2004-10-07 04:22:21 +00:00
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/*
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* IWineD3DDevice implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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2004-12-14 11:54:27 +00:00
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WINE_DECLARE_DEBUG_CHANNEL(d3d_fps);
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2004-11-28 15:04:41 +00:00
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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2004-10-07 04:22:21 +00:00
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/**********************************************************
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2004-11-28 15:04:41 +00:00
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* Global variable / Constants follow
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2004-10-07 04:22:21 +00:00
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**********************************************************/
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2004-11-28 15:04:41 +00:00
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const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
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2004-10-07 04:22:21 +00:00
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2004-11-28 15:04:41 +00:00
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/**********************************************************
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* Utility functions follow
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**********************************************************/
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2004-11-29 17:53:42 +00:00
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/* Convert the D3DLIGHT properties into equivalent gl lights */
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void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
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float quad_att;
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float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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/* Diffuse: */
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colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
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colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
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colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
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colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
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glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
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checkGLcall("glLightfv");
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/* Specular */
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colRGBA[0] = lightInfo->OriginalParms.Specular.r;
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colRGBA[1] = lightInfo->OriginalParms.Specular.g;
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colRGBA[2] = lightInfo->OriginalParms.Specular.b;
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colRGBA[3] = lightInfo->OriginalParms.Specular.a;
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glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
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checkGLcall("glLightfv");
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/* Ambient */
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colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
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colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
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colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
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colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
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glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
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checkGLcall("glLightfv");
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/* Attenuation - Are these right? guessing... */
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glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
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checkGLcall("glLightf");
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quad_att = 1.4/(lightInfo->OriginalParms.Range*lightInfo->OriginalParms.Range);
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if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
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glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
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checkGLcall("glLightf");
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switch (lightInfo->OriginalParms.Type) {
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case D3DLIGHT_POINT:
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/* Position */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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/* FIXME: Range */
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break;
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case D3DLIGHT_SPOT:
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/* Position */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
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checkGLcall("glLightfv");
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/* Direction */
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glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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/* FIXME: Range */
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break;
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case D3DLIGHT_DIRECTIONAL:
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/* Direction */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
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checkGLcall("glLightf");
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break;
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default:
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FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
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}
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/* Restore the modelview matrix */
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glPopMatrix();
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}
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2004-10-07 04:22:21 +00:00
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2004-12-13 13:35:38 +00:00
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/* Apply the current values to the specified texture stage */
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void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Stage, DWORD Flags) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i = 0;
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float col[4];
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BOOL changeTexture = TRUE;
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TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage);
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for (i = 1; i < HIGHEST_TEXTURE_STATE; i++) {
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BOOL skip = FALSE;
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switch (i) {
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/* Performance: For texture states where multiples effect the outcome, only bother
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applying the last one as it will pick up all the other values */
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case D3DTSS_COLORARG0: /* Will be picked up when setting color op */
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case D3DTSS_COLORARG1: /* Will be picked up when setting color op */
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case D3DTSS_COLORARG2: /* Will be picked up when setting color op */
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case D3DTSS_ALPHAARG0: /* Will be picked up when setting alpha op */
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case D3DTSS_ALPHAARG1: /* Will be picked up when setting alpha op */
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case D3DTSS_ALPHAARG2: /* Will be picked up when setting alpha op */
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skip = TRUE;
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break;
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/* Performance: If the texture states only impact settings for the texture unit
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(compared to the texture object) then there is no need to reapply them. The
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only time they need applying is the first time, since we cheat and put the
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values into the stateblock without applying.
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Per-texture unit: texture function (eg. combine), ops and args
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texture env color
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texture generation settings
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Note: Due to some special conditions there may be a need to do particular ones
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of these, which is what the Flags allows */
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case D3DTSS_COLOROP:
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case D3DTSS_TEXCOORDINDEX:
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if (!(Flags == REAPPLY_ALL)) skip=TRUE;
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break;
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case D3DTSS_ALPHAOP:
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if (!(Flags & REAPPLY_ALPHAOP)) skip=TRUE;
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break;
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default:
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skip = FALSE;
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}
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if (skip == FALSE) {
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/* Performance: Only change to this texture if we have to */
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if (changeTexture) {
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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2004-12-14 11:54:27 +00:00
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GLACTIVETEXTURE(Stage);
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2004-12-13 13:35:38 +00:00
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} else if (Stage > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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changeTexture = FALSE;
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}
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/* Now apply the change */
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IWineD3DDevice_SetTextureStageState(iface, Stage, i, This->stateBlock->textureState[Stage][i]);
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}
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}
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/* Note the D3DRS value applies to all textures, but GL has one
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* per texture, so apply it now ready to be used!
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*/
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D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[D3DRS_TEXTUREFACTOR], col);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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TRACE("-----------------------> Updated the texture at stage %ld to have new texture state information\n", Stage);
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}
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2004-10-07 04:22:21 +00:00
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/**********************************************************
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* IWineD3DDevice implementation follows
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**********************************************************/
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2004-11-23 13:52:46 +00:00
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HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*pParent = This->parent;
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IUnknown_AddRef(This->parent);
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return D3D_OK;
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}
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2005-01-17 13:44:57 +00:00
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/*****
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* Creation of other classes
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*****/
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2004-10-14 00:32:04 +00:00
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HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
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2004-11-23 13:52:46 +00:00
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DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
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IUnknown *parent) {
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2004-10-14 00:32:04 +00:00
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IWineD3DVertexBufferImpl *object;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexBufferImpl));
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2005-01-09 17:37:02 +00:00
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if (NULL == object) {
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*ppVertexBuffer = NULL;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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2004-10-14 00:32:04 +00:00
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object->lpVtbl = &IWineD3DVertexBuffer_Vtbl;
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2005-01-09 17:37:02 +00:00
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object->resource.wineD3DDevice= This;
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2004-11-23 13:52:46 +00:00
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IWineD3DDevice_AddRef(iface);
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object->resource.parent = parent;
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2004-10-14 00:32:04 +00:00
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object->resource.resourceType = D3DRTYPE_VERTEXBUFFER;
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object->resource.ref = 1;
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object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
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object->currentDesc.Usage = Usage;
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object->currentDesc.Pool = Pool;
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object->currentDesc.FVF = FVF;
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object->currentDesc.Size = Size;
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TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
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*ppVertexBuffer = (IWineD3DVertexBuffer *)object;
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return D3D_OK;
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}
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2004-10-07 04:22:21 +00:00
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2004-11-24 18:13:41 +00:00
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HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
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D3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
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HANDLE *sharedHandle, IUnknown *parent) {
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IWineD3DIndexBufferImpl *object;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DIndexBufferImpl));
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2005-01-09 17:37:02 +00:00
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if (NULL == object) {
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*ppIndexBuffer = NULL;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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2004-11-24 18:13:41 +00:00
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object->lpVtbl = &IWineD3DIndexBuffer_Vtbl;
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2005-01-09 17:37:02 +00:00
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object->resource.wineD3DDevice = This;
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IWineD3DDevice_AddRef(iface);
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2004-11-24 18:13:41 +00:00
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object->resource.resourceType = D3DRTYPE_INDEXBUFFER;
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object->resource.parent = parent;
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object->resource.ref = 1;
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object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length);
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object->currentDesc.Usage = Usage;
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object->currentDesc.Pool = Pool;
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object->currentDesc.Format= Format;
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object->currentDesc.Size = Length;
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TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
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debug_d3dformat(Format), Pool, object, object->allocatedMemory);
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*ppIndexBuffer = (IWineD3DIndexBuffer *) object;
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return D3D_OK;
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}
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2004-11-23 13:52:46 +00:00
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HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
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2004-10-21 20:59:12 +00:00
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DStateBlockImpl *object;
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/* Allocate Storage for the state block */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
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2005-01-09 17:37:02 +00:00
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if (NULL == object) {
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*ppStateBlock = NULL;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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2004-10-21 20:59:12 +00:00
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object->lpVtbl = &IWineD3DStateBlock_Vtbl;
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2005-01-09 17:37:02 +00:00
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object->wineD3DDevice = This;
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2004-11-23 13:52:46 +00:00
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IWineD3DDevice_AddRef(iface);
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object->parent = parent;
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2004-10-21 20:59:12 +00:00
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object->ref = 1;
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object->blockType = Type;
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*ppStateBlock = (IWineD3DStateBlock *)object;
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/* Special case - Used during initialization to produce a placeholder stateblock
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so other functions called can update a state block */
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if (Type == (D3DSTATEBLOCKTYPE) 0) {
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2004-10-22 22:27:51 +00:00
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/* Don't bother increasing the reference count otherwise a device will never
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2004-10-21 20:59:12 +00:00
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be freed due to circular dependencies */
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|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Otherwise, might as well set the whole state block to the appropriate values */
|
|
|
|
IWineD3DDevice_AddRef(iface);
|
|
|
|
memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
|
|
|
|
FIXME("unfinished - needs to set up changed and set attributes\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2005-01-09 17:37:02 +00:00
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_CreateRenderTarget(IWineD3DDevice *iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample,
|
|
|
|
DWORD MultisampleQuality, BOOL Lockable, IWineD3DSurface** ppSurface, HANDLE* pSharedHandle,
|
|
|
|
IUnknown *parent) {
|
|
|
|
IWineD3DSurfaceImpl *object;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurfaceImpl));
|
|
|
|
if (NULL == object) {
|
|
|
|
*ppSurface = NULL;
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
object->lpVtbl = &IWineD3DSurface_Vtbl;
|
|
|
|
object->resource.wineD3DDevice = This;
|
|
|
|
IWineD3DDevice_AddRef(iface);
|
|
|
|
object->resource.resourceType = D3DRTYPE_SURFACE;
|
|
|
|
object->resource.parent = parent;
|
|
|
|
object->resource.ref = 1;
|
|
|
|
*ppSurface = (IWineD3DSurface *)object;
|
|
|
|
object->container = (IUnknown*) This;
|
|
|
|
|
|
|
|
object->currentDesc.Width = Width;
|
|
|
|
object->currentDesc.Height = Height;
|
|
|
|
object->currentDesc.Format = Format;
|
|
|
|
object->currentDesc.Type = D3DRTYPE_SURFACE;
|
|
|
|
object->currentDesc.Usage = D3DUSAGE_RENDERTARGET;
|
|
|
|
object->currentDesc.Pool = D3DPOOL_DEFAULT;
|
|
|
|
object->currentDesc.MultiSampleType = MultiSample;
|
|
|
|
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
|
|
|
|
if (Format == D3DFMT_DXT1) {
|
|
|
|
object->currentDesc.Size = (Width * object->bytesPerPixel)/2 * Height; /* DXT1 is half byte per pixel */
|
|
|
|
} else {
|
|
|
|
object->currentDesc.Size = (Width * object->bytesPerPixel) * Height;
|
|
|
|
}
|
|
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->currentDesc.Size);
|
|
|
|
object->lockable = Lockable;
|
|
|
|
object->locked = FALSE;
|
|
|
|
memset(&object->lockedRect, 0, sizeof(RECT));
|
|
|
|
IWineD3DSurface_CleanDirtyRect(*ppSurface);
|
|
|
|
|
|
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), Lockable, *ppSurface, object->allocatedMemory, object->currentDesc.Size);
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2005-01-17 13:44:57 +00:00
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_CreateOffscreenPlainSurface(IWineD3DDevice *iface,
|
|
|
|
UINT Width, UINT Height,
|
|
|
|
D3DFORMAT Format, D3DPOOL Pool,
|
|
|
|
IWineD3DSurface** ppSurface,
|
|
|
|
HANDLE* pSharedHandle, IUnknown *parent) {
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IWineD3DSurfaceImpl *object;
|
|
|
|
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurfaceImpl));
|
|
|
|
if (NULL == object) {
|
|
|
|
*ppSurface = NULL;
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
|
|
|
|
object->lpVtbl = &IWineD3DSurface_Vtbl;
|
|
|
|
object->resource.wineD3DDevice = This;
|
|
|
|
IWineD3DDevice_AddRef(iface);
|
|
|
|
object->resource.resourceType = D3DRTYPE_VOLUME;
|
|
|
|
object->resource.parent = parent;
|
|
|
|
object->resource.ref = 1;
|
|
|
|
*ppSurface = (IWineD3DSurface *)object;
|
|
|
|
object->container = (IUnknown*) This;
|
|
|
|
|
|
|
|
TRACE("(%p) : W(%d) H(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
|
|
|
Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
|
|
|
|
object->currentDesc.Width = Width;
|
|
|
|
object->currentDesc.Height = Height;
|
|
|
|
object->currentDesc.Format = Format;
|
|
|
|
object->currentDesc.Type = D3DRTYPE_SURFACE;
|
|
|
|
object->currentDesc.Usage = 0;
|
|
|
|
object->currentDesc.Pool = Pool;
|
|
|
|
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
|
|
|
|
|
|
|
|
/* DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
|
|
|
|
it is based around 4x4 pixel blocks it requires padding, so allocate enough
|
|
|
|
space! */
|
|
|
|
if (Format == D3DFMT_DXT1) {
|
|
|
|
object->currentDesc.Size = ((max(Width,4) * object->bytesPerPixel) * max(Height,4)) / 2; /* DXT1 is half byte per pixel */
|
|
|
|
} else if (Format == D3DFMT_DXT2 || Format == D3DFMT_DXT3 ||
|
|
|
|
Format == D3DFMT_DXT4 || Format == D3DFMT_DXT5) {
|
|
|
|
object->currentDesc.Size = ((max(Width,4) * object->bytesPerPixel) * max(Height,4));
|
|
|
|
} else {
|
|
|
|
object->currentDesc.Size = (Width * object->bytesPerPixel) * Height;
|
|
|
|
}
|
|
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->currentDesc.Size);
|
|
|
|
object->lockable = TRUE;
|
|
|
|
object->locked = FALSE;
|
|
|
|
object->Dirty = FALSE;
|
|
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), *ppSurface, object->allocatedMemory, object->currentDesc.Size);
|
|
|
|
|
|
|
|
memset(&object->lockedRect, 0, sizeof(RECT));
|
|
|
|
return IWineD3DSurface_CleanDirtyRect(*ppSurface);
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width,
|
|
|
|
UINT Height, UINT Levels, DWORD Usage,
|
|
|
|
D3DFORMAT Format, D3DPOOL Pool,
|
|
|
|
IWineD3DTexture** ppTexture,
|
|
|
|
HANDLE* pSharedHandle, IUnknown *parent,
|
|
|
|
D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IWineD3DTextureImpl *object;
|
|
|
|
unsigned int i;
|
|
|
|
UINT tmpW;
|
|
|
|
UINT tmpH;
|
|
|
|
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DTextureImpl));
|
|
|
|
if (NULL == object) {
|
|
|
|
*ppTexture = NULL;
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
|
|
|
|
object->lpVtbl = &IWineD3DTexture_Vtbl;
|
|
|
|
object->resource.wineD3DDevice = This;
|
|
|
|
IWineD3DDevice_AddRef(iface);
|
|
|
|
object->resource.resourceType = D3DRTYPE_TEXTURE;
|
|
|
|
object->resource.parent = parent;
|
|
|
|
object->resource.ref = 1;
|
|
|
|
*ppTexture = (IWineD3DTexture *)object;
|
|
|
|
|
|
|
|
TRACE("(%p) : W(%d) H(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This,
|
|
|
|
Width, Height, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
object->width = Width;
|
|
|
|
object->height = Height;
|
|
|
|
object->usage = Usage;
|
|
|
|
object->baseTexture.levels = Levels;
|
|
|
|
object->baseTexture.format = Format;
|
|
|
|
|
|
|
|
/* Calculate levels for mip mapping */
|
|
|
|
if (Levels == 0) {
|
|
|
|
object->baseTexture.levels++;
|
|
|
|
tmpW = Width;
|
|
|
|
tmpH = Height;
|
|
|
|
while (tmpW > 1 && tmpH > 1) {
|
|
|
|
tmpW = max(1, tmpW / 2);
|
|
|
|
tmpH = max(1, tmpH / 2);
|
|
|
|
object->baseTexture.levels++;
|
|
|
|
}
|
|
|
|
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Generate all the surfaces */
|
|
|
|
tmpW = Width;
|
|
|
|
tmpH = Height;
|
|
|
|
for (i = 0; i < object->baseTexture.levels; i++)
|
|
|
|
{
|
|
|
|
D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Pool,
|
|
|
|
(IWineD3DSurface **)&object->surfaces[i], pSharedHandle);
|
|
|
|
object->surfaces[i]->container = (IUnknown*) object;
|
|
|
|
object->surfaces[i]->currentDesc.Usage = Usage;
|
|
|
|
object->surfaces[i]->currentDesc.Pool = Pool;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* As written in msdn in IDirect3DTexture8::LockRect
|
|
|
|
* Textures created in D3DPOOL_DEFAULT are not lockable.
|
|
|
|
*/
|
|
|
|
if (D3DPOOL_DEFAULT == Pool) {
|
|
|
|
object->surfaces[i]->lockable = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[i], object->surfaces[i]->allocatedMemory);
|
|
|
|
tmpW = max(1, tmpW / 2);
|
|
|
|
tmpH = max(1, tmpH / 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
*ppTexture = (IWineD3DTexture *) object;
|
|
|
|
TRACE("(%p) : Created texture %p\n", This, object);
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
|
|
|
|
UINT Width, UINT Height, UINT Depth,
|
|
|
|
UINT Levels, DWORD Usage,
|
|
|
|
D3DFORMAT Format, D3DPOOL Pool,
|
|
|
|
IWineD3DVolumeTexture** ppVolumeTexture,
|
|
|
|
HANDLE* pSharedHandle, IUnknown *parent,
|
|
|
|
D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IWineD3DVolumeTextureImpl *object;
|
|
|
|
unsigned int i;
|
|
|
|
UINT tmpW;
|
|
|
|
UINT tmpH;
|
|
|
|
UINT tmpD;
|
|
|
|
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVolumeTextureImpl));
|
|
|
|
if (NULL == object) {
|
|
|
|
*ppVolumeTexture = NULL;
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
|
|
|
|
object->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
|
|
|
|
object->resource.wineD3DDevice = This;
|
|
|
|
IWineD3DDevice_AddRef(iface);
|
|
|
|
object->resource.resourceType = D3DRTYPE_VOLUMETEXTURE;
|
|
|
|
object->resource.parent = parent;
|
|
|
|
object->resource.ref = 1;
|
|
|
|
*ppVolumeTexture = (IWineD3DVolumeTexture *)object;
|
|
|
|
|
|
|
|
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
|
|
|
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
|
|
|
|
object->width = Width;
|
|
|
|
object->height = Height;
|
|
|
|
object->depth = Depth;
|
|
|
|
object->usage = Usage;
|
|
|
|
object->baseTexture.levels = Levels;
|
|
|
|
object->baseTexture.format = Format;
|
|
|
|
|
|
|
|
/* Calculate levels for mip mapping */
|
|
|
|
if (Levels == 0) {
|
|
|
|
object->baseTexture.levels++;
|
|
|
|
tmpW = Width;
|
|
|
|
tmpH = Height;
|
|
|
|
tmpD = Depth;
|
|
|
|
while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
|
|
|
|
tmpW = max(1, tmpW / 2);
|
|
|
|
tmpH = max(1, tmpH / 2);
|
|
|
|
tmpD = max(1, tmpD / 2);
|
|
|
|
object->baseTexture.levels++;
|
|
|
|
}
|
|
|
|
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Generate all the surfaces */
|
|
|
|
tmpW = Width;
|
|
|
|
tmpH = Height;
|
|
|
|
tmpD = Depth;
|
|
|
|
|
|
|
|
for (i = 0; i < object->baseTexture.levels; i++)
|
|
|
|
{
|
|
|
|
/* Create the volume - No entry point for this seperately?? */
|
|
|
|
D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
|
|
|
|
(IWineD3DVolume **)&object->volumes[i], pSharedHandle);
|
|
|
|
object->volumes[i]->container = (IUnknown*) object;
|
|
|
|
|
|
|
|
tmpW = max(1, tmpW / 2);
|
|
|
|
tmpH = max(1, tmpH / 2);
|
|
|
|
tmpD = max(1, tmpD / 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
*ppVolumeTexture = (IWineD3DVolumeTexture *) object;
|
|
|
|
TRACE("(%p) : Created volume texture %p\n", This, object);
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
|
|
|
|
UINT Width, UINT Height, UINT Depth,
|
|
|
|
DWORD Usage,
|
|
|
|
D3DFORMAT Format, D3DPOOL Pool,
|
|
|
|
IWineD3DVolume** ppVolume,
|
|
|
|
HANDLE* pSharedHandle, IUnknown *parent) {
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IWineD3DVolumeImpl *object;
|
|
|
|
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVolumeImpl));
|
|
|
|
if (NULL == object) {
|
|
|
|
*ppVolume = NULL;
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
|
|
|
|
object->lpVtbl = &IWineD3DVolume_Vtbl;
|
|
|
|
object->wineD3DDevice = This;
|
|
|
|
IWineD3DDevice_AddRef(iface);
|
|
|
|
object->resourceType = D3DRTYPE_VOLUME;
|
|
|
|
object->parent = parent;
|
|
|
|
object->ref = 1;
|
|
|
|
*ppVolume = (IWineD3DVolume *)object;
|
|
|
|
|
|
|
|
TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
|
|
|
Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
|
|
|
|
object->currentDesc.Width = Width;
|
|
|
|
object->currentDesc.Height = Height;
|
|
|
|
object->currentDesc.Depth = Depth;
|
|
|
|
object->currentDesc.Format = Format;
|
|
|
|
object->currentDesc.Type = D3DRTYPE_VOLUME;
|
|
|
|
object->currentDesc.Pool = Pool;
|
|
|
|
object->currentDesc.Usage = Usage;
|
|
|
|
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
|
|
|
|
|
|
|
|
/* Note: Volume textures cannot be dxtn, hence no need to check here */
|
|
|
|
object->currentDesc.Size = (Width * object->bytesPerPixel) * Height * Depth;
|
|
|
|
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->currentDesc.Size);
|
|
|
|
object->lockable = TRUE;
|
|
|
|
object->locked = FALSE;
|
|
|
|
memset(&object->lockedBox, 0, sizeof(D3DBOX));
|
|
|
|
object->dirty = FALSE;
|
|
|
|
return IWineD3DVolume_CleanDirtyBox((IWineD3DVolume *) object);
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
|
|
|
|
UINT Levels, DWORD Usage,
|
|
|
|
D3DFORMAT Format, D3DPOOL Pool,
|
|
|
|
IWineD3DCubeTexture** ppCubeTexture,
|
|
|
|
HANDLE* pSharedHandle, IUnknown *parent,
|
|
|
|
D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IWineD3DCubeTextureImpl *object;
|
|
|
|
unsigned int i,j;
|
|
|
|
UINT tmpW;
|
|
|
|
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DCubeTextureImpl));
|
|
|
|
if (NULL == object) {
|
|
|
|
*ppCubeTexture = NULL;
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
|
|
|
|
object->lpVtbl = &IWineD3DCubeTexture_Vtbl;
|
|
|
|
object->resource.wineD3DDevice = This;
|
|
|
|
IWineD3DDevice_AddRef(iface);
|
|
|
|
object->resource.resourceType = D3DRTYPE_CUBETEXTURE;
|
|
|
|
object->resource.parent = parent;
|
|
|
|
object->resource.ref = 1;
|
|
|
|
*ppCubeTexture = (IWineD3DCubeTexture *)object;
|
|
|
|
|
|
|
|
/* Allocate the storage for it */
|
|
|
|
TRACE("(%p) : Len(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, EdgeLength, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
|
|
|
|
object->usage = Usage;
|
|
|
|
object->edgeLength = EdgeLength;
|
|
|
|
object->baseTexture.levels = Levels;
|
|
|
|
object->baseTexture.format = Format;
|
|
|
|
|
|
|
|
/* Calculate levels for mip mapping */
|
|
|
|
if (Levels == 0) {
|
|
|
|
object->baseTexture.levels++;
|
|
|
|
tmpW = EdgeLength;
|
|
|
|
while (tmpW > 1) {
|
|
|
|
tmpW = max(1, tmpW / 2);
|
|
|
|
object->baseTexture.levels++;
|
|
|
|
}
|
|
|
|
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Generate all the surfaces */
|
|
|
|
tmpW = EdgeLength;
|
|
|
|
for (i = 0; i < object->baseTexture.levels; i++) {
|
|
|
|
|
|
|
|
/* Create the 6 faces */
|
|
|
|
for (j = 0; j < 6; j++) {
|
|
|
|
|
|
|
|
D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Pool,
|
|
|
|
(IWineD3DSurface **)&object->surfaces[j][i], pSharedHandle);
|
|
|
|
object->surfaces[j][i]->container = (IUnknown*) object;
|
|
|
|
object->surfaces[j][i]->currentDesc.Usage = Usage;
|
|
|
|
object->surfaces[j][i]->currentDesc.Pool = Pool;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* As written in msdn in IDirect3DCubeTexture8::LockRect
|
|
|
|
* Textures created in D3DPOOL_DEFAULT are not lockable.
|
|
|
|
*/
|
|
|
|
if (D3DPOOL_DEFAULT == Pool) {
|
|
|
|
object->surfaces[j][i]->lockable = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[j][i], object->surfaces[j][i]->allocatedMemory);
|
|
|
|
}
|
|
|
|
tmpW = max(1, tmpW / 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
TRACE("(%p) : Created Cube Texture %p\n", This, object);
|
|
|
|
*ppCubeTexture = (IWineD3DCubeTexture *) object;
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-10-21 20:59:12 +00:00
|
|
|
/*****
|
|
|
|
* Get / Set FVF
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
/* Update the current statte block */
|
|
|
|
This->updateStateBlock->fvf = fvf;
|
|
|
|
This->updateStateBlock->changed.fvf = TRUE;
|
|
|
|
This->updateStateBlock->set.fvf = TRUE;
|
|
|
|
|
|
|
|
TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
|
|
|
|
|
|
|
|
/* No difference if recording or not */
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
|
|
|
|
*pfvf = This->stateBlock->fvf;
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
2004-10-07 04:22:21 +00:00
|
|
|
|
2004-11-23 13:52:46 +00:00
|
|
|
/*****
|
|
|
|
* Get / Set Stream Source
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IWineD3DVertexBuffer *oldSrc;
|
|
|
|
|
|
|
|
oldSrc = This->stateBlock->stream_source[StreamNumber];
|
|
|
|
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
|
|
|
|
|
|
|
|
This->updateStateBlock->changed.stream_source[StreamNumber] = TRUE;
|
|
|
|
This->updateStateBlock->set.stream_source[StreamNumber] = TRUE;
|
|
|
|
This->updateStateBlock->stream_stride[StreamNumber] = Stride;
|
|
|
|
This->updateStateBlock->stream_source[StreamNumber] = pStreamData;
|
|
|
|
This->updateStateBlock->stream_offset[StreamNumber] = OffsetInBytes;
|
|
|
|
|
|
|
|
/* Handle recording of state blocks */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
TRACE("Recording... not performing anything\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Not recording... */
|
|
|
|
if (oldSrc != NULL) IWineD3DVertexBuffer_Release(oldSrc);
|
|
|
|
if (pStreamData != NULL) IWineD3DVertexBuffer_AddRef(pStreamData);
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->stateBlock->stream_source[StreamNumber], This->stateBlock->stream_stride[StreamNumber]);
|
|
|
|
*pStream = This->stateBlock->stream_source[StreamNumber];
|
|
|
|
*pStride = This->stateBlock->stream_stride[StreamNumber];
|
|
|
|
*pOffset = This->stateBlock->stream_offset[StreamNumber];
|
|
|
|
IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-11-28 15:04:41 +00:00
|
|
|
/*****
|
2004-11-29 17:53:42 +00:00
|
|
|
* Get / Set & Multipy Transform
|
2004-11-28 15:04:41 +00:00
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
/* Most of this routine, comments included copied from ddraw tree initially: */
|
|
|
|
TRACE("(%p) : Transform State=%d\n", This, d3dts);
|
|
|
|
|
|
|
|
/* Handle recording of state blocks */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
TRACE("Recording... not performing anything\n");
|
|
|
|
This->updateStateBlock->changed.transform[d3dts] = TRUE;
|
|
|
|
This->updateStateBlock->set.transform[d3dts] = TRUE;
|
|
|
|
memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* If the new matrix is the same as the current one,
|
|
|
|
* we cut off any further processing. this seems to be a reasonable
|
|
|
|
* optimization because as was noticed, some apps (warcraft3 for example)
|
|
|
|
* tend towards setting the same matrix repeatedly for some reason.
|
|
|
|
*
|
|
|
|
* From here on we assume that the new matrix is different, wherever it matters.
|
|
|
|
*/
|
|
|
|
if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
|
|
|
|
TRACE("The app is setting the same matrix over again\n");
|
|
|
|
return D3D_OK;
|
|
|
|
} else {
|
|
|
|
conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
|
|
|
|
where ViewMat = Camera space, WorldMat = world space.
|
|
|
|
|
|
|
|
In OpenGL, camera and world space is combined into GL_MODELVIEW
|
|
|
|
matrix. The Projection matrix stay projection matrix.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/* Capture the times we can just ignore the change for now */
|
|
|
|
if (d3dts == D3DTS_WORLDMATRIX(0)) {
|
|
|
|
This->modelview_valid = FALSE;
|
|
|
|
return D3D_OK;
|
|
|
|
|
|
|
|
} else if (d3dts == D3DTS_PROJECTION) {
|
|
|
|
This->proj_valid = FALSE;
|
|
|
|
return D3D_OK;
|
|
|
|
|
|
|
|
} else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
|
|
|
|
/* Indexed Vertex Blending Matrices 256 -> 511 */
|
|
|
|
/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
|
|
|
|
FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Now we really are going to have to change a matrix */
|
|
|
|
ENTER_GL();
|
|
|
|
|
|
|
|
if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
|
|
|
|
if (d3dts < GL_LIMITS(textures)) {
|
|
|
|
int tex = d3dts - D3DTS_TEXTURE0;
|
2004-12-14 11:54:27 +00:00
|
|
|
GLACTIVETEXTURE(tex);
|
2004-11-28 15:04:41 +00:00
|
|
|
set_texture_matrix((float *)lpmatrix,
|
2004-12-13 13:35:38 +00:00
|
|
|
This->updateStateBlock->textureState[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
|
2004-11-28 15:04:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
|
|
|
|
unsigned int k;
|
|
|
|
|
|
|
|
/* If we are changing the View matrix, reset the light and clipping planes to the new view
|
|
|
|
* NOTE: We have to reset the positions even if the light/plane is not currently
|
|
|
|
* enabled, since the call to enable it will not reset the position.
|
|
|
|
* NOTE2: Apparently texture transforms do NOT need reapplying
|
|
|
|
*/
|
|
|
|
|
2004-11-30 21:05:27 +00:00
|
|
|
PLIGHTINFOEL *lightChain = NULL;
|
2004-11-28 15:04:41 +00:00
|
|
|
This->modelview_valid = FALSE;
|
|
|
|
This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
|
2004-11-29 17:53:42 +00:00
|
|
|
|
2004-11-28 15:04:41 +00:00
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadMatrixf((float *)lpmatrix);
|
|
|
|
checkGLcall("glLoadMatrixf(...)");
|
|
|
|
|
|
|
|
/* Reset lights */
|
2004-11-29 17:53:42 +00:00
|
|
|
lightChain = This->stateBlock->lights;
|
2004-11-28 15:04:41 +00:00
|
|
|
while (lightChain && lightChain->glIndex != -1) {
|
|
|
|
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
|
|
|
|
checkGLcall("glLightfv posn");
|
|
|
|
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
|
|
|
|
checkGLcall("glLightfv dirn");
|
|
|
|
lightChain = lightChain->next;
|
|
|
|
}
|
2004-11-29 17:53:42 +00:00
|
|
|
|
2004-11-28 15:04:41 +00:00
|
|
|
/* Reset Clipping Planes if clipping is enabled */
|
|
|
|
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
|
2004-11-29 17:53:42 +00:00
|
|
|
glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
|
2004-11-28 15:04:41 +00:00
|
|
|
checkGLcall("glClipPlane");
|
|
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
} else { /* What was requested!?? */
|
|
|
|
WARN("invalid matrix specified: %i\n", d3dts);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Release lock, all done */
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
|
|
|
|
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : for Transform State %d\n", This, State);
|
|
|
|
memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-11-29 17:53:42 +00:00
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
|
|
|
|
D3DMATRIX *mat = NULL;
|
|
|
|
D3DMATRIX temp;
|
|
|
|
|
2004-12-20 19:27:06 +00:00
|
|
|
/* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
|
|
|
|
* below means it will be recorded in a state block change, but it
|
|
|
|
* works regardless where it is recorded.
|
|
|
|
* If this is found to be wrong, change to StateBlock.
|
|
|
|
*/
|
2004-11-29 17:53:42 +00:00
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : For state %u\n", This, State);
|
|
|
|
|
|
|
|
if (State < HIGHEST_TRANSFORMSTATE)
|
|
|
|
{
|
|
|
|
mat = &This->updateStateBlock->transforms[State];
|
|
|
|
} else {
|
|
|
|
FIXME("Unhandled transform state!!\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Copied from ddraw code: */
|
|
|
|
temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) + (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
|
|
|
|
temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) + (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
|
|
|
|
temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) + (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
|
|
|
|
temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) + (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
|
|
|
|
|
|
|
|
temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) + (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
|
|
|
|
temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) + (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
|
|
|
|
temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) + (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
|
|
|
|
temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) + (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
|
|
|
|
|
|
|
|
temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) + (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
|
|
|
|
temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) + (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
|
|
|
|
temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) + (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
|
|
|
|
temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) + (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
|
|
|
|
|
|
|
|
temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) + (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
|
|
|
|
temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) + (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
|
|
|
|
temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) + (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
|
|
|
|
temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) + (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
|
|
|
|
|
|
|
|
/* Apply change via set transform - will reapply to eg. lights this way */
|
|
|
|
IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*****
|
|
|
|
* Get / Set Light
|
|
|
|
* WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
|
|
|
|
*****/
|
|
|
|
/* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
|
2004-12-20 19:27:06 +00:00
|
|
|
you can reference any indexes you want as long as that number max are enabled at any
|
2004-11-29 17:53:42 +00:00
|
|
|
one point in time! Therefore since the indexes can be anything, we need a linked list of them.
|
|
|
|
However, this causes stateblock problems. When capturing the state block, I duplicate the list,
|
|
|
|
but when recording, just build a chain pretty much of commands to be replayed. */
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
|
|
|
|
float rho;
|
|
|
|
PLIGHTINFOEL *object, *temp;
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
|
|
|
|
|
|
|
|
/* If recording state block, just add to end of lights chain */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
|
|
if (NULL == object) {
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
|
|
|
|
object->OriginalIndex = Index;
|
|
|
|
object->glIndex = -1;
|
|
|
|
object->changed = TRUE;
|
|
|
|
|
|
|
|
/* Add to the END of the chain of lights changes to be replayed */
|
|
|
|
if (This->updateStateBlock->lights == NULL) {
|
|
|
|
This->updateStateBlock->lights = object;
|
|
|
|
} else {
|
|
|
|
temp = This->updateStateBlock->lights;
|
|
|
|
while (temp->next != NULL) temp=temp->next;
|
|
|
|
temp->next = object;
|
|
|
|
}
|
|
|
|
TRACE("Recording... not performing anything more\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Ok, not recording any longer so do real work */
|
|
|
|
object = This->stateBlock->lights;
|
|
|
|
while (object != NULL && object->OriginalIndex != Index) object = object->next;
|
|
|
|
|
|
|
|
/* If we didn't find it in the list of lights, time to add it */
|
|
|
|
if (object == NULL) {
|
|
|
|
PLIGHTINFOEL *insertAt,*prevPos;
|
|
|
|
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
|
|
if (NULL == object) {
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
object->OriginalIndex = Index;
|
|
|
|
object->glIndex = -1;
|
|
|
|
|
|
|
|
/* Add it to the front of list with the idea that lights will be changed as needed
|
|
|
|
BUT after any lights currently assigned GL indexes */
|
|
|
|
insertAt = This->stateBlock->lights;
|
|
|
|
prevPos = NULL;
|
|
|
|
while (insertAt != NULL && insertAt->glIndex != -1) {
|
|
|
|
prevPos = insertAt;
|
|
|
|
insertAt = insertAt->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (insertAt == NULL && prevPos == NULL) { /* Start of list */
|
|
|
|
This->stateBlock->lights = object;
|
|
|
|
} else if (insertAt == NULL) { /* End of list */
|
|
|
|
prevPos->next = object;
|
|
|
|
object->prev = prevPos;
|
|
|
|
} else { /* Middle of chain */
|
|
|
|
if (prevPos == NULL) {
|
|
|
|
This->stateBlock->lights = object;
|
|
|
|
} else {
|
|
|
|
prevPos->next = object;
|
|
|
|
}
|
|
|
|
object->prev = prevPos;
|
|
|
|
object->next = insertAt;
|
|
|
|
insertAt->prev = object;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Initialze the object */
|
|
|
|
TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
|
|
|
|
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
|
|
|
|
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
|
|
|
|
pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
|
|
|
|
TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
|
|
|
|
pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
|
|
|
|
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
|
|
|
|
|
|
|
|
/* Save away the information */
|
|
|
|
memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
|
|
|
|
|
|
|
|
switch (pLight->Type) {
|
|
|
|
case D3DLIGHT_POINT:
|
|
|
|
/* Position */
|
|
|
|
object->lightPosn[0] = pLight->Position.x;
|
|
|
|
object->lightPosn[1] = pLight->Position.y;
|
|
|
|
object->lightPosn[2] = pLight->Position.z;
|
|
|
|
object->lightPosn[3] = 1.0f;
|
|
|
|
object->cutoff = 180.0f;
|
|
|
|
/* FIXME: Range */
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DLIGHT_DIRECTIONAL:
|
|
|
|
/* Direction */
|
|
|
|
object->lightPosn[0] = -pLight->Direction.x;
|
|
|
|
object->lightPosn[1] = -pLight->Direction.y;
|
|
|
|
object->lightPosn[2] = -pLight->Direction.z;
|
|
|
|
object->lightPosn[3] = 0.0;
|
|
|
|
object->exponent = 0.0f;
|
|
|
|
object->cutoff = 180.0f;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DLIGHT_SPOT:
|
|
|
|
/* Position */
|
|
|
|
object->lightPosn[0] = pLight->Position.x;
|
|
|
|
object->lightPosn[1] = pLight->Position.y;
|
|
|
|
object->lightPosn[2] = pLight->Position.z;
|
|
|
|
object->lightPosn[3] = 1.0;
|
|
|
|
|
|
|
|
/* Direction */
|
|
|
|
object->lightDirn[0] = pLight->Direction.x;
|
|
|
|
object->lightDirn[1] = pLight->Direction.y;
|
|
|
|
object->lightDirn[2] = pLight->Direction.z;
|
|
|
|
object->lightDirn[3] = 1.0;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* opengl-ish and d3d-ish spot lights use too different models for the
|
|
|
|
* light "intensity" as a function of the angle towards the main light direction,
|
|
|
|
* so we only can approximate very roughly.
|
|
|
|
* however spot lights are rather rarely used in games (if ever used at all).
|
|
|
|
* furthermore if still used, probably nobody pays attention to such details.
|
|
|
|
*/
|
|
|
|
if (pLight->Falloff == 0) {
|
|
|
|
rho = 6.28f;
|
|
|
|
} else {
|
|
|
|
rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
|
|
|
|
}
|
|
|
|
if (rho < 0.0001) rho = 0.0001f;
|
|
|
|
object->exponent = -0.3/log(cos(rho/2));
|
|
|
|
object->cutoff = pLight->Phi*90/M_PI;
|
|
|
|
|
|
|
|
/* FIXME: Range */
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized light type %d\n", pLight->Type);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Update the live definitions if the light is currently assigned a glIndex */
|
|
|
|
if (object->glIndex != -1) {
|
|
|
|
setup_light(iface, object->glIndex, object);
|
|
|
|
}
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
|
|
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
|
|
|
|
|
|
|
|
/* Locate the light in the live lights */
|
|
|
|
lightInfo = This->stateBlock->lights;
|
|
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
|
|
|
|
if (lightInfo == NULL) {
|
|
|
|
TRACE("Light information requested but light not defined\n");
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
|
|
|
|
memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*****
|
|
|
|
* Get / Set Light Enable
|
|
|
|
* (Note for consistency, renamed d3dx function by adding the 'set' prefix)
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
|
|
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
|
|
|
|
|
|
|
|
/* If recording state block, just add to end of lights chain with changedEnable set to true */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
|
|
if (NULL == lightInfo) {
|
|
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
|
|
}
|
|
|
|
lightInfo->OriginalIndex = Index;
|
|
|
|
lightInfo->glIndex = -1;
|
|
|
|
lightInfo->enabledChanged = TRUE;
|
|
|
|
|
|
|
|
/* Add to the END of the chain of lights changes to be replayed */
|
|
|
|
if (This->updateStateBlock->lights == NULL) {
|
|
|
|
This->updateStateBlock->lights = lightInfo;
|
|
|
|
} else {
|
|
|
|
PLIGHTINFOEL *temp = This->updateStateBlock->lights;
|
|
|
|
while (temp->next != NULL) temp=temp->next;
|
|
|
|
temp->next = lightInfo;
|
|
|
|
}
|
|
|
|
TRACE("Recording... not performing anything more\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Not recording... So, locate the light in the live lights */
|
|
|
|
lightInfo = This->stateBlock->lights;
|
|
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
|
|
|
|
/* Special case - enabling an undefined light creates one with a strict set of parms! */
|
|
|
|
if (lightInfo == NULL) {
|
|
|
|
D3DLIGHT9 lightParms;
|
|
|
|
/* Warning - untested code :-) Prob safe to change fixme to a trace but
|
|
|
|
wait until someone confirms it seems to work! */
|
|
|
|
TRACE("Light enabled requested but light not defined, so defining one!\n");
|
|
|
|
lightParms.Type = D3DLIGHT_DIRECTIONAL;
|
|
|
|
lightParms.Diffuse.r = 1.0;
|
|
|
|
lightParms.Diffuse.g = 1.0;
|
|
|
|
lightParms.Diffuse.b = 1.0;
|
|
|
|
lightParms.Diffuse.a = 0.0;
|
|
|
|
lightParms.Specular.r = 0.0;
|
|
|
|
lightParms.Specular.g = 0.0;
|
|
|
|
lightParms.Specular.b = 0.0;
|
|
|
|
lightParms.Specular.a = 0.0;
|
|
|
|
lightParms.Ambient.r = 0.0;
|
|
|
|
lightParms.Ambient.g = 0.0;
|
|
|
|
lightParms.Ambient.b = 0.0;
|
|
|
|
lightParms.Ambient.a = 0.0;
|
|
|
|
lightParms.Position.x = 0.0;
|
|
|
|
lightParms.Position.y = 0.0;
|
|
|
|
lightParms.Position.z = 0.0;
|
|
|
|
lightParms.Direction.x = 0.0;
|
|
|
|
lightParms.Direction.y = 0.0;
|
|
|
|
lightParms.Direction.z = 1.0;
|
|
|
|
lightParms.Range = 0.0;
|
|
|
|
lightParms.Falloff = 0.0;
|
|
|
|
lightParms.Attenuation0 = 0.0;
|
|
|
|
lightParms.Attenuation1 = 0.0;
|
|
|
|
lightParms.Attenuation2 = 0.0;
|
|
|
|
lightParms.Theta = 0.0;
|
|
|
|
lightParms.Phi = 0.0;
|
|
|
|
IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
|
|
|
|
|
|
|
|
/* Search for it again! Should be fairly quick as near head of list */
|
|
|
|
lightInfo = This->stateBlock->lights;
|
|
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
if (lightInfo == NULL) {
|
|
|
|
FIXME("Adding default lights has failed dismally\n");
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* OK, we now have a light... */
|
|
|
|
if (Enable == FALSE) {
|
|
|
|
|
|
|
|
/* If we are disabling it, check it was enabled, and
|
|
|
|
still only do something if it has assigned a glIndex (which it should have!) */
|
2004-12-09 14:07:59 +00:00
|
|
|
if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
|
2004-11-29 17:53:42 +00:00
|
|
|
TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
|
|
|
|
ENTER_GL();
|
|
|
|
glDisable(GL_LIGHT0 + lightInfo->glIndex);
|
|
|
|
checkGLcall("glDisable GL_LIGHT0+Index");
|
|
|
|
LEAVE_GL();
|
|
|
|
} else {
|
|
|
|
TRACE("Nothing to do as light was not enabled\n");
|
|
|
|
}
|
|
|
|
lightInfo->lightEnabled = FALSE;
|
|
|
|
} else {
|
|
|
|
|
2004-12-20 19:27:06 +00:00
|
|
|
/* We are enabling it. If it is enabled, it's really simple */
|
2004-12-09 14:07:59 +00:00
|
|
|
if (lightInfo->lightEnabled) {
|
2004-11-29 17:53:42 +00:00
|
|
|
/* nop */
|
|
|
|
TRACE("Nothing to do as light was enabled\n");
|
|
|
|
|
2004-12-20 19:27:06 +00:00
|
|
|
/* If it already has a glIndex, it's still simple */
|
2004-11-29 17:53:42 +00:00
|
|
|
} else if (lightInfo->glIndex != -1) {
|
|
|
|
TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
|
|
|
|
lightInfo->lightEnabled = TRUE;
|
|
|
|
ENTER_GL();
|
|
|
|
glEnable(GL_LIGHT0 + lightInfo->glIndex);
|
|
|
|
checkGLcall("glEnable GL_LIGHT0+Index already setup");
|
|
|
|
LEAVE_GL();
|
|
|
|
|
|
|
|
/* Otherwise got to find space - lights are ordered gl indexes first */
|
|
|
|
} else {
|
|
|
|
PLIGHTINFOEL *bsf = NULL;
|
|
|
|
PLIGHTINFOEL *pos = This->stateBlock->lights;
|
|
|
|
PLIGHTINFOEL *prev = NULL;
|
|
|
|
int Index= 0;
|
|
|
|
int glIndex = -1;
|
|
|
|
|
|
|
|
/* Try to minimize changes as much as possible */
|
|
|
|
while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
|
|
|
|
|
|
|
|
/* Try to remember which index can be replaced if necessary */
|
|
|
|
if (bsf==NULL && pos->lightEnabled == FALSE) {
|
|
|
|
/* Found a light we can replace, save as best replacement */
|
|
|
|
bsf = pos;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Step to next space */
|
|
|
|
prev = pos;
|
|
|
|
pos = pos->next;
|
|
|
|
Index ++;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* If we have too many active lights, fail the call */
|
|
|
|
if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
|
|
|
|
FIXME("Program requests too many concurrent lights\n");
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
|
|
|
|
/* If we have allocated all lights, but not all are enabled,
|
|
|
|
reuse one which is not enabled */
|
|
|
|
} else if (Index == This->maxConcurrentLights) {
|
|
|
|
/* use bsf - Simply swap the new light and the BSF one */
|
|
|
|
PLIGHTINFOEL *bsfNext = bsf->next;
|
|
|
|
PLIGHTINFOEL *bsfPrev = bsf->prev;
|
|
|
|
|
|
|
|
/* Sort out ends */
|
|
|
|
if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
|
|
|
|
if (bsf->prev != NULL) {
|
|
|
|
bsf->prev->next = lightInfo;
|
|
|
|
} else {
|
|
|
|
This->stateBlock->lights = lightInfo;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* If not side by side, lots of chains to update */
|
|
|
|
if (bsf->next != lightInfo) {
|
|
|
|
lightInfo->prev->next = bsf;
|
|
|
|
bsf->next->prev = lightInfo;
|
|
|
|
bsf->next = lightInfo->next;
|
|
|
|
bsf->prev = lightInfo->prev;
|
|
|
|
lightInfo->next = bsfNext;
|
|
|
|
lightInfo->prev = bsfPrev;
|
|
|
|
|
|
|
|
} else {
|
|
|
|
/* Simple swaps */
|
|
|
|
bsf->prev = lightInfo;
|
|
|
|
bsf->next = lightInfo->next;
|
|
|
|
lightInfo->next = bsf;
|
|
|
|
lightInfo->prev = bsfPrev;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* Update states */
|
|
|
|
glIndex = bsf->glIndex;
|
|
|
|
bsf->glIndex = -1;
|
|
|
|
lightInfo->glIndex = glIndex;
|
|
|
|
lightInfo->lightEnabled = TRUE;
|
|
|
|
|
|
|
|
/* Finally set up the light in gl itself */
|
|
|
|
TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
|
|
|
|
ENTER_GL();
|
|
|
|
setup_light(iface, glIndex, lightInfo);
|
|
|
|
glEnable(GL_LIGHT0 + glIndex);
|
|
|
|
checkGLcall("glEnable GL_LIGHT0 new setup");
|
|
|
|
LEAVE_GL();
|
|
|
|
|
|
|
|
/* If we reached the end of the allocated lights, with space in the
|
|
|
|
gl lights, setup a new light */
|
|
|
|
} else if (pos->glIndex == -1) {
|
|
|
|
|
|
|
|
/* We reached the end of the allocated gl lights, so already
|
|
|
|
know the index of the next one! */
|
|
|
|
glIndex = Index;
|
|
|
|
lightInfo->glIndex = glIndex;
|
|
|
|
lightInfo->lightEnabled = TRUE;
|
|
|
|
|
2004-12-20 19:27:06 +00:00
|
|
|
/* In an ideal world, it's already in the right place */
|
2004-11-29 17:53:42 +00:00
|
|
|
if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
|
|
|
|
/* No need to move it */
|
|
|
|
} else {
|
|
|
|
/* Remove this light from the list */
|
|
|
|
lightInfo->prev->next = lightInfo->next;
|
|
|
|
if (lightInfo->next != NULL) {
|
|
|
|
lightInfo->next->prev = lightInfo->prev;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Add in at appropriate place (inbetween prev and pos) */
|
|
|
|
lightInfo->prev = prev;
|
|
|
|
lightInfo->next = pos;
|
|
|
|
if (prev == NULL) {
|
|
|
|
This->stateBlock->lights = lightInfo;
|
|
|
|
} else {
|
|
|
|
prev->next = lightInfo;
|
|
|
|
}
|
|
|
|
if (pos != NULL) {
|
|
|
|
pos->prev = lightInfo;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Finally set up the light in gl itself */
|
|
|
|
TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
|
|
|
|
ENTER_GL();
|
|
|
|
setup_light(iface, glIndex, lightInfo);
|
|
|
|
glEnable(GL_LIGHT0 + glIndex);
|
|
|
|
checkGLcall("glEnable GL_LIGHT0 new setup");
|
|
|
|
LEAVE_GL();
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
|
|
|
|
|
|
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : for idx(%ld)\n", This, Index);
|
|
|
|
|
|
|
|
/* Locate the light in the live lights */
|
|
|
|
lightInfo = This->stateBlock->lights;
|
|
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
|
|
|
|
if (lightInfo == NULL) {
|
|
|
|
TRACE("Light enabled state requested but light not defined\n");
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
*pEnable = lightInfo->lightEnabled;
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*****
|
|
|
|
* Get / Set Clip Planes
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
|
|
|
|
|
|
|
|
/* Validate Index */
|
|
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
|
|
TRACE("Application has requested clipplane this device doesn't support\n");
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
|
|
|
|
This->updateStateBlock->changed.clipplane[Index] = TRUE;
|
|
|
|
This->updateStateBlock->set.clipplane[Index] = TRUE;
|
|
|
|
This->updateStateBlock->clipplane[Index][0] = pPlane[0];
|
|
|
|
This->updateStateBlock->clipplane[Index][1] = pPlane[1];
|
|
|
|
This->updateStateBlock->clipplane[Index][2] = pPlane[2];
|
|
|
|
This->updateStateBlock->clipplane[Index][3] = pPlane[3];
|
|
|
|
|
|
|
|
/* Handle recording of state blocks */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
TRACE("Recording... not performing anything\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Apply it */
|
|
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
|
|
|
|
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
|
|
|
|
|
|
|
|
TRACE("Clipplane [%f,%f,%f,%f]\n",
|
2004-12-14 11:54:27 +00:00
|
|
|
This->updateStateBlock->clipplane[Index][0],
|
|
|
|
This->updateStateBlock->clipplane[Index][1],
|
|
|
|
This->updateStateBlock->clipplane[Index][2],
|
|
|
|
This->updateStateBlock->clipplane[Index][3]);
|
2004-11-29 17:53:42 +00:00
|
|
|
glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
|
|
|
|
checkGLcall("glClipPlane");
|
|
|
|
|
|
|
|
glPopMatrix();
|
|
|
|
LEAVE_GL();
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : for idx %ld\n", This, Index);
|
|
|
|
|
|
|
|
/* Validate Index */
|
|
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
|
|
TRACE("Application has requested clipplane this device doesn't support\n");
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
|
|
|
|
pPlane[0] = This->stateBlock->clipplane[Index][0];
|
|
|
|
pPlane[1] = This->stateBlock->clipplane[Index][1];
|
|
|
|
pPlane[2] = This->stateBlock->clipplane[Index][2];
|
|
|
|
pPlane[3] = This->stateBlock->clipplane[Index][3];
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*****
|
|
|
|
* Get / Set Clip Plane Status
|
|
|
|
* WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
FIXME("(%p) : stub\n", This);
|
|
|
|
if (NULL == pClipStatus) {
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
|
|
|
|
This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
FIXME("(%p) : stub\n", This);
|
|
|
|
if (NULL == pClipStatus) {
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
|
|
|
|
pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*****
|
|
|
|
* Get / Set Material
|
|
|
|
* WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
This->updateStateBlock->changed.material = TRUE;
|
|
|
|
This->updateStateBlock->set.material = TRUE;
|
|
|
|
memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
|
|
|
|
|
|
|
|
/* Handle recording of state blocks */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
TRACE("Recording... not performing anything\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
|
|
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
|
|
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
|
|
|
|
checkGLcall("glMaterialfv");
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
|
|
|
|
checkGLcall("glMaterialfv");
|
|
|
|
|
|
|
|
/* Only change material color if specular is enabled, otherwise it is set to black */
|
2004-12-13 13:35:38 +00:00
|
|
|
if (This->stateBlock->renderState[D3DRS_SPECULARENABLE]) {
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
|
2004-11-29 17:53:42 +00:00
|
|
|
checkGLcall("glMaterialfv");
|
|
|
|
} else {
|
|
|
|
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
|
|
|
checkGLcall("glMaterialfv");
|
|
|
|
}
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
|
|
|
|
checkGLcall("glMaterialfv");
|
|
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
|
|
|
|
checkGLcall("glMaterialf");
|
|
|
|
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
|
|
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
|
|
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-12-09 11:42:34 +00:00
|
|
|
/*****
|
|
|
|
* Get / Set Indices
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
|
|
|
|
UINT BaseVertexIndex) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IWineD3DIndexBuffer *oldIdxs;
|
|
|
|
|
|
|
|
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
|
|
|
|
oldIdxs = This->updateStateBlock->pIndexData;
|
|
|
|
|
|
|
|
This->updateStateBlock->changed.indices = TRUE;
|
|
|
|
This->updateStateBlock->set.indices = TRUE;
|
|
|
|
This->updateStateBlock->pIndexData = pIndexData;
|
|
|
|
This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
|
|
|
|
|
|
|
|
/* Handle recording of state blocks */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
TRACE("Recording... not performing anything\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
|
|
|
|
if (pIndexData) IWineD3DIndexBuffer_AddRef(This->stateBlock->pIndexData);
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
*ppIndexData = This->stateBlock->pIndexData;
|
|
|
|
|
|
|
|
/* up ref count on ppindexdata */
|
|
|
|
if (*ppIndexData) IWineD3DIndexBuffer_AddRef(*ppIndexData);
|
|
|
|
*pBaseVertexIndex = This->stateBlock->baseVertexIndex;
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*****
|
|
|
|
* Get / Set Viewports
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
This->updateStateBlock->changed.viewport = TRUE;
|
|
|
|
This->updateStateBlock->set.viewport = TRUE;
|
|
|
|
memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
|
|
|
|
|
|
|
|
/* Handle recording of state blocks */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
TRACE("Recording... not performing anything\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
|
|
|
|
TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
|
|
|
|
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
|
|
|
|
|
|
|
|
glDepthRange(pViewport->MinZ, pViewport->MaxZ);
|
|
|
|
checkGLcall("glDepthRange");
|
|
|
|
|
|
|
|
/* Note: GL requires lower left, DirectX supplies upper left */
|
2005-01-09 17:37:02 +00:00
|
|
|
glViewport(pViewport->X, (This->renderTarget->currentDesc.Height - (pViewport->Y + pViewport->Height)),
|
2004-12-09 11:42:34 +00:00
|
|
|
pViewport->Width, pViewport->Height);
|
|
|
|
checkGLcall("glViewport");
|
|
|
|
|
|
|
|
LEAVE_GL();
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-12-13 13:35:38 +00:00
|
|
|
/*****
|
|
|
|
* Get / Set Render States
|
|
|
|
* TODO: Verify against dx9 definitions
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
DWORD OldValue = This->stateBlock->renderState[State];
|
|
|
|
|
2004-12-22 15:02:14 +00:00
|
|
|
/* Simple way of referring to either a DWORD or a 4 byte float */
|
2004-12-13 13:35:38 +00:00
|
|
|
union {
|
|
|
|
DWORD d;
|
|
|
|
float f;
|
|
|
|
} tmpvalue;
|
|
|
|
|
|
|
|
TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
|
|
|
|
This->updateStateBlock->changed.renderState[State] = TRUE;
|
|
|
|
This->updateStateBlock->set.renderState[State] = TRUE;
|
|
|
|
This->updateStateBlock->renderState[State] = Value;
|
|
|
|
|
|
|
|
/* Handle recording of state blocks */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
TRACE("Recording... not performing anything\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
|
|
|
|
switch (State) {
|
|
|
|
case D3DRS_FILLMODE :
|
|
|
|
switch ((D3DFILLMODE) Value) {
|
|
|
|
case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
|
|
|
|
case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
|
|
|
|
case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized D3DRS_FILLMODE value %ld\n", Value);
|
|
|
|
}
|
|
|
|
checkGLcall("glPolygonMode (fillmode)");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_LIGHTING :
|
|
|
|
if (Value) {
|
|
|
|
glEnable(GL_LIGHTING);
|
|
|
|
checkGLcall("glEnable GL_LIGHTING");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
checkGLcall("glDisable GL_LIGHTING");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_ZENABLE :
|
|
|
|
switch ((D3DZBUFFERTYPE) Value) {
|
|
|
|
case D3DZB_FALSE:
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
checkGLcall("glDisable GL_DEPTH_TEST");
|
|
|
|
break;
|
|
|
|
case D3DZB_TRUE:
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
checkGLcall("glEnable GL_DEPTH_TEST");
|
|
|
|
break;
|
|
|
|
case D3DZB_USEW:
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
checkGLcall("glEnable GL_DEPTH_TEST");
|
|
|
|
FIXME("W buffer is not well handled\n");
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_CULLMODE :
|
|
|
|
|
|
|
|
/* If we are culling "back faces with clockwise vertices" then
|
|
|
|
set front faces to be counter clockwise and enable culling
|
|
|
|
of back faces */
|
|
|
|
switch ((D3DCULL) Value) {
|
|
|
|
case D3DCULL_NONE:
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
checkGLcall("glDisable GL_CULL_FACE");
|
|
|
|
break;
|
|
|
|
case D3DCULL_CW:
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
checkGLcall("glEnable GL_CULL_FACE");
|
|
|
|
if (This->renderUpsideDown) {
|
|
|
|
glFrontFace(GL_CW);
|
|
|
|
checkGLcall("glFrontFace GL_CW");
|
|
|
|
} else {
|
|
|
|
glFrontFace(GL_CCW);
|
|
|
|
checkGLcall("glFrontFace GL_CCW");
|
|
|
|
}
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
break;
|
|
|
|
case D3DCULL_CCW:
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
checkGLcall("glEnable GL_CULL_FACE");
|
|
|
|
if (This->renderUpsideDown) {
|
|
|
|
glFrontFace(GL_CCW);
|
|
|
|
checkGLcall("glFrontFace GL_CCW");
|
|
|
|
} else {
|
|
|
|
glFrontFace(GL_CW);
|
|
|
|
checkGLcall("glFrontFace GL_CW");
|
|
|
|
}
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_SHADEMODE :
|
|
|
|
switch ((D3DSHADEMODE) Value) {
|
|
|
|
case D3DSHADE_FLAT:
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
checkGLcall("glShadeModel");
|
|
|
|
break;
|
|
|
|
case D3DSHADE_GOURAUD:
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
checkGLcall("glShadeModel");
|
|
|
|
break;
|
|
|
|
case D3DSHADE_PHONG:
|
|
|
|
FIXME("D3DSHADE_PHONG isn't supported?\n");
|
|
|
|
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_DITHERENABLE :
|
|
|
|
if (Value) {
|
|
|
|
glEnable(GL_DITHER);
|
|
|
|
checkGLcall("glEnable GL_DITHER");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_DITHER);
|
|
|
|
checkGLcall("glDisable GL_DITHER");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_ZWRITEENABLE :
|
|
|
|
if (Value) {
|
|
|
|
glDepthMask(1);
|
|
|
|
checkGLcall("glDepthMask");
|
|
|
|
} else {
|
|
|
|
glDepthMask(0);
|
|
|
|
checkGLcall("glDepthMask");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_ZFUNC :
|
|
|
|
{
|
|
|
|
int glParm = GL_LESS;
|
|
|
|
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
|
|
case D3DCMP_NEVER: glParm=GL_NEVER; break;
|
|
|
|
case D3DCMP_LESS: glParm=GL_LESS; break;
|
|
|
|
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
|
|
|
|
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
|
|
|
|
case D3DCMP_GREATER: glParm=GL_GREATER; break;
|
|
|
|
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
|
|
|
|
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
|
|
|
|
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
|
|
}
|
|
|
|
glDepthFunc(glParm);
|
|
|
|
checkGLcall("glDepthFunc");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_AMBIENT :
|
|
|
|
{
|
|
|
|
float col[4];
|
|
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
|
|
TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
|
|
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
|
|
|
|
checkGLcall("glLightModel for MODEL_AMBIENT");
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_ALPHABLENDENABLE :
|
|
|
|
if (Value) {
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
checkGLcall("glEnable GL_BLEND");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
checkGLcall("glDisable GL_BLEND");
|
|
|
|
};
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_SRCBLEND :
|
|
|
|
case D3DRS_DESTBLEND :
|
|
|
|
{
|
|
|
|
int newVal = GL_ZERO;
|
|
|
|
switch (Value) {
|
|
|
|
case D3DBLEND_ZERO : newVal = GL_ZERO; break;
|
|
|
|
case D3DBLEND_ONE : newVal = GL_ONE; break;
|
|
|
|
case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
|
|
|
|
case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
|
|
|
|
case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
|
|
|
|
case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
|
|
|
|
case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
|
|
|
|
case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
|
|
|
|
case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
|
|
|
|
case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
|
|
|
|
case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
|
|
|
|
|
|
|
|
case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
|
|
|
|
This->srcBlend = newVal;
|
|
|
|
This->dstBlend = newVal;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
This->srcBlend = newVal;
|
|
|
|
This->dstBlend = newVal;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (State == D3DRS_SRCBLEND) This->srcBlend = newVal;
|
|
|
|
if (State == D3DRS_DESTBLEND) This->dstBlend = newVal;
|
|
|
|
TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
|
|
|
|
glBlendFunc(This->srcBlend, This->dstBlend);
|
|
|
|
|
|
|
|
checkGLcall("glBlendFunc");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_ALPHATESTENABLE :
|
|
|
|
if (Value) {
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
|
|
checkGLcall("glEnable GL_ALPHA_TEST");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
checkGLcall("glDisable GL_ALPHA_TEST");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_ALPHAFUNC :
|
|
|
|
{
|
|
|
|
int glParm = GL_LESS;
|
|
|
|
float ref = ((float) This->stateBlock->renderState[D3DRS_ALPHAREF]) / 255.0f;
|
|
|
|
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
|
|
case D3DCMP_NEVER: glParm = GL_NEVER; break;
|
|
|
|
case D3DCMP_LESS: glParm = GL_LESS; break;
|
|
|
|
case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
|
|
|
|
case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
|
|
|
|
case D3DCMP_GREATER: glParm = GL_GREATER; break;
|
|
|
|
case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
|
|
|
|
case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
|
|
|
|
case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
|
|
}
|
|
|
|
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
|
|
|
|
glAlphaFunc(glParm, ref);
|
|
|
|
This->alphafunc = glParm;
|
|
|
|
checkGLcall("glAlphaFunc");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_ALPHAREF :
|
|
|
|
{
|
|
|
|
int glParm = This->alphafunc;
|
|
|
|
float ref = 1.0f;
|
|
|
|
|
|
|
|
ref = ((float) Value) / 255.0f;
|
|
|
|
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
|
|
|
|
glAlphaFunc(glParm, ref);
|
|
|
|
checkGLcall("glAlphaFunc");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_CLIPPLANEENABLE :
|
|
|
|
case D3DRS_CLIPPING :
|
|
|
|
{
|
|
|
|
/* Ensure we only do the changed clip planes */
|
|
|
|
DWORD enable = 0xFFFFFFFF;
|
|
|
|
DWORD disable = 0x00000000;
|
|
|
|
|
|
|
|
/* If enabling / disabling all */
|
|
|
|
if (State == D3DRS_CLIPPING) {
|
|
|
|
if (Value) {
|
|
|
|
enable = This->stateBlock->renderState[D3DRS_CLIPPLANEENABLE];
|
|
|
|
disable = 0x00;
|
|
|
|
} else {
|
|
|
|
disable = This->stateBlock->renderState[D3DRS_CLIPPLANEENABLE];
|
|
|
|
enable = 0x00;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
enable = Value & ~OldValue;
|
|
|
|
disable = ~Value & OldValue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
|
|
|
|
if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
|
|
|
|
if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
|
|
|
|
if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
|
|
|
|
if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
|
|
|
|
if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
|
|
|
|
|
|
|
|
if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
|
|
|
|
if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
|
|
|
|
if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
|
|
|
|
if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
|
|
|
|
if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
|
|
|
|
if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
|
|
|
|
|
|
|
|
/** update clipping status */
|
|
|
|
if (enable) {
|
|
|
|
This->stateBlock->clip_status.ClipUnion = 0;
|
|
|
|
This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
|
|
|
|
} else {
|
|
|
|
This->stateBlock->clip_status.ClipUnion = 0;
|
|
|
|
This->stateBlock->clip_status.ClipIntersection = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_BLENDOP :
|
|
|
|
{
|
|
|
|
int glParm = GL_FUNC_ADD;
|
|
|
|
|
|
|
|
switch ((D3DBLENDOP) Value) {
|
|
|
|
case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
|
|
|
|
case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
|
|
|
|
case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
|
|
|
|
case D3DBLENDOP_MIN : glParm = GL_MIN; break;
|
|
|
|
case D3DBLENDOP_MAX : glParm = GL_MAX; break;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
|
|
|
|
}
|
|
|
|
TRACE("glBlendEquation(%x)\n", glParm);
|
|
|
|
glBlendEquation(glParm);
|
|
|
|
checkGLcall("glBlendEquation");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_TEXTUREFACTOR :
|
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
/* Note the texture color applies to all textures whereas
|
|
|
|
GL_TEXTURE_ENV_COLOR applies to active only */
|
|
|
|
float col[4];
|
|
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
|
|
/* Set the default alpha blend color */
|
|
|
|
glBlendColor(col[0], col[1], col[2], col[3]);
|
|
|
|
checkGLcall("glBlendColor");
|
|
|
|
|
|
|
|
/* And now the default texture color as well */
|
|
|
|
for (i = 0; i < GL_LIMITS(textures); i++) {
|
|
|
|
|
|
|
|
/* Note the D3DRS value applies to all textures, but GL has one
|
|
|
|
per texture, so apply it now ready to be used! */
|
|
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
2004-12-14 11:54:27 +00:00
|
|
|
GLACTIVETEXTURE(i);
|
2004-12-13 13:35:38 +00:00
|
|
|
} else if (i>0) {
|
|
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
|
|
|
|
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_SPECULARENABLE :
|
|
|
|
{
|
|
|
|
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
|
|
|
|
and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
|
|
|
|
specular color. This is wrong:
|
|
|
|
Separate specular color means the specular colour is maintained separately, whereas
|
|
|
|
single color means it is merged in. However in both cases they are being used to
|
|
|
|
some extent.
|
|
|
|
To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
|
|
|
|
NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
|
|
|
|
running 1.4 yet!
|
|
|
|
*/
|
|
|
|
if (Value) {
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
|
|
|
|
checkGLcall("glMaterialfv");
|
|
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
|
|
glEnable(GL_COLOR_SUM_EXT);
|
|
|
|
} else {
|
|
|
|
TRACE("Specular colors cannot be enabled in this version of opengl\n");
|
|
|
|
}
|
|
|
|
checkGLcall("glEnable(GL_COLOR_SUM)");
|
|
|
|
} else {
|
|
|
|
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
|
|
|
|
/* for the case of enabled lighting: */
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
|
|
|
checkGLcall("glMaterialfv");
|
|
|
|
|
|
|
|
/* for the case of disabled lighting: */
|
|
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
|
|
glDisable(GL_COLOR_SUM_EXT);
|
|
|
|
} else {
|
|
|
|
TRACE("Specular colors cannot be disabled in this version of opengl\n");
|
|
|
|
}
|
|
|
|
checkGLcall("glDisable(GL_COLOR_SUM)");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_STENCILENABLE :
|
|
|
|
if (Value) {
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
checkGLcall("glEnable GL_STENCIL_TEST");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_STENCILFUNC :
|
|
|
|
{
|
|
|
|
int glParm = GL_ALWAYS;
|
|
|
|
int ref = This->stateBlock->renderState[D3DRS_STENCILREF];
|
|
|
|
GLuint mask = This->stateBlock->renderState[D3DRS_STENCILMASK];
|
|
|
|
|
|
|
|
switch ((D3DCMPFUNC) Value) {
|
|
|
|
case D3DCMP_NEVER: glParm=GL_NEVER; break;
|
|
|
|
case D3DCMP_LESS: glParm=GL_LESS; break;
|
|
|
|
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
|
|
|
|
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
|
|
|
|
case D3DCMP_GREATER: glParm=GL_GREATER; break;
|
|
|
|
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
|
|
|
|
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
|
|
|
|
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
|
|
|
|
}
|
|
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
|
|
This->stencilfunc = glParm;
|
|
|
|
glStencilFunc(glParm, ref, mask);
|
|
|
|
checkGLcall("glStencilFunc");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_STENCILREF :
|
|
|
|
{
|
|
|
|
int glParm = This->stencilfunc;
|
|
|
|
int ref = 0;
|
|
|
|
GLuint mask = This->stateBlock->renderState[D3DRS_STENCILMASK];
|
|
|
|
|
|
|
|
ref = Value;
|
|
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
|
|
glStencilFunc(glParm, ref, mask);
|
|
|
|
checkGLcall("glStencilFunc");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_STENCILMASK :
|
|
|
|
{
|
|
|
|
int glParm = This->stencilfunc;
|
|
|
|
int ref = This->stateBlock->renderState[D3DRS_STENCILREF];
|
|
|
|
GLuint mask = Value;
|
|
|
|
|
|
|
|
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
|
|
|
|
glStencilFunc(glParm, ref, mask);
|
|
|
|
checkGLcall("glStencilFunc");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_STENCILFAIL :
|
|
|
|
{
|
|
|
|
GLenum fail ;
|
|
|
|
GLenum zpass ;
|
|
|
|
GLenum zfail ;
|
|
|
|
|
|
|
|
fail = StencilOp(Value);
|
|
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
|
|
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
|
|
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
|
|
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
|
|
|
|
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
|
|
glStencilOp(fail, zfail, zpass);
|
|
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case D3DRS_STENCILZFAIL :
|
|
|
|
{
|
|
|
|
GLenum fail ;
|
|
|
|
GLenum zpass ;
|
|
|
|
GLenum zfail ;
|
|
|
|
|
|
|
|
glGetIntegerv(GL_STENCIL_FAIL, &fail);
|
|
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
|
|
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
|
|
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
|
|
|
|
zfail = StencilOp(Value);
|
|
|
|
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
|
|
glStencilOp(fail, zfail, zpass);
|
|
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case D3DRS_STENCILPASS :
|
|
|
|
{
|
|
|
|
GLenum fail ;
|
|
|
|
GLenum zpass ;
|
|
|
|
GLenum zfail ;
|
|
|
|
|
|
|
|
glGetIntegerv(GL_STENCIL_FAIL, &fail);
|
|
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
|
|
|
|
zpass = StencilOp(Value);
|
|
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
|
|
|
|
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
|
|
|
|
|
|
|
|
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
|
|
|
|
glStencilOp(fail, zfail, zpass);
|
|
|
|
checkGLcall("glStencilOp(fail, zfail, zpass);");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_STENCILWRITEMASK :
|
|
|
|
{
|
|
|
|
glStencilMask(Value);
|
|
|
|
TRACE("glStencilMask(%lu)\n", Value);
|
|
|
|
checkGLcall("glStencilMask");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_FOGENABLE :
|
|
|
|
{
|
|
|
|
if (Value/* && This->stateBlock->renderState[D3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
|
|
|
|
glEnable(GL_FOG);
|
|
|
|
checkGLcall("glEnable GL_FOG");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_FOG);
|
|
|
|
checkGLcall("glDisable GL_FOG");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_RANGEFOGENABLE :
|
|
|
|
{
|
|
|
|
if (Value) {
|
|
|
|
TRACE("Enabled RANGEFOG");
|
|
|
|
} else {
|
|
|
|
TRACE("Disabled RANGEFOG");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_FOGCOLOR :
|
|
|
|
{
|
|
|
|
float col[4];
|
|
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
|
|
/* Set the default alpha blend color */
|
|
|
|
glFogfv(GL_FOG_COLOR, &col[0]);
|
|
|
|
checkGLcall("glFog GL_FOG_COLOR");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_FOGTABLEMODE :
|
|
|
|
{
|
|
|
|
glHint(GL_FOG_HINT, GL_NICEST);
|
|
|
|
switch (Value) {
|
|
|
|
case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
|
|
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
|
|
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
|
|
|
|
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
|
|
|
|
default:
|
|
|
|
FIXME("Unsupported Value(%lu) for D3DRS_FOGTABLEMODE!\n", Value);
|
|
|
|
}
|
|
|
|
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
|
|
|
|
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_FOGVERTEXMODE :
|
|
|
|
{
|
|
|
|
glHint(GL_FOG_HINT, GL_FASTEST);
|
|
|
|
switch (Value) {
|
|
|
|
case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
|
|
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
|
|
|
|
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
|
|
|
|
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
|
|
|
|
default:
|
|
|
|
FIXME("Unsupported Value(%lu) for D3DRS_FOGTABLEMODE!\n", Value);
|
|
|
|
}
|
|
|
|
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
|
|
|
|
glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[D3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_FOGSTART :
|
|
|
|
{
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
glFogfv(GL_FOG_START, &tmpvalue.f);
|
|
|
|
checkGLcall("glFogf(GL_FOG_START, (float) Value)");
|
|
|
|
TRACE("Fog Start == %f\n", tmpvalue.f);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_FOGEND :
|
|
|
|
{
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
glFogfv(GL_FOG_END, &tmpvalue.f);
|
|
|
|
checkGLcall("glFogf(GL_FOG_END, (float) Value)");
|
|
|
|
TRACE("Fog End == %f\n", tmpvalue.f);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_FOGDENSITY :
|
|
|
|
{
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
|
|
|
|
checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_VERTEXBLEND :
|
|
|
|
{
|
|
|
|
This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
|
|
|
|
TRACE("Vertex Blending state to %ld\n", Value);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_TWEENFACTOR :
|
|
|
|
{
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
This->updateStateBlock->tween_factor = tmpvalue.f;
|
|
|
|
TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_INDEXEDVERTEXBLENDENABLE :
|
|
|
|
{
|
|
|
|
TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_COLORVERTEX :
|
|
|
|
case D3DRS_DIFFUSEMATERIALSOURCE :
|
|
|
|
case D3DRS_SPECULARMATERIALSOURCE :
|
|
|
|
case D3DRS_AMBIENTMATERIALSOURCE :
|
|
|
|
case D3DRS_EMISSIVEMATERIALSOURCE :
|
|
|
|
{
|
|
|
|
GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
|
|
|
|
|
|
|
|
if (This->stateBlock->renderState[D3DRS_COLORVERTEX]) {
|
|
|
|
TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
|
|
|
|
This->stateBlock->renderState[D3DRS_DIFFUSEMATERIALSOURCE],
|
|
|
|
This->stateBlock->renderState[D3DRS_AMBIENTMATERIALSOURCE],
|
|
|
|
This->stateBlock->renderState[D3DRS_EMISSIVEMATERIALSOURCE],
|
|
|
|
This->stateBlock->renderState[D3DRS_SPECULARMATERIALSOURCE]);
|
|
|
|
|
|
|
|
if (This->stateBlock->renderState[D3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
|
|
if (This->stateBlock->renderState[D3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
|
|
Parm = GL_AMBIENT_AND_DIFFUSE;
|
|
|
|
} else {
|
|
|
|
Parm = GL_DIFFUSE;
|
|
|
|
}
|
|
|
|
} else if (This->stateBlock->renderState[D3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
|
|
Parm = GL_AMBIENT;
|
|
|
|
} else if (This->stateBlock->renderState[D3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
|
|
Parm = GL_EMISSION;
|
|
|
|
} else if (This->stateBlock->renderState[D3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
|
|
|
|
Parm = GL_SPECULAR;
|
|
|
|
} else {
|
|
|
|
Parm = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Parm == -1) {
|
|
|
|
if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
|
|
|
|
} else {
|
|
|
|
This->tracking_color = NEEDS_TRACKING;
|
|
|
|
This->tracking_parm = Parm;
|
|
|
|
}
|
|
|
|
|
|
|
|
} else {
|
|
|
|
if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_LINEPATTERN :
|
|
|
|
{
|
|
|
|
union {
|
|
|
|
DWORD d;
|
|
|
|
D3DLINEPATTERN lp;
|
|
|
|
} tmppattern;
|
|
|
|
tmppattern.d = Value;
|
|
|
|
|
|
|
|
TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
|
|
|
|
|
|
|
|
if (tmppattern.lp.wRepeatFactor) {
|
|
|
|
glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
|
|
|
|
checkGLcall("glLineStipple(repeat, linepattern)");
|
|
|
|
glEnable(GL_LINE_STIPPLE);
|
|
|
|
checkGLcall("glEnable(GL_LINE_STIPPLE);");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_LINE_STIPPLE);
|
|
|
|
checkGLcall("glDisable(GL_LINE_STIPPLE);");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_ZBIAS :
|
|
|
|
{
|
|
|
|
if (Value) {
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
TRACE("ZBias value %f\n", tmpvalue.f);
|
|
|
|
glPolygonOffset(0, -tmpvalue.f);
|
|
|
|
checkGLcall("glPolygonOffset(0, -Value)");
|
|
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
|
|
|
|
glEnable(GL_POLYGON_OFFSET_LINE);
|
|
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
|
|
|
|
glEnable(GL_POLYGON_OFFSET_POINT);
|
|
|
|
checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
|
|
|
|
glDisable(GL_POLYGON_OFFSET_LINE);
|
|
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
|
|
|
|
glDisable(GL_POLYGON_OFFSET_POINT);
|
|
|
|
checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_NORMALIZENORMALS :
|
|
|
|
if (Value) {
|
|
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
checkGLcall("glEnable(GL_NORMALIZE);");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_NORMALIZE);
|
|
|
|
checkGLcall("glDisable(GL_NORMALIZE);");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_POINTSIZE :
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
TRACE("Set point size to %f\n", tmpvalue.f);
|
|
|
|
glPointSize(tmpvalue.f);
|
|
|
|
checkGLcall("glPointSize(...);");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_POINTSIZE_MIN :
|
|
|
|
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
|
|
|
|
checkGLcall("glPointParameterfEXT(...);");
|
|
|
|
} else {
|
|
|
|
FIXME("D3DRS_POINTSIZE_MIN not supported on this opengl\n");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_POINTSIZE_MAX :
|
|
|
|
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
|
|
|
|
checkGLcall("glPointParameterfEXT(...);");
|
|
|
|
} else {
|
|
|
|
FIXME("D3DRS_POINTSIZE_MAX not supported on this opengl\n");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_POINTSCALE_A :
|
|
|
|
case D3DRS_POINTSCALE_B :
|
|
|
|
case D3DRS_POINTSCALE_C :
|
|
|
|
case D3DRS_POINTSCALEENABLE :
|
|
|
|
{
|
|
|
|
/* If enabled, supply the parameters, otherwise fall back to defaults */
|
|
|
|
if (This->stateBlock->renderState[D3DRS_POINTSCALEENABLE]) {
|
|
|
|
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
|
|
|
|
att[0] = *((float*)&This->stateBlock->renderState[D3DRS_POINTSCALE_A]);
|
|
|
|
att[1] = *((float*)&This->stateBlock->renderState[D3DRS_POINTSCALE_B]);
|
|
|
|
att[2] = *((float*)&This->stateBlock->renderState[D3DRS_POINTSCALE_C]);
|
|
|
|
|
|
|
|
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
|
|
|
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
|
|
|
|
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...);");
|
|
|
|
} else {
|
|
|
|
TRACE("D3DRS_POINTSCALEENABLE not supported on this opengl\n");
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
|
|
|
|
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
|
|
|
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
|
|
|
|
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...);");
|
|
|
|
} else {
|
|
|
|
TRACE("D3DRS_POINTSCALEENABLE not supported, but not on either\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case D3DRS_COLORWRITEENABLE :
|
|
|
|
{
|
|
|
|
TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
|
|
|
|
Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
|
|
|
|
Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
|
|
|
|
Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
|
|
|
|
Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
|
|
|
|
glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
|
|
|
Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
|
|
|
Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
|
|
|
Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
|
|
|
checkGLcall("glColorMask(...)");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_LOCALVIEWER :
|
|
|
|
{
|
|
|
|
GLint state = (Value) ? 1 : 0;
|
|
|
|
TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_LASTPIXEL :
|
|
|
|
{
|
|
|
|
if (Value) {
|
|
|
|
TRACE("Last Pixel Drawing Enabled\n");
|
|
|
|
} else {
|
|
|
|
FIXME("Last Pixel Drawing Disabled, not handled yet\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DRS_SOFTWAREVERTEXPROCESSING :
|
|
|
|
{
|
|
|
|
if (Value) {
|
|
|
|
TRACE("Software Processing Enabled\n");
|
|
|
|
} else {
|
|
|
|
TRACE("Software Processing Disabled\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/** not supported */
|
|
|
|
case D3DRS_ZVISIBLE :
|
|
|
|
{
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Unhandled yet...! */
|
|
|
|
case D3DRS_EDGEANTIALIAS :
|
|
|
|
case D3DRS_WRAP0 :
|
|
|
|
case D3DRS_WRAP1 :
|
|
|
|
case D3DRS_WRAP2 :
|
|
|
|
case D3DRS_WRAP3 :
|
|
|
|
case D3DRS_WRAP4 :
|
|
|
|
case D3DRS_WRAP5 :
|
|
|
|
case D3DRS_WRAP6 :
|
|
|
|
case D3DRS_WRAP7 :
|
|
|
|
case D3DRS_POINTSPRITEENABLE :
|
|
|
|
case D3DRS_MULTISAMPLEANTIALIAS :
|
|
|
|
case D3DRS_MULTISAMPLEMASK :
|
|
|
|
case D3DRS_PATCHEDGESTYLE :
|
|
|
|
case D3DRS_PATCHSEGMENTS :
|
|
|
|
case D3DRS_DEBUGMONITORTOKEN :
|
|
|
|
case D3DRS_POSITIONORDER :
|
|
|
|
case D3DRS_NORMALORDER :
|
|
|
|
/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
|
|
|
|
FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
LEAVE_GL();
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
|
|
|
|
*pValue = This->stateBlock->renderState[State];
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*****
|
|
|
|
* Get / Set Texture Stage States
|
|
|
|
* TODO: Verify against dx9 definitions
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
union {
|
|
|
|
float f;
|
|
|
|
DWORD d;
|
|
|
|
} tmpvalue;
|
|
|
|
|
|
|
|
/* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
|
|
|
|
|
|
|
|
TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
|
|
|
|
|
|
|
|
/* Reject invalid texture units */
|
|
|
|
if (Stage >= GL_LIMITS(textures)) {
|
|
|
|
TRACE("Attempt to access invalid texture rejected\n");
|
|
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
|
|
|
|
This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
|
|
|
|
This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
|
|
|
|
This->updateStateBlock->textureState[Stage][Type] = Value;
|
|
|
|
|
|
|
|
/* Handle recording of state blocks */
|
|
|
|
if (This->isRecordingState) {
|
|
|
|
TRACE("Recording... not performing anything\n");
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
|
|
|
|
/* Make appropriate texture active */
|
|
|
|
VTRACE(("Activating appropriate texture state %ld\n", Stage));
|
|
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
2004-12-14 11:54:27 +00:00
|
|
|
GLACTIVETEXTURE(Stage);
|
2004-12-13 13:35:38 +00:00
|
|
|
} else if (Stage > 0) {
|
|
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (Type) {
|
|
|
|
|
|
|
|
case D3DTSS_MINFILTER :
|
|
|
|
case D3DTSS_MIPFILTER :
|
|
|
|
{
|
|
|
|
DWORD ValueMIN = This->stateBlock->textureState[Stage][D3DTSS_MINFILTER];
|
|
|
|
DWORD ValueMIP = This->stateBlock->textureState[Stage][D3DTSS_MIPFILTER];
|
|
|
|
GLint realVal = GL_LINEAR;
|
|
|
|
|
|
|
|
if (ValueMIN == D3DTEXF_NONE) {
|
|
|
|
/* Doesn't really make sense - Windows just seems to disable
|
|
|
|
mipmapping when this occurs */
|
|
|
|
FIXME("Odd - minfilter of none, just disabling mipmaps\n");
|
|
|
|
realVal = GL_LINEAR;
|
|
|
|
} else if (ValueMIN == D3DTEXF_POINT) {
|
|
|
|
/* GL_NEAREST_* */
|
|
|
|
if (ValueMIP == D3DTEXF_NONE) {
|
|
|
|
realVal = GL_NEAREST;
|
|
|
|
} else if (ValueMIP == D3DTEXF_POINT) {
|
|
|
|
realVal = GL_NEAREST_MIPMAP_NEAREST;
|
|
|
|
} else if (ValueMIP == D3DTEXF_LINEAR) {
|
|
|
|
realVal = GL_NEAREST_MIPMAP_LINEAR;
|
|
|
|
} else {
|
|
|
|
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
|
|
|
|
realVal = GL_NEAREST;
|
|
|
|
}
|
|
|
|
} else if (ValueMIN == D3DTEXF_LINEAR) {
|
|
|
|
/* GL_LINEAR_* */
|
|
|
|
if (ValueMIP == D3DTEXF_NONE) {
|
|
|
|
realVal = GL_LINEAR;
|
|
|
|
} else if (ValueMIP == D3DTEXF_POINT) {
|
|
|
|
realVal = GL_LINEAR_MIPMAP_NEAREST;
|
|
|
|
} else if (ValueMIP == D3DTEXF_LINEAR) {
|
|
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
|
|
} else {
|
|
|
|
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
|
|
|
|
realVal = GL_LINEAR;
|
|
|
|
}
|
|
|
|
} else if (ValueMIN == D3DTEXF_ANISOTROPIC) {
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
|
|
if (ValueMIP == D3DTEXF_NONE) {
|
|
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
|
|
} else if (ValueMIP == D3DTEXF_POINT) {
|
|
|
|
realVal = GL_LINEAR_MIPMAP_NEAREST;
|
|
|
|
} else if (ValueMIP == D3DTEXF_LINEAR) {
|
|
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
|
|
} else {
|
|
|
|
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
|
|
|
|
realVal = GL_LINEAR;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
WARN("Trying to use ANISOTROPIC_FILTERING for D3DTSS_MINFILTER. But not supported by OpenGL driver\n");
|
|
|
|
realVal = GL_LINEAR;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
FIXME("Unhandled D3DTSS_MINFILTER value of %ld\n", ValueMIN);
|
|
|
|
realVal = GL_LINEAR_MIPMAP_LINEAR;
|
|
|
|
}
|
|
|
|
|
|
|
|
TRACE("ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x\n", ValueMIN, ValueMIP, realVal);
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, realVal);
|
|
|
|
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
|
|
|
|
/**
|
|
|
|
* if we juste choose to use ANISOTROPIC filtering, refresh openGL state
|
|
|
|
*/
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && D3DTEXF_ANISOTROPIC == ValueMIN) {
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage],
|
|
|
|
GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_MAXANISOTROPY]);
|
|
|
|
checkGLcall("glTexParameter GL_TEXTURE_MAX_ANISOTROPY_EXT, ...");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_MAGFILTER :
|
|
|
|
{
|
|
|
|
DWORD ValueMAG = This->stateBlock->textureState[Stage][D3DTSS_MAGFILTER];
|
|
|
|
GLint realVal = GL_NEAREST;
|
|
|
|
|
|
|
|
if (ValueMAG == D3DTEXF_POINT) {
|
|
|
|
realVal = GL_NEAREST;
|
|
|
|
} else if (ValueMAG == D3DTEXF_LINEAR) {
|
|
|
|
realVal = GL_LINEAR;
|
|
|
|
} else if (ValueMAG == D3DTEXF_ANISOTROPIC) {
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
|
|
realVal = GL_LINEAR;
|
|
|
|
} else {
|
|
|
|
FIXME("Trying to use ANISOTROPIC_FILTERING for D3DTSS_MAGFILTER. But not supported by current OpenGL driver\n");
|
|
|
|
realVal = GL_NEAREST;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
FIXME("Unhandled D3DTSS_MAGFILTER value of %ld\n", ValueMAG);
|
|
|
|
realVal = GL_NEAREST;
|
|
|
|
}
|
|
|
|
TRACE("ValueMAG=%ld setting MAGFILTER to %x\n", ValueMAG, realVal);
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, realVal);
|
|
|
|
checkGLcall("glTexParameter GL_TEXTURE_MAG_FILTER, ...");
|
|
|
|
/**
|
|
|
|
* if we juste choose to use ANISOTROPIC filtering, refresh openGL state
|
|
|
|
*/
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && D3DTEXF_ANISOTROPIC == ValueMAG) {
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage],
|
|
|
|
GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_MAXANISOTROPY]);
|
|
|
|
checkGLcall("glTexParameter GL_TEXTURE_MAX_ANISOTROPY_EXT, ...");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_MAXMIPLEVEL :
|
|
|
|
{
|
|
|
|
/**
|
|
|
|
* Not really the same, but the more apprioprate than nothing
|
|
|
|
*/
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage],
|
|
|
|
GL_TEXTURE_BASE_LEVEL,
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_MAXMIPLEVEL]);
|
|
|
|
checkGLcall("glTexParameteri GL_TEXTURE_BASE_LEVEL ...");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_MAXANISOTROPY :
|
|
|
|
{
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage],
|
|
|
|
GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_MAXANISOTROPY]);
|
|
|
|
checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_MIPMAPLODBIAS :
|
|
|
|
{
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
|
|
|
|
tmpvalue.d = Value;
|
|
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
|
|
|
GL_TEXTURE_LOD_BIAS_EXT,
|
|
|
|
tmpvalue.f);
|
|
|
|
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_ALPHAOP :
|
|
|
|
case D3DTSS_COLOROP :
|
|
|
|
{
|
|
|
|
|
|
|
|
if ((Value == D3DTOP_DISABLE) && (Type == D3DTSS_COLOROP)) {
|
|
|
|
/* TODO: Disable by making this and all later levels disabled */
|
|
|
|
glDisable(GL_TEXTURE_1D);
|
|
|
|
checkGLcall("Disable GL_TEXTURE_1D");
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
checkGLcall("Disable GL_TEXTURE_2D");
|
|
|
|
glDisable(GL_TEXTURE_3D);
|
|
|
|
checkGLcall("Disable GL_TEXTURE_3D");
|
|
|
|
break; /* Don't bother setting the texture operations */
|
|
|
|
} else {
|
|
|
|
/* Enable only the appropriate texture dimension */
|
|
|
|
if (Type == D3DTSS_COLOROP) {
|
|
|
|
if (This->stateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) {
|
|
|
|
glEnable(GL_TEXTURE_1D);
|
|
|
|
checkGLcall("Enable GL_TEXTURE_1D");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_TEXTURE_1D);
|
|
|
|
checkGLcall("Disable GL_TEXTURE_1D");
|
|
|
|
}
|
|
|
|
if (This->stateBlock->textureDimensions[Stage] == GL_TEXTURE_2D) {
|
|
|
|
if (GL_SUPPORT(NV_TEXTURE_SHADER) && This->texture_shader_active) {
|
|
|
|
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
|
|
|
|
checkGLcall("Enable GL_TEXTURE_2D");
|
|
|
|
} else {
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
checkGLcall("Enable GL_TEXTURE_2D");
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
checkGLcall("Disable GL_TEXTURE_2D");
|
|
|
|
}
|
|
|
|
if (This->stateBlock->textureDimensions[Stage] == GL_TEXTURE_3D) {
|
|
|
|
glEnable(GL_TEXTURE_3D);
|
|
|
|
checkGLcall("Enable GL_TEXTURE_3D");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_TEXTURE_3D);
|
|
|
|
checkGLcall("Disable GL_TEXTURE_3D");
|
|
|
|
}
|
|
|
|
if (This->stateBlock->textureDimensions[Stage] == GL_TEXTURE_CUBE_MAP_ARB) {
|
|
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
|
|
checkGLcall("Enable GL_TEXTURE_CUBE_MAP");
|
|
|
|
} else {
|
|
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
|
|
checkGLcall("Disable GL_TEXTURE_CUBE_MAP");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/* Drop through... (Except disable case) */
|
|
|
|
case D3DTSS_COLORARG0 :
|
|
|
|
case D3DTSS_COLORARG1 :
|
|
|
|
case D3DTSS_COLORARG2 :
|
|
|
|
case D3DTSS_ALPHAARG0 :
|
|
|
|
case D3DTSS_ALPHAARG1 :
|
|
|
|
case D3DTSS_ALPHAARG2 :
|
|
|
|
{
|
|
|
|
BOOL isAlphaArg = (Type == D3DTSS_ALPHAOP || Type == D3DTSS_ALPHAARG1 ||
|
|
|
|
Type == D3DTSS_ALPHAARG2 || Type == D3DTSS_ALPHAARG0);
|
|
|
|
if (isAlphaArg) {
|
|
|
|
set_tex_op(iface, TRUE, Stage, This->stateBlock->textureState[Stage][D3DTSS_ALPHAOP],
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_ALPHAARG1],
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_ALPHAARG2],
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_ALPHAARG0]);
|
|
|
|
} else {
|
|
|
|
set_tex_op(iface, FALSE, Stage, This->stateBlock->textureState[Stage][D3DTSS_COLOROP],
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_COLORARG1],
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_COLORARG2],
|
|
|
|
This->stateBlock->textureState[Stage][D3DTSS_COLORARG0]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case D3DTSS_ADDRESSU :
|
|
|
|
case D3DTSS_ADDRESSV :
|
|
|
|
case D3DTSS_ADDRESSW :
|
|
|
|
{
|
|
|
|
GLint wrapParm = GL_REPEAT;
|
|
|
|
|
|
|
|
switch (Value) {
|
|
|
|
case D3DTADDRESS_WRAP: wrapParm = GL_REPEAT; break;
|
|
|
|
case D3DTADDRESS_CLAMP: wrapParm = GL_CLAMP_TO_EDGE; break;
|
|
|
|
case D3DTADDRESS_BORDER:
|
|
|
|
{
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
|
|
|
|
wrapParm = GL_CLAMP_TO_BORDER_ARB;
|
|
|
|
} else {
|
|
|
|
/* FIXME: Not right, but better */
|
|
|
|
FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
|
|
|
|
wrapParm = GL_REPEAT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case D3DTADDRESS_MIRROR:
|
|
|
|
{
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
|
|
|
|
wrapParm = GL_MIRRORED_REPEAT_ARB;
|
|
|
|
} else {
|
|
|
|
/* Unsupported in OpenGL pre-1.4 */
|
|
|
|
FIXME("Unsupported D3DTADDRESS_MIRROR (needs GL_ARB_texture_mirrored_repeat) state %d\n", Type);
|
|
|
|
wrapParm = GL_REPEAT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case D3DTADDRESS_MIRRORONCE:
|
|
|
|
{
|
|
|
|
if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
|
|
|
|
wrapParm = GL_MIRROR_CLAMP_TO_EDGE_ATI;
|
|
|
|
} else {
|
|
|
|
FIXME("Unsupported D3DTADDRESS_MIRRORONCE (needs GL_ATI_texture_mirror_once) state %d\n", Type);
|
|
|
|
wrapParm = GL_REPEAT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
|
|
|
|
wrapParm = GL_REPEAT;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (Type) {
|
|
|
|
case D3DTSS_ADDRESSU:
|
|
|
|
TRACE("Setting WRAP_S to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_S, wrapParm);
|
|
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_S, wrapParm)");
|
|
|
|
break;
|
|
|
|
case D3DTSS_ADDRESSV:
|
|
|
|
TRACE("Setting WRAP_T to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_T, wrapParm);
|
|
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_T, wrapParm)");
|
|
|
|
break;
|
|
|
|
case D3DTSS_ADDRESSW:
|
|
|
|
TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
|
|
|
|
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
|
|
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
|
|
|
|
break;
|
|
|
|
default: /* nop */
|
|
|
|
break; /** stupic compilator */
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_BORDERCOLOR :
|
|
|
|
{
|
|
|
|
float col[4];
|
|
|
|
D3DCOLORTOGLFLOAT4(Value, col);
|
|
|
|
TRACE("Setting border color for %x to %lx\n", This->stateBlock->textureDimensions[Stage], Value);
|
|
|
|
glTexParameterfv(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_BORDER_COLOR, &col[0]);
|
|
|
|
checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_TEXCOORDINDEX :
|
|
|
|
{
|
|
|
|
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
|
|
|
|
|
|
|
|
/* FIXME: From MSDN: The D3DTSS_TCI_* flags are mutually exclusive. If you include
|
|
|
|
one flag, you can still specify an index value, which the system uses to
|
|
|
|
determine the texture wrapping mode.
|
|
|
|
eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
|
|
|
|
means use the vertex position (camera-space) as the input texture coordinates
|
|
|
|
for this texture stage, and the wrap mode set in the D3DRS_WRAP1 render
|
|
|
|
state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
|
|
|
|
to the TEXCOORDINDEX value */
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
|
|
|
|
*/
|
|
|
|
switch (Value & 0xFFFF0000) {
|
|
|
|
case D3DTSS_TCI_PASSTHRU:
|
|
|
|
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
|
|
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R)");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_TCI_CAMERASPACEPOSITION:
|
|
|
|
/* CameraSpacePosition means use the vertex position, transformed to camera space,
|
|
|
|
as the input texture coordinates for this stage's texture transformation. This
|
|
|
|
equates roughly to EYE_LINEAR */
|
|
|
|
{
|
|
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadIdentity();
|
|
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_TCI_CAMERASPACENORMAL:
|
|
|
|
{
|
|
|
|
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
|
|
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadIdentity();
|
|
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
|
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
|
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
|
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
|
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
|
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
|
|
|
|
{
|
|
|
|
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
|
|
|
|
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
|
|
|
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
|
|
|
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
|
|
|
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
|
|
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
|
|
|
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadIdentity();
|
|
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
|
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
|
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
|
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
|
|
|
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
|
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
|
|
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
|
|
|
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
|
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
|
|
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
|
|
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
|
|
|
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/* Unhandled types: */
|
|
|
|
default:
|
|
|
|
/* Todo: */
|
|
|
|
/* ? disable GL_TEXTURE_GEN_n ? */
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
|
|
FIXME("Unhandled D3DTSS_TEXCOORDINDEX %lx\n", Value);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/* Unhandled */
|
|
|
|
case D3DTSS_TEXTURETRANSFORMFLAGS :
|
|
|
|
set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_BUMPENVMAT00 :
|
|
|
|
case D3DTSS_BUMPENVMAT01 :
|
|
|
|
TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - D3DTSS_BUMPENVMAT00, Stage, Type, Value);
|
|
|
|
break;
|
|
|
|
case D3DTSS_BUMPENVMAT10 :
|
|
|
|
case D3DTSS_BUMPENVMAT11 :
|
|
|
|
TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - D3DTSS_BUMPENVMAT10, Stage, Type, Value);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_BUMPENVLSCALE :
|
|
|
|
TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_BUMPENVLOFFSET :
|
|
|
|
TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case D3DTSS_RESULTARG :
|
|
|
|
TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
/* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
|
|
|
|
TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
LEAVE_GL();
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
|
|
|
|
*pValue = This->updateStateBlock->textureState[Stage][Type];
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-11-28 15:04:41 +00:00
|
|
|
/*****
|
|
|
|
* Scene related functions
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
|
|
|
|
/* At the moment we have no need for any functionality at the beginning
|
|
|
|
of a scene */
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : stub\n", This);
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-12-14 11:54:27 +00:00
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
|
|
|
|
glFlush();
|
|
|
|
checkGLcall("glFlush");
|
|
|
|
|
|
|
|
if ((This->frontBuffer != This->renderTarget) && (This->backBuffer != This->renderTarget)) {
|
|
|
|
|
2005-01-09 17:37:02 +00:00
|
|
|
/* If we are rendering to a texture (surface) then flag it as dirty.
|
|
|
|
A surfaces container is either the appropriate texture or the device itself
|
|
|
|
depending on how the surface was created. */
|
|
|
|
if (This->renderTarget != NULL && ((IWineD3DDeviceImpl *)This->renderTarget->container != This)) {
|
|
|
|
|
|
|
|
IWineD3DBaseTexture *cont = (IWineD3DBaseTexture *)This->renderTarget->container;
|
|
|
|
/** always dirtify for now. we must find a better way to see that surface have been modified */
|
|
|
|
This->renderTarget->inPBuffer = TRUE;
|
|
|
|
This->renderTarget->inTexture = FALSE;
|
|
|
|
IWineD3DBaseTexture_SetDirty(cont, TRUE);
|
|
|
|
IWineD3DBaseTexture_PreLoad(cont);
|
|
|
|
This->renderTarget->inPBuffer = FALSE;
|
|
|
|
}
|
2004-12-14 11:54:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
|
|
|
|
CONST RECT* pSourceRect, CONST RECT* pDestRect,
|
|
|
|
HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) Presenting the frame\n", This);
|
|
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
|
|
|
|
if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
|
|
|
|
|
|
|
|
glXSwapBuffers(This->display, This->drawable);
|
|
|
|
/* Don't call checkGLcall, as glGetError is not applicable here */
|
|
|
|
|
|
|
|
TRACE("glXSwapBuffers called, Starting new frame\n");
|
|
|
|
|
|
|
|
/* FPS support */
|
|
|
|
if (TRACE_ON(d3d_fps))
|
|
|
|
{
|
|
|
|
static long prev_time, frames;
|
|
|
|
|
|
|
|
DWORD time = GetTickCount();
|
|
|
|
frames++;
|
|
|
|
/* every 1.5 seconds */
|
|
|
|
if (time - prev_time > 1500) {
|
|
|
|
TRACE_(d3d_fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
|
|
|
|
prev_time = time;
|
|
|
|
frames = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#if defined(FRAME_DEBUGGING)
|
|
|
|
{
|
|
|
|
if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
|
|
|
|
if (!isOn) {
|
|
|
|
isOn = TRUE;
|
|
|
|
FIXME("Enabling D3D Trace\n");
|
|
|
|
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
|
|
|
|
#if defined(SHOW_FRAME_MAKEUP)
|
|
|
|
FIXME("Singe Frame snapshots Starting\n");
|
|
|
|
isDumpingFrames = TRUE;
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(SINGLE_FRAME_DEBUGGING)
|
|
|
|
} else {
|
|
|
|
#if defined(SHOW_FRAME_MAKEUP)
|
|
|
|
FIXME("Singe Frame snapshots Finishing\n");
|
|
|
|
isDumpingFrames = FALSE;
|
|
|
|
#endif
|
|
|
|
FIXME("Singe Frame trace complete\n");
|
|
|
|
DeleteFileA("C:\\D3DTRACE");
|
|
|
|
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (isOn) {
|
|
|
|
isOn = FALSE;
|
|
|
|
#if defined(SHOW_FRAME_MAKEUP)
|
|
|
|
FIXME("Singe Frame snapshots Finishing\n");
|
|
|
|
isDumpingFrames = FALSE;
|
|
|
|
#endif
|
|
|
|
FIXME("Disabling D3D Trace\n");
|
|
|
|
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
LEAVE_GL();
|
|
|
|
/* Although this is not strictly required, a simple demo showed this does occur
|
|
|
|
on (at least non-debug) d3d */
|
|
|
|
if (This->presentParms.SwapEffect == D3DSWAPEFFECT_DISCARD) {
|
|
|
|
IWineD3DDevice_Clear(iface, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
|
|
|
|
DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
/* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
|
|
|
|
render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
|
|
|
|
when the depth-buffer format does not contain stencil buffer information, this method fails. */
|
|
|
|
GLbitfield glMask = 0;
|
|
|
|
GLboolean old_ztest;
|
|
|
|
GLfloat old_z_clear_value;
|
|
|
|
GLint old_stencil_clear_value;
|
|
|
|
GLfloat old_color_clear_value[4];
|
|
|
|
unsigned int i;
|
|
|
|
CONST D3DRECT* curRect;
|
|
|
|
|
|
|
|
TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
|
|
|
|
Count, pRects, Flags, Z, Stencil);
|
|
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
checkGLcall("glEnable GL_SCISSOR_TEST");
|
|
|
|
|
|
|
|
if (Count > 0 && pRects) {
|
|
|
|
curRect = pRects;
|
|
|
|
} else {
|
|
|
|
curRect = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Only set the values up once, as they are not changing */
|
|
|
|
if (Flags & D3DCLEAR_STENCIL) {
|
|
|
|
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
|
|
|
|
glClearStencil(Stencil);
|
|
|
|
checkGLcall("glClearStencil");
|
|
|
|
glMask = glMask | GL_STENCIL_BUFFER_BIT;
|
|
|
|
glStencilMask(0xFFFFFFFF);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Flags & D3DCLEAR_ZBUFFER) {
|
|
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
|
|
|
|
glClearDepth(Z);
|
|
|
|
checkGLcall("glClearDepth");
|
|
|
|
glMask = glMask | GL_DEPTH_BUFFER_BIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Flags & D3DCLEAR_TARGET) {
|
|
|
|
TRACE("Clearing screen with glClear to color %lx\n", Color);
|
|
|
|
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
|
|
|
|
glClearColor(((Color >> 16) & 0xFF) / 255.0f,
|
|
|
|
((Color >> 8) & 0xFF) / 255.0f,
|
|
|
|
((Color >> 0) & 0xFF) / 255.0f,
|
|
|
|
((Color >> 24) & 0xFF) / 255.0f);
|
|
|
|
checkGLcall("glClearColor");
|
|
|
|
|
|
|
|
/* Clear ALL colors! */
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
glMask = glMask | GL_COLOR_BUFFER_BIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Now process each rect in turn */
|
|
|
|
for (i = 0; i < Count || i == 0; i++) {
|
|
|
|
|
|
|
|
if (curRect) {
|
|
|
|
/* Note gl uses lower left, width/height */
|
|
|
|
TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
|
|
|
|
curRect->x1, curRect->y1, curRect->x2, curRect->y2,
|
2005-01-09 17:37:02 +00:00
|
|
|
curRect->x1, (This->renderTarget->currentDesc.Height - curRect->y2),
|
2004-12-14 11:54:27 +00:00
|
|
|
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
|
2005-01-09 17:37:02 +00:00
|
|
|
glScissor(curRect->x1, (This->renderTarget->currentDesc.Height - curRect->y2),
|
2004-12-14 11:54:27 +00:00
|
|
|
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
|
|
|
|
checkGLcall("glScissor");
|
|
|
|
} else {
|
|
|
|
glScissor(This->stateBlock->viewport.X,
|
2005-01-09 17:37:02 +00:00
|
|
|
(This->renderTarget->currentDesc.Height - (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
|
2004-12-14 11:54:27 +00:00
|
|
|
This->stateBlock->viewport.Width,
|
|
|
|
This->stateBlock->viewport.Height);
|
|
|
|
checkGLcall("glScissor");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Clear the selected rectangle (or full screen) */
|
|
|
|
glClear(glMask);
|
|
|
|
checkGLcall("glClear");
|
|
|
|
|
|
|
|
/* Step to the next rectangle */
|
|
|
|
if (curRect) curRect = curRect + sizeof(D3DRECT);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Restore the old values (why..?) */
|
|
|
|
if (Flags & D3DCLEAR_STENCIL) {
|
|
|
|
glClearStencil(old_stencil_clear_value);
|
|
|
|
glStencilMask(This->stateBlock->renderState[D3DRS_STENCILWRITEMASK]);
|
|
|
|
}
|
|
|
|
if (Flags & D3DCLEAR_ZBUFFER) {
|
|
|
|
glDepthMask(old_ztest);
|
|
|
|
glClearDepth(old_z_clear_value);
|
|
|
|
}
|
|
|
|
if (Flags & D3DCLEAR_TARGET) {
|
|
|
|
glClearColor(old_color_clear_value[0],
|
|
|
|
old_color_clear_value[1],
|
|
|
|
old_color_clear_value[2],
|
|
|
|
old_color_clear_value[3]);
|
|
|
|
glColorMask(This->stateBlock->renderState[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
|
|
|
This->stateBlock->renderState[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
|
|
|
This->stateBlock->renderState[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
|
|
|
This->stateBlock->renderState[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
|
|
|
}
|
|
|
|
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
checkGLcall("glDisable");
|
|
|
|
LEAVE_GL();
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-12-09 11:42:34 +00:00
|
|
|
/*****
|
|
|
|
* Drawing functions
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
|
|
|
|
UINT PrimitiveCount) {
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
This->stateBlock->streamIsUP = FALSE;
|
|
|
|
|
|
|
|
TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
|
|
|
|
debug_d3dprimitivetype(PrimitiveType),
|
|
|
|
StartVertex, PrimitiveCount);
|
|
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, -1, 0, NULL, 0);
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
|
|
|
|
D3DPRIMITIVETYPE PrimitiveType,
|
|
|
|
INT baseVIndex, UINT minIndex,
|
|
|
|
UINT NumVertices,UINT startIndex,UINT primCount) {
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
UINT idxStride = 2;
|
|
|
|
IWineD3DIndexBuffer *pIB;
|
|
|
|
D3DINDEXBUFFER_DESC IdxBufDsc;
|
|
|
|
|
|
|
|
pIB = This->stateBlock->pIndexData;
|
|
|
|
This->stateBlock->streamIsUP = FALSE;
|
|
|
|
|
|
|
|
TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d \n", This,
|
|
|
|
PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
|
|
minIndex, NumVertices, startIndex, baseVIndex, primCount);
|
|
|
|
|
|
|
|
IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
|
|
|
|
if (IdxBufDsc.Format == D3DFMT_INDEX16) {
|
|
|
|
idxStride = 2;
|
|
|
|
} else {
|
|
|
|
idxStride = 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
drawPrimitive(iface, PrimitiveType, primCount, baseVIndex,
|
|
|
|
startIndex, idxStride,
|
|
|
|
((IWineD3DIndexBufferImpl *) pIB)->allocatedMemory,
|
|
|
|
minIndex);
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
|
|
|
|
UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
|
|
|
|
UINT VertexStreamZeroStride) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
|
|
|
|
debug_d3dprimitivetype(PrimitiveType),
|
|
|
|
PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
|
|
|
|
if (This->stateBlock->stream_source[0] != NULL) IWineD3DVertexBuffer_Release(This->stateBlock->stream_source[0]);
|
|
|
|
|
2004-12-20 19:27:06 +00:00
|
|
|
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
2004-12-09 11:42:34 +00:00
|
|
|
This->stateBlock->stream_source[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
|
|
|
|
This->stateBlock->stream_stride[0] = VertexStreamZeroStride;
|
|
|
|
This->stateBlock->streamIsUP = TRUE;
|
|
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, NULL, 0);
|
|
|
|
This->stateBlock->stream_stride[0] = 0;
|
|
|
|
This->stateBlock->stream_source[0] = NULL;
|
|
|
|
|
|
|
|
/*stream zero settings set to null at end, as per the msdn */
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
|
|
|
|
UINT MinVertexIndex,
|
|
|
|
UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,
|
|
|
|
D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
|
|
|
|
UINT VertexStreamZeroStride) {
|
|
|
|
int idxStride;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
|
|
|
|
TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
|
|
|
|
This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
|
|
MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData,
|
|
|
|
IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
|
|
|
|
if (This->stateBlock->stream_source[0] != NULL) IWineD3DVertexBuffer_Release(This->stateBlock->stream_source[0]);
|
|
|
|
|
|
|
|
if (IndexDataFormat == D3DFMT_INDEX16) {
|
|
|
|
idxStride = 2;
|
|
|
|
} else {
|
|
|
|
idxStride = 4;
|
|
|
|
}
|
|
|
|
|
2004-12-20 19:27:06 +00:00
|
|
|
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
2004-12-09 11:42:34 +00:00
|
|
|
This->stateBlock->stream_source[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
|
|
|
|
This->stateBlock->streamIsUP = TRUE;
|
|
|
|
This->stateBlock->stream_stride[0] = VertexStreamZeroStride;
|
|
|
|
|
|
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, idxStride, pIndexData, MinVertexIndex);
|
|
|
|
|
|
|
|
/* stream zero settings set to null at end as per the msdn */
|
|
|
|
This->stateBlock->stream_source[0] = NULL;
|
|
|
|
This->stateBlock->stream_stride[0] = 0;
|
|
|
|
IWineD3DDevice_SetIndices(iface, NULL, 0);
|
|
|
|
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-10-07 04:22:21 +00:00
|
|
|
/**********************************************************
|
|
|
|
* IUnknown parts follows
|
|
|
|
**********************************************************/
|
|
|
|
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
|
|
|
|
{
|
|
|
|
return E_NOINTERFACE;
|
|
|
|
}
|
|
|
|
|
|
|
|
ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
2005-01-12 19:50:22 +00:00
|
|
|
ULONG refCount = InterlockedIncrement(&This->ref);
|
|
|
|
|
|
|
|
TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
|
|
|
|
return refCount;
|
2004-10-07 04:22:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
2005-01-12 19:50:22 +00:00
|
|
|
ULONG refCount = InterlockedDecrement(&This->ref);
|
|
|
|
|
|
|
|
TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
|
|
|
|
|
|
|
|
if (!refCount) {
|
2004-11-23 13:52:46 +00:00
|
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
|
2004-11-28 15:04:41 +00:00
|
|
|
IWineD3D_Release(This->wineD3D);
|
2004-10-07 04:22:21 +00:00
|
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
|
|
}
|
2005-01-12 19:50:22 +00:00
|
|
|
return refCount;
|
2004-10-07 04:22:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************
|
|
|
|
* IWineD3DDevice VTbl follows
|
|
|
|
**********************************************************/
|
|
|
|
|
|
|
|
IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
|
|
|
{
|
|
|
|
IWineD3DDeviceImpl_QueryInterface,
|
|
|
|
IWineD3DDeviceImpl_AddRef,
|
2004-10-14 00:32:04 +00:00
|
|
|
IWineD3DDeviceImpl_Release,
|
2004-11-23 13:52:46 +00:00
|
|
|
IWineD3DDeviceImpl_GetParent,
|
2004-10-21 20:59:12 +00:00
|
|
|
IWineD3DDeviceImpl_CreateVertexBuffer,
|
2004-11-24 18:13:41 +00:00
|
|
|
IWineD3DDeviceImpl_CreateIndexBuffer,
|
2004-10-21 20:59:12 +00:00
|
|
|
IWineD3DDeviceImpl_CreateStateBlock,
|
2005-01-09 17:37:02 +00:00
|
|
|
IWineD3DDeviceImpl_CreateRenderTarget,
|
2005-01-17 13:44:57 +00:00
|
|
|
IWineD3DDeviceImpl_CreateOffscreenPlainSurface,
|
|
|
|
IWineD3DDeviceImpl_CreateTexture,
|
|
|
|
IWineD3DDeviceImpl_CreateVolumeTexture,
|
|
|
|
IWineD3DDeviceImpl_CreateVolume,
|
|
|
|
IWineD3DDeviceImpl_CreateCubeTexture,
|
2004-12-09 11:42:34 +00:00
|
|
|
|
2004-10-21 20:59:12 +00:00
|
|
|
IWineD3DDeviceImpl_SetFVF,
|
2004-11-23 13:52:46 +00:00
|
|
|
IWineD3DDeviceImpl_GetFVF,
|
|
|
|
IWineD3DDeviceImpl_SetStreamSource,
|
2004-11-28 15:04:41 +00:00
|
|
|
IWineD3DDeviceImpl_GetStreamSource,
|
|
|
|
IWineD3DDeviceImpl_SetTransform,
|
|
|
|
IWineD3DDeviceImpl_GetTransform,
|
2004-11-29 17:53:42 +00:00
|
|
|
IWineD3DDeviceImpl_MultiplyTransform,
|
|
|
|
IWineD3DDeviceImpl_SetLight,
|
|
|
|
IWineD3DDeviceImpl_GetLight,
|
|
|
|
IWineD3DDeviceImpl_SetLightEnable,
|
|
|
|
IWineD3DDeviceImpl_GetLightEnable,
|
|
|
|
IWineD3DDeviceImpl_SetClipPlane,
|
|
|
|
IWineD3DDeviceImpl_GetClipPlane,
|
|
|
|
IWineD3DDeviceImpl_SetClipStatus,
|
|
|
|
IWineD3DDeviceImpl_GetClipStatus,
|
|
|
|
IWineD3DDeviceImpl_SetMaterial,
|
|
|
|
IWineD3DDeviceImpl_GetMaterial,
|
2004-12-09 11:42:34 +00:00
|
|
|
IWineD3DDeviceImpl_SetIndices,
|
|
|
|
IWineD3DDeviceImpl_GetIndices,
|
|
|
|
IWineD3DDeviceImpl_SetViewport,
|
|
|
|
IWineD3DDeviceImpl_GetViewport,
|
2004-12-13 13:35:38 +00:00
|
|
|
IWineD3DDeviceImpl_SetRenderState,
|
|
|
|
IWineD3DDeviceImpl_GetRenderState,
|
|
|
|
IWineD3DDeviceImpl_SetTextureStageState,
|
|
|
|
IWineD3DDeviceImpl_GetTextureStageState,
|
2004-12-09 11:42:34 +00:00
|
|
|
|
|
|
|
IWineD3DDeviceImpl_BeginScene,
|
2004-12-14 11:54:27 +00:00
|
|
|
IWineD3DDeviceImpl_EndScene,
|
|
|
|
IWineD3DDeviceImpl_Present,
|
|
|
|
IWineD3DDeviceImpl_Clear,
|
2004-12-09 11:42:34 +00:00
|
|
|
|
|
|
|
IWineD3DDeviceImpl_DrawPrimitive,
|
|
|
|
IWineD3DDeviceImpl_DrawIndexedPrimitive,
|
|
|
|
IWineD3DDeviceImpl_DrawPrimitiveUP,
|
2004-12-13 13:35:38 +00:00
|
|
|
IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
|
|
|
|
|
|
|
|
IWineD3DDeviceImpl_SetupTextureStates
|
2004-10-07 04:22:21 +00:00
|
|
|
};
|