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00a3d5f3f8
it to work and they want it enumerated first..) - some comments about potential problems with Z masking
509 lines
16 KiB
C
509 lines
16 KiB
C
/* Direct3D Common functions
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* Copyright (c) 1998 Lionel ULMER
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*
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* This file contains all MESA common code
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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 "windef.h"
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#include "objbase.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "wine/debug.h"
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#include "mesa_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
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{
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switch (dwRenderState) {
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case D3DCMP_NEVER: return GL_NEVER;
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case D3DCMP_LESS: return GL_LESS;
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case D3DCMP_EQUAL: return GL_EQUAL;
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case D3DCMP_LESSEQUAL: return GL_LEQUAL;
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case D3DCMP_GREATER: return GL_GREATER;
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case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
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case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
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case D3DCMP_ALWAYS: return GL_ALWAYS;
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default: ERR("Unexpected compare type %d !\n", dwRenderState);
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}
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return GL_ALWAYS;
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}
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GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
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{
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switch (dwRenderState) {
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case D3DSTENCILOP_KEEP: return GL_KEEP;
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case D3DSTENCILOP_ZERO: return GL_ZERO;
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case D3DSTENCILOP_REPLACE: return GL_REPLACE;
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case D3DSTENCILOP_INCRSAT: return GL_INCR;
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case D3DSTENCILOP_DECRSAT: return GL_DECR;
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case D3DSTENCILOP_INVERT: return GL_INVERT;
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case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR;
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case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR;
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default: ERR("Unexpected compare type %d !\n", dwRenderState);
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}
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return GL_KEEP;
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}
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void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
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DWORD dwRenderState, RenderState *rs)
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{
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if (TRACE_ON(ddraw))
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TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
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/* First, all the stipple patterns */
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if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
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(dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
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ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
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} else {
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ENTER_GL();
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/* All others state variables */
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switch (dwRenderStateType) {
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case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
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IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
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if (tex == NULL) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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TRACE("disabling texturing\n");
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} else {
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IDirect3DTextureGLImpl *gl_tex = (IDirect3DTextureGLImpl *) tex->tex_private;
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glEnable(GL_TEXTURE_2D);
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/* Default parameters */
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glBindTexture(GL_TEXTURE_2D, gl_tex->tex_name);
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/* To prevent state change, we could test here what are the parameters
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stored in the texture */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rs->mag);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rs->min);
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TRACE("setting OpenGL texture handle : %d\n", gl_tex->tex_name);
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}
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} break;
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case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
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case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
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case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
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GLenum arg = GL_REPEAT; /* Default value */
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switch ((D3DTEXTUREADDRESS) dwRenderState) {
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case D3DTADDRESS_WRAP: arg = GL_REPEAT; break;
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case D3DTADDRESS_CLAMP: arg = GL_CLAMP; break;
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case D3DTADDRESS_BORDER: arg = GL_CLAMP_TO_EDGE; break;
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default: ERR("Unhandled TEXTUREADDRESS mode %ld !\n", dwRenderState);
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}
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if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) ||
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(dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg);
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if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSV) ||
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(dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg);
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} break;
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case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
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if (dwRenderState)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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else
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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break;
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case D3DRENDERSTATE_WRAPU: /* 5 */
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if (dwRenderState)
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ERR("WRAPU mode unsupported by OpenGL.. Expect graphical glitches !\n");
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break;
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case D3DRENDERSTATE_WRAPV: /* 6 */
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if (dwRenderState)
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ERR("WRAPV mode unsupported by OpenGL.. Expect graphical glitches !\n");
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break;
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case D3DRENDERSTATE_ZENABLE: /* 7 */
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/* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
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updated either.. No idea about what happens in D3D.
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Maybe replacing the Z function by ALWAYS would be a better idea. */
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if (dwRenderState == D3DZB_TRUE)
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glEnable(GL_DEPTH_TEST);
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else if (dwRenderState == D3DZB_FALSE)
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glDisable(GL_DEPTH_TEST);
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else {
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glEnable(GL_DEPTH_TEST);
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WARN(" w-buffering not supported.\n");
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}
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break;
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case D3DRENDERSTATE_FILLMODE: /* 8 */
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switch ((D3DFILLMODE) dwRenderState) {
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case D3DFILL_POINT:
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glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
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break;
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case D3DFILL_WIREFRAME:
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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break;
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case D3DFILL_SOLID:
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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break;
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default:
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ERR("Unhandled fill mode %ld !\n",dwRenderState);
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}
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break;
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case D3DRENDERSTATE_SHADEMODE: /* 9 */
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switch ((D3DSHADEMODE) dwRenderState) {
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case D3DSHADE_FLAT:
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glShadeModel(GL_FLAT);
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break;
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case D3DSHADE_GOURAUD:
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glShadeModel(GL_SMOOTH);
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break;
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default:
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ERR("Unhandled shade mode %ld !\n",dwRenderState);
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}
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break;
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case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
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if (dwRenderState)
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glDepthMask(GL_TRUE);
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else
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glDepthMask(GL_FALSE);
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break;
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case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
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if (dwRenderState)
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glEnable(GL_ALPHA_TEST);
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else
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glDisable(GL_ALPHA_TEST);
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break;
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case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
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switch ((D3DTEXTUREFILTER) dwRenderState) {
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case D3DFILTER_NEAREST:
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rs->mag = GL_NEAREST;
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break;
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case D3DFILTER_LINEAR:
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rs->mag = GL_LINEAR;
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break;
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default:
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ERR("Unhandled texture mag %ld !\n",dwRenderState);
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}
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break;
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case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
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switch ((D3DTEXTUREFILTER) dwRenderState) {
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case D3DFILTER_NEAREST:
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rs->min = GL_NEAREST;
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break;
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case D3DFILTER_LINEAR:
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rs->mag = GL_LINEAR;
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break;
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default:
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ERR("Unhandled texture min %ld !\n",dwRenderState);
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}
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break;
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case D3DRENDERSTATE_SRCBLEND: /* 19 */
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switch ((D3DBLEND) dwRenderState) {
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case D3DBLEND_ZERO:
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rs->src = GL_ZERO;
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break;
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case D3DBLEND_ONE:
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rs->src = GL_ONE;
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break;
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case D3DBLEND_SRCALPHA:
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rs->src = GL_SRC_ALPHA;
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break;
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case D3DBLEND_INVSRCALPHA:
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rs->src = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case D3DBLEND_DESTALPHA:
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rs->src = GL_DST_ALPHA;
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break;
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case D3DBLEND_INVDESTALPHA:
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rs->src = GL_ONE_MINUS_DST_ALPHA;
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break;
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case D3DBLEND_DESTCOLOR:
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rs->src = GL_DST_COLOR;
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break;
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case D3DBLEND_INVDESTCOLOR:
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rs->src = GL_ONE_MINUS_DST_COLOR;
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break;
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case D3DBLEND_BOTHSRCALPHA:
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rs->src = GL_SRC_ALPHA;
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rs->dst = GL_SRC_ALPHA;
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break;
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case D3DBLEND_BOTHINVSRCALPHA:
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rs->src = GL_ONE_MINUS_SRC_ALPHA;
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rs->dst = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case D3DBLEND_SRCALPHASAT:
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rs->src = GL_SRC_ALPHA_SATURATE;
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break;
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case D3DBLEND_SRCCOLOR:
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case D3DBLEND_INVSRCCOLOR:
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/* Cannot be supported with OpenGL */
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break;
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default:
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ERR("Unhandled src blend mode %ld !\n",dwRenderState);
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}
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glBlendFunc(rs->src, rs->dst);
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break;
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case D3DRENDERSTATE_DESTBLEND: /* 20 */
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switch ((D3DBLEND) dwRenderState) {
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case D3DBLEND_ZERO:
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rs->dst = GL_ZERO;
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break;
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case D3DBLEND_ONE:
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rs->dst = GL_ONE;
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break;
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case D3DBLEND_SRCCOLOR:
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rs->dst = GL_SRC_COLOR;
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break;
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case D3DBLEND_INVSRCCOLOR:
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rs->dst = GL_ONE_MINUS_SRC_COLOR;
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break;
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case D3DBLEND_SRCALPHA:
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rs->dst = GL_SRC_ALPHA;
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break;
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case D3DBLEND_INVSRCALPHA:
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rs->dst = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case D3DBLEND_DESTALPHA:
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rs->dst = GL_DST_ALPHA;
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break;
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case D3DBLEND_INVDESTALPHA:
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rs->dst = GL_ONE_MINUS_DST_ALPHA;
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break;
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case D3DBLEND_DESTCOLOR:
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case D3DBLEND_INVDESTCOLOR:
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/* Cannot be supported with OpenGL */
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break;
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default:
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ERR("Unhandled dest blend mode %ld !\n",dwRenderState);
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}
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glBlendFunc(rs->src, rs->dst);
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break;
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case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
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switch ((D3DTEXTUREBLEND) dwRenderState) {
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case D3DTBLEND_MODULATE:
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case D3DTBLEND_MODULATEALPHA:
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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break;
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default:
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ERR("Unhandled texture environment %ld !\n",dwRenderState);
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}
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break;
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case D3DRENDERSTATE_CULLMODE: /* 22 */
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switch ((D3DCULL) dwRenderState) {
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case D3DCULL_NONE:
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glDisable(GL_CULL_FACE);
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break;
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/* Not sure about these... The DirectX doc is, well, pretty unclear :-) */
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case D3DCULL_CW:
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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glCullFace(GL_BACK);
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break;
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case D3DCULL_CCW:
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CW);
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glCullFace(GL_BACK);
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break;
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default:
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ERR("Unhandled cull mode %ld !\n",dwRenderState);
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}
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break;
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case D3DRENDERSTATE_ZFUNC: /* 23 */
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glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
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break;
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case D3DRENDERSTATE_ALPHAREF: /* 24 */
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rs->alpha_ref = dwRenderState / 255.0;
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glAlphaFunc(rs->alpha_func, rs->alpha_ref);
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break;
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case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
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rs->alpha_func = convert_D3D_compare_to_GL(dwRenderState);
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glAlphaFunc(rs->alpha_func, rs->alpha_ref);
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break;
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case D3DRENDERSTATE_DITHERENABLE: /* 26 */
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if (dwRenderState)
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glEnable(GL_DITHER);
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else
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glDisable(GL_DITHER);
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break;
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case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
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if (dwRenderState) {
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glEnable(GL_BLEND);
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rs->alpha_blend_enable = TRUE;
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} else {
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glDisable(GL_BLEND);
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rs->alpha_blend_enable = FALSE;
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}
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break;
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case D3DRENDERSTATE_FOGENABLE: /* 28 */
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if (dwRenderState) {
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glEnable(GL_FOG);
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rs->fog_on = TRUE;
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} else {
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glDisable(GL_FOG);
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rs->fog_on = FALSE;
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}
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break;
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case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
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if (dwRenderState)
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ERR(" Specular Lighting not supported yet.\n");
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break;
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case D3DRENDERSTATE_SUBPIXEL: /* 31 */
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case D3DRENDERSTATE_SUBPIXELX: /* 32 */
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/* We do not support this anyway, so why protest :-) */
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break;
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case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
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if (dwRenderState)
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ERR(" Stippled Alpha not supported yet.\n");
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break;
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case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
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GLint color[4];
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color[0] = (dwRenderState >> 16) & 0xFF;
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color[1] = (dwRenderState >> 8) & 0xFF;
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color[2] = (dwRenderState >> 0) & 0xFF;
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color[3] = (dwRenderState >> 24) & 0xFF;
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glFogiv(GL_FOG_COLOR, color);
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} break;
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case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
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if (dwRenderState)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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break;
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case D3DRENDERSTATE_ZBIAS: /* 47 */
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/* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
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if (dwRenderState == 0) {
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_POLYGON_OFFSET_LINE);
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glDisable(GL_POLYGON_OFFSET_POINT);
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} else {
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glEnable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_POLYGON_OFFSET_POINT);
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glPolygonOffset(1.0, dwRenderState * 1.0);
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}
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break;
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case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
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break;
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case D3DRENDERSTATE_STENCILENABLE: /* 52 */
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if (dwRenderState)
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glDisable(GL_STENCIL_TEST);
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else
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glDisable(GL_STENCIL_TEST);
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break;
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case D3DRENDERSTATE_STENCILFAIL: /* 53 */
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rs->stencil_fail = convert_D3D_stencilop_to_GL(dwRenderState);
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glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
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break;
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case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
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rs->stencil_zfail = convert_D3D_stencilop_to_GL(dwRenderState);
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glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
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break;
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case D3DRENDERSTATE_STENCILPASS: /* 55 */
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rs->stencil_pass = convert_D3D_stencilop_to_GL(dwRenderState);
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glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
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break;
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case D3DRENDERSTATE_STENCILFUNC: /* 56 */
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rs->stencil_func = convert_D3D_compare_to_GL(dwRenderState);
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glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
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break;
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case D3DRENDERSTATE_STENCILREF: /* 57 */
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rs->stencil_ref = dwRenderState;
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glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
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break;
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case D3DRENDERSTATE_STENCILMASK: /* 58 */
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rs->stencil_mask = dwRenderState;
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glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
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break;
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case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
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glStencilMask(dwRenderState);
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break;
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case D3DRENDERSTATE_LIGHTING: /* 137 */
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/* There will be more to do here once we really support D3D7 Lighting.
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Should be enough for now to prevent warnings :-) */
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if (dwRenderState)
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glEnable(GL_LIGHTING);
|
|
else
|
|
glDisable(GL_LIGHTING);
|
|
break;
|
|
|
|
case D3DRENDERSTATE_AMBIENT: { /* 139 */
|
|
float light[4];
|
|
|
|
light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
|
|
light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
|
|
light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
|
|
light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
|
|
} break;
|
|
|
|
case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
|
|
if (dwRenderState)
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
|
else
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
|
|
break;
|
|
|
|
case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
|
|
if (dwRenderState) {
|
|
glEnable(GL_NORMALIZE);
|
|
glEnable(GL_RESCALE_NORMAL);
|
|
} else {
|
|
glDisable(GL_NORMALIZE);
|
|
glDisable(GL_RESCALE_NORMAL);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERR("Unhandled dwRenderStateType %s (%08x) !\n", _get_renderstate(dwRenderStateType), dwRenderStateType);
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
}
|