1 /* Direct3D Common functions
2 * Copyright (c) 1998 Lionel ULMER
4 * This file contains all MESA common code
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
27 #include "wine/debug.h"
29 #include "mesa_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
33 GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
35 switch (dwRenderState) {
36 case D3DCMP_NEVER: return GL_NEVER;
37 case D3DCMP_LESS: return GL_LESS;
38 case D3DCMP_EQUAL: return GL_EQUAL;
39 case D3DCMP_LESSEQUAL: return GL_LEQUAL;
40 case D3DCMP_GREATER: return GL_GREATER;
41 case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
42 case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
43 case D3DCMP_ALWAYS: return GL_ALWAYS;
44 default: ERR("Unexpected compare type %d !\n", dwRenderState);
49 GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
51 switch (dwRenderState) {
52 case D3DSTENCILOP_KEEP: return GL_KEEP;
53 case D3DSTENCILOP_ZERO: return GL_ZERO;
54 case D3DSTENCILOP_REPLACE: return GL_REPLACE;
55 case D3DSTENCILOP_INCRSAT: return GL_INCR;
56 case D3DSTENCILOP_DECRSAT: return GL_DECR;
57 case D3DSTENCILOP_INVERT: return GL_INVERT;
58 case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR;
59 case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR;
60 default: ERR("Unexpected compare type %d !\n", dwRenderState);
65 GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
67 switch ((D3DBLEND) dwRenderState) {
68 case D3DBLEND_ZERO: return GL_ZERO;
69 case D3DBLEND_ONE: return GL_ONE;
70 case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA;
71 case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA;
72 case D3DBLEND_DESTALPHA: return GL_DST_ALPHA;
73 case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA;
74 case D3DBLEND_DESTCOLOR: return GL_DST_COLOR;
75 case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR;
76 case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE;
77 case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR;
78 case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR;
79 default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO;
83 void set_render_state(IDirect3DDeviceImpl* This,
84 D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
86 DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
89 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
91 /* First, all the stipple patterns */
92 if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
93 (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
94 ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
98 /* All others state variables */
99 switch (dwRenderStateType) {
100 case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
101 IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
104 IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
106 ICOM_INTERFACE(tex, IDirectDrawSurface7));
110 case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
111 case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
112 case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
113 D3DTEXTURESTAGESTATETYPE d3dTexStageStateType;
115 if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS;
116 else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
117 else d3dTexStageStateType = D3DTSS_ADDRESSV;
120 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
121 0, d3dTexStageStateType,
126 case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
128 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
130 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
133 case D3DRENDERSTATE_WRAPU: /* 5 */
135 ERR("WRAPU mode unsupported by OpenGL.. Expect graphical glitches !\n");
138 case D3DRENDERSTATE_WRAPV: /* 6 */
140 ERR("WRAPV mode unsupported by OpenGL.. Expect graphical glitches !\n");
143 case D3DRENDERSTATE_ZENABLE: /* 7 */
144 /* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
145 updated either.. No idea about what happens in D3D.
147 Maybe replacing the Z function by ALWAYS would be a better idea. */
148 if (dwRenderState == D3DZB_TRUE)
149 glEnable(GL_DEPTH_TEST);
150 else if (dwRenderState == D3DZB_FALSE)
151 glDisable(GL_DEPTH_TEST);
153 glEnable(GL_DEPTH_TEST);
154 WARN(" w-buffering not supported.\n");
158 case D3DRENDERSTATE_FILLMODE: /* 8 */
159 switch ((D3DFILLMODE) dwRenderState) {
161 glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
163 case D3DFILL_WIREFRAME:
164 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
167 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
170 ERR("Unhandled fill mode %ld !\n",dwRenderState);
174 case D3DRENDERSTATE_SHADEMODE: /* 9 */
175 switch ((D3DSHADEMODE) dwRenderState) {
177 glShadeModel(GL_FLAT);
179 case D3DSHADE_GOURAUD:
180 glShadeModel(GL_SMOOTH);
183 ERR("Unhandled shade mode %ld !\n",dwRenderState);
187 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
189 glDepthMask(GL_TRUE);
191 glDepthMask(GL_FALSE);
194 case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
196 glEnable(GL_ALPHA_TEST);
198 glDisable(GL_ALPHA_TEST);
201 case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
202 DWORD tex_mag = 0xFFFFFFFF;
204 switch ((D3DTEXTUREFILTER) dwRenderState) {
205 case D3DFILTER_NEAREST:
206 tex_mag = D3DTFG_POINT;
208 case D3DFILTER_LINEAR:
209 tex_mag = D3DTFG_LINEAR;
212 ERR("Unhandled texture mag %ld !\n",dwRenderState);
215 if (tex_mag != 0xFFFFFFFF) {
217 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
222 case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
223 DWORD tex_min = 0xFFFFFFFF;
225 switch ((D3DTEXTUREFILTER) dwRenderState) {
226 case D3DFILTER_NEAREST:
227 tex_min = D3DTFN_POINT;
229 case D3DFILTER_LINEAR:
230 tex_min = D3DTFN_LINEAR;
233 ERR("Unhandled texture min %ld !\n",dwRenderState);
236 if (tex_min != 0xFFFFFFFF) {
238 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
243 case D3DRENDERSTATE_SRCBLEND: /* 19 */
244 case D3DRENDERSTATE_DESTBLEND: /* 20 */
245 glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
246 convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
249 case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
250 switch ((D3DTEXTUREBLEND) dwRenderState) {
251 case D3DTBLEND_MODULATE:
252 case D3DTBLEND_MODULATEALPHA:
253 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
256 ERR("Unhandled texture environment %ld !\n",dwRenderState);
260 case D3DRENDERSTATE_CULLMODE: /* 22 */
261 switch ((D3DCULL) dwRenderState) {
263 glDisable(GL_CULL_FACE);
266 glEnable(GL_CULL_FACE);
271 glEnable(GL_CULL_FACE);
276 ERR("Unhandled cull mode %ld !\n",dwRenderState);
280 case D3DRENDERSTATE_ZFUNC: /* 23 */
281 glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
284 case D3DRENDERSTATE_ALPHAREF: /* 24 */
285 case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
286 glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
287 (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
290 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
294 glDisable(GL_DITHER);
297 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
305 case D3DRENDERSTATE_FOGENABLE: /* 28 */
306 /* Nothing to do here. Only the storage matters :-) */
309 case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
311 ERR(" Specular Lighting not supported yet.\n");
314 case D3DRENDERSTATE_SUBPIXEL: /* 31 */
315 case D3DRENDERSTATE_SUBPIXELX: /* 32 */
316 /* We do not support this anyway, so why protest :-) */
319 case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
321 ERR(" Stippled Alpha not supported yet.\n");
324 case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
326 color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
327 color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
328 color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
329 color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
330 glFogfv(GL_FOG_COLOR,color);
331 /* Note: glFogiv does not seem to work */
334 case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
335 case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
336 case D3DRENDERSTATE_FOGSTART: /* 36 */
337 case D3DRENDERSTATE_FOGEND: /* 37 */
338 /* Nothing to do here. Only the storage matters :-) */
341 case D3DRENDERSTATE_FOGDENSITY: /* 38 */
342 glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
345 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
346 /* This needs to be fixed. */
353 case D3DRENDERSTATE_ZBIAS: /* 47 */
354 /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
355 if (dwRenderState == 0) {
356 glDisable(GL_POLYGON_OFFSET_FILL);
357 glDisable(GL_POLYGON_OFFSET_LINE);
358 glDisable(GL_POLYGON_OFFSET_POINT);
360 glEnable(GL_POLYGON_OFFSET_FILL);
361 glEnable(GL_POLYGON_OFFSET_LINE);
362 glEnable(GL_POLYGON_OFFSET_POINT);
363 glPolygonOffset(1.0, dwRenderState * 1.0);
367 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
370 case D3DRENDERSTATE_STENCILENABLE: /* 52 */
372 glEnable(GL_STENCIL_TEST);
374 glDisable(GL_STENCIL_TEST);
377 case D3DRENDERSTATE_STENCILFAIL: /* 53 */
378 case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
379 case D3DRENDERSTATE_STENCILPASS: /* 55 */
380 glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
381 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
382 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
385 case D3DRENDERSTATE_STENCILFUNC: /* 56 */
386 case D3DRENDERSTATE_STENCILREF: /* 57 */
387 case D3DRENDERSTATE_STENCILMASK: /* 58 */
388 glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
389 lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
390 lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
393 case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
394 glStencilMask(dwRenderState);
397 case D3DRENDERSTATE_CLIPPING: /* 136 */
398 case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
402 if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
403 mask = ((dwRenderState) ?
404 (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x0000));
406 mask = dwRenderState;
408 for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
410 glEnable(GL_CLIP_PLANE0 + i);
412 glDisable(GL_CLIP_PLANE0 + i);
418 case D3DRENDERSTATE_LIGHTING: /* 137 */
420 glEnable(GL_LIGHTING);
422 glDisable(GL_LIGHTING);
425 case D3DRENDERSTATE_AMBIENT: { /* 139 */
428 light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
429 light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
430 light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
431 light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
432 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
435 case D3DRENDERSTATE_COLORVERTEX: /* 141 */
436 /* Nothing to do here.. Only storage matters */
439 case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
441 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
443 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
446 case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
448 glEnable(GL_NORMALIZE);
449 glEnable(GL_RESCALE_NORMAL);
451 glDisable(GL_NORMALIZE);
452 glDisable(GL_RESCALE_NORMAL);
456 case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
457 case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
458 case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
459 case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
460 /* Nothing to do here. Only the storage matters :-) */
464 ERR("Unhandled dwRenderStateType %s (%08x) !\n", _get_renderstate(dwRenderStateType), dwRenderStateType);
470 void store_render_state(IDirect3DDeviceImpl *This,
471 D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
473 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
475 /* Some special cases first.. */
476 if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
477 if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
478 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
479 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
481 } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
482 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
483 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
486 } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
487 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
488 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
492 lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
495 void get_render_state(IDirect3DDeviceImpl *This,
496 D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
498 *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
500 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
503 void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
506 TRACE("(%p,%p)\n", This, lpStateBlock);
507 for(i = 0; i < HIGHEST_RENDER_STATE; i++)
508 if (lpStateBlock->set_flags.render_state[i])
509 set_render_state(This, i + 1, lpStateBlock);