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 */
134 case D3DRENDERSTATE_WRAPV: /* 6 */
135 case D3DRENDERSTATE_WRAP0: /* 128 */
136 case D3DRENDERSTATE_WRAP1: /* 129 */
137 case D3DRENDERSTATE_WRAP2: /* 130 */
138 case D3DRENDERSTATE_WRAP3: /* 131 */
139 case D3DRENDERSTATE_WRAP4: /* 132 */
140 case D3DRENDERSTATE_WRAP5: /* 133 */
141 case D3DRENDERSTATE_WRAP6: /* 134 */
142 case D3DRENDERSTATE_WRAP7: /* 135 */
144 ERR("Texture WRAP modes unsupported by OpenGL.. Expect graphical glitches !\n");
147 case D3DRENDERSTATE_ZENABLE: /* 7 */
148 /* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
149 updated either.. No idea about what happens in D3D.
151 Maybe replacing the Z function by ALWAYS would be a better idea. */
152 if (dwRenderState == D3DZB_TRUE)
153 glEnable(GL_DEPTH_TEST);
154 else if (dwRenderState == D3DZB_FALSE)
155 glDisable(GL_DEPTH_TEST);
157 glEnable(GL_DEPTH_TEST);
158 WARN(" w-buffering not supported.\n");
162 case D3DRENDERSTATE_FILLMODE: /* 8 */
163 switch ((D3DFILLMODE) dwRenderState) {
165 glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
167 case D3DFILL_WIREFRAME:
168 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
171 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
174 ERR("Unhandled fill mode %ld !\n",dwRenderState);
178 case D3DRENDERSTATE_SHADEMODE: /* 9 */
179 switch ((D3DSHADEMODE) dwRenderState) {
181 glShadeModel(GL_FLAT);
183 case D3DSHADE_GOURAUD:
184 glShadeModel(GL_SMOOTH);
187 ERR("Unhandled shade mode %ld !\n",dwRenderState);
191 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
193 glDepthMask(GL_TRUE);
195 glDepthMask(GL_FALSE);
198 case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
200 glEnable(GL_ALPHA_TEST);
202 glDisable(GL_ALPHA_TEST);
205 case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
206 DWORD tex_mag = 0xFFFFFFFF;
208 switch ((D3DTEXTUREFILTER) dwRenderState) {
209 case D3DFILTER_NEAREST:
210 tex_mag = D3DTFG_POINT;
212 case D3DFILTER_LINEAR:
213 tex_mag = D3DTFG_LINEAR;
216 ERR("Unhandled texture mag %ld !\n",dwRenderState);
219 if (tex_mag != 0xFFFFFFFF) {
221 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
226 case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
227 DWORD tex_min = 0xFFFFFFFF;
229 switch ((D3DTEXTUREFILTER) dwRenderState) {
230 case D3DFILTER_NEAREST:
231 tex_min = D3DTFN_POINT;
233 case D3DFILTER_LINEAR:
234 tex_min = D3DTFN_LINEAR;
237 ERR("Unhandled texture min %ld !\n",dwRenderState);
240 if (tex_min != 0xFFFFFFFF) {
242 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
247 case D3DRENDERSTATE_SRCBLEND: /* 19 */
248 case D3DRENDERSTATE_DESTBLEND: /* 20 */
249 glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
250 convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
253 case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
254 switch ((D3DTEXTUREBLEND) dwRenderState) {
255 case D3DTBLEND_MODULATE:
256 case D3DTBLEND_MODULATEALPHA:
257 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
260 ERR("Unhandled texture environment %ld !\n",dwRenderState);
264 case D3DRENDERSTATE_CULLMODE: /* 22 */
265 switch ((D3DCULL) dwRenderState) {
267 glDisable(GL_CULL_FACE);
270 glEnable(GL_CULL_FACE);
275 glEnable(GL_CULL_FACE);
280 ERR("Unhandled cull mode %ld !\n",dwRenderState);
284 case D3DRENDERSTATE_ZFUNC: /* 23 */
285 glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
288 case D3DRENDERSTATE_ALPHAREF: /* 24 */
289 case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
290 glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
291 (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
294 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
298 glDisable(GL_DITHER);
301 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
309 case D3DRENDERSTATE_FOGENABLE: /* 28 */
310 /* Nothing to do here. Only the storage matters :-) */
313 case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
315 ERR(" Specular Lighting not supported yet.\n");
318 case D3DRENDERSTATE_SUBPIXEL: /* 31 */
319 case D3DRENDERSTATE_SUBPIXELX: /* 32 */
320 /* We do not support this anyway, so why protest :-) */
323 case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
325 ERR(" Stippled Alpha not supported yet.\n");
328 case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
330 color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
331 color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
332 color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
333 color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
334 glFogfv(GL_FOG_COLOR,color);
335 /* Note: glFogiv does not seem to work */
338 case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
339 case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
340 case D3DRENDERSTATE_FOGSTART: /* 36 */
341 case D3DRENDERSTATE_FOGEND: /* 37 */
342 /* Nothing to do here. Only the storage matters :-) */
345 case D3DRENDERSTATE_FOGDENSITY: /* 38 */
346 glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
349 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
350 /* This needs to be fixed. */
357 case D3DRENDERSTATE_ZBIAS: /* 47 */
358 /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
359 if (dwRenderState == 0) {
360 glDisable(GL_POLYGON_OFFSET_FILL);
361 glDisable(GL_POLYGON_OFFSET_LINE);
362 glDisable(GL_POLYGON_OFFSET_POINT);
364 glEnable(GL_POLYGON_OFFSET_FILL);
365 glEnable(GL_POLYGON_OFFSET_LINE);
366 glEnable(GL_POLYGON_OFFSET_POINT);
367 glPolygonOffset(1.0, dwRenderState * 1.0);
371 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
374 case D3DRENDERSTATE_STENCILENABLE: /* 52 */
376 glEnable(GL_STENCIL_TEST);
378 glDisable(GL_STENCIL_TEST);
381 case D3DRENDERSTATE_STENCILFAIL: /* 53 */
382 case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
383 case D3DRENDERSTATE_STENCILPASS: /* 55 */
384 glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
385 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
386 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
389 case D3DRENDERSTATE_STENCILFUNC: /* 56 */
390 case D3DRENDERSTATE_STENCILREF: /* 57 */
391 case D3DRENDERSTATE_STENCILMASK: /* 58 */
392 glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
393 lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
394 lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
397 case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
398 glStencilMask(dwRenderState);
401 case D3DRENDERSTATE_TEXTUREFACTOR: /* 60 */
402 /* Only the storage matters... */
405 case D3DRENDERSTATE_CLIPPING: /* 136 */
406 case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
410 if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
411 mask = ((dwRenderState) ?
412 (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x0000));
414 mask = dwRenderState;
416 for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
418 glEnable(GL_CLIP_PLANE0 + i);
420 glDisable(GL_CLIP_PLANE0 + i);
426 case D3DRENDERSTATE_LIGHTING: /* 137 */
428 glEnable(GL_LIGHTING);
430 glDisable(GL_LIGHTING);
433 case D3DRENDERSTATE_AMBIENT: { /* 139 */
436 light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
437 light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
438 light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
439 light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
440 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
443 case D3DRENDERSTATE_COLORVERTEX: /* 141 */
444 /* Nothing to do here.. Only storage matters */
447 case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
449 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
451 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
454 case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
456 glEnable(GL_NORMALIZE);
457 glEnable(GL_RESCALE_NORMAL);
459 glDisable(GL_NORMALIZE);
460 glDisable(GL_RESCALE_NORMAL);
464 case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
465 case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
466 case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
467 case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
468 /* Nothing to do here. Only the storage matters :-) */
472 ERR("Unhandled dwRenderStateType %s (%08x) value : %08lx !\n",
473 _get_renderstate(dwRenderStateType), dwRenderStateType, dwRenderState);
479 void store_render_state(IDirect3DDeviceImpl *This,
480 D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
482 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
484 /* Some special cases first.. */
485 if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
486 if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
487 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
488 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
490 } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
491 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
492 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
495 } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
496 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
497 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
498 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPU) {
500 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_U;
502 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_U;
503 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPV) {
505 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_V;
507 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_V;
511 lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
514 void get_render_state(IDirect3DDeviceImpl *This,
515 D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
517 *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
519 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
522 void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
525 TRACE("(%p,%p)\n", This, lpStateBlock);
526 for(i = 0; i < HIGHEST_RENDER_STATE; i++)
527 if (lpStateBlock->set_flags.render_state[i])
528 set_render_state(This, i + 1, lpStateBlock);