wine-wine/dlls/d3d8/device.c

3625 lines
149 KiB
C

/*
* IDirect3DDevice8 implementation
*
* Copyright 2002 Jason Edmeades
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <math.h>
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 38
#define NUM_SAVEDPIXELSTATES_T 27
#define NUM_SAVEDVERTEXSTATES_R 33
#define NUM_SAVEDVERTEXSTATES_T 2
/*
* Utility functions or macros
*/
#define conv_mat(mat,gl_mat) \
{ \
TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
memcpy(gl_mat, (mat), 16 * sizeof(float)); \
};
/*
* Globals
*/
extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
static const float idmatrix[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
/* Routine common to the draw primitive and draw indexed primitive routines
Doesnt use gl pointer arrays as I dont believe we can support the blending
coordinates that way. */
void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
int PrimitiveType,
long NumPrimitives,
BOOL isIndexed,
/* For Both:*/
D3DFORMAT fvf,
const void *vertexBufData,
/* for Indexed: */
long StartVertexIndex,
long StartIdx,
short idxBytes,
const void *idxData) {
int vx_index;
int NumVertexes = NumPrimitives;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Dont understand how to handle multiple streams, but if a fixed
FVF is passed in rather than a handle, it must use stream 0 */
if (This->StateBlock.VertexShader > VS_HIGHESTFIXEDFXF) {
FIXME("Cant handle created shaders yet\n");
return;
} else {
int skip = This->StateBlock.stream_stride[0];
BOOL normal;
BOOL isRHW;
BOOL isPtSize;
BOOL isDiffuse;
BOOL isSpecular;
int numTextures;
int textureNo;
const void *curVtx = NULL;
const short *pIdxBufS = NULL;
const long *pIdxBufL = NULL;
const void *curPos;
BOOL isLightingOn = FALSE;
float x=0.0, y=0.0, z=0.0; /* x,y,z coordinates */
float nx=0.0, ny=0.0, nz=0.0; /* normal x,y,z coordinates */
float rhw=0.0; /* rhw */
float ptSize=0.0; /* Point size */
DWORD diffuseColor=0; /* Diffusre Color */
DWORD specularColor=0; /* Specular Color */
ENTER_GL();
if (isIndexed) {
if (idxBytes == 2) pIdxBufS = (short *) idxData;
else pIdxBufL = (long *) idxData;
}
/* Check vertex formats expected ? */
normal = fvf & D3DFVF_NORMAL;
isRHW = fvf & D3DFVF_XYZRHW;
/*numBlends = 5 - ((~fvf) & 0xe);*/ /* There must be a simpler way? */
isPtSize = fvf & D3DFVF_PSIZE;
isDiffuse = fvf & D3DFVF_DIFFUSE;
isSpecular = fvf & D3DFVF_SPECULAR;
numTextures = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
TRACE("Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d)\n",
fvf, normal, isRHW, isPtSize, isDiffuse, isSpecular, numTextures);
/* If no normals, DISABLE lighting otherwise, dont touch lighing as it is
set by the appropriate render state */
if (!normal) {
isLightingOn = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
TRACE("Enabled lighting as no normals supplied, old state = %d\n", isLightingOn);
}
if (isRHW) {
double height, width, minZ, maxZ;
/*
* Already transformed vertex do not need transform
* matrices. Reset all matrices to identity.
* Leave the default matrix in world mode.
*/
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
height = This->StateBlock.viewport.Height;
width = This->StateBlock.viewport.Width;
minZ = This->StateBlock.viewport.MinZ;
maxZ = This->StateBlock.viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
checkGLcall("glOrtho");
} else {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMultMatrixf((float *) &This->StateBlock.transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
}
/* Set OpenGL to the appropriate Primitive Type */
switch (PrimitiveType) {
case D3DPT_POINTLIST:
TRACE("glBegin, Start POINTS\n");
glBegin(GL_POINTS);
NumVertexes = NumPrimitives;
break;
case D3DPT_LINELIST:
TRACE("glBegin, Start LINES\n");
glBegin(GL_LINES);
NumVertexes = NumPrimitives * 2;
break;
case D3DPT_LINESTRIP:
TRACE("glBegin, Start LINE_STRIP\n");
glBegin(GL_LINE_STRIP);
NumVertexes = NumPrimitives + 1;
break;
case D3DPT_TRIANGLELIST:
TRACE("glBegin, Start TRIANGLES\n");
glBegin(GL_TRIANGLES);
NumVertexes = NumPrimitives * 3;
break;
case D3DPT_TRIANGLESTRIP:
TRACE("glBegin, Start TRIANGLE_STRIP\n");
glBegin(GL_TRIANGLE_STRIP);
NumVertexes = NumPrimitives + 2;
break;
case D3DPT_TRIANGLEFAN:
TRACE("glBegin, Start TRIANGLE_FAN\n");
glBegin(GL_TRIANGLE_FAN);
NumVertexes = NumPrimitives + 2;
break;
default:
FIXME("Unhandled primitive\n");
break;
}
/* Draw the primitives */
curVtx = vertexBufData + (StartVertexIndex * skip);
for (vx_index = 0; vx_index < NumVertexes; vx_index++) {
if (!isIndexed) {
curPos = curVtx;
} else {
if (idxBytes == 2) {
TRACE("Idx for vertex %d = %d = %d\n", vx_index, pIdxBufS[StartIdx+vx_index], (pIdxBufS[StartIdx+vx_index]));
curPos = curVtx + ((pIdxBufS[StartIdx+vx_index]) * skip);
} else {
TRACE("Idx for vertex %d = %ld = %d\n", vx_index, pIdxBufL[StartIdx+vx_index], (pIdxBufS[StartIdx+vx_index]));
curPos = curVtx + ((pIdxBufL[StartIdx+vx_index]) * skip);
}
}
/* Work through the vertex buffer */
x = *(float *)curPos;
curPos = curPos + sizeof(float);
y = *(float *)curPos;
curPos = curPos + sizeof(float);
z = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("x,y,z=%f,%f,%f\n", x,y,z);
/* RHW follows, only if transformed */
if (isRHW) {
rhw = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("rhw=%f\n", rhw);
}
/* FIXME: Skip Blending data */
/* Vertex Normal Data (untransformed only) */
if (normal) {
nx = *(float *)curPos;
curPos = curPos + sizeof(float);
ny = *(float *)curPos;
curPos = curPos + sizeof(float);
nz = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("nx,ny,nz=%f,%f,%f\n", nx,ny,nz);
}
if (isPtSize) {
ptSize = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("ptSize=%f\n", ptSize);
}
if (isDiffuse) {
diffuseColor = *(DWORD *)curPos;
TRACE("diffuseColor=%lx\n", diffuseColor);
curPos = curPos + sizeof(DWORD);
}
if (isSpecular) {
specularColor = *(DWORD *)curPos;
TRACE("specularColor=%lx\n", specularColor);
curPos = curPos + sizeof(DWORD);
}
/* ToDo: Texture coords */
for (textureNo = 0;textureNo<numTextures; textureNo++) {
float s,t,r,q;
/* Query tex coords */
if (This->StateBlock.textures[textureNo] != NULL) {
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->StateBlock.textures[textureNo])) {
case D3DRTYPE_TEXTURE:
s = *(float *)curPos;
curPos = curPos + sizeof(float);
t = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("tex:%d, s,t=%f,%f\n", textureNo, s,t);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t);
break;
case D3DRTYPE_VOLUMETEXTURE:
s = *(float *)curPos;
curPos = curPos + sizeof(float);
t = *(float *)curPos;
curPos = curPos + sizeof(float);
r = *(float *)curPos;
curPos = curPos + sizeof(float);
TRACE("tex:%d, s,t,r=%f,%f,%f\n", textureNo, s,t,r);
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r);
break;
default:
r=0;q=0; /* Avoid compiler warnings, need these vars later for other textures */
FIXME("Unhandled texture type\n");
}
} else {
/* Note I have seen a program actually do this, so just hide it and continue */
TRACE("Very odd - texture requested in FVF but not bound!\n");
}
}
/* Handle these vertexes */
if (isDiffuse) {
glColor4f(((diffuseColor >> 16) & 0xFF) / 255.0,
((diffuseColor >> 8) & 0xFF) / 255.0,
((diffuseColor >> 0) & 0xFF) / 255.0,
((diffuseColor >> 24) & 0xFF) / 255.0);
TRACE("glColor4f: r,g,b,a=%f,%f,%f,%f\n", ((diffuseColor >> 16) & 0xFF) / 255.0, ((diffuseColor >> 8) & 0xFF) / 255.0,
((diffuseColor >> 0) & 0xFF) / 255.0, ((diffuseColor >> 24) & 0xFF) / 255.0);
}
if (normal) {
TRACE("Vertex: glVertex:x,y,z=%f,%f,%f / glNormal:nx,ny,nz=%f,%f,%f\n", x,y,z,nx,ny,nz);
glNormal3f(nx, ny, nz);
glVertex3f(x, y, z);
} else {
if (rhw < 0.01) {
TRACE("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z);
glVertex3f(x, y, z);
} else {
TRACE("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw);
glVertex4f(x / rhw, y / rhw, z / rhw, 1.0 / rhw);
}
}
if (!isIndexed) {
curVtx = curVtx + skip;
}
}
glEnd();
checkGLcall("glEnd and previous calls");
/* If no normals, restore previous lighting state */
if (!normal) {
if (isLightingOn) glEnable(GL_LIGHTING);
else glDisable(GL_LIGHTING);
TRACE("Restored lighting to original state\n");
}
}
LEAVE_GL();
TRACE("glEnd\n");
}
/*
Simple utility routines used for dx -> gl mapping of byte formats
*/
SHORT bytesPerPixel(D3DFORMAT fmt) {
SHORT retVal;
switch (fmt) {
case D3DFMT_A4R4G4B4: retVal = 2; break;
case D3DFMT_A8R8G8B8: retVal = 4; break;
case D3DFMT_X8R8G8B8: retVal = 4; break;
case D3DFMT_R8G8B8: retVal = 3; break;
case D3DFMT_R5G6B5: retVal = 2; break;
case D3DFMT_A1R5G5B5: retVal = 2; break;
default:
FIXME("Unhandled fmt %d\n", fmt);
retVal = 4;
}
TRACE("bytes/Pxl for fmt %d = %d\n", fmt, retVal);
return retVal;
}
GLint fmt2glintFmt(D3DFORMAT fmt) {
GLint retVal;
switch (fmt) {
case D3DFMT_A4R4G4B4: retVal = GL_RGBA4; break;
case D3DFMT_A8R8G8B8: retVal = GL_RGBA8; break;
case D3DFMT_X8R8G8B8: retVal = GL_RGB8; break;
case D3DFMT_R8G8B8: retVal = GL_RGB8; break;
case D3DFMT_R5G6B5: retVal = GL_RGB5; break; /* fixme: internal format 6 for g? */
case D3DFMT_A1R5G5B5: retVal = GL_RGB5_A1; break;
default:
FIXME("Unhandled fmt %d\n", fmt);
retVal = 4;
}
TRACE("fmt2glintFmt for fmt %d = %x\n", fmt, retVal);
return retVal;
}
GLenum fmt2glFmt(D3DFORMAT fmt) {
GLenum retVal;
switch (fmt) {
case D3DFMT_A4R4G4B4: retVal = GL_BGRA; break;
case D3DFMT_A8R8G8B8: retVal = GL_BGRA; break;
case D3DFMT_X8R8G8B8: retVal = GL_BGRA; break;
case D3DFMT_R8G8B8: retVal = GL_BGR; break;
case D3DFMT_R5G6B5: retVal = GL_BGR; break;
case D3DFMT_A1R5G5B5: retVal = GL_BGRA; break;
default:
FIXME("Unhandled fmt %d\n", fmt);
retVal = 4;
}
TRACE("fmt2glFmt for fmt %d = %x\n", fmt, retVal);
return retVal;
}
DWORD fmt2glType(D3DFORMAT fmt) {
GLenum retVal;
switch (fmt) {
case D3DFMT_A4R4G4B4: retVal = GL_UNSIGNED_SHORT_4_4_4_4_REV; break;
case D3DFMT_A8R8G8B8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_X8R8G8B8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_R5G6B5: retVal = GL_UNSIGNED_SHORT_5_6_5_REV; break;
case D3DFMT_R8G8B8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_A1R5G5B5: retVal = GL_UNSIGNED_SHORT_1_5_5_5_REV; break;
default:
FIXME("Unhandled fmt %d\n", fmt);
retVal = 4;
}
TRACE("fmt2glType for fmt %d = %x\n", fmt, retVal);
return retVal;
}
int SOURCEx_RGB_EXT(DWORD arg) {
switch(arg) {
case D3DTSS_COLORARG0: return GL_SOURCE2_RGB_EXT;
case D3DTSS_COLORARG1: return GL_SOURCE0_RGB_EXT;
case D3DTSS_COLORARG2: return GL_SOURCE1_RGB_EXT;
case D3DTSS_ALPHAARG0:
case D3DTSS_ALPHAARG1:
case D3DTSS_ALPHAARG2:
default:
FIXME("Invalid arg %ld\n", arg);
return GL_SOURCE0_RGB_EXT;
}
}
int OPERANDx_RGB_EXT(DWORD arg) {
switch(arg) {
case D3DTSS_COLORARG0: return GL_OPERAND2_RGB_EXT;
case D3DTSS_COLORARG1: return GL_OPERAND0_RGB_EXT;
case D3DTSS_COLORARG2: return GL_OPERAND1_RGB_EXT;
case D3DTSS_ALPHAARG0:
case D3DTSS_ALPHAARG1:
case D3DTSS_ALPHAARG2:
default:
FIXME("Invalid arg %ld\n", arg);
return GL_OPERAND0_RGB_EXT;
}
}
int SOURCEx_ALPHA_EXT(DWORD arg) {
switch(arg) {
case D3DTSS_ALPHAARG0: return GL_SOURCE2_ALPHA_EXT;
case D3DTSS_ALPHAARG1: return GL_SOURCE0_ALPHA_EXT;
case D3DTSS_ALPHAARG2: return GL_SOURCE1_ALPHA_EXT;
case D3DTSS_COLORARG0:
case D3DTSS_COLORARG1:
case D3DTSS_COLORARG2:
default:
FIXME("Invalid arg %ld\n", arg);
return GL_SOURCE0_ALPHA_EXT;
}
}
int OPERANDx_ALPHA_EXT(DWORD arg) {
switch(arg) {
case D3DTSS_ALPHAARG0: return GL_OPERAND2_ALPHA_EXT;
case D3DTSS_ALPHAARG1: return GL_OPERAND0_ALPHA_EXT;
case D3DTSS_ALPHAARG2: return GL_OPERAND1_ALPHA_EXT;
case D3DTSS_COLORARG0:
case D3DTSS_COLORARG1:
case D3DTSS_COLORARG2:
default:
FIXME("Invalid arg %ld\n", arg);
return GL_OPERAND0_ALPHA_EXT;
}
}
GLenum StencilOp(DWORD op) {
switch(op) {
case D3DSTENCILOP_KEEP : return GL_KEEP;
case D3DSTENCILOP_ZERO : return GL_ZERO;
case D3DSTENCILOP_REPLACE : return GL_REPLACE;
case D3DSTENCILOP_INCRSAT : return GL_INCR;
case D3DSTENCILOP_DECRSAT : return GL_DECR;
case D3DSTENCILOP_INVERT : return GL_INVERT;
case D3DSTENCILOP_INCR : FIXME("Unsupported stencil op %ld\n", op);
return GL_INCR; /* Fixme - needs to support wrap */
case D3DSTENCILOP_DECR : FIXME("Unsupported stencil op %ld\n", op);
return GL_DECR; /* Fixme - needs to support wrap */
default:
FIXME("Invalid stencil op %ld\n", op);
return GL_ALWAYS;
}
}
/* Apply the current values to the specified texture stage */
void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
int i=0;
float col[4];
/* Make appropriate texture active */
glActiveTextureARB(GL_TEXTURE0_ARB + i);
checkGLcall("glActiveTextureARB");
TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage);
for (i=1; i<29; i++) {
IDirect3DDevice8Impl_SetTextureStageState(iface, Stage, i, This->StateBlock.texture_state[Stage][i]);
}
/* Note the D3DRS value applies to all textures, but GL has one
per texture, so apply it now ready to be used! */
col[0] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR]>> 16) & 0xFF) / 255.0;
col[1] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 8 ) & 0xFF) / 255.0;
col[2] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 0 ) & 0xFF) / 255.0;
col[3] = ((This->StateBlock.renderstate[D3DRS_TEXTUREFACTOR] >> 24 ) & 0xFF) / 255.0;
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
TRACE("-----------------------> Updated the texture at stage %ld to have new texture state information\n", Stage);
}
/* IDirect3D IUnknown parts follow: */
HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
{
ICOM_THIS(IDirect3DDevice8Impl,iface);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IClassFactory)) {
IDirect3DDevice8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
}
ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
ULONG ref = --This->ref;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DDevice Interface follow: */
HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : stub\n", This); /* No way of notifying yet! */
return D3D_OK;
}
UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : stub, emulating 32Mb for now\n", This);
/*
* pretend we have 32MB of any type of memory queried.
*/
return (1024*1024*32);
}
HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : returning %p\n", This, This->direct3d8);
/* Inc ref count */
IDirect3D8_AddRef((LPDIRECT3D8) This->direct3d8);
*ppD3D8 = (IDirect3D8 *)This->direct3d8;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub, calling idirect3d for now\n", This);
IDirect3D8Impl_GetDeviceCaps((LPDIRECT3D8) This->direct3d8, This->adapterNo, This->devType, pCaps);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode) {
HDC hdc;
int bpp = 0;
ICOM_THIS(IDirect3DDevice8Impl,iface);
pMode->Width = GetSystemMetrics(SM_CXSCREEN);
pMode->Height = GetSystemMetrics(SM_CYSCREEN);
pMode->RefreshRate = 85; /*FIXME: How to identify? */
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
switch (bpp) {
case 8: pMode->Format = D3DFMT_R8G8B8; break;
case 16: pMode->Format = D3DFMT_R5G6B5; break;
case 24: pMode->Format = D3DFMT_R8G8B8; break;
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
default: pMode->Format = D3DFMT_UNKNOWN;
}
FIXME("(%p) : returning w(%d) h(%d) rr(%d) fmt(%d)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate, pMode->Format);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) copying to %p\n", This, pParameters);
memcpy(pParameters, &This->CreateParms, sizeof(D3DDEVICE_CREATION_PARAMETERS));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace,DWORD Flags) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return;
}
BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : complete stub!\n", This);
ENTER_GL();
glXSwapBuffers(This->display, This->win);
checkGLcall("glXSwapBuffers");
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
*ppBackBuffer = (LPDIRECT3DSURFACE8) This->backBuffer;
TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, BackBuffer, Type, *ppBackBuffer);
/* Note inc ref on returned surface */
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppBackBuffer);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags,CONST D3DGAMMARAMP* pRamp) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return;
}
void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage,
D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8** ppTexture) {
IDirect3DTexture8Impl *object;
int i;
UINT tmpW;
UINT tmpH;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Allocate the storage for the device */
TRACE("(%p) : W(%d) H(%d), Lvl(%d) Usage(%ld), Fmt(%d), Pool(%d)\n", This, Width, Height, Levels, Usage, Format, Pool);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture8Impl));
object->lpVtbl = &Direct3DTexture8_Vtbl;
object->Device = This;
object->ResourceType = D3DRTYPE_TEXTURE;
object->ref = 1;
object->width = Width;
object->height = Height;
object->levels = Levels;
object->usage = Usage;
object->format = Format;
object->device = This;
/* Calculate levels for mip mapping */
if (Levels == 0) {
object->levels++;
tmpW = Width;
tmpH = Height;
while (tmpW > 1 && tmpH > 1) {
tmpW = max(1,tmpW / 2);
tmpH = max(1, tmpH / 2);
object->levels++;
}
TRACE("Calculated levels = %d\n", object->levels);
}
/* Generate all the surfaces */
tmpW = Width;
tmpH = Height;
/*for (i=0; i<object->levels; i++) { */
i=0;
{
IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpH, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[i]);
object->surfaces[i]->Container = object;
object->surfaces[i]->myDesc.Usage = Usage;
object->surfaces[i]->myDesc.Pool = Pool ;
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[i], object->surfaces[i]->allocatedMemory);
tmpW = max(1,tmpW / 2);
tmpH = max(1, tmpH / 2);
}
*ppTexture = (LPDIRECT3DTEXTURE8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8** ppVolumeTexture) {
IDirect3DVolumeTexture8Impl *object;
int i;
UINT tmpW;
UINT tmpH;
UINT tmpD;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Allocate the storage for it */
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%d), Pool(%d)\n", This, Width, Height, Depth, Levels, Usage, Format, Pool);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl));
object->lpVtbl = &Direct3DVolumeTexture8_Vtbl;
object->ResourceType = D3DRTYPE_VOLUMETEXTURE;
object->ref = 1;
object->width = Width;
object->height = Height;
object->depth = Depth;
object->levels = Levels;
object->usage = Usage;
object->format = Format;
object->device = This;
/* Calculate levels for mip mapping */
if (Levels == 0) {
object->levels++;
tmpW = Width;
tmpH = Height;
tmpD = Depth;
while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
tmpW = max(1,tmpW / 2);
tmpH = max(1, tmpH / 2);
tmpD = max(1, tmpD / 2);
object->levels++;
}
TRACE("Calculated levels = %d\n", object->levels);
}
/* Generate all the surfaces */
tmpW = Width;
tmpH = Height;
tmpD = Depth;
/*for (i=0; i<object->levels; i++) { */
i=0;
{
IDirect3DVolume8Impl *volume;
/* Create the volume - No entry point for this seperately?? */
volume = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolume8Impl));
object->volumes[i] = (IDirect3DVolume8Impl *) volume;
volume->lpVtbl = &Direct3DVolume8_Vtbl;
volume->Device = This;
volume->ResourceType = D3DRTYPE_VOLUME;
volume->Container = object;
volume->ref = 1;
volume->myDesc.Width = Width;
volume->myDesc.Height= Height;
volume->myDesc.Depth = Depth;
volume->myDesc.Format= Format;
volume->myDesc.Type = D3DRTYPE_VOLUME;
volume->myDesc.Pool = Pool;
volume->myDesc.Usage = Usage;
volume->bytesPerPixel = bytesPerPixel(Format);
volume->myDesc.Size = (Width * volume->bytesPerPixel) * Height * Depth;
volume->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, volume->myDesc.Size);
TRACE("(%p) : Volume at w(%d) h(%d) d(%d) fmt(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Depth, Format,
volume, volume->allocatedMemory, volume->myDesc.Size);
tmpW = max(1,tmpW / 2);
tmpH = max(1, tmpH / 2);
tmpD = max(1, tmpD / 2);
}
*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8** ppCubeTexture) {
IDirect3DCubeTexture8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
int i,j;
UINT tmpW;
/* Allocate the storage for it */
TRACE("(%p) : Len(%d), Lvl(%d) Usage(%ld), Fmt(%d), Pool(%d)\n", This, EdgeLength, Levels, Usage, Format, Pool);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DCubeTexture8Impl));
object->lpVtbl = &Direct3DCubeTexture8_Vtbl;
object->ref = 1;
object->Device = This;
object->ResourceType = D3DRTYPE_CUBETEXTURE;
object->edgeLength = EdgeLength;
object->levels = Levels;
object->usage = Usage;
object->format = Format;
object->device = This;
/* Calculate levels for mip mapping */
if (Levels == 0) {
object->levels++;
tmpW = EdgeLength;
while (tmpW > 1) {
tmpW = max(1,tmpW / 2);
object->levels++;
}
TRACE("Calculated levels = %d\n", object->levels);
}
/* Generate all the surfaces */
tmpW = EdgeLength;
/*for (i=0; i<object->levels; i++) { */
i=0;
{
/* Create the 6 faces */
for (j=0;j<6;j++) {
IDirect3DDevice8Impl_CreateImageSurface(iface, tmpW, tmpW, Format, (LPDIRECT3DSURFACE8*) &object->surfaces[j][i]);
object->surfaces[j][i]->Container = object;
object->surfaces[j][i]->myDesc.Usage = Usage;
object->surfaces[j][i]->myDesc.Pool = Pool ;
TRACE("Created surface level %d @ %p, memory at %p\n", i, object->surfaces[j][i], object->surfaces[j][i]->allocatedMemory);
tmpW = max(1,tmpW / 2);
}
}
TRACE("(%p) : Iface@%p\n", This, object);
*ppCubeTexture = (LPDIRECT3DCUBETEXTURE8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size,DWORD Usage,
DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer8** ppVertexBuffer) {
IDirect3DVertexBuffer8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl));
object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
object->Device = This;
object->ResourceType = D3DRTYPE_VERTEXBUFFER;
object->ref = 1;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
object->currentDesc.Usage = Usage;
object->currentDesc.Pool = Pool;
object->currentDesc.FVF = FVF;
object->currentDesc.Size = Size;
TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
*ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8** ppIndexBuffer) {
IDirect3DIndexBuffer8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Len=%d, Use=%lx, Format=%x, Pool=%d\n", This, Length, Usage, Format, Pool);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DIndexBuffer8Impl));
object->lpVtbl = &Direct3DIndexBuffer8_Vtbl;
object->ref = 1;
object->Device = This;
object->ResourceType = D3DRTYPE_INDEXBUFFER;
object->currentDesc.Type = D3DRTYPE_INDEXBUFFER;
object->currentDesc.Usage = Usage;
object->currentDesc.Pool = Pool;
object->currentDesc.Format = Format;
object->currentDesc.Size = Length;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length);
TRACE("(%p) : Iface@%p allocatedMem @ %p\n", This, object, object->allocatedMemory);
*ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8)object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,BOOL Lockable,IDirect3DSurface8** ppSurface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* up ref count on surface, surface->container = This */
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,IDirect3DSurface8** ppSurface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* surface->container = This */
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width,UINT Height,D3DFORMAT Format,IDirect3DSurface8** ppSurface) {
IDirect3DSurface8Impl *object;
ICOM_THIS(IDirect3DDevice8Impl,iface);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
*ppSurface = (LPDIRECT3DSURFACE8) object;
object->lpVtbl = &Direct3DSurface8_Vtbl;
object->Device = This;
object->ResourceType = D3DRTYPE_SURFACE;
object->Container = This;
object->ref = 1;
object->myDesc.Width = Width;
object->myDesc.Height= Height;
object->myDesc.Format= Format;
object->myDesc.Type = D3DRTYPE_SURFACE;
/*object->myDesc.Usage */
object->myDesc.Pool = D3DPOOL_SYSTEMMEM ;
object->bytesPerPixel = bytesPerPixel(Format);
object->myDesc.Size = (Width * object->bytesPerPixel) * Height;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->myDesc.Size);
TRACE("(%p) : w(%d) h(%d) fmt(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, *ppSurface, object->allocatedMemory, object->myDesc.Size);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pSourceSurface,CONST RECT* pSourceRectsArray,UINT cRects,
IDirect3DSurface8* pDestinationSurface,CONST POINT* pDestPointsArray) {
HRESULT rc = D3D_OK;
IDirect3DSurface8Impl *src = (IDirect3DSurface8Impl*) pSourceSurface;
IDirect3DSurface8Impl *dst = (IDirect3DSurface8Impl*) pDestinationSurface;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) srcsur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
if (src->myDesc.Format != dst->myDesc.Format) {
TRACE("Formats do not match %x / %x\n", src->myDesc.Format, dst->myDesc.Format);
rc = D3DERR_INVALIDCALL;
}
/* Quick if complete copy ... */
if (rc == D3D_OK && (cRects == 0 && pSourceRectsArray==NULL && pDestPointsArray==NULL &&
src->myDesc.Width == dst->myDesc.Width &&
src->myDesc.Height == dst->myDesc.Height)) {
TRACE("Direct copy as surfaces are equal, w=%d, h=%d\n", dst->myDesc.Width, dst->myDesc.Height);
memcpy(dst->allocatedMemory, src->allocatedMemory, src->myDesc.Size);
} else {
int i;
int bytesPerPixel = ((IDirect3DSurface8Impl *)pSourceSurface)->bytesPerPixel;
int pitchFrom = ((IDirect3DSurface8Impl *)pSourceSurface)->myDesc.Width * bytesPerPixel;
int pitchTo = ((IDirect3DSurface8Impl *)pDestinationSurface)->myDesc.Width * bytesPerPixel;
void *copyfrom = ((IDirect3DSurface8Impl *)pSourceSurface)->allocatedMemory;
void *copyto = ((IDirect3DSurface8Impl *)pDestinationSurface)->allocatedMemory;
/* Copy rect by rect */
for (i=0; i<cRects; i++) {
CONST RECT *r = &pSourceRectsArray[i];
CONST POINT *p = &pDestPointsArray[i];
void *from;
void *to;
int copyperline = (r->right - r->left) * bytesPerPixel;
int j;
TRACE("Copying rect %d (%d,%d),(%d,%d) -> (%ld,%ld)\n", i, r->left, r->top,
r->right, r->bottom, p->x, p->y);
/* Find where to start */
from = copyfrom + (r->top * pitchFrom) + (r->left * bytesPerPixel);
to = copyto + (p->y * pitchFrom) + (p->x * bytesPerPixel);
/* Copy line by line */
for (j=0; j<(r->bottom - r->top); j++) {
memcpy(to + (j*pitchTo), from + (j*pitchFrom), copyperline);
}
}
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget,IDirect3DSurface8* pNewZStencil) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/*TRACE("(%p) : returning %p\n", This, This->renderTarget); */
FIXME("(%p) : stub\n", This);
/*
**ppRenderTarget = (LPDIRECT3DSURFACE8) This->renderTarget;
*IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppRenderTarget);
*/
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Note inc ref on returned surface *
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppBackBuffer); */
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)\n", This);
ENTER_GL();
glFlush();
checkGLcall("glFlush");
/* Useful for debugging sometimes!
printf("Hit Enter ...\n");
getchar(); */
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
when the depth-buffer format does not contain stencil buffer information, this method fails. */
GLbitfield glMask = 0;
int i;
CONST D3DRECT *curRect;
TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
Count, pRects, Flags, Z, Stencil);
ENTER_GL();
if (Count > 0 && pRects) {
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
curRect = pRects;
} else {
curRect = NULL;
}
for (i=0;i<Count || i==0; i++) {
if (curRect) {
/* Note gl uses lower left, width/height */
TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
curRect->x1, curRect->y1, curRect->x2, curRect->y2,
curRect->x1, curRect->y2, curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
glScissor(curRect->x1, curRect->y2, curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
checkGLcall("glScissor");
}
/* Clear the whole screen */
if (Flags & D3DCLEAR_STENCIL) {
glClearStencil(Stencil);
checkGLcall("glClearStencil");
glMask = glMask | GL_STENCIL_BUFFER_BIT;
}
if (Flags & D3DCLEAR_ZBUFFER) {
glClearDepth(Z);
checkGLcall("glClearDepth");
glMask = glMask | GL_DEPTH_BUFFER_BIT;
}
if (Flags & D3DCLEAR_TARGET) {
TRACE("Clearing screen with glClear to color %lx\n", Color);
glClearColor(((Color >> 16) & 0xFF) / 255.0, ((Color >> 8) & 0xFF) / 255.0,
((Color >> 0) & 0xFF) / 255.0, ((Color >> 24) & 0xFF) / 255.0);
checkGLcall("glClearColor");
glMask = glMask | GL_COLOR_BUFFER_BIT;
}
glClear(glMask);
checkGLcall("glClear");
if (curRect) curRect = curRect + sizeof(D3DRECT);
}
if (Count > 0 && pRects) {
glDisable(GL_SCISSOR_TEST);
checkGLcall("glDisable");
}
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE d3dts,CONST D3DMATRIX* lpmatrix) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
int k;
/* Most of this routine, comments included copied from ddraw tree initially: */
TRACE("(%p) : State=%d\n", This, d3dts);
This->UpdateStateBlock->Changed.transform[d3dts] = TRUE;
This->UpdateStateBlock->Set.transform[d3dts] = TRUE;
memcpy(&This->UpdateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/*
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
where ViewMat = Camera space, WorldMat = world space.
In OpenGL, camera and world space is combined into GL_MODELVIEW
matrix. The Projection matrix stay projection matrix. */
/* After reading through both OpenGL and Direct3D documentations, I
thought that D3D matrices were written in 'line major mode' transposed
from OpenGL's 'column major mode'. But I found out that a simple memcpy
works fine to transfer one matrix format to the other (it did not work
when transposing)....
So :
1) are the documentations wrong
2) does the matrix work even if they are not read correctly
3) is Mesa's implementation of OpenGL not compliant regarding Matrix
loading using glLoadMatrix ?
Anyway, I always use 'conv_mat' to transfer the matrices from one format
to the other so that if I ever find out that I need to transpose them, I
will able to do it quickly, only by changing the macro conv_mat. */
switch (d3dts) {
case D3DTS_WORLDMATRIX(0): {
conv_mat(lpmatrix, &This->StateBlock.transforms[D3DTS_WORLDMATRIX(0)]);
} break;
case D3DTS_VIEW: {
conv_mat(lpmatrix, &This->StateBlock.transforms[D3DTS_VIEW]);
} break;
case D3DTS_PROJECTION: {
conv_mat(lpmatrix, &This->StateBlock.transforms[D3DTS_PROJECTION]);
} break;
default:
break;
}
/*
* Move the GL operation to outside of switch to make it work
* regardless of transform set order. Optimize later.
*/
ENTER_GL();
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
/* If we are changing the View matrix, reset the light information to the new view */
if (d3dts == D3DTS_VIEW) {
for (k = 0; k < MAX_ACTIVE_LIGHTS; k++) {
glLightfv(GL_LIGHT0 + k, GL_POSITION, &This->lightPosn[k][0]);
checkGLcall("glLightfv posn");
glLightfv(GL_LIGHT0 + k, GL_SPOT_DIRECTION, &This->lightDirn[k][0]);
checkGLcall("glLightfv dirn");
}
}
glMultMatrixf((float *) &This->StateBlock.transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for State %d\n", This, State);
memcpy(pMatrix, &This->StateBlock.transforms[State], sizeof(D3DMATRIX));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)\n", This);
This->UpdateStateBlock->Changed.viewport = TRUE;
This->UpdateStateBlock->Set.viewport = TRUE;
memcpy(&This->UpdateStateBlock->viewport, pViewport, sizeof(D3DVIEWPORT8));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
glDepthRange(pViewport->MinZ, pViewport->MaxZ);
checkGLcall("glDepthRange");
/* Fixme? Note GL requires lower left, DirectX supplies upper left */
glViewport(pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height);
checkGLcall("glViewport");
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)\n", This);
memcpy(pViewport, &This->StateBlock.viewport, sizeof(D3DVIEWPORT8));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
This->UpdateStateBlock->Changed.material = TRUE;
This->UpdateStateBlock->Set.material = TRUE;
memcpy(&This->UpdateStateBlock->material, pMaterial, sizeof(D3DMATERIAL8));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
ENTER_GL();
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&This->UpdateStateBlock->material.Ambient);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&This->UpdateStateBlock->material.Diffuse);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&This->UpdateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&This->UpdateStateBlock->material.Emissive);
checkGLcall("glMaterialfv");
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->UpdateStateBlock->material.Power);
checkGLcall("glMaterialf");
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
memcpy(pMaterial, &This->UpdateStateBlock->material, sizeof (D3DMATERIAL8));
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;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST D3DLIGHT8* pLight) {
float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
float rho;
float quad_att;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
This->UpdateStateBlock->Changed.lights[Index] = TRUE;
This->UpdateStateBlock->Set.lights[Index] = TRUE;
memcpy(&This->UpdateStateBlock->lights[Index], pLight, sizeof(D3DLIGHT8));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Diffuse: */
colRGBA[0] = pLight->Diffuse.r;
colRGBA[1] = pLight->Diffuse.g;
colRGBA[2] = pLight->Diffuse.b;
colRGBA[3] = pLight->Diffuse.a;
glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
checkGLcall("glLightfv");
/* Specular */
colRGBA[0] = pLight->Specular.r;
colRGBA[1] = pLight->Specular.g;
colRGBA[2] = pLight->Specular.b;
colRGBA[3] = pLight->Specular.a;
glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
checkGLcall("glLightfv");
/* Ambient */
colRGBA[0] = pLight->Ambient.r;
colRGBA[1] = pLight->Ambient.g;
colRGBA[2] = pLight->Ambient.b;
colRGBA[3] = pLight->Ambient.a;
glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
checkGLcall("glLightfv");
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_VIEW].u.m[0][0]);
/* Attenuation - Are these right? guessing... */
glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, pLight->Attenuation0);
checkGLcall("glLightf");
glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, pLight->Attenuation1);
checkGLcall("glLightf");
quad_att = 1.4/(pLight->Range*pLight->Range);
if (quad_att < pLight->Attenuation2) quad_att = pLight->Attenuation2;
glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
checkGLcall("glLightf");
switch (pLight->Type) {
case D3DLIGHT_POINT:
/* Position */
This->lightPosn[Index][0] = pLight->Position.x;
This->lightPosn[Index][1] = pLight->Position.y;
This->lightPosn[Index][2] = pLight->Position.z;
This->lightPosn[Index][3] = 1.0;
glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]);
checkGLcall("glLightfv");
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, 180);
checkGLcall("glLightf");
/* FIXME: Range */
break;
case D3DLIGHT_SPOT:
/* Position */
This->lightPosn[Index][0] = pLight->Position.x;
This->lightPosn[Index][1] = pLight->Position.y;
This->lightPosn[Index][2] = pLight->Position.z;
This->lightPosn[Index][3] = 1.0;
glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]);
checkGLcall("glLightfv");
/* Direction */
This->lightDirn[Index][0] = pLight->Direction.x;
This->lightDirn[Index][1] = pLight->Direction.y;
This->lightDirn[Index][2] = pLight->Direction.z;
This->lightDirn[Index][3] = 1.0;
glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &This->lightDirn[Index][0]);
checkGLcall("glLightfv");
/*
* opengl-ish and d3d-ish spot lights use too different models for the
* light "intensity" as a function of the angle towards the main light direction,
* so we only can approximate very roughly.
* however spot lights are rather rarely used in games (if ever used at all).
* furthermore if still used, probably nobody pays attention to such details.
*/
if (pLight->Falloff == 0) {
rho = 6.28f;
} else {
rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
}
if (rho < 0.0001) rho = 0.0001f;
glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, -0.3/log(cos(rho/2)));
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, pLight->Phi*90/M_PI);
/* FIXME: Range */
break;
case D3DLIGHT_DIRECTIONAL:
/* Direction */
This->lightPosn[Index][0] = -pLight->Direction.x;
This->lightPosn[Index][1] = -pLight->Direction.y;
This->lightPosn[Index][2] = -pLight->Direction.z;
This->lightPosn[Index][3] = 0.0;
glLightfv(GL_LIGHT0+Index, GL_POSITION, &This->lightPosn[Index][0]); /* Note gl uses w position of 0 for direction! */
checkGLcall("glLightfv");
glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, 180.0f);
glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
break;
default:
FIXME("Unrecognized light type %d\n", pLight->Type);
}
/* Restore the modelview matrix */
glPopMatrix();
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
memcpy(pLight, &This->StateBlock.lights[Index], sizeof(D3DLIGHT8));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL Enable) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
This->UpdateStateBlock->Changed.lightEnable[Index] = TRUE;
This->UpdateStateBlock->Set.lightEnable[Index] = TRUE;
This->UpdateStateBlock->lightEnable[Index] = Enable;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (Enable) {
glEnable(GL_LIGHT0+Index);
checkGLcall("glEnable GL_LIGHT0+Index");
} else {
glDisable(GL_LIGHT0+Index);
checkGLcall("glDisable GL_LIGHT0+Index");
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for idx(%ld)\n", This, Index);
*pEnable = This->StateBlock.lightEnable[Index];
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST float* pPlane) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
This->UpdateStateBlock->Changed.clipplane[Index] = TRUE;
This->UpdateStateBlock->Set.clipplane[Index] = TRUE;
This->UpdateStateBlock->clipplane[Index][0] = pPlane[0];
This->UpdateStateBlock->clipplane[Index][1] = pPlane[1];
This->UpdateStateBlock->clipplane[Index][2] = pPlane[2];
This->UpdateStateBlock->clipplane[Index][3] = pPlane[3];
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Apply it */
/* Clip Plane settings are affected by the model view in OpenGL, the World transform in direct3d, I think?*/
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf((float *) &This->StateBlock.transforms[D3DTS_WORLD].u.m[0][0]);
TRACE("Clipplane [%f,%f,%f,%f]\n", This->UpdateStateBlock->clipplane[Index][0], This->UpdateStateBlock->clipplane[Index][1],
This->UpdateStateBlock->clipplane[Index][2], This->UpdateStateBlock->clipplane[Index][3]);
glClipPlane(GL_CLIP_PLANE0+Index, This->UpdateStateBlock->clipplane[Index]);
glPopMatrix();
checkGLcall("glClipPlane");
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,float* pPlane) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for idx %ld\n", This, Index);
pPlane[0] = This->StateBlock.clipplane[Index][0];
pPlane[1] = This->StateBlock.clipplane[Index][0];
pPlane[2] = This->StateBlock.clipplane[Index][0];
pPlane[3] = This->StateBlock.clipplane[Index][0];
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD Value) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
DWORD OldValue = This->StateBlock.renderstate[State];
TRACE("(%p)->state = %d, value = %ld\n", This, State, Value);
This->UpdateStateBlock->Changed.renderstate[State] = TRUE;
This->UpdateStateBlock->Set.renderstate[State] = TRUE;
This->UpdateStateBlock->renderstate[State] = Value;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
switch (State) {
case D3DRS_FILLMODE :
switch ((D3DFILLMODE) Value) {
case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
default:
FIXME("Unrecognized D3DRS_FILLMODE value %ld\n", Value);
}
checkGLcall("glPolygonMode (fillmode)");
break;
case D3DRS_LIGHTING :
if (Value) {
glEnable(GL_LIGHTING);
checkGLcall("glEnable GL_LIGHTING");
} else {
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
}
break;
case D3DRS_ZENABLE :
switch ((D3DZBUFFERTYPE) Value) {
case D3DZB_FALSE:
glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
break;
case D3DZB_TRUE:
glEnable(GL_DEPTH_TEST);
checkGLcall("glEnable GL_DEPTH_TEST");
break;
case D3DZB_USEW:
default:
FIXME("Unrecognized/Unhandled D3DZBUFFERTYPE value %ld\n", Value);
}
break;
case D3DRS_CULLMODE :
/* If we are culling "back faces with clockwise vertices" then
set front faces to be counter clockwise and enable culling
of back faces */
switch ((D3DCULL) Value) {
case D3DCULL_NONE:
glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
break;
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
glFrontFace(GL_CCW);
checkGLcall("glFrontFace GL_CCW");
glCullFace(GL_BACK);
break;
case D3DCULL_CCW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
glFrontFace(GL_CW);
checkGLcall("glFrontFace GL_CW");
glCullFace(GL_BACK);
break;
default:
FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
}
break;
case D3DRS_SHADEMODE :
switch ((D3DSHADEMODE) Value) {
case D3DSHADE_FLAT:
glShadeModel(GL_FLAT);
checkGLcall("glShadeModel");
break;
case D3DSHADE_GOURAUD:
glShadeModel(GL_SMOOTH);
checkGLcall("glShadeModel");
break;
case D3DSHADE_PHONG:
FIXME("D3DSHADE_PHONG isnt supported?\n");
return D3DERR_INVALIDCALL;
default:
FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
}
break;
case D3DRS_DITHERENABLE :
if (Value) {
glEnable(GL_DITHER);
checkGLcall("glEnable GL_DITHER");
} else {
glDisable(GL_DITHER);
checkGLcall("glDisable GL_DITHER");
}
break;
case D3DRS_ZWRITEENABLE :
if (Value) {
glDepthMask(1);
checkGLcall("glDepthMask");
} else {
glDepthMask(0);
checkGLcall("glDepthMask");
}
break;
case D3DRS_ZFUNC :
{
int glParm = GL_LESS;
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
case D3DCMP_LESS: glParm=GL_LESS; break;
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
case D3DCMP_GREATER: glParm=GL_GREATER; break;
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
glDepthFunc(glParm);
checkGLcall("glDepthFunc");
}
break;
case D3DRS_AMBIENT :
{
float col[4];
col[0] = ((Value >> 16) & 0xFF) / 255.0;
col[1] = ((Value >> 8 ) & 0xFF) / 255.0;
col[2] = ((Value >> 0 ) & 0xFF) / 255.0;
col[3] = ((Value >> 24 ) & 0xFF) / 255.0;
TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0],col[1],col[2],col[3]);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
checkGLcall("glLightModel for MODEL_AMBIENT");
}
break;
case D3DRS_ALPHABLENDENABLE :
if (Value) {
glEnable(GL_BLEND);
checkGLcall("glEnable GL_BLEND");
} else {
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
};
break;
case D3DRS_SRCBLEND :
case D3DRS_DESTBLEND :
{
int newVal = GL_ZERO;
switch (Value) {
case D3DBLEND_ZERO : newVal = GL_ZERO; break;
case D3DBLEND_ONE : newVal = GL_ONE; break;
case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
This->srcBlend = newVal;
This->dstBlend = newVal;
break;
case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
This->srcBlend = newVal;
This->dstBlend = newVal;
break;
default:
FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
}
if (State == D3DRS_SRCBLEND) This->srcBlend = newVal;
if (State == D3DRS_DESTBLEND) This->dstBlend = newVal;
TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
glBlendFunc(This->srcBlend, This->dstBlend);
checkGLcall("glBlendFunc");
}
break;
case D3DRS_ALPHATESTENABLE :
if (Value) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
} else {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
}
break;
case D3DRS_ALPHAFUNC :
{
int glParm = GL_LESS;
float ref = 1.0;
glGetFloatv(GL_ALPHA_TEST_REF, &ref);
checkGLcall("glGetFloatv(GL_ALPHA_TEST_REF, &ref);");
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
case D3DCMP_LESS: glParm=GL_LESS; break;
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
case D3DCMP_GREATER: glParm=GL_GREATER; break;
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
break;
case D3DRS_ALPHAREF :
{
int glParm = GL_LESS;
float ref = 1.0;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &glParm);
checkGLcall("glGetFloatv(GL_ALPHA_TEST_FUNC, &glParm);");
ref = ((float) Value) / 255.0;
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
break;
case D3DRS_CLIPPLANEENABLE :
case D3DRS_CLIPPING :
{
/* Ensure we only do the changed clip planes */
DWORD enable = 0xFFFFFFFF;
DWORD disable = 0x00000000;
/* If enabling / disabling all */
if (State == D3DRS_CLIPPING) {
if (Value) {
enable = This->StateBlock.renderstate[D3DRS_CLIPPLANEENABLE];
disable = 0x00;
} else {
disable = This->StateBlock.renderstate[D3DRS_CLIPPLANEENABLE];
enable = 0x00;
}
} else {
enable = Value & ~OldValue;
disable = ~Value & OldValue;
}
if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
}
break;
case D3DRS_BLENDOP :
{
int glParm = GL_FUNC_ADD;
switch ((D3DBLENDOP) Value) {
case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
case D3DBLENDOP_MIN : glParm = GL_MIN; break;
case D3DBLENDOP_MAX : glParm = GL_MAX; break;
default:
FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
}
TRACE("glBlendEquation(%x)\n", glParm);
glBlendEquation(glParm);
checkGLcall("glBlendEquation");
}
break;
case D3DRS_TEXTUREFACTOR :
{
int i;
/* Note the texture color applies to all textures whereas
GL_TEXTURE_ENV_COLOR applies to active only */
float col[4];
col[0] = ((Value >> 16) & 0xFF) / 255.0;
col[1] = ((Value >> 8 ) & 0xFF) / 255.0;
col[2] = ((Value >> 0 ) & 0xFF) / 255.0;
col[3] = ((Value >> 24 ) & 0xFF) / 255.0;
/* Set the default alpha blend color */
glBlendColor(col[0], col[1], col[2], col[3]);
checkGLcall("glBlendColor");
/* And now the default texture color as well */
for (i=0; i<8; i++) {
/* Note the D3DRS value applies to all textures, but GL has one
per texture, so apply it now ready to be used! */
checkGLcall("Activate texture.. to update const color");
glActiveTextureARB(GL_TEXTURE0_ARB + i);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
}
}
break;
case D3DRS_SPECULARENABLE :
{
if (Value) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);");
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);");
}
}
break;
case D3DRS_STENCILENABLE :
if (Value) {
glEnable(GL_STENCIL_TEST);
checkGLcall("glEnable GL_STENCIL_TEST");
} else {
glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
}
break;
case D3DRS_STENCILFUNC :
{
int glParm = GL_ALWAYS;
int ref = 0;
GLuint mask = 0xFFFFFFFF;
glGetIntegerv(GL_STENCIL_REF, &ref);
checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
case D3DCMP_LESS: glParm=GL_LESS; break;
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
case D3DCMP_GREATER: glParm=GL_GREATER; break;
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
}
break;
case D3DRS_STENCILREF :
{
int glParm = GL_ALWAYS;
int ref = 0;
GLuint mask = 0xFFFFFFFF;
glGetIntegerv(GL_STENCIL_FUNC, &glParm);
checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
ref = Value;
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
}
break;
case D3DRS_STENCILMASK :
{
int glParm = GL_ALWAYS;
int ref = 0.0;
GLuint mask = Value;
glGetIntegerv(GL_STENCIL_REF, &ref);
checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
glGetIntegerv(GL_STENCIL_FUNC, &glParm);
checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
}
break;
case D3DRS_STENCILFAIL :
{
GLenum fail ;
GLenum zpass ;
GLenum zfail ;
fail = StencilOp(Value);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
glStencilOp(fail, zfail, zpass);
checkGLcall("glStencilOp(fail, zfail, zpass);");
}
break;
case D3DRS_STENCILZFAIL :
{
GLenum fail ;
GLenum zpass ;
GLenum zfail ;
glGetIntegerv(GL_STENCIL_FAIL, &fail);
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
zfail = StencilOp(Value);
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
glStencilOp(fail, zfail, zpass);
checkGLcall("glStencilOp(fail, zfail, zpass);");
}
break;
case D3DRS_STENCILPASS :
{
GLenum fail ;
GLenum zpass ;
GLenum zfail ;
glGetIntegerv(GL_STENCIL_FAIL, &fail);
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
zpass = StencilOp(Value);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
glStencilOp(fail, zfail, zpass);
checkGLcall("glStencilOp(fail, zfail, zpass);");
}
break;
case D3DRS_STENCILWRITEMASK :
{
glStencilMask(Value);
TRACE("glStencilMask(%lu)\n", Value);
checkGLcall("glStencilMask");
}
break;
/* Unhandled yet...! */
case D3DRS_LINEPATTERN :
case D3DRS_LASTPIXEL :
case D3DRS_FOGENABLE :
case D3DRS_ZVISIBLE :
case D3DRS_FOGCOLOR :
case D3DRS_FOGTABLEMODE :
case D3DRS_FOGSTART :
case D3DRS_FOGEND :
case D3DRS_FOGDENSITY :
case D3DRS_EDGEANTIALIAS :
case D3DRS_ZBIAS :
case D3DRS_RANGEFOGENABLE :
case D3DRS_WRAP0 :
case D3DRS_WRAP1 :
case D3DRS_WRAP2 :
case D3DRS_WRAP3 :
case D3DRS_WRAP4 :
case D3DRS_WRAP5 :
case D3DRS_WRAP6 :
case D3DRS_WRAP7 :
case D3DRS_FOGVERTEXMODE :
case D3DRS_COLORVERTEX :
case D3DRS_LOCALVIEWER :
case D3DRS_NORMALIZENORMALS :
case D3DRS_DIFFUSEMATERIALSOURCE :
case D3DRS_SPECULARMATERIALSOURCE :
case D3DRS_AMBIENTMATERIALSOURCE :
case D3DRS_EMISSIVEMATERIALSOURCE :
case D3DRS_VERTEXBLEND :
case D3DRS_SOFTWAREVERTEXPROCESSING :
case D3DRS_POINTSIZE :
case D3DRS_POINTSIZE_MIN :
case D3DRS_POINTSPRITEENABLE :
case D3DRS_POINTSCALEENABLE :
case D3DRS_POINTSCALE_A :
case D3DRS_POINTSCALE_B :
case D3DRS_POINTSCALE_C :
case D3DRS_MULTISAMPLEANTIALIAS :
case D3DRS_MULTISAMPLEMASK :
case D3DRS_PATCHEDGESTYLE :
case D3DRS_PATCHSEGMENTS :
case D3DRS_DEBUGMONITORTOKEN :
case D3DRS_POINTSIZE_MAX :
case D3DRS_INDEXEDVERTEXBLENDENABLE :
case D3DRS_COLORWRITEENABLE :
case D3DRS_TWEENFACTOR :
/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
TRACE("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
break;
default:
FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD* pValue) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) for State %d = %ld\n", This, State, This->UpdateStateBlock->renderstate[State]);
*pValue = This->StateBlock.renderstate[State];
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
void *memory;
TRACE("(%p)\n", This);
if (This->isRecordingState) {
TRACE("(%p) already recording! returning error\n", This);
return D3DERR_INVALIDCALL;
}
/* Allocate Storage */
memory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(STATEBLOCK));
This->isRecordingState = TRUE;
This->UpdateStateBlock = memory;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p)\n", This);
if (!This->isRecordingState) {
TRACE("(%p) not recording! returning error\n", This);
return D3DERR_INVALIDCALL;
}
This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
*pToken = (DWORD) This->UpdateStateBlock;
This->isRecordingState = FALSE;
This->UpdateStateBlock = &This->StateBlock;
TRACE("(%p) returning token (ptr to stateblock) of %lx\n", This, *pToken);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
STATEBLOCK *pSB = (STATEBLOCK *)Token;
int i,j;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Applying state block %lx ------------------v\n", This, Token);
/* FIXME: Only apply applicable states not all states */
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
for (i=0; i<MAX_ACTIVE_LIGHTS; i++) {
if (pSB->Set.lightEnable[i] && pSB->Changed.lightEnable[i])
IDirect3DDevice8Impl_LightEnable(iface, i, pSB->lightEnable[i]);
if (pSB->Set.lights[i] && pSB->Changed.lights[i])
IDirect3DDevice8Impl_SetLight(iface, i, &pSB->lights[i]);
}
if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
/* TODO: Vertex Shader Constants */
}
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
IDirect3DDevice8Impl_SetVertexShader(iface, pSB->PixelShader);
/* TODO: Pixel Shader Constants */
}
/* Others + Render & Texture */
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
for (i=0; i<HIGHEST_TRANSFORMSTATE; i++) {
if (pSB->Set.transform[i] && pSB->Changed.transform[i])
IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
}
if (pSB->Set.Indices && pSB->Changed.Indices)
IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
if (pSB->Set.material && pSB->Changed.material)
IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
if (pSB->Set.viewport && pSB->Changed.viewport)
IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
for (i=0; i<MAX_STREAMS; i++) {
if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
}
for (i=0; i<MAX_CLIPPLANES; i++) {
if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
float clip[4];
clip[0] = pSB->clipplane[i][0];
clip[1] = pSB->clipplane[i][1];
clip[2] = pSB->clipplane[i][2];
clip[3] = pSB->clipplane[i][3];
IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
}
}
/* Render */
for (i=0; i<HIGHEST_RENDER_STATE; i++) {
if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
}
/* Texture */
for (j=0; j<8; j++) {
for (i=0; i<HIGHEST_TEXTURE_STATE; i++) {
if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i])
IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
}
}
} else if (pSB->blockType == D3DSBT_PIXELSTATE) {
for (i=0; i<NUM_SAVEDPIXELSTATES_R; i++) {
if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
}
for (j=0; j<8; i++) {
for (i=0; i<NUM_SAVEDPIXELSTATES_T; i++) {
if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
}
}
} else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
for (i=0; i<NUM_SAVEDVERTEXSTATES_R; i++) {
if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
}
for (j=0; j<8; i++) {
for (i=0; i<NUM_SAVEDVERTEXSTATES_T; i++) {
if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
}
}
} else {
FIXME("Unrecognized state block type %d\n", pSB->blockType);
}
memcpy(&This->StateBlock.Changed, &pSB->Changed, sizeof(This->StateBlock.Changed));
TRACE("(%p) : Applied state block %lx ------------------^\n", This, Token);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
STATEBLOCK *updateBlock = (STATEBLOCK *)Token;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Updating state block %lx ------------------v \n", This, Token);
/* If not recorded, then update can just recapture */
if (updateBlock->blockType != D3DSBT_RECORDED) {
DWORD tmpToken;
STATEBLOCK *tmpBlock;
IDirect3DDevice8Impl_CreateStateBlock(iface, updateBlock->blockType, &tmpToken);
tmpBlock = (STATEBLOCK *)tmpToken;
memcpy(updateBlock, tmpBlock, sizeof(STATEBLOCK));
IDirect3DDevice8Impl_DeleteStateBlock(iface, tmpToken);
/* FIXME: This will record states of new lights! May need to have and save set_lights
across this action */
} else {
int i,j;
/* Recorded => Only update 'changed' values */
if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock.VertexShader) {
updateBlock->VertexShader = This->StateBlock.VertexShader;
TRACE("Updating vertex shader to %ld\n", This->StateBlock.VertexShader);
}
/* TODO: Vertex Shader Constants */
for (i=0; i<MAX_ACTIVE_LIGHTS; i++) {
if (updateBlock->Set.lightEnable[i] && This->StateBlock.lightEnable[i] != updateBlock->lightEnable[i]) {
TRACE("Updating light enable for light %d to %d\n", i, This->StateBlock.lightEnable[i]);
updateBlock->lightEnable[i] = This->StateBlock.lightEnable[i];
}
if (updateBlock->Set.lights[i] && memcmp(&This->StateBlock.lights[i],
&updateBlock->lights[i],
sizeof(D3DLIGHT8)) != 0) {
TRACE("Updating lights for light %d\n", i);
memcpy(&updateBlock->lights[i], &This->StateBlock.lights[i], sizeof(D3DLIGHT8));
}
}
if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock.PixelShader) {
TRACE("Updating pixel shader to %ld\n", This->StateBlock.PixelShader);
updateBlock->lights[i] = This->StateBlock.lights[i];
IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
}
/* TODO: Pixel Shader Constants */
/* Others + Render & Texture */
for (i=0; i<HIGHEST_TRANSFORMSTATE; i++) {
if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock.transforms[i],
&updateBlock->transforms[i],
sizeof(D3DMATRIX)) != 0) {
TRACE("Updating transform %d\n", i);
memcpy(&updateBlock->transforms[i], &This->StateBlock.transforms[i], sizeof(D3DMATRIX));
}
}
if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock.pIndexData)
|| (updateBlock->baseVertexIndex != This->StateBlock.baseVertexIndex))) {
TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
This->StateBlock.pIndexData, This->StateBlock.baseVertexIndex);
updateBlock->pIndexData = This->StateBlock.pIndexData;
updateBlock->baseVertexIndex = This->StateBlock.baseVertexIndex;
}
if (updateBlock->Set.material && memcmp(&This->StateBlock.material,
&updateBlock->material,
sizeof(D3DMATERIAL8)) != 0) {
TRACE("Updating material\n");
memcpy(&updateBlock->material, &This->StateBlock.material, sizeof(D3DMATERIAL8));
}
if (updateBlock->Set.viewport && memcmp(&This->StateBlock.viewport,
&updateBlock->viewport,
sizeof(D3DVIEWPORT8)) != 0) {
TRACE("Updating viewport\n");
memcpy(&updateBlock->viewport, &This->StateBlock.viewport, sizeof(D3DVIEWPORT8));
}
for (i=0; i<MAX_STREAMS; i++) {
if (updateBlock->Set.stream_source[i] &&
((updateBlock->stream_stride[i] != This->StateBlock.stream_stride[i]) ||
(updateBlock->stream_source[i] != This->StateBlock.stream_source[i]))) {
TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock.stream_source[i],
This->StateBlock.stream_stride[i]);
updateBlock->stream_stride[i] = This->StateBlock.stream_stride[i];
updateBlock->stream_source[i] = This->StateBlock.stream_source[i];
}
}
for (i=0; i<MAX_CLIPPLANES; i++) {
if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock.clipplane[i],
&updateBlock->clipplane[i],
sizeof(updateBlock->clipplane)) != 0) {
TRACE("Updating clipplane %d\n", i);
memcpy(&updateBlock->clipplane[i], &This->StateBlock.clipplane[i],
sizeof(updateBlock->clipplane));
}
}
/* Render */
for (i=0; i<HIGHEST_RENDER_STATE; i++) {
if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] !=
This->StateBlock.renderstate[i])) {
TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock.renderstate[i]);
updateBlock->renderstate[i] = This->StateBlock.renderstate[i];
}
}
/* Texture */
for (j=0; j<8; j++) {
for (i=0; i<HIGHEST_TEXTURE_STATE; i++) {
if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] !=
This->StateBlock.texture_state[j][i])) {
TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock.texture_state[j][i],
updateBlock->texture_state[j][i]);
updateBlock->texture_state[j][i] = This->StateBlock.texture_state[j][i];
}
}
}
}
TRACE("(%p) : Updated state block %lx ------------------^\n", This, Token);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : freeing token %lx\n", This, Token);
HeapFree(GetProcessHeap(), 0, (void *)Token);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type,DWORD* pToken) {
void *memory;
STATEBLOCK *s;
int i,j;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : for type %d\n", This, Type);
/* Allocate Storage */
memory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(STATEBLOCK));
if (memory) memcpy(memory, &This->StateBlock, sizeof(STATEBLOCK));
*pToken = (DWORD) memory;
s = memory;
s->blockType = Type;
TRACE("Updating changed flags appropriate for type %d\n", Type);
if (Type == D3DSBT_ALL) {
TRACE("ALL => Pretend everything has changed\n");
memset(&s->Changed, TRUE, sizeof(This->StateBlock.Changed));
} else if (Type == D3DSBT_PIXELSTATE) {
memset(&s->Changed, FALSE, sizeof(This->StateBlock.Changed));
/* TODO: Pixel Shader Constants */
s->Changed.pixelShader = TRUE;
for (i=0; i<NUM_SAVEDPIXELSTATES_R; i++) {
s->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
}
for (j=0; j<8; i++) {
for (i=0; i<NUM_SAVEDPIXELSTATES_T; i++) {
s->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
}
}
} else if (Type == D3DSBT_VERTEXSTATE) {
memset(&s->Changed, FALSE, sizeof(This->StateBlock.Changed));
/* TODO: Vertex Shader Constants */
s->Changed.vertexShader = TRUE;
for (i=0; i<NUM_SAVEDVERTEXSTATES_R; i++) {
s->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
}
for (j=0; j<8; i++) {
for (i=0; i<NUM_SAVEDVERTEXSTATES_T; i++) {
s->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
}
}
for (i=0; i<MAX_ACTIVE_LIGHTS; i++) {
s->Changed.lightEnable[i] = TRUE;
s->Changed.lights[i] = TRUE;
}
} else {
FIXME("Unrecognized state block type %d\n", Type);
}
TRACE("(%p) returning token (ptr to stateblock) of %lx\n", This, *pToken);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8** ppTexture) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : returning %p for stage %ld\n", This, This->StateBlock.textures[Stage], Stage);
*ppTexture = (LPDIRECT3DBASETEXTURE8)This->StateBlock.textures[Stage];
IDirect3DBaseTexture8Impl_AddRef(*ppTexture);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8* pTexture) {
IDirect3DBaseTexture8 *oldTxt;
ICOM_THIS(IDirect3DDevice8Impl,iface);
D3DRESOURCETYPE textureType;
oldTxt = This->StateBlock.textures[Stage];
TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
This->UpdateStateBlock->Set.textures[Stage] = TRUE;
This->UpdateStateBlock->Changed.textures[Stage] = TRUE;
This->UpdateStateBlock->textures[Stage] = pTexture;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Make appropriate texture active */
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
checkGLcall("glActiveTextureARB");
/* Decrement the count of the previous texture */
/* FIXME PERF: If old == new and not dirty then skip all this */
if (oldTxt != NULL) {
IDirect3DBaseTexture8Impl_Release(oldTxt);
}
if (pTexture) {
IDirect3DBaseTexture8Impl_AddRef((LPDIRECT3DBASETEXTURE8)This->StateBlock.textures[Stage]);
/* Now setup the texture appropraitly */
textureType = IDirect3DBaseTexture8Impl_GetType(pTexture);
if (textureType == D3DRTYPE_TEXTURE) {
IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture;
int i;
/* Standard 2D texture */
TRACE("Standard 2d texture\n");
This->StateBlock.textureDimensions[Stage] = GL_TEXTURE_2D;
/* for (i=0; i<pTexture2->levels; i++) { */
i=0;
{
if (pTexture2->surfaces[i]->textureName != 0 && pTexture2->Dirty == FALSE) {
glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p given name %d\n", pTexture2->surfaces[i], pTexture2->surfaces[i]->textureName);
} else {
if (pTexture2->surfaces[i]->textureName == 0) {
glGenTextures(1, &pTexture2->surfaces[i]->textureName);
checkGLcall("glGenTextures");
TRACE("Texture %p given name %d\n", pTexture2->surfaces[i], pTexture2->surfaces[i]->textureName);
}
glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%lx, Mem=%p\n",
GL_TEXTURE_2D, i, fmt2glintFmt(pTexture2->format), pTexture2->surfaces[i]->myDesc.Width,
pTexture2->surfaces[i]->myDesc.Height, 0, fmt2glFmt(pTexture2->format),fmt2glType(pTexture2->format),
pTexture2->surfaces[i]->allocatedMemory);
glTexImage2D(GL_TEXTURE_2D, i,
fmt2glintFmt(pTexture2->format),
pTexture2->surfaces[i]->myDesc.Width,
pTexture2->surfaces[i]->myDesc.Height,
0,
fmt2glFmt(pTexture2->format),
fmt2glType(pTexture2->format),
pTexture2->surfaces[i]->allocatedMemory
);
checkGLcall("glTexImage2D");
/*
* The following enable things to work but I dont think
* they all go here - FIXME! @@@
*/
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
pTexture2->Dirty = FALSE;
}
}
} else if (textureType == D3DRTYPE_VOLUMETEXTURE) {
IDirect3DVolumeTexture8Impl *pTexture2 = (IDirect3DVolumeTexture8Impl *) pTexture;
int i;
/* Standard 3D (volume) texture */
TRACE("Standard 3d texture\n");
This->StateBlock.textureDimensions[Stage] = GL_TEXTURE_3D;
/* for (i=0; i<pTexture2->levels; i++) { */
i=0;
{
if (pTexture2->volumes[i]->textureName != 0 && pTexture2->Dirty == FALSE) {
glBindTexture(GL_TEXTURE_3D, pTexture2->volumes[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p given name %d\n", pTexture2->volumes[i], pTexture2->volumes[i]->textureName);
} else {
if (pTexture2->volumes[i]->textureName == 0) {
glGenTextures(1, &pTexture2->volumes[i]->textureName);
checkGLcall("glGenTextures");
TRACE("Texture %p given name %d\n", pTexture2->volumes[i], pTexture2->volumes[i]->textureName);
}
glBindTexture(GL_TEXTURE_3D, pTexture2->volumes[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Calling glTexImage3D %x i=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%lx, Mem=%p\n",
GL_TEXTURE_3D, i, fmt2glintFmt(pTexture2->format), pTexture2->volumes[i]->myDesc.Width,
pTexture2->volumes[i]->myDesc.Height, pTexture2->volumes[i]->myDesc.Depth,
0, fmt2glFmt(pTexture2->format),fmt2glType(pTexture2->format),
pTexture2->volumes[i]->allocatedMemory);
glTexImage3D(GL_TEXTURE_3D, i,
fmt2glintFmt(pTexture2->format),
pTexture2->volumes[i]->myDesc.Width,
pTexture2->volumes[i]->myDesc.Height,
pTexture2->volumes[i]->myDesc.Depth,
0,
fmt2glFmt(pTexture2->format),
fmt2glType(pTexture2->format),
pTexture2->volumes[i]->allocatedMemory
);
checkGLcall("glTexImage3D");
/*
* The following enable things to work but I dont think
* they all go here - FIXME! @@@
*/
glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT );
glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
pTexture2->Dirty = FALSE;
}
}
} else {
FIXME("(%p) : Incorrect type for a texture : %d\n", This, textureType);
}
} else {
TRACE("Setting to no texture (ie default texture)\n");
This->StateBlock.textureDimensions[Stage] = GL_TEXTURE_1D;
glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[Stage]);
checkGLcall("glBindTexture");
TRACE("Bound dummy Texture to stage %ld (gl name %d)\n", Stage, This->dummyTextureName[Stage]);
}
/* Even if the texture has been set to null, reapply the stages as a null texture to directx requires
a dummy texture in opengl, and we always need to ensure the current view of the TextureStates apply */
setupTextureStates (iface, Stage);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->StateBlock.texture_state[Stage][Type]);
*pValue = This->StateBlock.texture_state[Stage][Type];
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
TRACE("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value);
This->UpdateStateBlock->Changed.texture_state[Stage][Type] = TRUE;
This->UpdateStateBlock->Set.texture_state[Stage][Type] = TRUE;
This->UpdateStateBlock->texture_state[Stage][Type] = Value;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Make appropriate texture active */
TRACE("Activating appropriate texture state %ld\n", Stage);
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
checkGLcall("glActiveTextureARB");
switch (Type) {
case D3DTSS_MINFILTER :
if (Value == D3DTEXF_POINT) {
glTexParameteri(This->StateBlock.textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameter GL_TEXTURE_MINFILTER, GL_NEAREST");
} else if (Value == D3DTEXF_LINEAR) {
glTexParameteri(This->StateBlock.textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
checkGLcall("glTexParameter GL_TEXTURE_MINFILTER, GL_LINEAR");
} else {
FIXME("Unhandled D3DTSS_MINFILTER value of %ld\n", Value);
}
break;
case D3DTSS_MAGFILTER :
if (Value == D3DTEXF_POINT) {
glTexParameteri(This->StateBlock.textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_NEAREST");
} else if (Value == D3DTEXF_LINEAR) {
glTexParameteri(This->StateBlock.textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
checkGLcall("glTexParameter GL_TEXTURE_MAGFILTER, GL_LINEAR");
} else {
FIXME("Unhandled D3DTSS_MAGFILTER value of %ld\n", Value);
}
break;
case D3DTSS_COLORARG0 :
case D3DTSS_ALPHAARG0 :
/* FIXME: Mesa seems to struggle setting these at the moment */
break;
case D3DTSS_COLORARG1 :
case D3DTSS_COLORARG2 :
case D3DTSS_ALPHAARG1 :
case D3DTSS_ALPHAARG2 :
{
BOOL isAlphaReplicate = FALSE;
BOOL isComplement = FALSE;
BOOL isAlphaArg = (Type == D3DTSS_ALPHAARG1 || Type == D3DTSS_ALPHAARG2 || Type == D3DTSS_ALPHAARG0);
int operand= GL_SRC_COLOR;
int source = GL_TEXTURE;
/* Catch alpha replicate */
if (Value & D3DTA_ALPHAREPLICATE) {
Value = Value & ~D3DTA_ALPHAREPLICATE;
isAlphaReplicate = TRUE;
}
/* Catch Complement */
if (Value & D3DTA_COMPLEMENT) {
Value = Value & ~D3DTA_COMPLEMENT;
isComplement = TRUE;
}
/* Calculate the operand */
if (isAlphaReplicate && !isComplement) {
operand = GL_SRC_ALPHA;
} else if (isAlphaReplicate && isComplement) {
operand = GL_ONE_MINUS_SRC_ALPHA;
} else if (isComplement) {
if (isAlphaArg) {
operand = GL_ONE_MINUS_SRC_COLOR;
} else {
operand = GL_ONE_MINUS_SRC_ALPHA;
}
} else {
if (isAlphaArg) {
operand = GL_SRC_ALPHA;
} else {
operand = GL_SRC_COLOR;
}
}
/* Calculate the source */
switch (Value) {
case D3DTA_CURRENT: source = GL_PREVIOUS_EXT;
break;
case D3DTA_DIFFUSE: source = GL_PRIMARY_COLOR_EXT;
break;
case D3DTA_TEXTURE: source = GL_TEXTURE;
break;
case D3DTA_TFACTOR: source = GL_CONSTANT_EXT;
break;
/* According to the GL_ARB_texture_env_combine specs, SPECULAR is 'Secondary color' and
isnt supported until base GL supports it
There is no concept of temp registers as far as I can tell */
default:
FIXME("Unrecognized or unhandled texture arg %ld\n", Value);
}
if (isAlphaArg) {
TRACE("Source %x = %x, Operand %x = %x\n", SOURCEx_ALPHA_EXT(Type), source, OPERANDx_ALPHA_EXT(Type), operand);
glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT(Type), source);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_ALPHA_EXT, source);");
glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT(Type), operand);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_ALPHA_EXT, operand);");
} else {
TRACE("Source %x = %x, Operand %x = %x\n", SOURCEx_RGB_EXT(Type), source, OPERANDx_RGB_EXT(Type), operand);
glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT(Type), source);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, SOURCEx_RGB_EXT, source);");
glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT(Type), operand);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, OPERANDx_RGB_EXT, operand);");
}
}
break;
case D3DTSS_ALPHAOP :
case D3DTSS_COLOROP :
{
int Scale = 1;
int Parm = (Type == D3DTSS_ALPHAOP)? GL_COMBINE_ALPHA_EXT : GL_COMBINE_RGB_EXT;
if (Type==D3DTSS_COLOROP && Value == D3DTOP_DISABLE) {
/* TODO: Disable by making this and all later levels disabled */
glDisable(GL_TEXTURE_1D);
checkGLcall("Disable GL_TEXTURE_1D");
glDisable(GL_TEXTURE_2D);
checkGLcall("Disable GL_TEXTURE_2D");
glDisable(GL_TEXTURE_3D);
checkGLcall("Disable GL_TEXTURE_3D");
} else {
/* Enable only the appropriate texture dimension */
if (Type==D3DTSS_COLOROP) {
if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_1D) {
glEnable(GL_TEXTURE_1D);
checkGLcall("Enable GL_TEXTURE_1D");
} else {
glDisable(GL_TEXTURE_1D);
checkGLcall("Disable GL_TEXTURE_1D");
}
if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_2D) {
glEnable(GL_TEXTURE_2D);
checkGLcall("Enable GL_TEXTURE_2D");
} else {
glDisable(GL_TEXTURE_2D);
checkGLcall("Disable GL_TEXTURE_2D");
}
if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_3D) {
glEnable(GL_TEXTURE_3D);
checkGLcall("Enable GL_TEXTURE_3D");
} else {
glDisable(GL_TEXTURE_3D);
checkGLcall("Disable GL_TEXTURE_3D");
}
}
/* Now set up the operand correctly */
switch (Value) {
case D3DTOP_DISABLE :
/* Contrary to the docs, alpha can be disabled when colorop is enabled
and it works, so ignore this op */
TRACE("Disable ALPHAOP but COLOROP enabled!\n");
break;
case D3DTOP_SELECTARG1 :
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE)");
break;
case D3DTOP_MODULATE4X : Scale = Scale * 2; /* Drop through */
case D3DTOP_MODULATE2X : Scale = Scale * 2; /* Drop through */
case D3DTOP_MODULATE :
/* Correct scale */
if (Type == D3DTSS_ALPHAOP) {
glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale)");
} else {
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, Scale);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, Scale)");
}
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_MODULATE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_MODULATE);");
break;
case D3DTOP_ADD :
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD)");
break;
case D3DTOP_ADDSIGNED2X : Scale = Scale * 2; /* Drop through */
case D3DTOP_ADDSIGNED :
glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD_SIGNED_EXT);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD_SIGNED_EXT)");
break;
case D3DTOP_DOTPRODUCT3 :
/*glTexEnvi(GL_TEXTURE_ENV, Parm, GL_DOT3_RGBA);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA);");
break;*/
case D3DTOP_SUBTRACT :
/* glTexEnvi(GL_TEXTURE_ENV, Parm, GL_SUBTRACT); Missing? */
case D3DTOP_SELECTARG2 :
/* GL_REPLACE, swap args 0 and 1? */
case D3DTOP_ADDSMOOTH :
case D3DTOP_BLENDDIFFUSEALPHA :
case D3DTOP_BLENDTEXTUREALPHA :
case D3DTOP_BLENDFACTORALPHA :
case D3DTOP_BLENDTEXTUREALPHAPM :
case D3DTOP_BLENDCURRENTALPHA :
case D3DTOP_PREMODULATE :
case D3DTOP_MODULATEALPHA_ADDCOLOR :
case D3DTOP_MODULATECOLOR_ADDALPHA :
case D3DTOP_MODULATEINVALPHA_ADDCOLOR :
case D3DTOP_MODULATEINVCOLOR_ADDALPHA :
case D3DTOP_BUMPENVMAP :
case D3DTOP_BUMPENVMAPLUMINANCE :
case D3DTOP_MULTIPLYADD :
case D3DTOP_LERP :
default:
FIXME("Unhandled texture operation %ld\n", Value);
}
}
break;
}
/* Unhandled */
case D3DTSS_BUMPENVMAT00 :
case D3DTSS_BUMPENVMAT01 :
case D3DTSS_BUMPENVMAT10 :
case D3DTSS_BUMPENVMAT11 :
case D3DTSS_TEXCOORDINDEX :
case D3DTSS_ADDRESSU :
case D3DTSS_ADDRESSV :
case D3DTSS_BORDERCOLOR :
case D3DTSS_MIPFILTER :
case D3DTSS_MIPMAPLODBIAS :
case D3DTSS_MAXMIPLEVEL :
case D3DTSS_MAXANISOTROPY :
case D3DTSS_BUMPENVLSCALE :
case D3DTSS_BUMPENVLOFFSET :
case D3DTSS_TEXTURETRANSFORMFLAGS :
case D3DTSS_ADDRESSW :
case D3DTSS_RESULTARG :
default:
/* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber,CONST PALETTEENTRY* pEntries) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber,PALETTEENTRY* pEntries) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) {
IDirect3DVertexBuffer8 *pVB;
D3DVERTEXBUFFER_DESC VtxBufDsc;
ICOM_THIS(IDirect3DDevice8Impl,iface);
pVB = This->StateBlock.stream_source[0];
TRACE("(%p) : Type=%d, Start=%d, Count=%d\n", This, PrimitiveType, StartVertex, PrimitiveCount);
IDirect3DVertexBuffer8Impl_GetDesc(pVB, &VtxBufDsc);
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE,
VtxBufDsc.FVF, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory, StartVertex, -1, 0, NULL);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,
UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) {
UINT idxStride = 2;
IDirect3DIndexBuffer8 *pIB;
IDirect3DVertexBuffer8 *pVB;
D3DINDEXBUFFER_DESC IdxBufDsc;
D3DVERTEXBUFFER_DESC VtxBufDsc;
ICOM_THIS(IDirect3DDevice8Impl,iface);
pIB = This->StateBlock.pIndexData;
pVB = This->StateBlock.stream_source[0];
TRACE("(%p) : Type=%d, min=%d, CountV=%d, startIdx=%d, countP=%d \n", This, PrimitiveType,
minIndex, NumVertices, startIndex, primCount);
IDirect3DIndexBuffer8Impl_GetDesc(pIB, &IdxBufDsc);
if (IdxBufDsc.Format == D3DFMT_INDEX16) {
idxStride = 2;
} else {
idxStride = 4;
}
IDirect3DVertexBuffer8Impl_GetDesc(pVB, &VtxBufDsc);
DrawPrimitiveI(iface, PrimitiveType, primCount, TRUE, VtxBufDsc.FVF, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory,
This->StateBlock.baseVertexIndex, startIndex, idxStride, ((IDirect3DIndexBuffer8Impl *) pIB)->allocatedMemory);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Type=%d, pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
if (This->StateBlock.stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock.stream_source[0]);
This->StateBlock.stream_source[0] = NULL;
This->StateBlock.stream_stride[0] = VertexStreamZeroStride;
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE, This->StateBlock.VertexShader, pVertexStreamZeroData,
0, 0, 0, NULL);
This->StateBlock.stream_stride[0] = 0;
/*stream zero settings set to null at end */
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,
UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,
D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
UINT VertexStreamZeroStride) {
int idxStride;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Type=%d, MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n", This, PrimitiveType,
MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
if (This->StateBlock.stream_source[0] != NULL) IDirect3DVertexBuffer8Impl_Release(This->StateBlock.stream_source[0]);
if (IndexDataFormat == D3DFMT_INDEX16) {
idxStride = 2;
} else {
idxStride = 4;
}
This->StateBlock.stream_source[0] = NULL;
This->StateBlock.stream_stride[0] = VertexStreamZeroStride;
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, TRUE, This->StateBlock.VertexShader, pVertexStreamZeroData,
This->StateBlock.baseVertexIndex, 0, idxStride, pIndexData);
/*stream zero settings set to null at end */
This->StateBlock.stream_stride[0] = 0;
IDirect3DDevice8Impl_SetIndices(iface, NULL, 0);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration,CONST DWORD* pFunction,DWORD* pHandle,DWORD Usage) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
This->UpdateStateBlock->VertexShader = Handle;
This->UpdateStateBlock->Changed.vertexShader = TRUE;
This->UpdateStateBlock->Set.vertexShader = TRUE;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (Handle <= VS_HIGHESTFIXEDFXF) {
TRACE("(%p) : FVF Shader, Handle=%lx\n", This, Handle);
return D3D_OK;
} else {
FIXME("(%p) : Created shader, Handle=%lx stub\n", This, Handle);
return D3D_OK;
}
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) = %ld\n", This, This->StateBlock.VertexShader);
*pHandle = This->StateBlock.VertexShader;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,CONST void* pConstantData,DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,void* pConstantData,DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex) {
IDirect3DIndexBuffer8 *oldIdxs;
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
oldIdxs = This->StateBlock.pIndexData;
This->UpdateStateBlock->Changed.Indices = TRUE;
This->UpdateStateBlock->Set.Indices = TRUE;
This->UpdateStateBlock->pIndexData = pIndexData;
This->UpdateStateBlock->baseVertexIndex = BaseVertexIndex;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (oldIdxs) IDirect3DIndexBuffer8Impl_Release(oldIdxs);
if (pIndexData) IDirect3DIndexBuffer8Impl_AddRef(This->StateBlock.pIndexData);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This);
*ppIndexData = This->StateBlock.pIndexData;
/* up ref count on ppindexdata */
if (*ppIndexData) IDirect3DIndexBuffer8Impl_AddRef(*ppIndexData);
*pBaseVertexIndex = This->StateBlock.baseVertexIndex;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction,DWORD* pHandle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
This->UpdateStateBlock->PixelShader = Handle;
This->UpdateStateBlock->Changed.pixelShader = TRUE;
This->UpdateStateBlock->Set.pixelShader = TRUE;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* FIXME: Quieten when not being used */
if (Handle != 0) {
FIXME("(%p) : stub %ld\n", This, Handle);
} else {
TRACE("(%p) : stub %ld\n", This, Handle);
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* pHandle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : returning %ld\n", This, This->StateBlock.PixelShader);
*pHandle = This->StateBlock.PixelShader;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,CONST void* pConstantData,DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register,void* pConstantData,DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD Handle,void* pData,DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride) {
IDirect3DVertexBuffer8 *oldSrc;
ICOM_THIS(IDirect3DDevice8Impl,iface);
oldSrc = This->StateBlock.stream_source[StreamNumber];
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
This->UpdateStateBlock->Changed.stream_source[StreamNumber] = TRUE;
This->UpdateStateBlock->Set.stream_source[StreamNumber] = TRUE;
This->UpdateStateBlock->stream_stride[StreamNumber] = Stride;
This->UpdateStateBlock->stream_source[StreamNumber] = pStreamData;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (oldSrc != NULL) IDirect3DVertexBuffer8Impl_Release(oldSrc);
if (pStreamData != NULL) IDirect3DVertexBuffer8Impl_AddRef(pStreamData);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->StateBlock.stream_source[StreamNumber], This->StateBlock.stream_stride[StreamNumber]);
*pStream = This->StateBlock.stream_source[StreamNumber];
*pStride = This->StateBlock.stream_stride[StreamNumber];
IDirect3DVertexBuffer8Impl_AddRef((LPDIRECT3DVERTEXBUFFER8) *pStream);
return D3D_OK;
}
ICOM_VTABLE(IDirect3DDevice8) Direct3DDevice8_Vtbl =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3DDevice8Impl_QueryInterface,
IDirect3DDevice8Impl_AddRef,
IDirect3DDevice8Impl_Release,
IDirect3DDevice8Impl_TestCooperativeLevel,
IDirect3DDevice8Impl_GetAvailableTextureMem,
IDirect3DDevice8Impl_ResourceManagerDiscardBytes,
IDirect3DDevice8Impl_GetDirect3D,
IDirect3DDevice8Impl_GetDeviceCaps,
IDirect3DDevice8Impl_GetDisplayMode,
IDirect3DDevice8Impl_GetCreationParameters,
IDirect3DDevice8Impl_SetCursorProperties,
IDirect3DDevice8Impl_SetCursorPosition,
IDirect3DDevice8Impl_ShowCursor,
IDirect3DDevice8Impl_CreateAdditionalSwapChain,
IDirect3DDevice8Impl_Reset,
IDirect3DDevice8Impl_Present,
IDirect3DDevice8Impl_GetBackBuffer,
IDirect3DDevice8Impl_GetRasterStatus,
IDirect3DDevice8Impl_SetGammaRamp,
IDirect3DDevice8Impl_GetGammaRamp,
IDirect3DDevice8Impl_CreateTexture,
IDirect3DDevice8Impl_CreateVolumeTexture,
IDirect3DDevice8Impl_CreateCubeTexture,
IDirect3DDevice8Impl_CreateVertexBuffer,
IDirect3DDevice8Impl_CreateIndexBuffer,
IDirect3DDevice8Impl_CreateRenderTarget,
IDirect3DDevice8Impl_CreateDepthStencilSurface,
IDirect3DDevice8Impl_CreateImageSurface,
IDirect3DDevice8Impl_CopyRects,
IDirect3DDevice8Impl_UpdateTexture,
IDirect3DDevice8Impl_GetFrontBuffer,
IDirect3DDevice8Impl_SetRenderTarget,
IDirect3DDevice8Impl_GetRenderTarget,
IDirect3DDevice8Impl_GetDepthStencilSurface,
IDirect3DDevice8Impl_BeginScene,
IDirect3DDevice8Impl_EndScene,
IDirect3DDevice8Impl_Clear,
IDirect3DDevice8Impl_SetTransform,
IDirect3DDevice8Impl_GetTransform,
IDirect3DDevice8Impl_MultiplyTransform,
IDirect3DDevice8Impl_SetViewport,
IDirect3DDevice8Impl_GetViewport,
IDirect3DDevice8Impl_SetMaterial,
IDirect3DDevice8Impl_GetMaterial,
IDirect3DDevice8Impl_SetLight,
IDirect3DDevice8Impl_GetLight,
IDirect3DDevice8Impl_LightEnable,
IDirect3DDevice8Impl_GetLightEnable,
IDirect3DDevice8Impl_SetClipPlane,
IDirect3DDevice8Impl_GetClipPlane,
IDirect3DDevice8Impl_SetRenderState,
IDirect3DDevice8Impl_GetRenderState,
IDirect3DDevice8Impl_BeginStateBlock,
IDirect3DDevice8Impl_EndStateBlock,
IDirect3DDevice8Impl_ApplyStateBlock,
IDirect3DDevice8Impl_CaptureStateBlock,
IDirect3DDevice8Impl_DeleteStateBlock,
IDirect3DDevice8Impl_CreateStateBlock,
IDirect3DDevice8Impl_SetClipStatus,
IDirect3DDevice8Impl_GetClipStatus,
IDirect3DDevice8Impl_GetTexture,
IDirect3DDevice8Impl_SetTexture,
IDirect3DDevice8Impl_GetTextureStageState,
IDirect3DDevice8Impl_SetTextureStageState,
IDirect3DDevice8Impl_ValidateDevice,
IDirect3DDevice8Impl_GetInfo,
IDirect3DDevice8Impl_SetPaletteEntries,
IDirect3DDevice8Impl_GetPaletteEntries,
IDirect3DDevice8Impl_SetCurrentTexturePalette,
IDirect3DDevice8Impl_GetCurrentTexturePalette,
IDirect3DDevice8Impl_DrawPrimitive,
IDirect3DDevice8Impl_DrawIndexedPrimitive,
IDirect3DDevice8Impl_DrawPrimitiveUP,
IDirect3DDevice8Impl_DrawIndexedPrimitiveUP,
IDirect3DDevice8Impl_ProcessVertices,
IDirect3DDevice8Impl_CreateVertexShader,
IDirect3DDevice8Impl_SetVertexShader,
IDirect3DDevice8Impl_GetVertexShader,
IDirect3DDevice8Impl_DeleteVertexShader,
IDirect3DDevice8Impl_SetVertexShaderConstant,
IDirect3DDevice8Impl_GetVertexShaderConstant,
IDirect3DDevice8Impl_GetVertexShaderDeclaration,
IDirect3DDevice8Impl_GetVertexShaderFunction,
IDirect3DDevice8Impl_SetStreamSource,
IDirect3DDevice8Impl_GetStreamSource,
IDirect3DDevice8Impl_SetIndices,
IDirect3DDevice8Impl_GetIndices,
IDirect3DDevice8Impl_CreatePixelShader,
IDirect3DDevice8Impl_SetPixelShader,
IDirect3DDevice8Impl_GetPixelShader,
IDirect3DDevice8Impl_DeletePixelShader,
IDirect3DDevice8Impl_SetPixelShaderConstant,
IDirect3DDevice8Impl_GetPixelShaderConstant,
IDirect3DDevice8Impl_GetPixelShaderFunction,
IDirect3DDevice8Impl_DrawRectPatch,
IDirect3DDevice8Impl_DrawTriPatch,
IDirect3DDevice8Impl_DeletePatch
};
void CreateStateBlock(LPDIRECT3DDEVICE8 iface) {
D3DLINEPATTERN lp;
int i;
ICOM_THIS(IDirect3DDevice8Impl,iface);
/* Note this may have a large overhead but it should only be executed
once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("-----------------------> Setting up device defaults...\n");
This->StateBlock.blockType = D3DSBT_ALL;
/* FIXME: Set some of the defaults for lights, transforms etc */
memcpy(&This->StateBlock.transforms[D3DTS_WORLDMATRIX(0)], &idmatrix, sizeof(idmatrix));
memcpy(&This->StateBlock.transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
memcpy(&This->StateBlock.transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
/* Render states: */
if (This->PresentParms.EnableAutoDepthStencil) {
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE );
} else {
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE );
}
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
lp.wRepeatFactor = 0; lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, (DWORD) &lp);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, 1.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, (DWORD) 64.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, (DWORD) 0.0f);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
/* Texture Stage States - Put directly into state block, we will call function below */
for (i=0; i<8;i++) {
This->StateBlock.texture_state[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
This->StateBlock.texture_state[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
This->StateBlock.texture_state[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
This->StateBlock.texture_state[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
This->StateBlock.texture_state[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
This->StateBlock.texture_state[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
This->StateBlock.texture_state[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
This->StateBlock.texture_state[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
This->StateBlock.texture_state[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
This->StateBlock.texture_state[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
/* FIXME: This->StateBlock.texture_state[i][D3DTSS_TEXCOORDINDEX ] = ?; */
This->StateBlock.texture_state[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP;
This->StateBlock.texture_state[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP;
This->StateBlock.texture_state[i][D3DTSS_BORDERCOLOR ] = 0x00;
This->StateBlock.texture_state[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT;
This->StateBlock.texture_state[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT;
This->StateBlock.texture_state[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE;
This->StateBlock.texture_state[i][D3DTSS_MIPMAPLODBIAS ] = 0;
This->StateBlock.texture_state[i][D3DTSS_MAXMIPLEVEL ] = 0;
This->StateBlock.texture_state[i][D3DTSS_MAXANISOTROPY ] = 1;
This->StateBlock.texture_state[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
This->StateBlock.texture_state[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
This->StateBlock.texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
This->StateBlock.texture_state[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
This->StateBlock.texture_state[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
This->StateBlock.texture_state[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
This->StateBlock.texture_state[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
}
/* Under DirectX you can have texture stage operations even if no texture is
bound, whereas opengl will only do texture operations when a valid texture is
bound. We emulate this by creating 8 dummy textures and binding them to each
texture stage, but disable all stages by default. Hence if a stage is enabled
then the default texture will kick in until replaced by a SetTexture call */
for (i=0; i<8; i++) {
GLubyte white = 255;
/* Make appropriate texture active */
glActiveTextureARB(GL_TEXTURE0_ARB + i);
checkGLcall("glActiveTextureARB");
/* Generate an opengl texture name */
glGenTextures(1, &This->dummyTextureName[i]);
checkGLcall("glGenTextures");
TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
/* Generate a dummy 1d texture */
This->StateBlock.textureDimensions[i] = GL_TEXTURE_1D;
glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
checkGLcall("glBindTexture");
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
checkGLcall("glTexImage1D");
/* Reapply all the texture state information to this texture */
setupTextureStates(iface, i);
}
TRACE("-----------------------> Device defaults now set up...\n");
}
DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
D3DRS_ALPHABLENDENABLE ,
D3DRS_ALPHAFUNC ,
D3DRS_ALPHAREF ,
D3DRS_ALPHATESTENABLE ,
D3DRS_BLENDOP ,
D3DRS_COLORWRITEENABLE ,
D3DRS_DESTBLEND ,
D3DRS_DITHERENABLE ,
D3DRS_EDGEANTIALIAS ,
D3DRS_FILLMODE ,
D3DRS_FOGDENSITY ,
D3DRS_FOGEND ,
D3DRS_FOGSTART ,
D3DRS_LASTPIXEL ,
D3DRS_LINEPATTERN ,
D3DRS_SHADEMODE ,
D3DRS_SRCBLEND ,
D3DRS_STENCILENABLE ,
D3DRS_STENCILFAIL ,
D3DRS_STENCILFUNC ,
D3DRS_STENCILMASK ,
D3DRS_STENCILPASS ,
D3DRS_STENCILREF ,
D3DRS_STENCILWRITEMASK ,
D3DRS_STENCILZFAIL ,
D3DRS_TEXTUREFACTOR ,
D3DRS_WRAP0 ,
D3DRS_WRAP1 ,
D3DRS_WRAP2 ,
D3DRS_WRAP3 ,
D3DRS_WRAP4 ,
D3DRS_WRAP5 ,
D3DRS_WRAP6 ,
D3DRS_WRAP7 ,
D3DRS_ZBIAS ,
D3DRS_ZENABLE ,
D3DRS_ZFUNC ,
D3DRS_ZWRITEENABLE
};
DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
D3DTSS_ADDRESSU ,
D3DTSS_ADDRESSV ,
D3DTSS_ADDRESSW ,
D3DTSS_ALPHAARG0 ,
D3DTSS_ALPHAARG1 ,
D3DTSS_ALPHAARG2 ,
D3DTSS_ALPHAOP ,
D3DTSS_BORDERCOLOR ,
D3DTSS_BUMPENVLOFFSET ,
D3DTSS_BUMPENVLSCALE ,
D3DTSS_BUMPENVMAT00 ,
D3DTSS_BUMPENVMAT01 ,
D3DTSS_BUMPENVMAT10 ,
D3DTSS_BUMPENVMAT11 ,
D3DTSS_COLORARG0 ,
D3DTSS_COLORARG1 ,
D3DTSS_COLORARG2 ,
D3DTSS_COLOROP ,
D3DTSS_MAGFILTER ,
D3DTSS_MAXANISOTROPY ,
D3DTSS_MAXMIPLEVEL ,
D3DTSS_MINFILTER ,
D3DTSS_MIPFILTER ,
D3DTSS_MIPMAPLODBIAS ,
D3DTSS_RESULTARG ,
D3DTSS_TEXCOORDINDEX ,
D3DTSS_TEXTURETRANSFORMFLAGS
};
DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
D3DRS_AMBIENT ,
D3DRS_AMBIENTMATERIALSOURCE ,
D3DRS_CLIPPING ,
D3DRS_CLIPPLANEENABLE ,
D3DRS_COLORVERTEX ,
D3DRS_DIFFUSEMATERIALSOURCE ,
D3DRS_EMISSIVEMATERIALSOURCE ,
D3DRS_FOGDENSITY ,
D3DRS_FOGEND ,
D3DRS_FOGSTART ,
D3DRS_FOGTABLEMODE ,
D3DRS_FOGVERTEXMODE ,
D3DRS_INDEXEDVERTEXBLENDENABLE ,
D3DRS_LIGHTING ,
D3DRS_LOCALVIEWER ,
D3DRS_MULTISAMPLEANTIALIAS ,
D3DRS_MULTISAMPLEMASK ,
D3DRS_NORMALIZENORMALS ,
D3DRS_PATCHEDGESTYLE ,
D3DRS_PATCHSEGMENTS ,
D3DRS_POINTSCALE_A ,
D3DRS_POINTSCALE_B ,
D3DRS_POINTSCALE_C ,
D3DRS_POINTSCALEENABLE ,
D3DRS_POINTSIZE ,
D3DRS_POINTSIZE_MAX ,
D3DRS_POINTSIZE_MIN ,
D3DRS_POINTSPRITEENABLE ,
D3DRS_RANGEFOGENABLE ,
D3DRS_SOFTWAREVERTEXPROCESSING ,
D3DRS_SPECULARMATERIALSOURCE ,
D3DRS_TWEENFACTOR ,
D3DRS_VERTEXBLEND
};
DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
D3DTSS_TEXCOORDINDEX ,
D3DTSS_TEXTURETRANSFORMFLAGS
};