mirror of
https://github.com/reactos/wine.git
synced 2024-11-25 12:49:45 +00:00
Tidy up some formatting, improve error handling and error logging and
fix a couple of spelling mistakes.
This commit is contained in:
parent
6c2eae254f
commit
45033446bb
@ -450,8 +450,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
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return D3D_OK;
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}
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/* Otherwise, might as well set the whole state block to the appropriate values */
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IWineD3DDevice_AddRef(iface);
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/* Otherwise, might as well set the whole state block to the appropriate values */
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if ( This->stateBlock != NULL) {
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memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
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@ -467,10 +465,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
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TRACE("Updating changed flags appropriate for type %d\n", Type);
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if (Type == WINED3DSBT_ALL) {
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TRACE("ALL => Pretend everything has changed\n");
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memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
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} else if (Type == WINED3DSBT_PIXELSTATE) {
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TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
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memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
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/* TODO: Pixel Shader Constants */
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object->changed.pixelShader = TRUE;
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@ -480,6 +480,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
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} else if (Type == WINED3DSBT_VERTEXSTATE) {
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TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
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memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
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/* TODO: Vertex Shader Constants */
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object->changed.vertexShader = TRUE;
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@ -755,15 +756,15 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Wid
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{
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/* use the callback to create the texture surface */
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hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
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if(hr!= D3D_OK) {
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if (hr!= D3D_OK) {
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int j;
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FIXME("Failed to create surface %p \n",object);
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/* clean up */
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for(j = 0 ; j < i ; j++) {
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for (j = 0 ; j < i ; j++) {
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IWineD3DSurface_Release(object->surfaces[j]);
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}
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/* heap free object */
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HeapFree(GetProcessHeap(),0,object);
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HeapFree(GetProcessHeap(), 0, object);
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*ppTexture = NULL;
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return hr;
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@ -784,8 +785,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
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UINT Width, UINT Height, UINT Depth,
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UINT Levels, DWORD Usage,
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WINED3DFORMAT Format, D3DPOOL Pool,
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IWineD3DVolumeTexture** ppVolumeTexture,
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HANDLE* pSharedHandle, IUnknown *parent,
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IWineD3DVolumeTexture **ppVolumeTexture,
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HANDLE *pSharedHandle, IUnknown *parent,
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D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -877,13 +878,13 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
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HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
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UINT Levels, DWORD Usage,
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WINED3DFORMAT Format, D3DPOOL Pool,
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IWineD3DCubeTexture** ppCubeTexture,
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HANDLE* pSharedHandle, IUnknown *parent,
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IWineD3DCubeTexture **ppCubeTexture,
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HANDLE *pSharedHandle, IUnknown *parent,
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D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
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unsigned int i,j;
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unsigned int i, j;
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UINT tmpW;
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HRESULT hr;
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unsigned int pow2EdgeLength = EdgeLength;
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@ -893,14 +894,13 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
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TRACE("(%p) Create Cube Texture \n", This);
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object->edgeLength = EdgeLength;
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/** Non-power2 support **/
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/* Find the nearest pow2 match */
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pow2EdgeLength = 1;
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while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
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object->edgeLength = EdgeLength;
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/* TODO: support for native non-power 2 */
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/* Precalculated scaling for 'faked' non power of two texture coords */
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object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
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@ -910,7 +910,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
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object->baseTexture.levels++;
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tmpW = EdgeLength;
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while (tmpW > 1) {
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tmpW = max(1, tmpW / 2);
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tmpW = max(1, tmpW >> 1);
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object->baseTexture.levels++;
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}
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TRACE("Calculated levels = %d\n", object->baseTexture.levels);
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@ -930,11 +930,11 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
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/* clean up */
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int k;
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int l;
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for (l=0;l<j;l++) {
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for (l = 0; l < j; l++) {
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IWineD3DSurface_Release(object->surfaces[j][i]);
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}
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for (k=0;k<i;k++) {
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for (l=0;l<6;l++) {
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for (k = 0; k < i; k++) {
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for (l = 0; l < 6; l++) {
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IWineD3DSurface_Release(object->surfaces[l][j]);
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}
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}
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@ -959,7 +959,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUER
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
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if(NULL == ppQuery) {
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if (NULL == ppQuery) {
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/* Just a check to see if we support this type of query */
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HRESULT hr = D3DERR_NOTAVAILABLE;
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/* Lie and say everything is good (we can return ok fake data from a stub) */
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@ -1074,7 +1074,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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TRACE("Using x visual ID : %ld\n", template.visualid);
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TRACE(" visual info: %p\n", object->visInfo);
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TRACE(" num items : %d\n", num);
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for(n = 0;n < num; n++) {
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for (n = 0;n < num; n++) {
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TRACE("=====item=====: %d\n", n + 1);
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TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
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TRACE(" screen : %d\n", object->visInfo[n].screen);
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@ -1255,7 +1255,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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&object->backBuffer,
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NULL /* pShared (always null)*/);
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if (object->backBuffer != NULL)
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IWineD3DSurface_SetContainer(object->backBuffer, (IUnknown *)object);
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IWineD3DSurface_SetContainer(object->backBuffer, (IUnknown *)object);
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/* Under directX swapchains share the depth stencil, so only create one depth-stencil */
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if (pPresentationParameters->EnableAutoDepthStencil) {
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@ -1291,14 +1291,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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object->drawable = object->win;
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object->render_ctx = object->glCtx;
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if(hr == D3D_OK) {
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if (hr == D3D_OK) {
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/*********************
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* Setup some defaults and clear down the buffers
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*******************/
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ENTER_GL();
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/** save current context and drawable **/
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oldContext = glXGetCurrentContext();
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oldDrawable = glXGetCurrentDrawable();
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oldContext = glXGetCurrentContext();
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oldDrawable = glXGetCurrentDrawable();
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TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
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if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
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@ -1332,7 +1332,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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/* switch back to the original context (unless it was zero)*/
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/* switch back to the original context (if there was one)*/
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if (This->swapchains != NULL) {
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/** TODO: restore the context and drawable **/
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glXMakeCurrent(object->display, oldDrawable, oldContext);
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@ -1343,7 +1343,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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{ /* Finally add the swapchain to the end of the devices' swapchain list */
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SwapChainList **nextSwapchain;
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nextSwapchain = &This->swapchains;
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while(*nextSwapchain != NULL) {
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while (*nextSwapchain != NULL) {
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nextSwapchain = &((*nextSwapchain)->next);
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}
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(*nextSwapchain) = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->swapchains));
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@ -1355,14 +1355,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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if (object->frontBuffer) {
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IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
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IUnknown_Release(bufferParent); /* once for the get parent */
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if(IUnknown_Release(bufferParent) > 0) {
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if (IUnknown_Release(bufferParent) > 0) {
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FIXME("(%p) Something's still holding the front buffer\n",This);
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}
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}
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if (object->backBuffer) {
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IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
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IUnknown_Release(bufferParent); /* once for the get parent */
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if(IUnknown_Release(bufferParent) > 0) {
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if (IUnknown_Release(bufferParent) > 0) {
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FIXME("(%p) Something's still holding the back buffer\n",This);
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}
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}
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@ -1378,6 +1378,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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HeapFree(GetProcessHeap(), 0, object);
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}
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return hr;
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}
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@ -1732,29 +1733,44 @@ HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTR
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}
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/* Copied from ddraw code: */
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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);
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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);
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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);
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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);
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temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) +
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(mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
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temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) +
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(mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
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temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) +
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(mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
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temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) +
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(mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
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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);
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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);
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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);
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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);
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temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) +
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(mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
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temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) +
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(mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
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temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) +
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(mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
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temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) +
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(mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
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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);
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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);
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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);
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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);
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temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) +
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(mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
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temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) +
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(mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
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temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) +
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(mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
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temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) +
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(mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
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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);
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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);
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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);
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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);
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temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) +
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(mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
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temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) +
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(mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
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temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) +
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(mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
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temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) +
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(mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
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/* Apply change via set transform - will reapply to eg. lights this way */
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IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
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return D3D_OK;
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return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
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}
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/*****
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@ -1973,32 +1989,32 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD In
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/* Warning - untested code :-) Prob safe to change fixme to a trace but
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wait until someone confirms it seems to work! */
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TRACE("Light enabled requested but light not defined, so defining one!\n");
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lightParms.Type = D3DLIGHT_DIRECTIONAL;
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lightParms.Diffuse.r = 1.0;
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lightParms.Diffuse.g = 1.0;
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lightParms.Diffuse.b = 1.0;
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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.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;
|
||||
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 */
|
||||
@ -2291,30 +2307,34 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED
|
||||
}
|
||||
|
||||
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) : 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");
|
||||
checkGLcall("glMaterialfv(GL_AMBIENT)");
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
|
||||
checkGLcall("glMaterialfv");
|
||||
checkGLcall("glMaterialfv(GL_DIFFUSE)");
|
||||
|
||||
/* Only change material color if specular is enabled, otherwise it is set to black */
|
||||
if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
|
||||
checkGLcall("glMaterialfv");
|
||||
checkGLcall("glMaterialfv(GL_SPECULAR");
|
||||
} else {
|
||||
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
||||
checkGLcall("glMaterialfv");
|
||||
checkGLcall("glMaterialfv(GL_SPECULAR");
|
||||
}
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
|
||||
checkGLcall("glMaterialfv");
|
||||
checkGLcall("glMaterialfv(GL_EMISSION)");
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
|
||||
checkGLcall("glMaterialf");
|
||||
checkGLcall("glMaterialf(GL_SHININESS");
|
||||
|
||||
LEAVE_GL();
|
||||
return D3D_OK;
|
||||
@ -2323,11 +2343,16 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED
|
||||
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) : 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;
|
||||
}
|
||||
|
||||
@ -2373,8 +2398,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DInde
|
||||
*ppIndexData = This->stateBlock->pIndexData;
|
||||
|
||||
/* up ref count on ppindexdata */
|
||||
if (*ppIndexData) IWineD3DIndexBuffer_AddRef(*ppIndexData);
|
||||
*pBaseVertexIndex = This->stateBlock->baseVertexIndex;
|
||||
if (*ppIndexData) {
|
||||
IWineD3DIndexBuffer_AddRef(*ppIndexData);
|
||||
*pBaseVertexIndex = This->stateBlock->baseVertexIndex;
|
||||
TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
|
||||
}else{
|
||||
TRACE("(%p) No index data set\n", This);
|
||||
}
|
||||
TRACE("Returning %p %d \n",*ppIndexData, *pBaseVertexIndex);
|
||||
|
||||
return D3D_OK;
|
||||
}
|
||||
@ -3132,7 +3163,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
|
||||
}
|
||||
break;
|
||||
|
||||
case WINED3DRS_ZBIAS :
|
||||
case WINED3DRS_ZBIAS : /* D3D8 only */
|
||||
{
|
||||
if (Value) {
|
||||
tmpvalue.d = Value;
|
||||
@ -3283,6 +3314,17 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
|
||||
case WINED3DRS_WRAP5 :
|
||||
case WINED3DRS_WRAP6 :
|
||||
case WINED3DRS_WRAP7 :
|
||||
/**
|
||||
http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
|
||||
http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
|
||||
http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
|
||||
Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
|
||||
http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
|
||||
|
||||
so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
|
||||
*/
|
||||
TRACE("(%p)->(%d,%ld) Texture wraping not yet supported\n",This, State, Value);
|
||||
break;
|
||||
case WINED3DRS_POINTSPRITEENABLE :
|
||||
case WINED3DRS_MULTISAMPLEANTIALIAS :
|
||||
case WINED3DRS_MULTISAMPLEMASK :
|
||||
@ -3450,9 +3492,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3
|
||||
|
||||
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
*ppShader = This->updateStateBlock->vertexShader;
|
||||
if(*ppShader != NULL)
|
||||
|
||||
if (NULL == ppShader) {
|
||||
return D3DERR_INVALIDCALL;
|
||||
}
|
||||
*ppShader = This->stateBlock->vertexShader;
|
||||
if( NULL != *ppShader)
|
||||
IWineD3DVertexShader_AddRef(*ppShader);
|
||||
|
||||
TRACE("(%p) : returning %p\n", This, *ppShader);
|
||||
return D3D_OK;
|
||||
}
|
||||
@ -3799,117 +3846,117 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
|
||||
*/
|
||||
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);
|
||||
glDisable(GL_TEXTURE_GEN_Q);
|
||||
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R)");
|
||||
break;
|
||||
/*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);
|
||||
glDisable(GL_TEXTURE_GEN_Q);
|
||||
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
|
||||
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("WINED3DTSS_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("WINED3DTSS_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;
|
||||
/* 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("WINED3DTSS_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("WINED3DTSS_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("WINED3DTSS_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)");
|
||||
{
|
||||
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("WINED3DTSS_TCI_CAMERASPACENORMAL - 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;
|
||||
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("WINED3DTSS_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)");
|
||||
{
|
||||
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("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - 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;
|
||||
break;
|
||||
|
||||
/* Unhandled types: */
|
||||
default:
|
||||
@ -3961,6 +4008,10 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
|
||||
return;
|
||||
}
|
||||
|
||||
/*****
|
||||
* Get / Set Texture Stage States
|
||||
* TODO: Verify against dx9 definitions
|
||||
*****/
|
||||
HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
|
||||
@ -4004,6 +4055,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage,
|
||||
}
|
||||
#endif
|
||||
|
||||
/* Reject invalid texture units */
|
||||
if (Stage >= GL_LIMITS(textures) || Stage < 0) {
|
||||
WARN("Attempt to access invalid texture rejected\n");
|
||||
return D3DERR_INVALIDCALL;
|
||||
@ -4047,10 +4099,18 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage,
|
||||
|
||||
HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
TRACE("(%p) : returning %p for stage %ld\n", This, This->updateStateBlock->textures[Stage], Stage);
|
||||
*ppTexture = (IWineD3DBaseTexture *) This->updateStateBlock->textures[Stage];
|
||||
TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */) \n", This, Stage, ppTexture);
|
||||
|
||||
/* Reject invalid texture units */
|
||||
if (Stage >= GL_LIMITS(textures)) {
|
||||
TRACE("Attempt to access invalid texture rejected\n");
|
||||
return D3DERR_INVALIDCALL;
|
||||
}
|
||||
*ppTexture=This->updateStateBlock->textures[Stage];
|
||||
if (*ppTexture)
|
||||
IWineD3DBaseTexture_AddRef(*ppTexture);
|
||||
else
|
||||
return D3DERR_INVALIDCALL;
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
@ -4058,7 +4118,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage,
|
||||
* Get Back Buffer
|
||||
*****/
|
||||
HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,
|
||||
IWineD3DSurface** ppBackBuffer) {
|
||||
IWineD3DSurface **ppBackBuffer) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
IWineD3DSwapChain *swapChain;
|
||||
HRESULT hr;
|
||||
@ -4066,10 +4126,10 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwa
|
||||
TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
|
||||
|
||||
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
||||
if(hr == D3D_OK) {
|
||||
if (hr == D3D_OK) {
|
||||
hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
|
||||
IWineD3DSwapChain_Release(swapChain);
|
||||
}else{
|
||||
} else {
|
||||
*ppBackBuffer = NULL;
|
||||
}
|
||||
return hr;
|
||||
@ -4090,7 +4150,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSw
|
||||
if (hr == D3D_OK) {
|
||||
hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
|
||||
IWineD3DSwapChain_Release(swapChain);
|
||||
}else{
|
||||
} else {
|
||||
FIXME("(%p) Error getting display mode\n", This);
|
||||
}
|
||||
return hr;
|
||||
@ -4099,12 +4159,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSw
|
||||
* Stateblock related functions
|
||||
*****/
|
||||
|
||||
HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
|
||||
HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
IWineD3DStateBlockImpl *object;
|
||||
TRACE("(%p)", This);
|
||||
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
|
||||
if(NULL == object ) {
|
||||
if (NULL == object ) {
|
||||
FIXME("(%p)Error allocating memory for stateblock\n", This);
|
||||
return E_OUTOFMEMORY;
|
||||
}
|
||||
@ -4188,7 +4248,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
|
||||
HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
|
||||
CONST RECT* pSourceRect, CONST RECT* pDestRect,
|
||||
HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
IWineD3DSwapChain *swapChain = NULL;
|
||||
int i;
|
||||
int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
|
||||
@ -4281,7 +4341,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONS
|
||||
checkGLcall("glScissor");
|
||||
} else {
|
||||
glScissor(This->stateBlock->viewport.X,
|
||||
(((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
|
||||
(((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
|
||||
(This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
|
||||
This->stateBlock->viewport.Width,
|
||||
This->stateBlock->viewport.Height);
|
||||
checkGLcall("glScissor");
|
||||
@ -4536,6 +4597,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD*
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
/* return a sensible default */
|
||||
*pNumPasses = 1;
|
||||
/* TODO: If the window is minimized then validate device shold return something other than d3d_ok */
|
||||
FIXME("(%p) : stub\n", This);
|
||||
return D3D_OK;
|
||||
}
|
||||
@ -4869,6 +4931,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurfa
|
||||
unsigned int u, v;
|
||||
DWORD *data;
|
||||
TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
|
||||
|
||||
if (surface->resource.pool != D3DPOOL_DEFAULT) {
|
||||
FIXME("call to colorfill with non D3DPOOL_DEFAULT surface\n");
|
||||
return D3DERR_INVALIDCALL;
|
||||
@ -5115,6 +5178,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwa
|
||||
}
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
/* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
|
||||
HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
@ -5338,7 +5402,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
|
||||
* In many cases I would expect that we can 'skip' some functions, such as preserving states,
|
||||
* and gain a good performance increase at the cost of compatibility.
|
||||
* I would suggest that, when this is the case, a user configurable flag be made
|
||||
* available, allowing the user to choose the best emmulated experience for them.
|
||||
* available, allowing the user to choose the best emulated experience for them.
|
||||
*********************************************************************/
|
||||
|
||||
XVisualInfo *visinfo;
|
||||
@ -5823,7 +5887,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
||||
IWineD3DDeviceImpl_CreateVertexDeclaration,
|
||||
IWineD3DDeviceImpl_CreateVertexShader,
|
||||
IWineD3DDeviceImpl_CreatePixelShader,
|
||||
|
||||
/*** Odd functions **/
|
||||
IWineD3DDeviceImpl_EvictManagedResources,
|
||||
IWineD3DDeviceImpl_GetAvailableTextureMem,
|
||||
@ -5933,8 +5996,8 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
||||
IWineD3DDeviceImpl_GetFrontBufferData,
|
||||
/*** Internal use IWineD3DDevice methods ***/
|
||||
IWineD3DDeviceImpl_SetupTextureStates,
|
||||
IWineD3DDeviceImpl_SwapChainReleased,
|
||||
/*** object tracking ***/
|
||||
IWineD3DDeviceImpl_SwapChainReleased,
|
||||
IWineD3DDeviceImpl_ResourceReleased
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user