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/* Direct3D private include file
(c) 1998 Lionel ULMER
This files contains all the structure that are not exported
through d3d.h and all common macros. */
#ifndef __GRAPHICS_WINE_D3D_PRIVATE_H
#define __GRAPHICS_WINE_D3D_PRIVATE_H
#include "wine_gl.h"
#include "d3d.h"
#include "x11drv.h"
#undef USE_OSMESA
/*****************************************************************************
* Predeclare the interface implementation structures
*/
typedef struct IDirect3DImpl IDirect3DImpl;
typedef struct IDirect3D2Impl IDirect3D2Impl;
typedef struct IDirect3DLightImpl IDirect3DLightImpl;
typedef struct IDirect3DMaterial2Impl IDirect3DMaterial2Impl;
typedef struct IDirect3DTexture2Impl IDirect3DTexture2Impl;
typedef struct IDirect3DViewport2Impl IDirect3DViewport2Impl;
typedef struct IDirect3DExecuteBufferImpl IDirect3DExecuteBufferImpl;
typedef struct IDirect3DDeviceImpl IDirect3DDeviceImpl;
typedef struct IDirect3DDevice2Impl IDirect3DDevice2Impl;
#include "ddraw_private.h"
/*****************************************************************************
* IDirect3D implementation structure
*/
struct IDirect3DImpl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3D)* lpvtbl;
DWORD ref;
/* IDirect3D fields */
IDirectDrawImpl* ddraw;
};
/*****************************************************************************
* IDirect3D2 implementation structure
*/
struct IDirect3D2Impl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3D2)* lpvtbl;
DWORD ref;
/* IDirect3D2 fields */
IDirectDrawImpl* ddraw;
};
/*****************************************************************************
* IDirect3DLight implementation structure
*/
struct IDirect3DLightImpl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3DLight)* lpvtbl;
DWORD ref;
/* IDirect3DLight fields */
union {
IDirect3DImpl* d3d1;
IDirect3D2Impl* d3d2;
} d3d;
int type;
D3DLIGHT2 light;
/* Chained list used for adding / removing from viewports */
IDirect3DLightImpl *next, *prev;
/* Activation function */
void (*activate)(IDirect3DLightImpl*);
int is_active;
/* Awful OpenGL code !!! */
#ifdef HAVE_MESAGL
GLenum light_num;
#endif
};
/*****************************************************************************
* IDirect3DMaterial2 implementation structure
*/
struct IDirect3DMaterial2Impl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3DMaterial2)* lpvtbl;
DWORD ref;
/* IDirect3DMaterial2 fields */
union {
IDirect3DImpl* d3d1;
IDirect3D2Impl* d3d2;
} d3d;
union {
IDirect3DDeviceImpl* active_device1;
IDirect3DDevice2Impl* active_device2;
} device;
int use_d3d2;
D3DMATERIAL mat;
void (*activate)(IDirect3DMaterial2Impl* this);
};
/*****************************************************************************
* IDirect3DTexture2 implementation structure
*/
struct IDirect3DTexture2Impl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3DTexture2)* lpvtbl;
DWORD ref;
/* IDirect3DTexture2 fields */
void* D3Ddevice; /* I put (void *) to use the same pointer for both
Direct3D and Direct3D2 */
#ifdef HAVE_MESAGL
GLuint tex_name;
#endif
IDirectDrawSurface4Impl* surface;
};
/*****************************************************************************
* IDirect3DViewport2 implementation structure
*/
struct IDirect3DViewport2Impl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3DViewport2)* lpvtbl;
DWORD ref;
/* IDirect3DViewport2 fields */
union {
IDirect3DImpl* d3d1;
IDirect3D2Impl* d3d2;
} d3d;
/* If this viewport is active for one device, put the device here */
union {
IDirect3DDeviceImpl* active_device1;
IDirect3DDevice2Impl* active_device2;
} device;
int use_d3d2;
union {
D3DVIEWPORT vp1;
D3DVIEWPORT2 vp2;
} viewport;
int use_vp2;
/* Activation function */
void (*activate)(IDirect3DViewport2Impl*);
/* Field used to chain viewports together */
IDirect3DViewport2Impl* next;
/* Lights list */
IDirect3DLightImpl* lights;
/* OpenGL code */
#ifdef HAVE_MESAGL
GLenum nextlight;
#endif
};
/*****************************************************************************
* IDirect3DExecuteBuffer implementation structure
*/
struct IDirect3DExecuteBufferImpl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3DExecuteBuffer)* lpvtbl;
DWORD ref;
/* IDirect3DExecuteBuffer fields */
IDirect3DDeviceImpl* d3ddev;
D3DEXECUTEBUFFERDESC desc;
D3DEXECUTEDATA data;
/* This buffer will store the transformed vertices */
void* vertex_data;
D3DVERTEXTYPE vertex_type;
/* This flags is set to TRUE if we allocated ourselves the
data buffer */
BOOL need_free;
void (*execute)(IDirect3DExecuteBuffer* this,
IDirect3DDevice* dev,
IDirect3DViewport2* vp);
};
/*****************************************************************************
* IDirect3DDevice implementation structure
*/
struct IDirect3DDeviceImpl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3DDevice)* lpvtbl;
DWORD ref;
/* IDirect3DDevice fields */
IDirect3DImpl* d3d;
IDirectDrawSurfaceImpl* surface;
IDirect3DViewport2Impl* viewport_list;
IDirect3DViewport2Impl* current_viewport;
void (*set_context)(IDirect3DDeviceImpl*);
};
/*****************************************************************************
* IDirect3DDevice2 implementation structure
*/
struct IDirect3DDevice2Impl
{
/* IUnknown fields */
ICOM_VTABLE(IDirect3DDevice2)* lpvtbl;
DWORD ref;
/* IDirect3DDevice fields */
IDirect3D2Impl* d3d;
IDirectDrawSurfaceImpl* surface;
IDirect3DViewport2Impl* viewport_list;
IDirect3DViewport2Impl* current_viewport;
void (*set_context)(IDirect3DDevice2Impl*);
};
#ifdef HAVE_MESAGL
#ifdef USE_OSMESA
#define LEAVE_GL() ;
#define ENTER_GL() ;
#else
#define LEAVE_GL() LeaveCriticalSection( &X11DRV_CritSection )
#define ENTER_GL() EnterCriticalSection( &X11DRV_CritSection )
#endif
/* Matrix copy WITH transposition */
#define conv_mat2(mat,gl_mat) \
{ \
TRACE("%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
TRACE("%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
TRACE("%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
TRACE("%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44); \
(gl_mat)[ 0] = (mat)->_11; \
(gl_mat)[ 1] = (mat)->_21; \
(gl_mat)[ 2] = (mat)->_31; \
(gl_mat)[ 3] = (mat)->_41; \
(gl_mat)[ 4] = (mat)->_12; \
(gl_mat)[ 5] = (mat)->_22; \
(gl_mat)[ 6] = (mat)->_32; \
(gl_mat)[ 7] = (mat)->_42; \
(gl_mat)[ 8] = (mat)->_13; \
(gl_mat)[ 9] = (mat)->_23; \
(gl_mat)[10] = (mat)->_33; \
(gl_mat)[11] = (mat)->_43; \
(gl_mat)[12] = (mat)->_14; \
(gl_mat)[13] = (mat)->_24; \
(gl_mat)[14] = (mat)->_34; \
(gl_mat)[15] = (mat)->_44; \
};
/* Matrix copy WITHOUT transposition */
#define conv_mat(mat,gl_mat) \
{ \
TRACE("%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
TRACE("%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
TRACE("%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
TRACE("%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44); \
memcpy(gl_mat, (mat), 16 * sizeof(float)); \
};
#define dump_mat(mat) \
TRACE("%f %f %f %f\n", (mat)->_11, (mat)->_12, (mat)->_13, (mat)->_14); \
TRACE("%f %f %f %f\n", (mat)->_21, (mat)->_22, (mat)->_23, (mat)->_24); \
TRACE("%f %f %f %f\n", (mat)->_31, (mat)->_32, (mat)->_33, (mat)->_34); \
TRACE("%f %f %f %f\n", (mat)->_41, (mat)->_42, (mat)->_43, (mat)->_44);
typedef struct render_state {
/* This is used for the device mode */
GLenum src, dst;
/* This is used for textures */
GLenum mag, min;
} RenderState;
typedef struct OpenGL_IDirect3DDevice2 {
IDirect3DDevice2Impl common;
/* These are the OpenGL-specific variables */
#ifdef USE_OSMESA
OSMesaContext ctx;
unsigned char *buffer;
#else
GLXContext ctx;
#endif
/* The current render state */
RenderState rs;
/* The last type of vertex drawn */
D3DVERTEXTYPE vt;
float world_mat[16];
float view_mat[16];
float proj_mat[16];
} OpenGL_IDirect3DDevice2;
typedef struct OpenGL_IDirect3DDevice {
IDirect3DDeviceImpl common;
/* These are the OpenGL-specific variables */
#ifdef USE_OSMESA
OSMesaContext ctx;
unsigned char *buffer;
#else
GLXContext ctx;
#endif
/* The current render state */
RenderState rs;
D3DMATRIX *world_mat;
D3DMATRIX *view_mat;
D3DMATRIX *proj_mat;
} OpenGL_IDirect3DDevice;
#define _dump_colorvalue(s,v) \
TRACE(" " s " : %f %f %f %f\n", \
(v).r.r, (v).g.g, (v).b.b, (v).a.a);
/* Common functions defined in d3dcommon.c */
void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState, RenderState *rs) ;
#endif /* HAVE_MESAGL */
/* All non-static functions 'exported' by various sub-objects */
extern LPDIRECT3DTEXTURE2 d3dtexture2_create(IDirectDrawSurface4Impl* surf);
extern LPDIRECT3DTEXTURE d3dtexture_create(IDirectDrawSurface4Impl* surf);
extern LPDIRECT3DLIGHT d3dlight_create_dx3(IDirect3DImpl* d3d1);
extern LPDIRECT3DLIGHT d3dlight_create(IDirect3D2Impl* d3d2);
extern LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(IDirect3DDeviceImpl* d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc);
extern LPDIRECT3DMATERIAL d3dmaterial_create(IDirect3DImpl* d3d1);
extern LPDIRECT3DMATERIAL2 d3dmaterial2_create(IDirect3D2Impl* d3d2);
extern LPDIRECT3DVIEWPORT d3dviewport_create(IDirect3DImpl* d3d1);
extern LPDIRECT3DVIEWPORT2 d3dviewport2_create(IDirect3D2Impl* d3d2);
extern int is_OpenGL_dx3(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDeviceImpl** device);
extern int d3d_OpenGL_dx3(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) ;
extern int d3d_OpenGL(LPD3DENUMDEVICESCALLBACK cb, LPVOID context) ;
extern int is_OpenGL(REFCLSID rguid, IDirectDrawSurfaceImpl* surface, IDirect3DDevice2Impl** device, IDirect3D2Impl* d3d);
#endif /* __GRAPHICS_WINE_D3D_PRIVATE_H */