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e64aae00e0
objects.
288 lines
8.6 KiB
C
288 lines
8.6 KiB
C
/* Direct3D private include file
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* Copyright (c) 1998-2004 Lionel ULMER
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* Copyright (c) 2002-2004 Christian Costa
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*
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* This file contains all the structure that are not exported
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* through d3d.h and all common macros.
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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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#ifndef __GRAPHICS_WINE_D3D_PRIVATE_H
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#define __GRAPHICS_WINE_D3D_PRIVATE_H
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/* THIS FILE MUST NOT CONTAIN X11 or MESA DEFINES */
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#include <stdarg.h>
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#include "windef.h"
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#include "winbase.h"
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#include "wingdi.h"
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#include "d3d.h"
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#define MAX_TEXTURES 8
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#define MAX_LIGHTS 16
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#define HIGHEST_RENDER_STATE 152
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#define HIGHEST_TEXTURE_STAGE_STATE 24
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/*****************************************************************************
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* Predeclare the interface implementation structures
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*/
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typedef struct IDirect3DLightImpl IDirect3DLightImpl;
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typedef struct IDirect3DMaterialImpl IDirect3DMaterialImpl;
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typedef struct IDirect3DViewportImpl IDirect3DViewportImpl;
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typedef struct IDirect3DExecuteBufferImpl IDirect3DExecuteBufferImpl;
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typedef struct IDirect3DVertexBufferImpl IDirect3DVertexBufferImpl;
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#include "ddraw_private.h"
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typedef struct STATEBLOCKFLAGS {
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BOOL render_state[HIGHEST_RENDER_STATE];
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BOOL texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
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} STATEBLOCKFLAGS;
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typedef struct STATEBLOCK {
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STATEBLOCKFLAGS set_flags;
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DWORD render_state[HIGHEST_RENDER_STATE];
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DWORD texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
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} STATEBLOCK;
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/*****************************************************************************
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* IDirect3DLight implementation structure
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*/
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struct IDirect3DLightImpl
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{
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ICOM_VFIELD_MULTI(IDirect3DLight);
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DWORD ref;
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/* IDirect3DLight fields */
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IDirectDrawImpl *d3d;
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/* If this light is active for one viewport, put the viewport here */
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IDirect3DViewportImpl *active_viewport;
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D3DLIGHT2 light;
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D3DLIGHT7 light7;
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DWORD dwLightIndex;
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/* Chained list used for adding / removing from viewports */
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IDirect3DLightImpl *next;
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/* Activation function */
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void (*activate)(IDirect3DLightImpl*);
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void (*desactivate)(IDirect3DLightImpl*);
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void (*update)(IDirect3DLightImpl*);
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};
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/*****************************************************************************
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* IDirect3DMaterial implementation structure
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*/
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struct IDirect3DMaterialImpl
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{
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ICOM_VFIELD_MULTI(IDirect3DMaterial3);
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ICOM_VFIELD_MULTI(IDirect3DMaterial2);
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ICOM_VFIELD_MULTI(IDirect3DMaterial);
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DWORD ref;
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/* IDirect3DMaterial2 fields */
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IDirectDrawImpl *d3d;
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IDirect3DDeviceImpl *active_device;
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D3DMATERIAL mat;
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void (*activate)(IDirect3DMaterialImpl* this);
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};
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/*****************************************************************************
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* IDirect3DViewport implementation structure
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*/
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struct IDirect3DViewportImpl
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{
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ICOM_VFIELD_MULTI(IDirect3DViewport3);
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DWORD ref;
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/* IDirect3DViewport fields */
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IDirectDrawImpl *d3d;
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/* If this viewport is active for one device, put the device here */
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IDirect3DDeviceImpl *active_device;
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DWORD num_lights;
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DWORD map_lights;
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int use_vp2;
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union {
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D3DVIEWPORT vp1;
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D3DVIEWPORT2 vp2;
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} viewports;
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/* Activation function */
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void (*activate)(IDirect3DViewportImpl*);
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/* Field used to chain viewports together */
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IDirect3DViewportImpl *next;
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/* Lights list */
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IDirect3DLightImpl *lights;
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/* Background material */
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IDirect3DMaterialImpl *background;
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};
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/*****************************************************************************
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* IDirect3DExecuteBuffer implementation structure
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*/
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struct IDirect3DExecuteBufferImpl
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{
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ICOM_VFIELD_MULTI(IDirect3DExecuteBuffer);
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DWORD ref;
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/* IDirect3DExecuteBuffer fields */
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IDirectDrawImpl *d3d;
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IDirect3DDeviceImpl* d3ddev;
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D3DEXECUTEBUFFERDESC desc;
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D3DEXECUTEDATA data;
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/* This buffer will store the transformed vertices */
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void* vertex_data;
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WORD* indices;
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int nb_indices;
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/* This flags is set to TRUE if we allocated ourselves the
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data buffer */
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BOOL need_free;
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void (*execute)(IDirect3DExecuteBufferImpl* this,
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IDirect3DDeviceImpl* dev,
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IDirect3DViewportImpl* vp);
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};
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/* Internal structure to store the state of the clipping planes */
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typedef struct d3d7clippingplane
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{
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D3DVALUE plane[4];
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} d3d7clippingplane;
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/*****************************************************************************
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* IDirect3DDevice implementation structure
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*/
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#define WORLDMAT_CHANGED (0x00000001 << 0)
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#define VIEWMAT_CHANGED (0x00000001 << 1)
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#define PROJMAT_CHANGED (0x00000001 << 2)
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#define TEXMAT0_CHANGED (0x00000001 << 3)
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#define TEXMAT1_CHANGED (0x00000001 << 4)
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#define TEXMAT2_CHANGED (0x00000001 << 5)
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#define TEXMAT3_CHANGED (0x00000001 << 6)
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#define TEXMAT4_CHANGED (0x00000001 << 7)
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#define TEXMAT5_CHANGED (0x00000001 << 8)
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#define TEXMAT6_CHANGED (0x00000001 << 9)
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#define TEXMAT7_CHANGED (0x00000001 << 10)
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struct IDirect3DDeviceImpl
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{
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ICOM_VFIELD_MULTI(IDirect3DDevice7);
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ICOM_VFIELD_MULTI(IDirect3DDevice3);
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ICOM_VFIELD_MULTI(IDirect3DDevice2);
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ICOM_VFIELD_MULTI(IDirect3DDevice);
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DWORD ref;
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/* Version of the Direct3D object from which the device has been created */
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DWORD version;
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/* IDirect3DDevice fields */
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IDirectDrawImpl *d3d;
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IDirectDrawSurfaceImpl *surface;
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IDirect3DViewportImpl *viewport_list;
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IDirect3DViewportImpl *current_viewport;
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D3DVIEWPORT7 active_viewport;
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IDirectDrawSurfaceImpl *current_texture[MAX_TEXTURES];
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IDirectDrawSurfaceImpl *current_zbuffer;
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/* Current transformation matrices */
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D3DMATRIX *world_mat;
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D3DMATRIX *view_mat;
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D3DMATRIX *proj_mat;
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D3DMATRIX *tex_mat[MAX_TEXTURES];
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BOOLEAN tex_mat_is_identity[MAX_TEXTURES];
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/* Current material used in D3D7 mode */
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D3DMATERIAL7 current_material;
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/* Light state */
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DWORD material;
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/* Light parameters */
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DWORD active_lights, set_lights;
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D3DLIGHT7 light_parameters[MAX_LIGHTS];
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/* clipping planes */
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DWORD max_clipping_planes;
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d3d7clippingplane *clipping_planes;
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void (*set_context)(IDirect3DDeviceImpl*);
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HRESULT (*clear)(IDirect3DDeviceImpl *This,
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DWORD dwCount,
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LPD3DRECT lpRects,
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DWORD dwFlags,
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DWORD dwColor,
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D3DVALUE dvZ,
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DWORD dwStencil);
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void (*matrices_updated)(IDirect3DDeviceImpl *This, DWORD matrices);
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void (*set_matrices)(IDirect3DDeviceImpl *This, DWORD matrices,
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D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat);
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void (*flush_to_framebuffer)(IDirect3DDeviceImpl *This, LPCRECT pRect, IDirectDrawSurfaceImpl *surf);
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STATEBLOCK state_block;
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/* Used to prevent locks and rendering to overlap */
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CRITICAL_SECTION crit;
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};
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/*****************************************************************************
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* IDirect3DVertexBuffer implementation structure
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*/
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struct IDirect3DVertexBufferImpl
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{
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ICOM_VFIELD_MULTI(IDirect3DVertexBuffer7);
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ICOM_VFIELD_MULTI(IDirect3DVertexBuffer);
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DWORD ref;
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IDirectDrawImpl *d3d;
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D3DVERTEXBUFFERDESC desc;
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LPVOID *vertices;
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DWORD vertex_buffer_size;
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BOOLEAN processed;
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};
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/* Various dump and helper functions */
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extern const char *_get_renderstate(D3DRENDERSTATETYPE type);
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extern void dump_D3DMATERIAL7(LPD3DMATERIAL7 lpMat);
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extern void dump_D3DCOLORVALUE(D3DCOLORVALUE *lpCol);
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extern void dump_D3DLIGHT7(LPD3DLIGHT7 lpLight);
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extern void dump_DPFLAGS(DWORD dwFlags);
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extern void dump_D3DMATRIX(D3DMATRIX *mat);
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extern void dump_D3DVECTOR(D3DVECTOR *lpVec);
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extern void dump_flexible_vertex(DWORD d3dvtVertexType);
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extern DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
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extern void convert_FVF_to_strided_data(DWORD d3dvtVertexType, LPVOID lpvVertices, D3DDRAWPRIMITIVESTRIDEDDATA *strided, DWORD dwStartVertex);
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extern void dump_D3DVOP(DWORD dwVertexOp);
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extern void dump_D3DPV(DWORD dwFlags);
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extern void multiply_matrix(LPD3DMATRIX,LPD3DMATRIX,LPD3DMATRIX);
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extern const float id_mat[16];
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#endif /* __GRAPHICS_WINE_D3D_PRIVATE_H */
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