| (*color_d >> 16) & 0xFF, |
| (*color_d >> 8) & 0xFF, |
| (*color_d >> 0) & 0xFF, |
| (*color_d >> 24) & 0xFF); |
| } |
| if (d3dvtVertexType & D3DFVF_SPECULAR) { |
| DWORD *color_s = |
| (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride); |
| TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx", |
| (*color_s >> 16) & 0xFF, |
| (*color_s >> 8) & 0xFF, |
| (*color_s >> 0) & 0xFF, |
| (*color_s >> 24) & 0xFF); |
| } |
| for (tex_index = 0; tex_index < GET_TEXCOUNT_FROM_FVF(d3dvtVertexType); tex_index++) { |
| D3DVALUE *tex_coord = |
| (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) + |
| i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride); |
| switch (GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_index)) { |
| case 1: TRACE_(ddraw_geom)(" / %f", tex_coord[0]); break; |
| case 2: TRACE_(ddraw_geom)(" / %f %f", tex_coord[0], tex_coord[1]); break; |
| case 3: TRACE_(ddraw_geom)(" / %f %f %f", tex_coord[0], tex_coord[1], tex_coord[2]); break; |
| case 4: TRACE_(ddraw_geom)(" / %f %f %f %f", tex_coord[0], tex_coord[1], tex_coord[2], tex_coord[3]); break; |
| default: TRACE_(ddraw_geom)("Invalid texture size (%ld) !!!", GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_index)); break; |
| } |
| } |
| TRACE_(ddraw_geom)("\n"); |
| } |
| } |
| } else { |
| ERR(" matrix weighting not handled yet....\n"); |
| } |
| |
| glEnd(); |
| } |
| |
| /* Whatever the case, disable the color material stuff */ |
| glDisable(GL_COLOR_MATERIAL); |
| |
| if (reenable_depth_test) |
| glEnable(GL_DEPTH_TEST); |
| |
| LEAVE_GL(); |
| TRACE("End\n"); |
| |
| LeaveCriticalSection(&(This->crit)); |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive(LPDIRECT3DDEVICE7 iface, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| DWORD d3dvtVertexType, |
| LPVOID lpvVertices, |
| DWORD dwVertexCount, |
| DWORD dwFlags) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; |
| |
| TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags); |
| if (TRACE_ON(ddraw)) { |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); |
| } |
| |
| convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided, 0); |
| draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, NULL, dwVertexCount, dwFlags); |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive(LPDIRECT3DDEVICE7 iface, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| DWORD d3dvtVertexType, |
| LPVOID lpvVertices, |
| DWORD dwVertexCount, |
| LPWORD dwIndices, |
| DWORD dwIndexCount, |
| DWORD dwFlags) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; |
| |
| TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags); |
| if (TRACE_ON(ddraw)) { |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); |
| } |
| |
| convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided, 0); |
| draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, dwIndices, dwIndexCount, dwFlags); |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided(LPDIRECT3DDEVICE7 iface, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| DWORD dwVertexType, |
| LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData, |
| DWORD dwVertexCount, |
| DWORD dwFlags) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| |
| TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, dwFlags); |
| if (TRACE_ON(ddraw)) { |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); |
| } |
| draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, NULL, dwVertexCount, dwFlags); |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided(LPDIRECT3DDEVICE7 iface, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| DWORD dwVertexType, |
| LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData, |
| DWORD dwVertexCount, |
| LPWORD lpIndex, |
| DWORD dwIndexCount, |
| DWORD dwFlags) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| |
| TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags); |
| if (TRACE_ON(ddraw)) { |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); |
| } |
| |
| draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags); |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB(LPDIRECT3DDEVICE7 iface, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf, |
| DWORD dwStartVertex, |
| DWORD dwNumVertices, |
| DWORD dwFlags) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf); |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; |
| |
| TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, dwFlags); |
| if (TRACE_ON(ddraw)) { |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); |
| } |
| |
| if (vb_impl->processed) { |
| IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl; |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| |
| glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER; |
| This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED, |
| &(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat)); |
| |
| convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided, dwStartVertex); |
| draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwNumVertices, NULL, dwNumVertices, dwFlags); |
| |
| } else { |
| convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided, dwStartVertex); |
| draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwNumVertices, NULL, dwNumVertices, dwFlags); |
| } |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB(LPDIRECT3DDEVICE7 iface, |
| D3DPRIMITIVETYPE d3dptPrimitiveType, |
| LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf, |
| DWORD dwStartVertex, |
| DWORD dwNumVertices, |
| LPWORD lpwIndices, |
| DWORD dwIndexCount, |
| DWORD dwFlags) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf); |
| D3DDRAWPRIMITIVESTRIDEDDATA strided; |
| |
| TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags); |
| if (TRACE_ON(ddraw)) { |
| TRACE(" - flags : "); dump_DPFLAGS(dwFlags); |
| } |
| |
| if (vb_impl->processed) { |
| IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl; |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| |
| glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER; |
| This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED, |
| &(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat)); |
| |
| convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided, dwStartVertex); |
| draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwNumVertices, lpwIndices, dwIndexCount, dwFlags); |
| |
| } else { |
| convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided, dwStartVertex); |
| draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwNumVertices, lpwIndices, dwIndexCount, dwFlags); |
| } |
| |
| return DD_OK; |
| } |
| |
| /* We need a static function for that to handle the 'special' case of 'SELECT_ARG2' */ |
| static BOOLEAN |
| handle_color_alpha_args(IDirect3DDeviceImpl *This, DWORD dwStage, D3DTEXTURESTAGESTATETYPE d3dTexStageStateType, DWORD dwState, D3DTEXTUREOP tex_op) |
| { |
| BOOLEAN is_complement = FALSE; |
| BOOLEAN is_alpha_replicate = FALSE; |
| BOOLEAN handled = TRUE; |
| GLenum src; |
| BOOLEAN is_color = ((d3dTexStageStateType == D3DTSS_COLORARG1) || (d3dTexStageStateType == D3DTSS_COLORARG2)); |
| int num; |
| |
| if (is_color) { |
| if (d3dTexStageStateType == D3DTSS_COLORARG1) num = 0; |
| else if (d3dTexStageStateType == D3DTSS_COLORARG2) num = 1; |
| else { |
| handled = FALSE; |
| num = 0; |
| } |
| if (tex_op == D3DTOP_SELECTARG2) { |
| num = 1 - num; |
| } |
| } else { |
| if (d3dTexStageStateType == D3DTSS_ALPHAARG1) num = 0; |
| else if (d3dTexStageStateType == D3DTSS_ALPHAARG2) num = 1; |
| else { |
| handled = FALSE; |
| num = 0; |
| } |
| if (tex_op == D3DTOP_SELECTARG2) { |
| num = 1 - num; |
| } |
| } |
| |
| if (dwState & D3DTA_COMPLEMENT) { |
| is_complement = TRUE; |
| } |
| if (dwState & D3DTA_ALPHAREPLICATE) { |
| is_alpha_replicate = TRUE; |
| } |
| dwState &= D3DTA_SELECTMASK; |
| if ((dwStage == 0) && (dwState == D3DTA_CURRENT)) { |
| dwState = D3DTA_DIFFUSE; |
| } |
| |
| switch (dwState) { |
| case D3DTA_CURRENT: src = GL_PREVIOUS_EXT; break; |
| case D3DTA_DIFFUSE: src = GL_PRIMARY_COLOR_EXT; break; |
| case D3DTA_TEXTURE: src = GL_TEXTURE; break; |
| case D3DTA_TFACTOR: { |
| /* Get the constant value from the current rendering state */ |
| GLfloat color[4]; |
| DWORD col = This->state_block.render_state[D3DRENDERSTATE_TEXTUREFACTOR - 1]; |
| |
| color[0] = ((col >> 16) & 0xFF) / 255.0f; |
| color[1] = ((col >> 8) & 0xFF) / 255.0f; |
| color[2] = ((col >> 0) & 0xFF) / 255.0f; |
| color[3] = ((col >> 24) & 0xFF) / 255.0f; |
| glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color); |
| |
| src = GL_CONSTANT_EXT; |
| } break; |
| default: src = GL_TEXTURE; handled = FALSE; break; |
| } |
| |
| if (is_color) { |
| glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT + num, src); |
| if (is_alpha_replicate) { |
| glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT + num, is_complement ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA); |
| } else { |
| glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT + num, is_complement ? GL_ONE_MINUS_SRC_COLOR : GL_SRC_COLOR); |
| } |
| } else { |
| glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT + num, src); |
| glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT + num, is_complement ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA); |
| } |
| |
| return handled; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface, |
| DWORD dwStage, |
| D3DTEXTURESTAGESTATETYPE d3dTexStageStateType, |
| DWORD dwState) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| const char *type; |
| DWORD prev_state; |
| GLenum unit; |
| |
| TRACE("(%p/%p)->(%08lx,%08x,%08lx)\n", This, iface, dwStage, d3dTexStageStateType, dwState); |
| |
| if (((GL_extensions.max_texture_units == 0) && (dwStage > 0)) || |
| ((GL_extensions.max_texture_units != 0) && (dwStage >= GL_extensions.max_texture_units))) { |
| return DD_OK; |
| } |
| |
| unit = GL_TEXTURE0_WINE + dwStage; |
| if (unit != glThis->current_active_tex_unit) { |
| GL_extensions.glActiveTexture(unit); |
| glThis->current_active_tex_unit = unit; |
| } |
| |
| switch (d3dTexStageStateType) { |
| #define GEN_CASE(a) case a: type = #a; break |
| GEN_CASE(D3DTSS_COLOROP); |
| GEN_CASE(D3DTSS_COLORARG1); |
| GEN_CASE(D3DTSS_COLORARG2); |
| GEN_CASE(D3DTSS_ALPHAOP); |
| GEN_CASE(D3DTSS_ALPHAARG1); |
| GEN_CASE(D3DTSS_ALPHAARG2); |
| GEN_CASE(D3DTSS_BUMPENVMAT00); |
| GEN_CASE(D3DTSS_BUMPENVMAT01); |
| GEN_CASE(D3DTSS_BUMPENVMAT10); |
| GEN_CASE(D3DTSS_BUMPENVMAT11); |
| GEN_CASE(D3DTSS_TEXCOORDINDEX); |
| GEN_CASE(D3DTSS_ADDRESS); |
| GEN_CASE(D3DTSS_ADDRESSU); |
| GEN_CASE(D3DTSS_ADDRESSV); |
| GEN_CASE(D3DTSS_BORDERCOLOR); |
| GEN_CASE(D3DTSS_MAGFILTER); |
| GEN_CASE(D3DTSS_MINFILTER); |
| GEN_CASE(D3DTSS_MIPFILTER); |
| GEN_CASE(D3DTSS_MIPMAPLODBIAS); |
| GEN_CASE(D3DTSS_MAXMIPLEVEL); |
| GEN_CASE(D3DTSS_MAXANISOTROPY); |
| GEN_CASE(D3DTSS_BUMPENVLSCALE); |
| GEN_CASE(D3DTSS_BUMPENVLOFFSET); |
| GEN_CASE(D3DTSS_TEXTURETRANSFORMFLAGS); |
| #undef GEN_CASE |
| default: type = "UNKNOWN"; |
| } |
| |
| /* Store the values in the state array */ |
| prev_state = This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1]; |
| This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1] = dwState; |
| /* Some special cases when one state modifies more than one... */ |
| if (d3dTexStageStateType == D3DTSS_ADDRESS) { |
| This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSU - 1] = dwState; |
| This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSV - 1] = dwState; |
| } |
| |
| ENTER_GL(); |
| |
| switch (d3dTexStageStateType) { |
| case D3DTSS_MINFILTER: |
| case D3DTSS_MIPFILTER: |
| if (TRACE_ON(ddraw)) { |
| if (d3dTexStageStateType == D3DTSS_MINFILTER) { |
| switch ((D3DTEXTUREMINFILTER) dwState) { |
| case D3DTFN_POINT: TRACE(" Stage type is : D3DTSS_MINFILTER => D3DTFN_POINT\n"); break; |
| case D3DTFN_LINEAR: TRACE(" Stage type is : D3DTSS_MINFILTER => D3DTFN_LINEAR\n"); break; |
| default: FIXME(" Unhandled stage type : D3DTSS_MINFILTER => %08lx\n", dwState); break; |
| } |
| } else { |
| switch ((D3DTEXTUREMIPFILTER) dwState) { |
| case D3DTFP_NONE: TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_NONE\n"); break; |
| case D3DTFP_POINT: TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_POINT\n"); break; |
| case D3DTFP_LINEAR: TRACE(" Stage type is : D3DTSS_MIPFILTER => D3DTFP_LINEAR\n"); break; |
| default: FIXME(" Unhandled stage type : D3DTSS_MIPFILTER => %08lx\n", dwState); break; |
| } |
| } |
| } |
| break; |
| |
| case D3DTSS_MAGFILTER: |
| if (TRACE_ON(ddraw)) { |
| switch ((D3DTEXTUREMAGFILTER) dwState) { |
| case D3DTFG_POINT: TRACE(" Stage type is : D3DTSS_MAGFILTER => D3DTFG_POINT\n"); break; |
| case D3DTFG_LINEAR: TRACE(" Stage type is : D3DTSS_MAGFILTER => D3DTFG_LINEAR\n"); break; |
| default: FIXME(" Unhandled stage type : D3DTSS_MAGFILTER => %08lx\n", dwState); break; |
| } |
| } |
| break; |
| |
| case D3DTSS_ADDRESS: |
| case D3DTSS_ADDRESSU: |
| case D3DTSS_ADDRESSV: { |
| switch ((D3DTEXTUREADDRESS) dwState) { |
| case D3DTADDRESS_WRAP: TRACE(" Stage type is : %s => D3DTADDRESS_WRAP\n", type); break; |
| case D3DTADDRESS_CLAMP: TRACE(" Stage type is : %s => D3DTADDRESS_CLAMP\n", type); break; |
| case D3DTADDRESS_BORDER: TRACE(" Stage type is : %s => D3DTADDRESS_BORDER\n", type); break; |
| case D3DTADDRESS_MIRROR: |
| if (GL_extensions.mirrored_repeat) { |
| TRACE(" Stage type is : %s => D3DTADDRESS_MIRROR\n", type); |
| } else { |
| FIXME(" Stage type is : %s => D3DTADDRESS_MIRROR - not supported by GL !\n", type); |
| } |
| break; |
| default: FIXME(" Unhandled stage type : %s => %08lx\n", type, dwState); break; |
| } |
| } break; |
| |
| case D3DTSS_ALPHAOP: |
| case D3DTSS_COLOROP: { |
| int scale = 1; |
| GLenum parm = (d3dTexStageStateType == D3DTSS_ALPHAOP) ? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT; |
| const char *value; |
| int handled = 1; |
| |
| switch (dwState) { |
| #define GEN_CASE(a) case a: value = #a; break |
| GEN_CASE(D3DTOP_DISABLE); |
| GEN_CASE(D3DTOP_SELECTARG1); |
| GEN_CASE(D3DTOP_SELECTARG2); |
| GEN_CASE(D3DTOP_MODULATE); |
| GEN_CASE(D3DTOP_MODULATE2X); |
| GEN_CASE(D3DTOP_MODULATE4X); |
| GEN_CASE(D3DTOP_ADD); |
| GEN_CASE(D3DTOP_ADDSIGNED); |
| GEN_CASE(D3DTOP_ADDSIGNED2X); |
| GEN_CASE(D3DTOP_SUBTRACT); |
| GEN_CASE(D3DTOP_ADDSMOOTH); |
| GEN_CASE(D3DTOP_BLENDDIFFUSEALPHA); |
| GEN_CASE(D3DTOP_BLENDTEXTUREALPHA); |
| GEN_CASE(D3DTOP_BLENDFACTORALPHA); |
| GEN_CASE(D3DTOP_BLENDTEXTUREALPHAPM); |
| GEN_CASE(D3DTOP_BLENDCURRENTALPHA); |
| GEN_CASE(D3DTOP_PREMODULATE); |
| GEN_CASE(D3DTOP_MODULATEALPHA_ADDCOLOR); |
| GEN_CASE(D3DTOP_MODULATECOLOR_ADDALPHA); |
| GEN_CASE(D3DTOP_MODULATEINVALPHA_ADDCOLOR); |
| GEN_CASE(D3DTOP_MODULATEINVCOLOR_ADDALPHA); |
| GEN_CASE(D3DTOP_BUMPENVMAP); |
| GEN_CASE(D3DTOP_BUMPENVMAPLUMINANCE); |
| GEN_CASE(D3DTOP_DOTPRODUCT3); |
| GEN_CASE(D3DTOP_FORCE_DWORD); |
| #undef GEN_CASE |
| default: value = "UNKNOWN"; |
| } |
| |
| if ((d3dTexStageStateType == D3DTSS_COLOROP) && (dwState == D3DTOP_DISABLE)) { |
| glDisable(GL_TEXTURE_2D); |
| TRACE(" disabling 2D texturing.\n"); |
| } else { |
| /* Re-enable texturing only if COLOROP was not already disabled... */ |
| if ((glThis->current_bound_texture[dwStage] != NULL) && |
| (This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) { |
| glEnable(GL_TEXTURE_2D); |
| TRACE(" enabling 2D texturing.\n"); |
| } |
| |
| /* Re-Enable GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT */ |
| if ((dwState != D3DTOP_DISABLE) && |
| (This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE)) { |
| if (glThis->current_tex_env != GL_COMBINE_EXT) { |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); |
| glThis->current_tex_env = GL_COMBINE_EXT; |
| } |
| } |
| |
| /* Now set up the operand correctly */ |
| switch (dwState) { |
| case D3DTOP_DISABLE: |
| /* Contrary to the docs, alpha can be disabled when colorop is enabled |
| and it works, so ignore this op */ |
| TRACE(" Note : disable ALPHAOP but COLOROP enabled!\n"); |
| break; |
| |
| case D3DTOP_SELECTARG1: |
| case D3DTOP_SELECTARG2: |
| 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: |
| glTexEnvi(GL_TEXTURE_ENV, parm, GL_MODULATE); |
| break; |
| |
| case D3DTOP_ADD: |
| 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); |
| break; |
| |
| /* For the four blending modes, use the Arg2 parameter */ |
| case D3DTOP_BLENDDIFFUSEALPHA: |
| case D3DTOP_BLENDTEXTUREALPHA: |
| case D3DTOP_BLENDFACTORALPHA: |
| case D3DTOP_BLENDCURRENTALPHA: { |
| GLenum src = GL_PRIMARY_COLOR_EXT; /* Just to prevent a compiler warning.. */ |
| |
| switch (dwState) { |
| case D3DTOP_BLENDDIFFUSEALPHA: src = GL_PRIMARY_COLOR_EXT; |
| case D3DTOP_BLENDTEXTUREALPHA: src = GL_TEXTURE; |
| case D3DTOP_BLENDFACTORALPHA: src = GL_CONSTANT_EXT; |
| case D3DTOP_BLENDCURRENTALPHA: src = GL_PREVIOUS_EXT; |
| } |
| |
| glTexEnvi(GL_TEXTURE_ENV, parm, GL_INTERPOLATE_EXT); |
| glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, src); |
| glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_ALPHA); |
| glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, src); |
| glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA); |
| } break; |
| |
| default: |
| handled = FALSE; |
| break; |
| } |
| } |
| |
| if (((prev_state == D3DTOP_SELECTARG2) && (dwState != D3DTOP_SELECTARG2)) || |
| ((dwState == D3DTOP_SELECTARG2) && (prev_state != D3DTOP_SELECTARG2))) { |
| /* Switch the arguments if needed... */ |
| if (d3dTexStageStateType == D3DTSS_COLOROP) { |
| handle_color_alpha_args(This, dwStage, D3DTSS_COLORARG1, |
| This->state_block.texture_stage_state[dwStage][D3DTSS_COLORARG1 - 1], |
| dwState); |
| handle_color_alpha_args(This, dwStage, D3DTSS_COLORARG2, |
| This->state_block.texture_stage_state[dwStage][D3DTSS_COLORARG2 - 1], |
| dwState); |
| } else { |
| handle_color_alpha_args(This, dwStage, D3DTSS_ALPHAARG1, |
| This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAARG1 - 1], |
| dwState); |
| handle_color_alpha_args(This, dwStage, D3DTSS_ALPHAARG2, |
| This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAARG2 - 1], |
| dwState); |
| } |
| } |
| |
| if (handled) { |
| if (d3dTexStageStateType == D3DTSS_ALPHAOP) { |
| glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale); |
| } else { |
| glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, scale); |
| } |
| TRACE(" Stage type is : %s => %s\n", type, value); |
| } else { |
| FIXME(" Unhandled stage type is : %s => %s\n", type, value); |
| } |
| } break; |
| |
| case D3DTSS_COLORARG1: |
| case D3DTSS_COLORARG2: |
| case D3DTSS_ALPHAARG1: |
| case D3DTSS_ALPHAARG2: { |
| const char *value, *value_comp = "", *value_alpha = ""; |
| BOOLEAN handled; |
| D3DTEXTUREOP tex_op; |
| |
| switch (dwState & D3DTA_SELECTMASK) { |
| #define GEN_CASE(a) case a: value = #a; break |
| GEN_CASE(D3DTA_DIFFUSE); |
| GEN_CASE(D3DTA_CURRENT); |
| GEN_CASE(D3DTA_TEXTURE); |
| GEN_CASE(D3DTA_TFACTOR); |
| GEN_CASE(D3DTA_SPECULAR); |
| #undef GEN_CASE |
| default: value = "UNKNOWN"; |
| } |
| if (dwState & D3DTA_COMPLEMENT) { |
| value_comp = " | D3DTA_COMPLEMENT"; |
| } |
| if (dwState & D3DTA_ALPHAREPLICATE) { |
| value_alpha = " | D3DTA_ALPHAREPLICATE"; |
| } |
| |
| if ((d3dTexStageStateType == D3DTSS_COLORARG1) || (d3dTexStageStateType == D3DTSS_COLORARG2)) { |
| tex_op = This->state_block.texture_stage_state[dwStage][D3DTSS_COLOROP - 1]; |
| } else { |
| tex_op = This->state_block.texture_stage_state[dwStage][D3DTSS_ALPHAOP - 1]; |
| } |
| |
| handled = handle_color_alpha_args(This, dwStage, d3dTexStageStateType, dwState, tex_op); |
| |
| if (handled) { |
| TRACE(" Stage type : %s => %s%s%s\n", type, value, value_comp, value_alpha); |
| } else { |
| FIXME(" Unhandled stage type : %s => %s%s%s\n", type, value, value_comp, value_alpha); |
| } |
| } break; |
| |
| case D3DTSS_MIPMAPLODBIAS: { |
| D3DVALUE value = *((D3DVALUE *) &dwState); |
| BOOLEAN handled = TRUE; |
| |
| if ((value != 0.0) && (GL_extensions.mipmap_lodbias == FALSE)) |
| handled = FALSE; |
| |
| if (handled) { |
| TRACE(" Stage type : D3DTSS_MIPMAPLODBIAS => %f\n", value); |
| glTexEnvf(GL_TEXTURE_FILTER_CONTROL_WINE, GL_TEXTURE_LOD_BIAS_WINE, value); |
| } else { |
| FIXME(" Unhandled stage type : D3DTSS_MIPMAPLODBIAS => %f\n", value); |
| } |
| } break; |
| |
| case D3DTSS_MAXMIPLEVEL: |
| TRACE(" Stage type : D3DTSS_MAXMIPLEVEL => %ld\n", dwState); |
| break; |
| |
| case D3DTSS_BORDERCOLOR: |
| TRACE(" Stage type : D3DTSS_BORDERCOLOR => %02lx %02lx %02lx %02lx (RGBA)\n", |
| ((dwState >> 16) & 0xFF), |
| ((dwState >> 8) & 0xFF), |
| ((dwState >> 0) & 0xFF), |
| ((dwState >> 24) & 0xFF)); |
| break; |
| |
| case D3DTSS_TEXCOORDINDEX: { |
| BOOLEAN handled = TRUE; |
| const char *value; |
| |
| switch (dwState & 0xFFFF0000) { |
| #define GEN_CASE(a) case a: value = #a; break |
| GEN_CASE(D3DTSS_TCI_PASSTHRU); |
| GEN_CASE(D3DTSS_TCI_CAMERASPACENORMAL); |
| GEN_CASE(D3DTSS_TCI_CAMERASPACEPOSITION); |
| GEN_CASE(D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR); |
| #undef GEN_CASE |
| default: value = "UNKNOWN"; |
| } |
| if ((dwState & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU) |
| handled = FALSE; |
| |
| if (handled) { |
| TRACE(" Stage type : D3DTSS_TEXCOORDINDEX => %ld | %s\n", dwState & 0x0000FFFF, value); |
| } else { |
| FIXME(" Unhandled stage type : D3DTSS_TEXCOORDINDEX => %ld | %s\n", dwState & 0x0000FFFF, value); |
| } |
| } break; |
| |
| case D3DTSS_TEXTURETRANSFORMFLAGS: { |
| const char *projected = "", *value; |
| BOOLEAN handled = TRUE; |
| switch (dwState & 0xFF) { |
| #define GEN_CASE(a) case a: value = #a; break |
| GEN_CASE(D3DTTFF_DISABLE); |
| GEN_CASE(D3DTTFF_COUNT1); |
| GEN_CASE(D3DTTFF_COUNT2); |
| GEN_CASE(D3DTTFF_COUNT3); |
| GEN_CASE(D3DTTFF_COUNT4); |
| #undef GEN_CASE |
| default: value = "UNKNOWN"; |
| } |
| if (dwState & D3DTTFF_PROJECTED) { |
| projected = " | D3DTTFF_PROJECTED"; |
| handled = FALSE; |
| } |
| |
| if ((dwState & 0xFF) != D3DTTFF_DISABLE) { |
| This->matrices_updated(This, TEXMAT0_CHANGED << dwStage); |
| } |
| |
| if (handled) { |
| TRACE(" Stage type : D3DTSS_TEXTURETRANSFORMFLAGS => %s%s\n", value, projected); |
| } else { |
| FIXME(" Unhandled stage type : D3DTSS_TEXTURETRANSFORMFLAGS => %s%s\n", value, projected); |
| } |
| } break; |
| |
| default: |
| FIXME(" Unhandled stage type : %s => %08lx\n", type, dwState); |
| break; |
| } |
| |
| LEAVE_GL(); |
| |
| return DD_OK; |
| } |
| |
| static DWORD |
| draw_primitive_handle_textures(IDirect3DDeviceImpl *This) |
| { |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| DWORD stage; |
| BOOLEAN enable_colorkey = FALSE; |
| |
| for (stage = 0; stage < MAX_TEXTURES; stage++) { |
| IDirectDrawSurfaceImpl *surf_ptr = This->current_texture[stage]; |
| GLenum unit; |
| |
| /* If this stage is disabled, no need to go further... */ |
| if (This->state_block.texture_stage_state[stage][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE) |
| break; |
| |
| /* First check if we need to bind any other texture for this stage */ |
| if (This->current_texture[stage] != glThis->current_bound_texture[stage]) { |
| if (This->current_texture[stage] == NULL) { |
| TRACE(" disabling 2D texturing for stage %ld.\n", stage); |
| |
| unit = GL_TEXTURE0_WINE + stage; |
| if (unit != glThis->current_active_tex_unit) { |
| GL_extensions.glActiveTexture(unit); |
| glThis->current_active_tex_unit = unit; |
| } |
| glBindTexture(GL_TEXTURE_2D, 0); |
| glDisable(GL_TEXTURE_2D); |
| } else { |
| GLenum tex_name = gltex_get_tex_name(surf_ptr); |
| |
| unit = GL_TEXTURE0_WINE + stage; |
| if (unit != glThis->current_active_tex_unit) { |
| GL_extensions.glActiveTexture(unit); |
| glThis->current_active_tex_unit = unit; |
| } |
| |
| if (glThis->current_bound_texture[stage] == NULL) { |
| if (This->state_block.texture_stage_state[stage][D3DTSS_COLOROP - 1] != D3DTOP_DISABLE) { |
| TRACE(" enabling 2D texturing and"); |
| glEnable(GL_TEXTURE_2D); |
| } |
| } |
| TRACE(" activating OpenGL texture id %d for stage %ld.\n", tex_name, stage); |
| glBindTexture(GL_TEXTURE_2D, tex_name); |
| } |
| |
| glThis->current_bound_texture[stage] = This->current_texture[stage]; |
| } else { |
| if (glThis->current_bound_texture[stage] == NULL) { |
| TRACE(" displaying without texturing activated for stage %ld.\n", stage); |
| } else { |
| TRACE(" using already bound texture id %d for stage %ld.\n", |
| ((IDirect3DTextureGLImpl *) (glThis->current_bound_texture[stage])->tex_private)->tex_name, stage); |
| } |
| } |
| |
| /* If no texure valid for this stage, go out of the loop */ |
| if (This->current_texture[stage] == NULL) break; |
| |
| /* Then check if we need to flush this texture to GL or not (ie did it change) ?. |
| This will also update the various texture parameters if needed. |
| */ |
| gltex_upload_texture(surf_ptr, This, stage); |
| |
| /* And finally check for color-keying (only on first stage) */ |
| if (This->current_texture[stage]->surface_desc.dwFlags & DDSD_CKSRCBLT) { |
| if (stage == 0) { |
| enable_colorkey = TRUE; |
| } else { |
| static BOOL warn = FALSE; |
| if (warn == FALSE) { |
| warn = TRUE; |
| WARN(" Surface has color keying on stage different from 0 (%ld) !", stage); |
| } |
| } |
| } else { |
| if (stage == 0) { |
| enable_colorkey = FALSE; |
| } |
| } |
| } |
| |
| /* Apparently, whatever the state of BLEND, color keying is always activated for 'old' D3D versions */ |
| if (((This->state_block.render_state[D3DRENDERSTATE_COLORKEYENABLE - 1]) || |
| (glThis->parent.version == 1)) && |
| (enable_colorkey)) { |
| TRACE(" colorkey activated.\n"); |
| |
| if (glThis->alpha_test == FALSE) { |
| glEnable(GL_ALPHA_TEST); |
| glThis->alpha_test = TRUE; |
| } |
| if ((glThis->current_alpha_test_func != GL_NOTEQUAL) || (glThis->current_alpha_test_ref != 0.0)) { |
| if (This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1]) { |
| static BOOL warn = FALSE; |
| if (warn == FALSE) { |
| warn = TRUE; |
| WARN(" Overriding application-given alpha test values - some graphical glitches may appear !\n"); |
| } |
| } |
| glThis->current_alpha_test_func = GL_NOTEQUAL; |
| glThis->current_alpha_test_ref = 0.0; |
| glAlphaFunc(GL_NOTEQUAL, 0.0); |
| } |
| /* Some sanity checks should be added here if a game mixes alphatest + color keying... |
| Only one has been found for now, and the ALPHAFUNC is 'Always' so it works :-) */ |
| } else { |
| if (This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == FALSE) { |
| glDisable(GL_ALPHA_TEST); |
| glThis->alpha_test = FALSE; |
| } |
| /* Maybe we should restore here the application-given alpha test states ? */ |
| } |
| |
| return stage; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_3T_SetTexture(LPDIRECT3DDEVICE7 iface, |
| DWORD dwStage, |
| LPDIRECTDRAWSURFACE7 lpTexture2) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| |
| TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2); |
| |
| if (((GL_extensions.max_texture_units == 0) && (dwStage > 0)) || |
| ((GL_extensions.max_texture_units != 0) && (dwStage >= GL_extensions.max_texture_units))) { |
| if (lpTexture2 != NULL) { |
| WARN(" setting a texture to a non-supported texture stage !\n"); |
| } |
| return DD_OK; |
| } |
| |
| if (This->current_texture[dwStage] != NULL) { |
| IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[dwStage], IDirectDrawSurface7)); |
| } |
| |
| if (lpTexture2 == NULL) { |
| This->current_texture[dwStage] = NULL; |
| } else { |
| IDirectDrawSurfaceImpl *tex_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, lpTexture2); |
| IDirectDrawSurface7_AddRef(ICOM_INTERFACE(tex_impl, IDirectDrawSurface7)); |
| This->current_texture[dwStage] = tex_impl; |
| } |
| |
| return DD_OK; |
| } |
| |
| static HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_GetCaps(LPDIRECT3DDEVICE7 iface, |
| LPD3DDEVICEDESC7 lpD3DHELDevDesc) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| TRACE("(%p/%p)->(%p)\n", This, iface, lpD3DHELDevDesc); |
| |
| fill_opengl_caps_7(lpD3DHELDevDesc); |
| |
| TRACE(" returning caps : no dump function yet.\n"); |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_SetMaterial(LPDIRECT3DDEVICE7 iface, |
| LPD3DMATERIAL7 lpMat) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| TRACE("(%p/%p)->(%p)\n", This, iface, lpMat); |
| |
| if (TRACE_ON(ddraw)) { |
| TRACE(" material is :\n"); |
| dump_D3DMATERIAL7(lpMat); |
| } |
| |
| This->current_material = *lpMat; |
| |
| ENTER_GL(); |
| glMaterialfv(GL_FRONT_AND_BACK, |
| GL_DIFFUSE, |
| (float *) &(This->current_material.u.diffuse)); |
| glMaterialfv(GL_FRONT_AND_BACK, |
| GL_AMBIENT, |
| (float *) &(This->current_material.u1.ambient)); |
| glMaterialfv(GL_FRONT_AND_BACK, |
| GL_SPECULAR, |
| (float *) &(This->current_material.u2.specular)); |
| glMaterialfv(GL_FRONT_AND_BACK, |
| GL_EMISSION, |
| (float *) &(This->current_material.u3.emissive)); |
| glMaterialf(GL_FRONT_AND_BACK, |
| GL_SHININESS, |
| This->current_material.u4.power); /* Not sure about this... */ |
| LEAVE_GL(); |
| |
| return DD_OK; |
| } |
| |
| static LPD3DLIGHT7 get_light(IDirect3DDeviceImpl *This, DWORD dwLightIndex) |
| { |
| if (dwLightIndex >= This->num_set_lights) |
| { |
| /* Extend, or allocate the light parameters array. */ |
| DWORD newlightnum = dwLightIndex + 1; |
| LPD3DLIGHT7 newarrayptr = NULL; |
| |
| if (This->light_parameters) |
| newarrayptr = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| This->light_parameters, newlightnum * sizeof(D3DLIGHT7)); |
| else |
| newarrayptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| newlightnum * sizeof(D3DLIGHT7)); |
| |
| if (!newarrayptr) |
| return NULL; |
| |
| This->light_parameters = newarrayptr; |
| This->num_set_lights = newlightnum; |
| } |
| |
| return &This->light_parameters[dwLightIndex]; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface, |
| DWORD dwLightIndex, |
| LPD3DLIGHT7 lpLight) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| LPD3DLIGHT7 lpdestlight = get_light( This, dwLightIndex ); |
| |
| TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight); |
| |
| if (TRACE_ON(ddraw)) { |
| TRACE(" setting light :\n"); |
| dump_D3DLIGHT7(lpLight); |
| } |
| |
| /* DirectX7 documentation states that this function can return |
| DDERR_OUTOFMEMORY, so we do just that in case of an allocation |
| error (which is the only reason why get_light() can fail). */ |
| if( !lpdestlight ) |
| return DDERR_OUTOFMEMORY; |
| |
| *lpdestlight = *lpLight; |
| |
| /* Some checks to print out nice warnings :-) */ |
| switch (lpLight->dltType) { |
| case D3DLIGHT_DIRECTIONAL: |
| case D3DLIGHT_POINT: |
| /* These are handled properly... */ |
| break; |
| |
| case D3DLIGHT_SPOT: |
| if ((lpLight->dvTheta != 0.0) || |
| (lpLight->dvTheta != lpLight->dvPhi)) { |
| ERR("dvTheta not fully supported yet !\n"); |
| } |
| break; |
| |
| default: |
| ERR("Light type not handled yet : %08x !\n", lpLight->dltType); |
| } |
| |
| /* This will force the Light setting on next drawing of primitives */ |
| glThis->transform_state = GL_TRANSFORM_NONE; |
| |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface, |
| DWORD dwLightIndex, |
| BOOL bEnable) |
| { |
| int lightslot = -1, i; |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| LPD3DLIGHT7 lpdestlight = get_light(This, dwLightIndex); |
| |
| TRACE("(%p/%p)->(%08lx,%d)\n", This, iface, dwLightIndex, bEnable); |
| |
| /* The DirectX doc isn't as explicit as for SetLight as whether we can |
| return this from this function, but it doesn't state otherwise. */ |
| if (!lpdestlight) |
| return DDERR_OUTOFMEMORY; |
| |
| /* If this light hasn't been set, initialise it with default values. */ |
| if (lpdestlight->dltType == 0) |
| { |
| TRACE("setting default light parameters\n"); |
| |
| /* We always use HEAP_ZERO_MEMORY when allocating the light_parameters |
| array, so we only have to setup anything that shoud not be zero. */ |
| lpdestlight->dltType = D3DLIGHT_DIRECTIONAL; |
| lpdestlight->dcvDiffuse.u1.r = 1.f; |
| lpdestlight->dcvDiffuse.u2.g = 1.f; |
| lpdestlight->dcvDiffuse.u3.b = 1.f; |
| lpdestlight->dvDirection.u3.z = 1.f; |
| } |
| |
| /* Look for this light in the active lights array. */ |
| for (i = 0; i < This->max_active_lights; i++) |
| if (This->active_lights[i] == dwLightIndex) |
| { |
| lightslot = i; |
| break; |
| } |
| |
| /* If we didn't find it, let's find the first available slot, if any. */ |
| if (lightslot == -1) |
| for (i = 0; i < This->max_active_lights; i++) |
| if (This->active_lights[i] == ~0) |
| { |
| lightslot = i; |
| break; |
| } |
| |
| ENTER_GL(); |
| if (bEnable) { |
| if (lightslot == -1) |
| { |
| /* This means that the app is trying to enable more lights than |
| the maximum possible indicated in the caps. |
| |
| Windows actually let you do this, and disable one of the |
| previously enabled lights to let you enable this one. |
| |
| It's not documented and I'm not sure how windows pick which light |
| to disable to make room for this one. */ |
| FIXME("Enabling more light than the maximum is not supported yet."); |
| return D3D_OK; |
| } |
| |
| glEnable(GL_LIGHT0 + lightslot); |
| |
| |
| if (This->active_lights[lightslot] == ~0) |
| { |
| /* This light gets active... Need to update its parameters to GL before the next drawing */ |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| |
| This->active_lights[lightslot] = dwLightIndex; |
| glThis->transform_state = GL_TRANSFORM_NONE; |
| } |
| } else { |
| glDisable(GL_LIGHT0 + lightslot); |
| This->active_lights[lightslot] = ~0; |
| } |
| |
| LEAVE_GL(); |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_SetClipPlane(LPDIRECT3DDEVICE7 iface, DWORD dwIndex, D3DVALUE* pPlaneEquation) |
| { |
| IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface; |
| IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This; |
| |
| TRACE("(%p)->(%ld,%p)\n", This, dwIndex, pPlaneEquation); |
| |
| if (dwIndex >= This->max_clipping_planes) { |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| TRACE(" clip plane %ld : %f %f %f %f\n", dwIndex, pPlaneEquation[0], pPlaneEquation[1], pPlaneEquation[2], pPlaneEquation[3] ); |
| |
| memcpy(This->clipping_planes[dwIndex].plane, pPlaneEquation, sizeof(D3DVALUE[4])); |
| |
| /* This is to force the reset of the transformation matrices on the next drawing. |
| * This is needed to use the correct matrices for the various clipping planes. |
| */ |
| glThis->transform_state = GL_TRANSFORM_NONE; |
| |
| return D3D_OK; |
| } |
| |
| static HRESULT WINAPI |
| GL_IDirect3DDeviceImpl_7_SetViewport(LPDIRECT3DDEVICE7 iface, |
| LPD3DVIEWPORT7 lpData) |
| { |
| ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); |
| TRACE("(%p/%p)->(%p)\n", This, iface, lpData); |
| |
| if (TRACE_ON(ddraw)) { |
| TRACE(" viewport is :\n"); |
| TRACE(" - dwX = %ld dwY = %ld\n", |
| lpData->dwX, lpData->dwY); |
| TRACE(" - dwWidth = %ld dwHeight = %ld\n", |
| lpData->dwWidth, lpData->dwHeight); |
| TRACE(" - dvMinZ = %f dvMaxZ = %f\n", |
| lpData->dvMinZ, lpData->dvMaxZ); |
| } |
| ENTER_GL(); |
| |
| /* Set the viewport */ |
| if ((lpData->dvMinZ != This->active_viewport.dvMinZ) || |
| (lpData->dvMaxZ != This->active_viewport.dvMaxZ)) { |
| glDepthRange(lpData->dvMinZ, lpData->dvMaxZ); |
| } |
| if ((lpData->dwX != This->active_viewport.dwX) || |
| (lpData->dwY != This->active_viewport.dwY) || |
| (lpData->dwWidth != This->active_viewport.dwWidth) || |
| (lpData->dwHeight != This->active_viewport.dwHeight)) { |
| glViewport(lpData->dwX, |
| This->surface->surface_desc.dwHeight - (lpData->dwHeight + lpData->dwY), |
| lpData->dwWidth, lpData->dwHeight); |
| } |
| |
| LEAVE_GL(); |
| |
| This->active_viewport = *lpData; |
| |
| return DD_OK; |
| } |
| |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) |
| # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice7.fun)) |
| #else |
| # define XCAST(fun) (void*) |
| #endif |
| |
| static const IDirect3DDevice7Vtbl VTABLE_IDirect3DDevice7 = |
| { |
| XCAST(QueryInterface) Main_IDirect3DDeviceImpl_7_3T_2T_1T_QueryInterface, |
| XCAST(AddRef) Main_IDirect3DDeviceImpl_7_3T_2T_1T_AddRef, |
| XCAST(Release) GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release, |
| XCAST(GetCaps) GL_IDirect3DDeviceImpl_7_GetCaps, |
| XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats, |
| XCAST(BeginScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_BeginScene, |
| XCAST(EndScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_EndScene, |
| XCAST(GetDirect3D) Main_IDirect3DDeviceImpl_7_3T_2T_1T_GetDirect3D, |
| XCAST(SetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_SetRenderTarget, |
| XCAST(GetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_GetRenderTarget, |
| XCAST(Clear) Main_IDirect3DDeviceImpl_7_Clear, |
| XCAST(SetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_SetTransform, |
| XCAST(GetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_GetTransform, |
| XCAST(SetViewport) GL_IDirect3DDeviceImpl_7_SetViewport, |
| XCAST(MultiplyTransform) Main_IDirect3DDeviceImpl_7_3T_2T_MultiplyTransform, |
| XCAST(GetViewport) Main_IDirect3DDeviceImpl_7_GetViewport, |
| XCAST(SetMaterial) GL_IDirect3DDeviceImpl_7_SetMaterial, |
| XCAST(GetMaterial) Main_IDirect3DDeviceImpl_7_GetMaterial, |
| XCAST(SetLight) GL_IDirect3DDeviceImpl_7_SetLight, |
| XCAST(GetLight) Main_IDirect3DDeviceImpl_7_GetLight, |
| XCAST(SetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState, |
| XCAST(GetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState, |
| XCAST(BeginStateBlock) Main_IDirect3DDeviceImpl_7_BeginStateBlock, |
| XCAST(EndStateBlock) Main_IDirect3DDeviceImpl_7_EndStateBlock, |
| XCAST(PreLoad) Main_IDirect3DDeviceImpl_7_PreLoad, |
| XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive, |
| XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive, |
| XCAST(SetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_SetClipStatus, |
| XCAST(GetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_GetClipStatus, |
| XCAST(DrawPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided, |
| XCAST(DrawIndexedPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided, |
| XCAST(DrawPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB, |
| XCAST(DrawIndexedPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB, |
| XCAST(ComputeSphereVisibility) Main_IDirect3DDeviceImpl_7_3T_ComputeSphereVisibility, |
| XCAST(GetTexture) Main_IDirect3DDeviceImpl_7_3T_GetTexture, |
| XCAST(SetTexture) GL_IDirect3DDeviceImpl_7_3T_SetTexture, |
| XCAST(GetTextureStageState) Main_IDirect3DDeviceImpl_7_3T_GetTextureStageState, |
| XCAST(SetTextureStageState) GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState, |
| XCAST(ValidateDevice) Main_IDirect3DDeviceImpl_7_3T_ValidateDevice, |
| XCAST(ApplyStateBlock) Main_IDirect3DDeviceImpl_7_ApplyStateBlock, |
| XCAST(CaptureStateBlock) Main_IDirect3DDeviceImpl_7_CaptureStateBlock, |
| XCAST(DeleteStateBlock) Main_IDirect3DDeviceImpl_7_DeleteStateBlock, |
| XCAST(CreateStateBlock) Main_IDirect3DDeviceImpl_7_CreateStateBlock, |
| XCAST(Load) Main_IDirect3DDeviceImpl_7_Load, |
| XCAST(LightEnable) GL_IDirect3DDeviceImpl_7_LightEnable, |
| XCAST(GetLightEnable) Main_IDirect3DDeviceImpl_7_GetLightEnable, |
| XCAST(SetClipPlane) GL_IDirect3DDeviceImpl_7_SetClipPlane, |
| XCAST(GetClipPlane) Main_IDirect3DDeviceImpl_7_GetClipPlane, |
| XCAST(GetInfo) Main_IDirect3DDeviceImpl_7_GetInfo, |
| }; |
| |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) |
| #undef XCAST |
| #endif |
| |
| |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) |
| # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice3.fun)) |
| #else |
| # define XCAST(fun) (void*) |
| #endif |
| |
| static const IDirect3DDevice3Vtbl VTABLE_IDirect3DDevice3 = |
| { |
| XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_3_QueryInterface, |
| XCAST(AddRef) Thunk_IDirect3DDeviceImpl_3_AddRef, |
| XCAST(Release) Thunk_IDirect3DDeviceImpl_3_Release, |
| XCAST(GetCaps) GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps, |
| XCAST(GetStats) Main_IDirect3DDeviceImpl_3_2T_1T_GetStats, |
| XCAST(AddViewport) Main_IDirect3DDeviceImpl_3_2T_1T_AddViewport, |
| XCAST(DeleteViewport) Main_IDirect3DDeviceImpl_3_2T_1T_DeleteViewport, |
| XCAST(NextViewport) Main_IDirect3DDeviceImpl_3_2T_1T_NextViewport, |
| XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_3_EnumTextureFormats, |
| XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_3_BeginScene, |
| XCAST(EndScene) Thunk_IDirect3DDeviceImpl_3_EndScene, |
| XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_3_GetDirect3D, |
| XCAST(SetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_SetCurrentViewport, |
| XCAST(GetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_GetCurrentViewport, |
| XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_3_SetRenderTarget, |
| XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_3_GetRenderTarget, |
| XCAST(Begin) Main_IDirect3DDeviceImpl_3_Begin, |
| XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_3_BeginIndexed, |
| XCAST(Vertex) Main_IDirect3DDeviceImpl_3_2T_Vertex, |
| XCAST(Index) Main_IDirect3DDeviceImpl_3_2T_Index, |
| XCAST(End) Main_IDirect3DDeviceImpl_3_2T_End, |
| XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_3_GetRenderState, |
| XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_3_SetRenderState, |
| XCAST(GetLightState) GL_IDirect3DDeviceImpl_3_2T_GetLightState, |
| XCAST(SetLightState) GL_IDirect3DDeviceImpl_3_2T_SetLightState, |
| XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_3_SetTransform, |
| XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_3_GetTransform, |
| XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_3_MultiplyTransform, |
| XCAST(DrawPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawPrimitive, |
| XCAST(DrawIndexedPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitive, |
| XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_3_SetClipStatus, |
| XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_3_GetClipStatus, |
| XCAST(DrawPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveStrided, |
| XCAST(DrawIndexedPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided, |
| XCAST(DrawPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveVB, |
| XCAST(DrawIndexedPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB, |
| XCAST(ComputeSphereVisibility) Thunk_IDirect3DDeviceImpl_3_ComputeSphereVisibility, |
| XCAST(GetTexture) Thunk_IDirect3DDeviceImpl_3_GetTexture, |
| XCAST(SetTexture) Thunk_IDirect3DDeviceImpl_3_SetTexture, |
| XCAST(GetTextureStageState) Thunk_IDirect3DDeviceImpl_3_GetTextureStageState, |
| XCAST(SetTextureStageState) Thunk_IDirect3DDeviceImpl_3_SetTextureStageState, |
| XCAST(ValidateDevice) Thunk_IDirect3DDeviceImpl_3_ValidateDevice, |
| }; |
| |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) |
| #undef XCAST |
| #endif |
| |
| |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) |
| # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice2.fun)) |
| #else |
| # define XCAST(fun) (void*) |
| #endif |
| |
| static const IDirect3DDevice2Vtbl VTABLE_IDirect3DDevice2 = |
| { |
| XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_2_QueryInterface, |
| XCAST(AddRef) Thunk_IDirect3DDeviceImpl_2_AddRef, |
| XCAST(Release) Thunk_IDirect3DDeviceImpl_2_Release, |
| XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_2_GetCaps, |
| XCAST(SwapTextureHandles) Main_IDirect3DDeviceImpl_2_1T_SwapTextureHandles, |
| XCAST(GetStats) Thunk_IDirect3DDeviceImpl_2_GetStats, |
| XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_2_AddViewport, |
| XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_2_DeleteViewport, |
| XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_2_NextViewport, |
| XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats, |
| XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_2_BeginScene, |
| XCAST(EndScene) Thunk_IDirect3DDeviceImpl_2_EndScene, |
| XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_2_GetDirect3D, |
| XCAST(SetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_SetCurrentViewport, |
| XCAST(GetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_GetCurrentViewport, |
| XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_2_SetRenderTarget, |
| XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_2_GetRenderTarget, |
| XCAST(Begin) Main_IDirect3DDeviceImpl_2_Begin, |
| XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_2_BeginIndexed, |
| XCAST(Vertex) Thunk_IDirect3DDeviceImpl_2_Vertex, |
| XCAST(Index) Thunk_IDirect3DDeviceImpl_2_Index, |
| XCAST(End) Thunk_IDirect3DDeviceImpl_2_End, |
| XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_2_GetRenderState, |
| XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_2_SetRenderState, |
| XCAST(GetLightState) Thunk_IDirect3DDeviceImpl_2_GetLightState, |
| XCAST(SetLightState) Thunk_IDirect3DDeviceImpl_2_SetLightState, |
| XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_2_SetTransform, |
| XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_2_GetTransform, |
| XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_2_MultiplyTransform, |
| XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_2_DrawPrimitive, |
| XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive, |
| XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_2_SetClipStatus, |
| XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_2_GetClipStatus, |
| }; |
| |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) |
| #undef XCAST |
| #endif |
| |
| |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) |
| # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice.fun)) |
| #else |
| # define XCAST(fun) (void*) |
| #endif |
| |
| static const IDirect3DDeviceVtbl VTABLE_IDirect3DDevice = |
| { |
| XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_1_QueryInterface, |
| XCAST(AddRef) Thunk_IDirect3DDeviceImpl_1_AddRef, |
| XCAST(Release) Thunk_IDirect3DDeviceImpl_1_Release, |
| XCAST(Initialize) Main_IDirect3DDeviceImpl_1_Initialize, |
| XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_1_GetCaps, |
| XCAST(SwapTextureHandles) Thunk_IDirect3DDeviceImpl_1_SwapTextureHandles, |
| XCAST(CreateExecuteBuffer) GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer, |
| XCAST(GetStats) Thunk_IDirect3DDeviceImpl_1_GetStats, |
| XCAST(Execute) Main_IDirect3DDeviceImpl_1_Execute, |
| XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_1_AddViewport, |
| XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_1_DeleteViewport, |
| XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_1_NextViewport, |
| XCAST(Pick) Main_IDirect3DDeviceImpl_1_Pick, |
| XCAST(GetPickRecords) Main_IDirect3DDeviceImpl_1_GetPickRecords, |
| XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_1_EnumTextureFormats, |
| XCAST(CreateMatrix) Main_IDirect3DDeviceImpl_1_CreateMatrix, |
| XCAST(SetMatrix) Main_IDirect3DDeviceImpl_1_SetMatrix, |
| XCAST(GetMatrix) Main_IDirect3DDeviceImpl_1_GetMatrix, |
| XCAST(DeleteMatrix) Main_IDirect3DDeviceImpl_1_DeleteMatrix, |
| XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_1_BeginScene, |
| XCAST(EndScene) Thunk_IDirect3DDeviceImpl_1_EndScene, |
| XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_1_GetDirect3D, |
| }; |
| |
| #if !defined(__STRICT_ANSI__) && defined(__GNUC__) |
| #undef XCAST |
| #endif |
| |
| static HRESULT d3ddevice_clear(IDirect3DDeviceImpl *This, |
| WINE_GL_BUFFER_TYPE buffer_type, |
| DWORD dwCount, |
| LPD3DRECT lpRects, |
| DWORD dwFlags, |
| DWORD dwColor, |
| D3DVALUE dvZ, |
| DWORD dwStencil) |
| { |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| GLbitfield bitfield = 0; |
| D3DRECT rect; |
| unsigned int i; |
| |
| TRACE("(%p)->(%08lx,%p,%08lx,%08lx,%f,%08lx)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil); |
| if (TRACE_ON(ddraw)) { |
| if (dwCount > 0) { |
| unsigned int i; |
| TRACE(" rectangles :\n"); |
| for (i = 0; i < dwCount; i++) { |
| TRACE(" - %ld x %ld %ld x %ld\n", lpRects[i].u1.x1, lpRects[i].u2.y1, lpRects[i].u3.x2, lpRects[i].u4.y2); |
| } |
| } |
| } |
| |
| if (dwCount == 0) { |
| dwCount = 1; |
| rect.u1.x1 = 0; |
| rect.u2.y1 = 0; |
| rect.u3.x2 = This->surface->surface_desc.dwWidth; |
| rect.u4.y2 = This->surface->surface_desc.dwHeight; |
| lpRects = ▭ |
| } |
| |
| /* Clears the screen */ |
| ENTER_GL(); |
| |
| if (dwFlags & D3DCLEAR_TARGET) { |
| if (glThis->state[buffer_type] == SURFACE_MEMORY_DIRTY) { |
| /* TODO: optimize here the case where Clear changes all the screen... */ |
| This->flush_to_framebuffer(This, &(glThis->lock_rect[buffer_type]), glThis->lock_surf[buffer_type]); |
| } |
| glThis->state[buffer_type] = SURFACE_GL; |
| } |
| |
| if (dwFlags & D3DCLEAR_ZBUFFER) { |
| bitfield |= GL_DEPTH_BUFFER_BIT; |
| if (glThis->depth_mask == FALSE) { |
| glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */ |
| } |
| if (dvZ != glThis->prev_clear_Z) { |
| glClearDepth(dvZ); |
| glThis->prev_clear_Z = dvZ; |
| } |
| TRACE(" depth value : %f\n", dvZ); |
| } |
| if (dwFlags & D3DCLEAR_STENCIL) { |
| bitfield |= GL_STENCIL_BUFFER_BIT; |
| if (dwStencil != glThis->prev_clear_stencil) { |
| glClearStencil(dwStencil); |
| glThis->prev_clear_stencil = dwStencil; |
| } |
| TRACE(" stencil value : %ld\n", dwStencil); |
| } |
| if (dwFlags & D3DCLEAR_TARGET) { |
| bitfield |= GL_COLOR_BUFFER_BIT; |
| if (dwColor != glThis->prev_clear_color) { |
| glClearColor(((dwColor >> 16) & 0xFF) / 255.0, |
| ((dwColor >> 8) & 0xFF) / 255.0, |
| ((dwColor >> 0) & 0xFF) / 255.0, |
| ((dwColor >> 24) & 0xFF) / 255.0); |
| glThis->prev_clear_color = dwColor; |
| } |
| TRACE(" color value (ARGB) : %08lx\n", dwColor); |
| } |
| |
| glEnable(GL_SCISSOR_TEST); |
| for (i = 0; i < dwCount; i++) { |
| glScissor(lpRects[i].u1.x1, This->surface->surface_desc.dwHeight - lpRects[i].u4.y2, |
| lpRects[i].u3.x2 - lpRects[i].u1.x1, lpRects[i].u4.y2 - lpRects[i].u2.y1); |
| glClear(bitfield); |
| } |
| glDisable(GL_SCISSOR_TEST); |
| |
| if (dwFlags & D3DCLEAR_ZBUFFER) { |
| if (glThis->depth_mask == FALSE) glDepthMask(GL_FALSE); |
| } |
| |
| LEAVE_GL(); |
| |
| return DD_OK; |
| } |
| |
| static HRESULT d3ddevice_clear_back(IDirect3DDeviceImpl *This, |
| DWORD dwCount, |
| LPD3DRECT lpRects, |
| DWORD dwFlags, |
| DWORD dwColor, |
| D3DVALUE dvZ, |
| DWORD dwStencil) |
| { |
| return d3ddevice_clear(This, WINE_GL_BUFFER_BACK, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil); |
| } |
| |
| static HRESULT |
| setup_rect_and_surface_for_blt(IDirectDrawSurfaceImpl *This, |
| WINE_GL_BUFFER_TYPE *buffer_type_p, D3DRECT *rect) |
| { |
| IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice; |
| WINE_GL_BUFFER_TYPE buffer_type; |
| |
| /* First check if we BLT to the backbuffer... */ |
| if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) != 0) { |
| buffer_type = WINE_GL_BUFFER_BACK; |
| } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) { |
| buffer_type = WINE_GL_BUFFER_FRONT; |
| } else { |
| ERR("Only BLT override to front or back-buffer is supported for now !\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| if ((gl_d3d_dev->state[buffer_type] == SURFACE_MEMORY_DIRTY) && |
| (rect->u1.x1 >= gl_d3d_dev->lock_rect[buffer_type].left) && |
| (rect->u2.y1 >= gl_d3d_dev->lock_rect[buffer_type].top) && |
| (rect->u3.x2 <= gl_d3d_dev->lock_rect[buffer_type].right) && |
| (rect->u4.y2 <= gl_d3d_dev->lock_rect[buffer_type].bottom)) { |
| /* If the memory zone is already dirty, use the standard 'in memory' blit operations and not |
| * GL to do it. |
| */ |
| return DDERR_INVALIDPARAMS; |
| } |
| *buffer_type_p = buffer_type; |
| |
| return DD_OK; |
| } |
| |
| HRESULT |
| d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst, |
| LPDIRECTDRAWSURFACE7 src, LPRECT rsrc, |
| DWORD dwFlags, LPDDBLTFX lpbltfx) |
| { |
| WINE_GL_BUFFER_TYPE buffer_type; |
| D3DRECT rect; |
| |
| if (rdst) { |
| rect.u1.x1 = rdst->left; |
| rect.u2.y1 = rdst->top; |
| rect.u3.x2 = rdst->right; |
| rect.u4.y2 = rdst->bottom; |
| } else { |
| rect.u1.x1 = 0; |
| rect.u2.y1 = 0; |
| rect.u3.x2 = This->surface_desc.dwWidth; |
| rect.u4.y2 = This->surface_desc.dwHeight; |
| } |
| |
| if (setup_rect_and_surface_for_blt(This, &buffer_type, &rect) != DD_OK) return DDERR_INVALIDPARAMS; |
| |
| if (dwFlags & DDBLT_COLORFILL) { |
| /* This is easy to handle for the D3D Device... */ |
| DWORD color; |
| GLint prev_draw; |
| |
| /* The color as given in the Blt function is in the format of the frame-buffer... |
| * 'clear' expect it in ARGB format => we need to do some conversion :-) |
| */ |
| if (This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) { |
| if (This->palette) { |
| color = ((0xFF000000) | |
| (This->palette->palents[lpbltfx->u5.dwFillColor].peRed << 16) | |
| (This->palette->palents[lpbltfx->u5.dwFillColor].peGreen << 8) | |
| (This->palette->palents[lpbltfx->u5.dwFillColor].peBlue)); |
| } else { |
| color = 0xFF000000; |
| } |
| } else if ((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_RGB) && |
| (((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_ALPHAPIXELS) == 0) || |
| (This->surface_desc.u4.ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000))) { |
| if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) && |
| (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xF800) && |
| (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x07E0) && |
| (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x001F)) { |
| if (lpbltfx->u5.dwFillColor == 0xFFFF) { |
| color = 0xFFFFFFFF; |
| } else { |
| color = ((0xFF000000) | |
| ((lpbltfx->u5.dwFillColor & 0xF800) << 8) | |
| ((lpbltfx->u5.dwFillColor & 0x07E0) << 5) | |
| ((lpbltfx->u5.dwFillColor & 0x001F) << 3)); |
| } |
| } else if (((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 32) || |
| (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 24)) && |
| (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) && |
| (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) && |
| (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x000000FF)) { |
| color = 0xFF000000 | lpbltfx->u5.dwFillColor; |
| } else { |
| ERR("Wrong surface type for BLT override (unknown RGB format) !\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| } else { |
| ERR("Wrong surface type for BLT override !\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| TRACE(" executing D3D Device override.\n"); |
| |
| ENTER_GL(); |
| |
| glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); |
| if (buffer_type == WINE_GL_BUFFER_FRONT) |
| glDrawBuffer(GL_FRONT); |
| else |
| glDrawBuffer(GL_BACK); |
| |
| d3ddevice_clear(This->d3ddevice, buffer_type, 1, &rect, D3DCLEAR_TARGET, color, 0.0, 0x00000000); |
| |
| if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) || |
| ((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT))) |
| glDrawBuffer(prev_draw); |
| |
| LEAVE_GL(); |
| |
| return DD_OK; |
| } else if ((dwFlags & (~(DDBLT_KEYSRC|DDBLT_WAIT|DDBLT_ASYNC))) == 0) { |
| /* Normal blit without any special case... */ |
| if (src != NULL) { |
| /* And which has a SRC surface */ |
| IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src); |
| |
| if ((src_impl->surface_desc.ddsCaps.dwCaps & DDSCAPS_3DDEVICE) && |
| (src_impl->d3ddevice == This->d3ddevice) && |
| ((dwFlags & DDBLT_KEYSRC) == 0)) { |
| /* Both are 3D devices and using the same GL device and the Blt is without color-keying */ |
| D3DRECT src_rect; |
| int width, height; |
| GLint prev_draw; |
| WINE_GL_BUFFER_TYPE src_buffer_type; |
| IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice; |
| BOOLEAN initial; |
| DWORD opt_bitmap; |
| int x, y; |
| |
| if (rsrc) { |
| src_rect.u1.x1 = rsrc->left; |
| src_rect.u2.y1 = rsrc->top; |
| src_rect.u3.x2 = rsrc->right; |
| src_rect.u4.y2 = rsrc->bottom; |
| } else { |
| src_rect.u1.x1 = 0; |
| src_rect.u2.y1 = 0; |
| src_rect.u3.x2 = src_impl->surface_desc.dwWidth; |
| src_rect.u4.y2 = src_impl->surface_desc.dwHeight; |
| } |
| |
| width = src_rect.u3.x2 - src_rect.u1.x1; |
| height = src_rect.u4.y2 - src_rect.u2.y1; |
| |
| if ((width != (rect.u3.x2 - rect.u1.x1)) || |
| (height != (rect.u4.y2 - rect.u2.y1))) { |
| FIXME(" buffer to buffer copy not supported with stretching yet !\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| /* First check if we BLT from the backbuffer... */ |
| if ((src_impl->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) != 0) { |
| src_buffer_type = WINE_GL_BUFFER_BACK; |
| } else if ((src_impl->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) { |
| src_buffer_type = WINE_GL_BUFFER_FRONT; |
| } else { |
| ERR("Unexpected case in direct buffer to buffer copy !\n"); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| TRACE(" using direct buffer to buffer copy.\n"); |
| |
| ENTER_GL(); |
| |
| opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, (LPCRECT) &rect, FALSE, &initial); |
| |
| if (upload_surface_to_tex_memory_init(This, 0, &gl_d3d_dev->current_internal_format, |
| initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) { |
| ERR(" unsupported pixel format at direct buffer to buffer copy.\n"); |
| LEAVE_GL(); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); |
| if (buffer_type == WINE_GL_BUFFER_FRONT) |
| glDrawBuffer(GL_FRONT); |
| else |
| glDrawBuffer(GL_BACK); |
| |
| if (src_buffer_type == WINE_GL_BUFFER_FRONT) |
| glReadBuffer(GL_FRONT); |
| else |
| glReadBuffer(GL_BACK); |
| |
| /* Now the serious stuff happens. Basically, we copy from the source buffer to the texture memory. |
| And directly re-draws this on the destination buffer. */ |
| for (y = 0; y < height; y += UNLOCK_TEX_SIZE) { |
| int get_height; |
| |
| if ((src_rect.u2.y1 + y + UNLOCK_TEX_SIZE) > src_impl->surface_desc.dwHeight) |
| get_height = src_impl->surface_desc.dwHeight - (src_rect.u2.y1 + y); |
| else |
| get_height = UNLOCK_TEX_SIZE; |
| |
| for (x = 0; x < width; x += UNLOCK_TEX_SIZE) { |
| int get_width; |
| |
| if ((src_rect.u1.x1 + x + UNLOCK_TEX_SIZE) > src_impl->surface_desc.dwWidth) |
| get_width = src_impl->surface_desc.dwWidth - (src_rect.u1.x1 + x); |
| else |
| get_width = UNLOCK_TEX_SIZE; |
| |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, |
| 0, UNLOCK_TEX_SIZE - get_height, |
| src_rect.u1.x1 + x, src_impl->surface_desc.dwHeight - (src_rect.u2.y1 + y + get_height), |
| get_width, get_height); |
| |
| glBegin(GL_QUADS); |
| glTexCoord2f(0.0, 0.0); |
| glVertex3d(rect.u1.x1 + x, |
| rect.u2.y1 + y + UNLOCK_TEX_SIZE, |
| 0.5); |
| glTexCoord2f(1.0, 0.0); |
| glVertex3d(rect.u1.x1 + x + UNLOCK_TEX_SIZE, |
| rect.u2.y1 + y + UNLOCK_TEX_SIZE, |
| 0.5); |
| glTexCoord2f(1.0, 1.0); |
| glVertex3d(rect.u1.x1 + x + UNLOCK_TEX_SIZE, |
| rect.u2.y1 + y, |
| 0.5); |
| glTexCoord2f(0.0, 1.0); |
| glVertex3d(rect.u1.x1 + x, |
| rect.u2.y1 + y, |
| 0.5); |
| glEnd(); |
| } |
| } |
| |
| upload_surface_to_tex_memory_release(); |
| d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, FALSE); |
| |
| if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) || |
| ((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT))) |
| glDrawBuffer(prev_draw); |
| |
| LEAVE_GL(); |
| |
| return DD_OK; |
| } else { |
| /* This is the normal 'with source' Blit. Use the texture engine to do the Blt for us |
| (this prevents calling glReadPixels) */ |
| D3DRECT src_rect; |
| int width, height; |
| GLint prev_draw; |
| IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice; |
| BOOLEAN initial; |
| DWORD opt_bitmap; |
| int x, y; |
| double x_stretch, y_stretch; |
| |
| if (rsrc) { |
| src_rect.u1.x1 = rsrc->left; |
| src_rect.u2.y1 = rsrc->top; |
| src_rect.u3.x2 = rsrc->right; |
| src_rect.u4.y2 = rsrc->bottom; |
| } else { |
| src_rect.u1.x1 = 0; |
| src_rect.u2.y1 = 0; |
| src_rect.u3.x2 = src_impl->surface_desc.dwWidth; |
| src_rect.u4.y2 = src_impl->surface_desc.dwHeight; |
| } |
| |
| width = src_rect.u3.x2 - src_rect.u1.x1; |
| height = src_rect.u4.y2 - src_rect.u2.y1; |
| |
| x_stretch = (double) (rect.u3.x2 - rect.u1.x1) / (double) width; |
| y_stretch = (double) (rect.u4.y2 - rect.u2.y1) / (double) height; |
| |
| TRACE(" using memory to buffer Blt override.\n"); |
| |
| ENTER_GL(); |
| |
| opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, (LPCRECT) &rect, ((dwFlags & DDBLT_KEYSRC) != 0), &initial); |
| |
| if (upload_surface_to_tex_memory_init(src_impl, 0, &gl_d3d_dev->current_internal_format, |
| initial, ((dwFlags & DDBLT_KEYSRC) != 0), UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) { |
| ERR(" unsupported pixel format at memory to buffer Blt override.\n"); |
| LEAVE_GL(); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); |
| if (buffer_type == WINE_GL_BUFFER_FRONT) |
| glDrawBuffer(GL_FRONT); |
| else |
| glDrawBuffer(GL_BACK); |
| |
| /* Now the serious stuff happens. This is basically the same code as for the memory |
| flush to frame buffer ... with stretching and different rectangles added :-) */ |
| for (y = 0; y < height; y += UNLOCK_TEX_SIZE) { |
| RECT flush_rect; |
| |
| flush_rect.top = src_rect.u2.y1 + y; |
| flush_rect.bottom = ((src_rect.u2.y1 + y + UNLOCK_TEX_SIZE > src_rect.u4.y2) ? |
| src_rect.u4.y2 : |
| (src_rect.u2.y1 + y + UNLOCK_TEX_SIZE)); |
| |
| for (x = 0; x < width; x += UNLOCK_TEX_SIZE) { |
| flush_rect.left = src_rect.u1.x1 + x; |
| flush_rect.right = ((src_rect.u1.x1 + x + UNLOCK_TEX_SIZE > src_rect.u3.x2) ? |
| src_rect.u3.x2 : |
| (src_rect.u1.x1 + x + UNLOCK_TEX_SIZE)); |
| |
| upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr)); |
| |
| glBegin(GL_QUADS); |
| glTexCoord2f(0.0, 0.0); |
| glVertex3d(rect.u1.x1 + (x * x_stretch), |
| rect.u2.y1 + (y * y_stretch), |
| 0.5); |
| glTexCoord2f(1.0, 0.0); |
| glVertex3d(rect.u1.x1 + ((x + UNLOCK_TEX_SIZE) * x_stretch), |
| rect.u2.y1 + (y * y_stretch), |
| 0.5); |
| glTexCoord2f(1.0, 1.0); |
| glVertex3d(rect.u1.x1 + ((x + UNLOCK_TEX_SIZE) * x_stretch), |
| rect.u2.y1 + ((y + UNLOCK_TEX_SIZE) * y_stretch), |
| 0.5); |
| glTexCoord2f(0.0, 1.0); |
| glVertex3d(rect.u1.x1 + (x * x_stretch), |
| rect.u2.y1 + ((y + UNLOCK_TEX_SIZE) * y_stretch), |
| 0.5); |
| glEnd(); |
| } |
| } |
| |
| upload_surface_to_tex_memory_release(); |
| d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, ((dwFlags & DDBLT_KEYSRC) != 0)); |
| |
| if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) || |
| ((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT))) |
| glDrawBuffer(prev_draw); |
| |
| LEAVE_GL(); |
| |
| return DD_OK; |
| } |
| } |
| } |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| HRESULT |
| d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx, |
| DWORD dsty, LPDIRECTDRAWSURFACE7 src, |
| LPRECT rsrc, DWORD trans) |
| { |
| RECT rsrc2; |
| RECT rdst; |
| IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src); |
| IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice; |
| WINE_GL_BUFFER_TYPE buffer_type; |
| GLint prev_draw; |
| DWORD opt_bitmap; |
| BOOLEAN initial; |
| int width, height, x, y; |
| |
| /* Cannot support DSTCOLORKEY blitting... */ |
| if ((trans & DDBLTFAST_DESTCOLORKEY) != 0) return DDERR_INVALIDPARAMS; |
| |
| if (rsrc == NULL) { |
| WARN("rsrc is NULL - getting the whole surface !!\n"); |
| rsrc = &rsrc2; |
| rsrc->left = rsrc->top = 0; |
| rsrc->right = src_impl->surface_desc.dwWidth; |
| rsrc->bottom = src_impl->surface_desc.dwHeight; |
| } else { |
| rsrc2 = *rsrc; |
| rsrc = &rsrc2; |
| } |
| |
| rdst.left = dstx; |
| rdst.top = dsty; |
| rdst.right = dstx + (rsrc->right - rsrc->left); |
| if (rdst.right > This->surface_desc.dwWidth) { |
| rsrc->right -= (This->surface_desc.dwWidth - rdst.right); |
| rdst.right = This->surface_desc.dwWidth; |
| } |
| rdst.bottom = dsty + (rsrc->bottom - rsrc->top); |
| if (rdst.bottom > This->surface_desc.dwHeight) { |
| rsrc->bottom -= (This->surface_desc.dwHeight - rdst.bottom); |
| rdst.bottom = This->surface_desc.dwHeight; |
| } |
| |
| width = rsrc->right - rsrc->left; |
| height = rsrc->bottom - rsrc->top; |
| |
| if (setup_rect_and_surface_for_blt(This, &buffer_type, (D3DRECT *) &rdst) != DD_OK) return DDERR_INVALIDPARAMS; |
| |
| TRACE(" using BltFast memory to frame buffer override.\n"); |
| |
| ENTER_GL(); |
| |
| opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, &rdst, (trans & DDBLTFAST_SRCCOLORKEY) != 0, &initial); |
| |
| if (upload_surface_to_tex_memory_init(src_impl, 0, &gl_d3d_dev->current_internal_format, |
| initial, (trans & DDBLTFAST_SRCCOLORKEY) != 0, |
| UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) { |
| ERR(" unsupported pixel format at memory to buffer Blt override.\n"); |
| LEAVE_GL(); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); |
| if (buffer_type == WINE_GL_BUFFER_FRONT) |
| glDrawBuffer(GL_FRONT); |
| else |
| glDrawBuffer(GL_BACK); |
| |
| /* Now the serious stuff happens. This is basically the same code that for the memory |
| flush to frame buffer but with different rectangles for source and destination :-) */ |
| for (y = 0; y < height; y += UNLOCK_TEX_SIZE) { |
| RECT flush_rect; |
| |
| flush_rect.top = rsrc->top + y; |
| flush_rect.bottom = ((rsrc->top + y + UNLOCK_TEX_SIZE > rsrc->bottom) ? |
| rsrc->bottom : |
| (rsrc->top + y + UNLOCK_TEX_SIZE)); |
| |
| for (x = 0; x < width; x += UNLOCK_TEX_SIZE) { |
| flush_rect.left = rsrc->left + x; |
| flush_rect.right = ((rsrc->left + x + UNLOCK_TEX_SIZE > rsrc->right) ? |
| rsrc->right : |
| (rsrc->left + x + UNLOCK_TEX_SIZE)); |
| |
| upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr)); |
| |
| glBegin(GL_QUADS); |
| glTexCoord2f(0.0, 0.0); |
| glVertex3d(rdst.left + x, |
| rdst.top + y, |
| 0.5); |
| glTexCoord2f(1.0, 0.0); |
| glVertex3d(rdst.left + (x + UNLOCK_TEX_SIZE), |
| rdst.top + y, |
| 0.5); |
| glTexCoord2f(1.0, 1.0); |
| glVertex3d(rdst.left + (x + UNLOCK_TEX_SIZE), |
| rdst.top + (y + UNLOCK_TEX_SIZE), |
| 0.5); |
| glTexCoord2f(0.0, 1.0); |
| glVertex3d(rdst.left + x, |
| rdst.top + (y + UNLOCK_TEX_SIZE), |
| 0.5); |
| glEnd(); |
| } |
| } |
| |
| upload_surface_to_tex_memory_release(); |
| d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, (trans & DDBLTFAST_SRCCOLORKEY) != 0); |
| |
| if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) || |
| ((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT))) |
| glDrawBuffer(prev_draw); |
| |
| LEAVE_GL(); |
| |
| return DD_OK; |
| } |
| |
| void |
| d3ddevice_set_ortho(IDirect3DDeviceImpl *This) |
| { |
| GLfloat height, width; |
| GLfloat trans_mat[16]; |
| |
| TRACE("(%p)\n", This); |
| |
| width = This->surface->surface_desc.dwWidth; |
| height = This->surface->surface_desc.dwHeight; |
| |
| /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates |
| * to OpenGL screen coordinates (ie the upper left corner is not the same). |
| */ |
| trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0; |
| trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0; |
| #if 0 |
| /* It has been checked that in Messiah, which mixes XYZ and XYZRHZ vertex format in the same scene, |
| * that the Z coordinate needs to be given to GL unchanged. |
| */ |
| trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 2.0; trans_mat[14] = -1.0; |
| #endif |
| trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = 0.0; |
| trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0; |
| |
| ENTER_GL(); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| /* See the OpenGL Red Book for an explanation of the following translation (in the OpenGL |
| Correctness Tips section). |
| |
| Basically, from what I understood, if the game does not filter the font texture, |
| as the 'real' pixel will lie at the middle of the two texels, OpenGL may choose the wrong |
| one and we will have strange artifacts (as the rounding and stuff may give different results |
| for different pixels, ie sometimes take the left pixel, sometimes the right). |
| */ |
| glTranslatef(0.375, 0.375, 0); |
| glMatrixMode(GL_PROJECTION); |
| glLoadMatrixf(trans_mat); |
| LEAVE_GL(); |
| } |
| |
| void |
| d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices, |
| D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat) |
| { |
| TRACE("(%p,%08lx,%p,%p,%p)\n", This, matrices, world_mat, view_mat, proj_mat); |
| |
| ENTER_GL(); |
| if ((matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED)) != 0) { |
| glMatrixMode(GL_MODELVIEW); |
| glLoadMatrixf((float *) view_mat); |
| |
| /* Now also re-loads all the Lights and Clipping Planes using the new matrices */ |
| if (This->state_block.render_state[D3DRENDERSTATE_CLIPPING - 1] != FALSE) { |
| GLint i; |
| DWORD runner; |
| for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner <<= 1) { |
| if (runner & This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) { |
| GLdouble plane[4]; |
| |
| plane[0] = This->clipping_planes[i].plane[0]; |
| plane[1] = This->clipping_planes[i].plane[1]; |
| plane[2] = This->clipping_planes[i].plane[2]; |
| plane[3] = This->clipping_planes[i].plane[3]; |
| |
| glClipPlane( GL_CLIP_PLANE0 + i, (const GLdouble*) (&plane) ); |
| } |
| } |
| } |
| if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] != FALSE) { |
| GLint i; |
| |
| for (i = 0; i < This->max_active_lights; i++ ) |
| { |
| DWORD dwLightIndex = This->active_lights[i]; |
| if (dwLightIndex != ~0) |
| { |
| LPD3DLIGHT7 pLight = &This->light_parameters[dwLightIndex]; |
| switch (pLight->dltType) |
| { |
| case D3DLIGHT_DIRECTIONAL: { |
| float direction[4]; |
| float cut_off = 180.0; |
| |
| glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &pLight->dcvAmbient); |
| glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse); |
| glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->dcvSpecular); |
| glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off); |
| |
| direction[0] = pLight->dvDirection.u1.x; |
| direction[1] = pLight->dvDirection.u2.y; |
| direction[2] = pLight->dvDirection.u3.z; |
| direction[3] = 0.0; |
| glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) direction); |
| } break; |
| |
| case D3DLIGHT_POINT: { |
| float position[4]; |
| float cut_off = 180.0; |
| |
| glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &pLight->dcvAmbient); |
| glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse); |
| glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->dcvSpecular); |
| position[0] = pLight->dvPosition.u1.x; |
| position[1] = pLight->dvPosition.u2.y; |
| position[2] = pLight->dvPosition.u3.z; |
| position[3] = 1.0; |
| glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) position); |
| glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &pLight->dvAttenuation0); |
| glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &pLight->dvAttenuation1); |
| glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &pLight->dvAttenuation2); |
| glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off); |
| } break; |
| |
| case D3DLIGHT_SPOT: { |
| float direction[4]; |
| float position[4]; |
| float cut_off = 90.0 * (This->light_parameters[i].dvPhi / M_PI); |
| |
| glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &pLight->dcvAmbient); |
| glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse); |
| glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->dcvSpecular); |
| |
| direction[0] = pLight->dvDirection.u1.x; |
| direction[1] = pLight->dvDirection.u2.y; |
| direction[2] = pLight->dvDirection.u3.z; |
| direction[3] = 0.0; |
| glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, (float *) direction); |
| position[0] = pLight->dvPosition.u1.x; |
| position[1] = pLight->dvPosition.u2.y; |
| position[2] = pLight->dvPosition.u3.z; |
| position[3] = 1.0; |
| glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) position); |
| glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &pLight->dvAttenuation0); |
| glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &pLight->dvAttenuation1); |
| glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &pLight->dvAttenuation2); |
| glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off); |
| glLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &pLight->dvFalloff); |
| } break; |
| |
| default: |
| /* No warning here as it's already done at light setting */ |
| break; |
| } |
| } |
| } |
| } |
| |
| glMultMatrixf((float *) world_mat); |
| } |
| if ((matrices & PROJMAT_CHANGED) != 0) { |
| glMatrixMode(GL_PROJECTION); |
| glLoadMatrixf((float *) proj_mat); |
| } |
| LEAVE_GL(); |
| } |
| |
| void |
| d3ddevice_matrices_updated(IDirect3DDeviceImpl *This, DWORD matrices) |
| { |
| IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; |
| DWORD tex_mat, tex_stage; |
| |
| TRACE("(%p,%08lx)\n", This, matrices); |
| |
| if (matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED)) { |
| if (glThis->transform_state == GL_TRANSFORM_NORMAL) { |
| /* This will force an update of the transform state at the next drawing. */ |
| glThis->transform_state = GL_TRANSFORM_NONE; |
| } |
| } |
| if (matrices & (TEXMAT0_CHANGED|TEXMAT1_CHANGED|TEXMAT2_CHANGED|TEXMAT3_CHANGED| |
| TEXMAT4_CHANGED|TEXMAT5_CHANGED|TEXMAT6_CHANGED|TEXMAT7_CHANGED)) |
| { |
| ENTER_GL(); |
| for (tex_mat = TEXMAT0_CHANGED, tex_stage = 0; tex_mat <= TEXMAT7_CHANGED; tex_mat <<= 1, tex_stage++) { |
| GLenum unit = GL_TEXTURE0_WINE + tex_stage; |
| if (matrices & tex_mat) { |
| if (This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXTURETRANSFORMFLAGS - 1] != D3DTTFF_DISABLE) { |
| int is_identity = (memcmp(This->tex_mat[tex_stage], id_mat, 16 * sizeof(D3DVALUE)) != 0); |
| |
| if (This->tex_mat_is_identity[tex_stage] != is_identity) { |
| if (glThis->current_active_tex_unit != unit) { |
| GL_extensions.glActiveTexture(unit); |
| glThis->current_active_tex_unit = unit; |
| } |
| glMatrixMode(GL_TEXTURE); |
| glLoadMatrixf((float *) This->tex_mat[tex_stage]); |
| } |
| This->tex_mat_is_identity[tex_stage] = is_identity; |
| } else { |
| if (This->tex_mat_is_identity[tex_stage] == FALSE) { |
| if (glThis->current_active_tex_unit != unit) { |
| GL_extensions.glActiveTexture(unit); |
| glThis->current_active_tex_unit = unit; |
| } |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| This->tex_mat_is_identity[tex_stage] = TRUE; |
| } |
| } |
| } |
| } |
| LEAVE_GL(); |
| } |
| } |
| |
| /* TODO for both these functions : |
| - change / restore OpenGL parameters for pictures transfers in case they are ever modified |
| by other OpenGL code in D3D |
| - handle the case where no 'Begin / EndScene' was done between two locks |
| - handle the rectangles in the unlock too |
| - handle pitch correctly... |
| */ |
| static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags) |
| { |
| IDirect3DDeviceImpl *d3d_dev = This->d3ddevice; |
| IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev; |
| WINE_GL_BUFFER_TYPE buffer_type; |
| RECT loc_rect; |
| |
| if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) { |
| buffer_type = WINE_GL_BUFFER_FRONT; |
| if ((gl_d3d_dev->state[WINE_GL_BUFFER_FRONT] != SURFACE_GL) && |
| (gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT] != This)) { |
| ERR("Change of front buffer.. Expect graphic corruptions !\n"); |
| } |
| gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT] = This; |
| } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) { |
| buffer_type = WINE_GL_BUFFER_BACK; |
| if ((gl_d3d_dev->state[WINE_GL_BUFFER_BACK] != SURFACE_GL) && |
| (gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK] != This)) { |
| ERR("Change of back buffer.. Expect graphic corruptions !\n"); |
| } |
| gl_d3d_dev->lock_surf[WINE_GL_BUFFER_BACK] = This; |
| } else { |
| ERR("Wrong surface type for locking !\n"); |
| return; |
| } |
| |
| if (pRect == NULL) { |
| loc_rect.top = 0; |
| loc_rect.left = 0; |
| loc_rect.bottom = This->surface_desc.dwHeight; |
| loc_rect.right = This->surface_desc.dwWidth; |
| pRect = &loc_rect; |
| } |
| |
| /* Try to acquire the device critical section */ |
| EnterCriticalSection(&(d3d_dev->crit)); |
| |
| if (gl_d3d_dev->lock_rect_valid[buffer_type]) { |
| ERR("Two consecutive locks on %s buffer... Expect problems !\n", |
| (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front")); |
| } |
| gl_d3d_dev->lock_rect_valid[buffer_type] = TRUE; |
| |
| if (gl_d3d_dev->state[buffer_type] != SURFACE_GL) { |
| /* Check if the new rectangle is in the previous one or not. |
| If it is not, flush first the previous locks on screen. |
| */ |
| if ((pRect->top < gl_d3d_dev->lock_rect[buffer_type].top) || |
| (pRect->left < gl_d3d_dev->lock_rect[buffer_type].left) || |
| (pRect->right > gl_d3d_dev->lock_rect[buffer_type].right) || |
| (pRect->bottom > gl_d3d_dev->lock_rect[buffer_type].bottom)) { |
| if (gl_d3d_dev->state[buffer_type] == SURFACE_MEMORY_DIRTY) { |
| TRACE(" flushing back to %s buffer as new rect : (%ldx%ld) - (%ldx%ld) not included in old rect : (%ldx%ld) - (%ldx%ld)\n", |
| (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"), |
| pRect->left, pRect->top, pRect->right, pRect->bottom, |
| gl_d3d_dev->lock_rect[buffer_type].left, gl_d3d_dev->lock_rect[buffer_type].top, |
| gl_d3d_dev->lock_rect[buffer_type].right, gl_d3d_dev->lock_rect[buffer_type].bottom); |
| d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[buffer_type]), gl_d3d_dev->lock_surf[buffer_type]); |
| } |
| gl_d3d_dev->state[buffer_type] = SURFACE_GL; |
| gl_d3d_dev->lock_rect[buffer_type] = *pRect; |
| } |
| /* In the other case, do not upgrade the locking rectangle as it's no need... */ |
| } else { |
| gl_d3d_dev->lock_rect[buffer_type] = *pRect; |
| } |
| |
| if (gl_d3d_dev->state[buffer_type] == SURFACE_GL) { |
| /* If the surface is already in memory, no need to do anything here... */ |
| GLenum buffer_format; |
| GLenum buffer_color; |
| int y; |
| char *dst; |
| |
| TRACE(" copying %s buffer to main memory with rectangle (%ldx%ld) - (%ldx%ld).\n", (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front"), |
| pRect->left, pRect->top, pRect->right, pRect->bottom); |
| |
| /* Note that here we cannot do 'optmizations' about the WriteOnly flag... Indeed, a game |
| may only write to the device... But when we will blit it back to the screen, we need |
| also to blit correctly the parts the application did not overwrite... */ |
| |
| if (((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_RGB) != 0) && |
| (((This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_ALPHAPIXELS) == 0) || |
| (This->surface_desc.u4.ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000))) { |
| if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) && |
| (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xF800) && |
| (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x07E0) && |
| (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x001F)) { |
| buffer_format = GL_UNSIGNED_SHORT_5_6_5; |
| buffer_color = GL_RGB; |
| } else if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 24) && |
| (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0xFF0000) && |
| (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x00FF00) && |
| (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x0000FF)) { |
| buffer_format = GL_UNSIGNED_BYTE; |
| buffer_color = GL_RGB; |
| } else if ((This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 32) && |
| (This->surface_desc.u4.ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) && |
| (This->surface_desc.u4.ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) && |
| (This->surface_desc.u4.ddpfPixelFormat.u4.dwBBitMask == 0x000000FF)) { |
| buffer_format = GL_UNSIGNED_INT_8_8_8_8_REV; |
| buffer_color = GL_BGRA; |
| } else { |
| ERR(" unsupported pixel format at device locking.\n"); |
| return; |
| } |
| } else { |
| ERR(" unsupported pixel format at device locking - alpha on frame buffer.\n"); |
| return; |
| } |
| |
| ENTER_GL(); |
| |
| if (buffer_type == WINE_GL_BUFFER_FRONT) |
| /* Application wants to lock the front buffer */ |
| glReadBuffer(GL_FRONT); |
| else |
| /* Application wants to lock the back buffer */ |
| glReadBuffer(GL_BACK); |
| |
| dst = ((char *)This->surface_desc.lpSurface) + |
| (pRect->top * This->surface_desc.u1.lPitch) + (pRect->left * GET_BPP(This->surface_desc)); |
| |
| if (This->surface_desc.u1.lPitch != (GET_BPP(This->surface_desc) * This->surface_desc.dwWidth)) { |
| /* Slow-path in case of 'odd' surfaces. This could be fixed using some GL options, but I |
| * could not be bothered considering the rare cases where it may be useful :-) |
| */ |
| for (y = (This->surface_desc.dwHeight - pRect->top - 1); |
| y >= ((int) This->surface_desc.dwHeight - (int) pRect->bottom); |
| y--) { |
| glReadPixels(pRect->left, y, |
| pRect->right - pRect->left, 1, |
| buffer_color, buffer_format, dst); |
| dst += This->surface_desc.u1.lPitch; |
| } |
| } else { |
| /* Faster path for surface copy. Note that I can use static variables here as I am |
| * protected by the OpenGL critical section so this function won't be called by |
| * two threads at the same time. |
| */ |
| static char *buffer = NULL; |
| static int buffer_width = 0; |
| char *dst2 = dst + ((pRect->bottom - pRect->top) - 1) * This->surface_desc.u1.lPitch; |
| int current_width = (pRect->right - pRect->left) * GET_BPP(This->surface_desc); |
| |
| glReadPixels(pRect->left, ((int) This->surface_desc.dwHeight - (int) pRect->bottom), |
| pRect->right - pRect->left, pRect->bottom - pRect->top, |
| buffer_color, buffer_format, dst); |
| |
| if (current_width > buffer_width) { |
| if (buffer != NULL) HeapFree(GetProcessHeap(), 0, buffer); |
| buffer_width = current_width; |
| buffer = HeapAlloc(GetProcessHeap(), 0, buffer_width); |
| } |
| for (y = 0; y < ((pRect->bottom - pRect->top) / 2); y++) { |
| memcpy(buffer, dst, current_width); |
| memcpy(dst, dst2, current_width); |
| memcpy(dst2, buffer, current_width); |
| dst += This->surface_desc.u1.lPitch; |
| dst2 -= This->surface_desc.u1.lPitch; |
| } |
| } |
| |
| gl_d3d_dev->state[buffer_type] = SURFACE_MEMORY; |
| |
| #if 0 |
| /* I keep this code here as it's very useful to debug :-) */ |
| { |
| static int flush_count = 0; |
| char buf[128]; |
| FILE *f; |
| |
| if ((++flush_count % 50) == 0) { |
| sprintf(buf, "lock_%06d.pnm", flush_count); |
| f = fopen(buf, "wb"); |
| DDRAW_dump_surface_to_disk(This, f); |
| } |
| } |
| #endif |
| |
| LEAVE_GL(); |
| } |
| } |
| |
| static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) { |
| RECT loc_rect; |
| IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev; |
| int x, y; |
| BOOLEAN initial; |
| DWORD opt_bitmap; |
| |
| /* Note : no need here to lock the 'device critical section' as we are already protected by |
| the GL critical section. */ |
| |
| if (pRect == NULL) { |
| loc_rect.top = 0; |
| loc_rect.left = 0; |
| loc_rect.bottom = d3d_dev->surface->surface_desc.dwHeight; |
| loc_rect.right = d3d_dev->surface->surface_desc.dwWidth; |
| pRect = &loc_rect; |
| } |
| |
| TRACE(" flushing memory back to screen memory (%ld,%ld) x (%ld,%ld).\n", pRect->top, pRect->left, pRect->right, pRect->bottom); |
| |
| opt_bitmap = d3ddevice_set_state_for_flush(d3d_dev, pRect, FALSE, &initial); |
| |
| if (upload_surface_to_tex_memory_init(surf, 0, &gl_d3d_dev->current_internal_format, |
| initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) { |
| ERR(" unsupported pixel format at frame buffer flush.\n"); |
| return; |
| } |
| |
| for (y = pRect->top; y < pRect->bottom; y += UNLOCK_TEX_SIZE) { |
| RECT flush_rect; |
| |
| flush_rect.top = y; |
| flush_rect.bottom = (y + UNLOCK_TEX_SIZE > pRect->bottom) ? pRect->bottom : (y + UNLOCK_TEX_SIZE); |
| |
| for (x = pRect->left; x < pRect->right; x += UNLOCK_TEX_SIZE) { |
| /* First, upload the texture... */ |
| flush_rect.left = x; |
| flush_rect.right = (x + UNLOCK_TEX_SIZE > pRect->right) ? pRect->right : (x + UNLOCK_TEX_SIZE); |
| |
| upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr)); |
| |
| glBegin(GL_QUADS); |
| glTexCoord2f(0.0, 0.0); |
| glVertex3d(x, y, 0.5); |
| glTexCoord2f(1.0, 0.0); |
| glVertex3d(x + UNLOCK_TEX_SIZE, y, 0.5); |
| glTexCoord2f(1.0, 1.0); |
| glVertex3d(x + UNLOCK_TEX_SIZE, y + UNLOCK_TEX_SIZE, 0.5); |
| glTexCoord2f(0.0, 1.0); |
| glVertex3d(x, y + UNLOCK_TEX_SIZE, 0.5); |
| glEnd(); |
| } |
| } |
| |
| upload_surface_to_tex_memory_release(); |
| d3ddevice_restore_state_after_flush(d3d_dev, opt_bitmap, FALSE); |
| |
| #if 0 |
| /* I keep this code here as it's very useful to debug :-) */ |
| { |
| static int flush_count = 0; |
| char buf[128]; |
| FILE *f; |
| |
| if ((++flush_count % 50) == 0) { |
| sprintf(buf, "flush_%06d.pnm", flush_count); |
| f = fopen(buf, "wb"); |
| DDRAW_dump_surface_to_disk(surf, f); |
| } |
| } |
| #endif |
| } |
| |
| static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect) |
| { |
| WINE_GL_BUFFER_TYPE buffer_type; |
| IDirect3DDeviceImpl *d3d_dev = This->d3ddevice; |
| IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev; |
| |
| if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) { |
| buffer_type = WINE_GL_BUFFER_FRONT; |
| } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) { |
| buffer_type = WINE_GL_BUFFER_BACK; |
| } else { |
| ERR("Wrong surface type for locking !\n"); |
| return; |
| } |
| |
| if (gl_d3d_dev->lock_rect_valid[buffer_type] == FALSE) { |
| ERR("Unlock without prior lock on %s buffer... Expect problems !\n", |
| (buffer_type == WINE_GL_BUFFER_BACK ? "back" : "front")); |
| } |
| gl_d3d_dev->lock_rect_valid[buffer_type] = FALSE; |
| |
| /* First, check if we need to do anything. For the backbuffer, flushing is done at the next 3D activity. */ |
| if ((This->lastlocktype & DDLOCK_READONLY) == 0) { |
| if (buffer_type == WINE_GL_BUFFER_FRONT) { |
| GLint prev_draw; |
| |
| TRACE(" flushing front buffer immediately on screen.\n"); |
| |
| ENTER_GL(); |
| glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); |
| glDrawBuffer(GL_FRONT); |
| /* Note: we do not use the application provided lock rectangle but our own stored at |
| lock time. This is because in old D3D versions, the 'lock' parameter did not |
| exist. |
| */ |
| d3d_dev->flush_to_framebuffer(d3d_dev, &(gl_d3d_dev->lock_rect[WINE_GL_BUFFER_FRONT]), gl_d3d_dev->lock_surf[WINE_GL_BUFFER_FRONT]); |
| glDrawBuffer(prev_draw); |
| LEAVE_GL(); |
| } else { |
| gl_d3d_dev->state[WINE_GL_BUFFER_BACK] = SURFACE_MEMORY_DIRTY; |
| } |
| } |
| |
| /* And 'frees' the device critical section */ |
| LeaveCriticalSection(&(d3d_dev->crit)); |
| } |
| |
| static void |
| apply_texture_state(IDirect3DDeviceImpl *This) |
| { |
| int stage, state; |
| |
| /* Initialize texture stages states */ |
| for (stage = 0; stage < MAX_TEXTURES; stage++) { |
| for (state = 0; state < HIGHEST_TEXTURE_STAGE_STATE; state += 1) { |
| if (This->state_block.set_flags.texture_stage_state[stage][state]) { |
| IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), |
| stage, state + 1, This->state_block.texture_stage_state[stage][state]); |
| } |
| } |
| } |
| } |
| |
| HRESULT |
| d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface, int version) |
| { |
| IDirect3DDeviceImpl *object; |
| IDirect3DDeviceGLImpl *gl_object; |
| IDirectDrawSurfaceImpl *surf; |
| HDC device_context; |
| XVisualInfo *vis; |
| int num; |
| int tex_num; |
| XVisualInfo template; |
| GLenum buffer = GL_FRONT; |
| int light; |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDeviceGLImpl)); |
| if (object == NULL) return DDERR_OUTOFMEMORY; |
| |
| gl_object = (IDirect3DDeviceGLImpl *) object; |
| |
| object->ref = 1; |
| object->d3d = d3d; |
| object->surface = surface; |
| object->set_context = set_context; |
| object->clear = d3ddevice_clear_back; |
| object->set_matrices = d3ddevice_set_matrices; |
| object->matrices_updated = d3ddevice_matrices_updated; |
| object->flush_to_framebuffer = d3ddevice_flush_to_frame_buffer; |
| object->version = version; |
| |
| TRACE(" creating OpenGL device for surface = %p, d3d = %p\n", surface, d3d); |
| |
| InitializeCriticalSection(&(object->crit)); |
| |
| TRACE(" device critical section : %p\n", &(object->crit)); |
| |
| device_context = GetDC(surface->ddraw_owner->window); |
| gl_object->display = get_display(device_context); |
| gl_object->drawable = get_drawable(device_context); |
| ReleaseDC(surface->ddraw_owner->window,device_context); |
| |
| ENTER_GL(); |
| template.visualid = (VisualID)GetPropA( GetDesktopWindow(), "__wine_x11_visual_id" ); |
| vis = XGetVisualInfo(gl_object->display, VisualIDMask, &template, &num); |
| if (vis == NULL) { |
| HeapFree(GetProcessHeap(), 0, object); |
| ERR("No visual found !\n"); |
| LEAVE_GL(); |
| return DDERR_INVALIDPARAMS; |
| } else { |
| TRACE(" visual found\n"); |
| } |
| |
| gl_object->gl_context = glXCreateContext(gl_object->display, vis, |
| NULL, GL_TRUE); |
| |
| if (gl_object->gl_context == NULL) { |
| HeapFree(GetProcessHeap(), 0, object); |
| ERR("Error in context creation !\n"); |
| LEAVE_GL(); |
| return DDERR_INVALIDPARAMS; |
| } else { |
| TRACE(" context created (%p)\n", gl_object->gl_context); |
| } |
| |
| /* Look for the front buffer and override its surface's Flip method (if in double buffering) */ |
| for (surf = surface; surf != NULL; surf = surf->surface_owner) { |
| if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) { |
| surf->aux_ctx = (LPVOID) object; |
| surf->aux_data = (LPVOID) gl_object->drawable; |
| surf->aux_flip = opengl_flip; |
| buffer = GL_BACK; |
| break; |
| } |
| } |
| /* We are not doing any double buffering.. Then force OpenGL to draw on the front buffer */ |
| if (surf == NULL) { |
| TRACE(" no double buffering : drawing on the front buffer\n"); |
| buffer = GL_FRONT; |
| } |
| |
| for (surf = surface; surf != NULL; surf = surf->surface_owner) { |
| IDirectDrawSurfaceImpl *surf2; |
| for (surf2 = surf; surf2->prev_attached != NULL; surf2 = surf2->prev_attached) ; |
| for (; surf2 != NULL; surf2 = surf2->next_attached) { |
| TRACE(" checking surface %p :", surf2); |
| if (((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) && |
| ((surf2->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) { |
| /* Override the Lock / Unlock function for all these surfaces */ |
| surf2->lock_update_prev = surf2->lock_update; |
| surf2->lock_update = d3ddevice_lock_update; |
| surf2->unlock_update_prev = surf2->unlock_update; |
| surf2->unlock_update = d3ddevice_unlock_update; |
| /* And install also the blt / bltfast overrides */ |
| surf2->aux_blt = d3ddevice_blt; |
| surf2->aux_bltfast = d3ddevice_bltfast; |
| |
| TRACE(" overriding direct surface access.\n"); |
| } else { |
| TRACE(" no override.\n"); |
| } |
| surf2->d3ddevice = object; |
| } |
| } |
| |
| /* Set the various light parameters */ |
| object->num_set_lights = 0; |
| object->max_active_lights = opengl_device_caps.dwMaxActiveLights; |
| object->light_parameters = NULL; |
| object->active_lights = HeapAlloc(GetProcessHeap(), 0, |
| object->max_active_lights * sizeof(object->active_lights[0])); |
| /* Fill the active light array with ~0, which is used to indicate an |
| invalid light index. We don't use 0, because it's a valid light index. */ |
| for (light=0; light < object->max_active_lights; light++) |
| object->active_lights[light] = ~0; |
| |
| |
| /* Allocate memory for the matrices */ |
| object->world_mat = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); |
| object->view_mat = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); |
| object->proj_mat = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); |
| memcpy(object->world_mat, id_mat, 16 * sizeof(float)); |
| memcpy(object->view_mat , id_mat, 16 * sizeof(float)); |
| memcpy(object->proj_mat , id_mat, 16 * sizeof(float)); |
| for (tex_num = 0; tex_num < MAX_TEXTURES; tex_num++) { |
| object->tex_mat[tex_num] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float)); |
| memcpy(object->tex_mat[tex_num], id_mat, 16 * sizeof(float)); |
| object->tex_mat_is_identity[tex_num] = TRUE; |
| } |
| |
| /* Initialisation */ |
| TRACE(" setting current context\n"); |
| object->set_context(object); |
| TRACE(" current context set\n"); |
| |
| /* allocate the clipping planes */ |
| object->max_clipping_planes = opengl_device_caps.wMaxUserClipPlanes; |
| object->clipping_planes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane)); |
| |
| glHint(GL_FOG_HINT,GL_NICEST); |
| |
| /* Initialize the various GL contexts to be in sync with what we store locally */ |
| glClearDepth(0.0); |
| glClearStencil(0); |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| glDepthMask(GL_TRUE); |
| gl_object->depth_mask = TRUE; |
| glEnable(GL_DEPTH_TEST); |
| gl_object->depth_test = TRUE; |
| glDisable(GL_ALPHA_TEST); |
| glDisable(GL_STENCIL_TEST); |
| glDisable(GL_CULL_FACE); |
| glDisable(GL_LIGHTING); |
| glDisable(GL_BLEND); |
| glDisable(GL_FOG); |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| gl_object->current_tex_env = GL_REPLACE; |
| gl_object->current_active_tex_unit = GL_TEXTURE0_WINE; |
| if (GL_extensions.glActiveTexture != NULL) { |
| GL_extensions.glActiveTexture(GL_TEXTURE0_WINE); |
| } |
| gl_object->current_alpha_test_ref = 0.0; |
| gl_object->current_alpha_test_func = GL_ALWAYS; |
| glAlphaFunc(GL_ALWAYS, 0.0); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| glDrawBuffer(buffer); |
| glReadBuffer(buffer); |
| /* glDisable(GL_DEPTH_TEST); Need here to check for the presence of a ZBuffer and to reenable it when the ZBuffer is attached */ |
| LEAVE_GL(); |
| |
| gl_object->state[WINE_GL_BUFFER_BACK] = SURFACE_GL; |
| gl_object->state[WINE_GL_BUFFER_FRONT] = SURFACE_GL; |
| |
| /* fill_device_capabilities(d3d->ddraw); */ |
| |
| ICOM_INIT_INTERFACE(object, IDirect3DDevice, VTABLE_IDirect3DDevice); |
| ICOM_INIT_INTERFACE(object, IDirect3DDevice2, VTABLE_IDirect3DDevice2); |
| ICOM_INIT_INTERFACE(object, IDirect3DDevice3, VTABLE_IDirect3DDevice3); |
| ICOM_INIT_INTERFACE(object, IDirect3DDevice7, VTABLE_IDirect3DDevice7); |
| |
| *obj = object; |
| |
| TRACE(" creating implementation at %p.\n", *obj); |
| |
| /* And finally warn D3D that this device is now present */ |
| object->d3d->d3d_added_device(object->d3d, object); |
| |
| InitDefaultStateBlock(&object->state_block, object->version); |
| /* Apply default render state and texture stage state values */ |
| apply_render_state(object, &object->state_block); |
| apply_texture_state(object); |
| |
| /* And fill the fog table with the default fog value */ |
| build_fog_table(gl_object->fog_table, object->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]); |
| |
| return DD_OK; |
| } |
| |
| static void fill_opengl_primcaps(D3DPRIMCAPS *pc) |
| { |
| pc->dwSize = sizeof(*pc); |
| pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW | |
| D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKPLANES | D3DPMISCCAPS_MASKZ; |
| pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE | |
| D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL | |
| D3DPRASTERCAPS_ZFOG; |
| if (GL_extensions.mipmap_lodbias) { |
| pc->dwRasterCaps |= D3DPRASTERCAPS_MIPMAPLODBIAS; |
| } |
| pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | |
| D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; |
| pc->dwSrcBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | |
| D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT | |
| D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; |
| pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | |
| D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT | |
| D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; |
| pc->dwAlphaCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | |
| D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; |
| pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB | |
| D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB; |
| pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE | |
| D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY; |
| pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST | |
| D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST | D3DPTFILTERCAPS_MAGFLINEAR | |
| D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | |
| D3DPTFILTERCAPS_MIPFPOINT; |
| pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK | |
| D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK; |
| pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV; |
| if (GL_extensions.mirrored_repeat) { |
| pc->dwTextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR; |
| } |
| pc->dwStippleWidth = 32; |
| pc->dwStippleHeight = 32; |
| } |
| |
| static void fill_caps(void) |
| { |
| GLint max_clip_planes; |
| GLint depth_bits; |
| |
| /* Fill first all the fields with default values which will be overriden later on with |
| correct ones from the GL code |
| */ |
| opengl_device_caps.dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY | |
| D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY | |
| D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY | |
| /* D3D 7 capabilities */ |
| D3DDEVCAPS_DRAWPRIMITIVES2 /*| D3DDEVCAPS_HWTRANSFORMANDLIGHT*/ | D3DDEVCAPS_HWRASTERIZATION | D3DDEVCAPS_DRAWPRIMITIVES2EX; |
| fill_opengl_primcaps(&(opengl_device_caps.dpcLineCaps)); |
| fill_opengl_primcaps(&(opengl_device_caps.dpcTriCaps)); |
| opengl_device_caps.dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32; |
| opengl_device_caps.dwMinTextureWidth = 1; |
| opengl_device_caps.dwMinTextureHeight = 1; |
| opengl_device_caps.dwMaxTextureWidth = 1024; |
| opengl_device_caps.dwMaxTextureHeight = 1024; |
| opengl_device_caps.dwMaxTextureRepeat = 16; |
| opengl_device_caps.dwMaxTextureAspectRatio = 1024; |
| opengl_device_caps.dwMaxAnisotropy = 0; |
| opengl_device_caps.dvGuardBandLeft = 0.0; |
| opengl_device_caps.dvGuardBandRight = 0.0; |
| opengl_device_caps.dvGuardBandTop = 0.0; |
| opengl_device_caps.dvGuardBandBottom = 0.0; |
| opengl_device_caps.dvExtentsAdjust = 0.0; |
| opengl_device_caps.dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP | |
| D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO; |
| opengl_device_caps.dwTextureOpCaps = D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SELECTARG2 | D3DTEXOPCAPS_MODULATE4X | |
| D3DTEXOPCAPS_MODULATE2X | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_ADD | D3DTEXOPCAPS_ADDSIGNED2X | D3DTEXOPCAPS_ADDSIGNED | |
| D3DTEXOPCAPS_BLENDDIFFUSEALPHA | D3DTEXOPCAPS_BLENDTEXTUREALPHA | D3DTEXOPCAPS_BLENDFACTORALPHA | D3DTEXOPCAPS_BLENDCURRENTALPHA; |
| if (GL_extensions.max_texture_units != 0) { |
| opengl_device_caps.wMaxTextureBlendStages = GL_extensions.max_texture_units; |
| opengl_device_caps.wMaxSimultaneousTextures = GL_extensions.max_texture_units; |
| opengl_device_caps.dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | GL_extensions.max_texture_units; |
| } else { |
| opengl_device_caps.wMaxTextureBlendStages = 1; |
| opengl_device_caps.wMaxSimultaneousTextures = 1; |
| opengl_device_caps.dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1; |
| } |
| opengl_device_caps.dwMaxActiveLights = 16; |
| opengl_device_caps.dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */ |
| opengl_device_caps.deviceGUID = IID_IDirect3DTnLHalDevice; |
| opengl_device_caps.wMaxUserClipPlanes = 1; |
| opengl_device_caps.wMaxVertexBlendMatrices = 0; |
| opengl_device_caps.dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG | |
| D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER; |
| opengl_device_caps.dwReserved1 = 0; |
| opengl_device_caps.dwReserved2 = 0; |
| opengl_device_caps.dwReserved3 = 0; |
| opengl_device_caps.dwReserved4 = 0; |
| |
| /* And now some GL overrides :-) */ |
| glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) &opengl_device_caps.dwMaxTextureWidth); |
| opengl_device_caps.dwMaxTextureHeight = opengl_device_caps.dwMaxTextureWidth; |
| opengl_device_caps.dwMaxTextureAspectRatio = opengl_device_caps.dwMaxTextureWidth; |
| TRACE(": max texture size = %ld\n", opengl_device_caps.dwMaxTextureWidth); |
| |
| glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &opengl_device_caps.dwMaxActiveLights); |
| TRACE(": max active lights = %ld\n", opengl_device_caps.dwMaxActiveLights); |
| |
| glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes); |
| opengl_device_caps.wMaxUserClipPlanes = max_clip_planes; |
| TRACE(": max clipping planes = %d\n", opengl_device_caps.wMaxUserClipPlanes); |
| |
| glGetIntegerv(GL_DEPTH_BITS, &depth_bits); |
| TRACE(": Z bits = %d\n", depth_bits); |
| switch (depth_bits) { |
| case 16: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16; break; |
| case 24: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24; break; |
| case 32: |
| default: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; break; |
| } |
| } |
| |
| BOOL |
| d3ddevice_init_at_startup(void *gl_handle) |
| { |
| XVisualInfo template; |
| XVisualInfo *vis; |
| HDC device_context; |
| Display *display; |
| Visual *visual; |
| Drawable drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window"); |
| XWindowAttributes win_attr; |
| GLXContext gl_context; |
| int num; |
| const char *glExtensions; |
| const char *glVersion; |
| const char *glXExtensions = NULL; |
| const void *(*pglXGetProcAddressARB)(const GLubyte *) = NULL; |
| int major, minor, patch, num_parsed; |
| |
| TRACE("Initializing GL...\n"); |
| |
| if (!drawable) |
| { |
| WARN("x11drv not loaded - D3D support disabled!\n"); |
| return FALSE; |
| } |
| |
| /* Get a default rendering context to have the 'caps' function query some info from GL */ |
| device_context = GetDC(0); |
| display = get_display(device_context); |
| ReleaseDC(0, device_context); |
| |
| ENTER_GL(); |
| if (XGetWindowAttributes(display, drawable, &win_attr)) { |
| visual = win_attr.visual; |
| } else { |
| visual = DefaultVisual(display, DefaultScreen(display)); |
| } |
| template.visualid = XVisualIDFromVisual(visual); |
| vis = XGetVisualInfo(display, VisualIDMask, &template, &num); |
| if (vis == NULL) { |
| LEAVE_GL(); |
| WARN("Error creating visual info for capabilities initialization - D3D support disabled !\n"); |
| return FALSE; |
| } |
| gl_context = glXCreateContext(display, vis, NULL, GL_TRUE); |
| XFree(vis); |
| |
| if (gl_context == NULL) { |
| LEAVE_GL(); |
| WARN("Error creating default context for capabilities initialization - D3D support disabled !\n"); |
| return FALSE; |
| } |
| if (glXMakeCurrent(display, drawable, gl_context) == False) { |
| glXDestroyContext(display, gl_context); |
| LEAVE_GL(); |
| WARN("Error setting default context as current for capabilities initialization - D3D support disabled !\n"); |
| return FALSE; |
| } |
| |
| /* Then, query all extensions */ |
| glXExtensions = glXQueryExtensionsString(display, DefaultScreen(display)); /* Note: not used right now but will for PBuffers */ |
| glExtensions = (const char *) glGetString(GL_EXTENSIONS); |
| glVersion = (const char *) glGetString(GL_VERSION); |
| if (gl_handle != NULL) { |
| pglXGetProcAddressARB = wine_dlsym(gl_handle, "glXGetProcAddressARB", NULL, 0); |
| } |
| |
| /* Parse the GL version string */ |
| num_parsed = sscanf(glVersion, "%d.%d.%d", &major, &minor, &patch); |
| if (num_parsed == 1) { |
| minor = 0; |
| patch = 0; |
| } else if (num_parsed == 2) { |
| patch = 0; |
| } |
| TRACE("GL version %d.%d.%d\n", major, minor, patch); |
| |
| /* And starts to fill the extension context properly */ |
| memset(&GL_extensions, 0, sizeof(GL_extensions)); |
| TRACE("GL supports following extensions used by Wine :\n"); |
| |
| /* Mirrored Repeat extension : |
| - GL_ARB_texture_mirrored_repeat |
| - GL_IBM_texture_mirrored_repeat |
| - GL >= 1.4 |
| */ |
| if ((strstr(glExtensions, "GL_ARB_texture_mirrored_repeat")) || |
| (strstr(glExtensions, "GL_IBM_texture_mirrored_repeat")) || |
| (major > 1) || |
| ((major == 1) && (minor >= 4))) { |
| TRACE(" - mirrored repeat\n"); |
| GL_extensions.mirrored_repeat = TRUE; |
| } |
| |
| /* Texture LOD Bias : |
| - GL_EXT_texture_lod_bias |
| */ |
| if (strstr(glExtensions, "GL_EXT_texture_lod_bias")) { |
| TRACE(" - texture lod bias\n"); |
| GL_extensions.mipmap_lodbias = TRUE; |
| } |
| |
| /* For all subsequent extensions, we need glXGetProcAddress */ |
| if (pglXGetProcAddressARB != NULL) { |
| /* Multi-texturing : |
| - GL_ARB_multitexture |
| - GL >= 1.2.1 |
| */ |
| if ((strstr(glExtensions, "GL_ARB_multitexture")) || |
| (major > 1) || |
| ((major == 1) && (minor > 2)) || |
| ((major == 1) && (minor == 2) && (patch >= 1))) { |
| glGetIntegerv(GL_MAX_TEXTURE_UNITS_WINE, &(GL_extensions.max_texture_units)); |
| TRACE(" - multi-texturing (%d stages)\n", GL_extensions.max_texture_units); |
| /* We query the ARB version to be the most portable we can... */ |
| GL_extensions.glActiveTexture = pglXGetProcAddressARB( (const GLubyte *) "glActiveTextureARB"); |
| GL_extensions.glMultiTexCoord[0] = pglXGetProcAddressARB( (const GLubyte *) "glMultiTexCoord1fvARB"); |
| GL_extensions.glMultiTexCoord[1] = pglXGetProcAddressARB( (const GLubyte *) "glMultiTexCoord2fvARB"); |
| GL_extensions.glMultiTexCoord[2] = pglXGetProcAddressARB( (const GLubyte *) "glMultiTexCoord3fvARB"); |
| GL_extensions.glMultiTexCoord[3] = pglXGetProcAddressARB( (const GLubyte *) "glMultiTexCoord4fvARB"); |
| GL_extensions.glClientActiveTexture = pglXGetProcAddressARB( (const GLubyte *) "glClientActiveTextureARB"); |
| } else { |
| GL_extensions.max_texture_units = 0; |
| } |
| |
| if (strstr(glExtensions, "GL_EXT_texture_compression_s3tc")) { |
| TRACE(" - S3TC compression supported\n"); |
| GL_extensions.s3tc_compressed_texture = TRUE; |
| GL_extensions.glCompressedTexImage2D = pglXGetProcAddressARB( (const GLubyte *) "glCompressedTexImage2DARB"); |
| GL_extensions.glCompressedTexSubImage2D = pglXGetProcAddressARB( (const GLubyte *) "glCompressedTexSubImage2DARB"); |
| } |
| } |
| |
| /* Fill the D3D capabilities according to what GL tells us... */ |
| fill_caps(); |
| |
| /* And frees this now-useless context */ |
| glXMakeCurrent(display, None, NULL); |
| glXDestroyContext(display, gl_context); |
| LEAVE_GL(); |
| |
| return TRUE; |
| } |