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);
50 void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
51 DWORD dwRenderState, RenderState *rs)
54 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
56 /* First, all the stipple patterns */
57 if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
58 (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
59 ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
63 /* All others state variables */
64 switch (dwRenderStateType) {
65 case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
66 IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
69 glBindTexture(GL_TEXTURE_2D, 0);
70 glDisable(GL_TEXTURE_2D);
71 TRACE("disabling texturing\n");
73 IDirect3DTextureGLImpl *gl_tex = (IDirect3DTextureGLImpl *) tex->tex_private;
75 glEnable(GL_TEXTURE_2D);
76 /* Default parameters */
77 glBindTexture(GL_TEXTURE_2D, gl_tex->tex_name);
78 /* To prevent state change, we could test here what are the parameters
79 stored in the texture */
80 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rs->mag);
81 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rs->min);
82 TRACE("setting OpenGL texture handle : %d\n", gl_tex->tex_name);
87 case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
88 case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
89 case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
90 GLenum arg = GL_REPEAT; /* Default value */
91 switch ((D3DTEXTUREADDRESS) dwRenderState) {
92 case D3DTADDRESS_WRAP: arg = GL_REPEAT; break;
93 case D3DTADDRESS_CLAMP: arg = GL_CLAMP; break;
94 case D3DTADDRESS_BORDER: arg = GL_CLAMP_TO_EDGE; break;
95 default: ERR("Unhandled TEXTUREADDRESS mode %ld !\n", dwRenderState);
97 if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) ||
98 (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
99 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg);
100 if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSV) ||
101 (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg);
105 case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
107 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
109 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
112 case D3DRENDERSTATE_ZENABLE: /* 7 */
114 glEnable(GL_DEPTH_TEST);
116 glDisable(GL_DEPTH_TEST);
119 case D3DRENDERSTATE_FILLMODE: /* 8 */
120 switch ((D3DFILLMODE) dwRenderState) {
122 glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
124 case D3DFILL_WIREFRAME:
125 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
128 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
131 ERR("Unhandled fill mode %ld !\n",dwRenderState);
135 case D3DRENDERSTATE_SHADEMODE: /* 9 */
136 switch ((D3DSHADEMODE) dwRenderState) {
138 glShadeModel(GL_FLAT);
140 case D3DSHADE_GOURAUD:
141 glShadeModel(GL_SMOOTH);
144 ERR("Unhandled shade mode %ld !\n",dwRenderState);
148 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
150 glDepthMask(GL_TRUE);
152 glDepthMask(GL_FALSE);
155 case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
157 glEnable(GL_ALPHA_TEST);
159 glDisable(GL_ALPHA_TEST);
162 case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
163 switch ((D3DTEXTUREFILTER) dwRenderState) {
164 case D3DFILTER_NEAREST:
165 rs->mag = GL_NEAREST;
167 case D3DFILTER_LINEAR:
171 ERR("Unhandled texture mag %ld !\n",dwRenderState);
175 case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
176 switch ((D3DTEXTUREFILTER) dwRenderState) {
177 case D3DFILTER_NEAREST:
178 rs->min = GL_NEAREST;
180 case D3DFILTER_LINEAR:
184 ERR("Unhandled texture min %ld !\n",dwRenderState);
188 case D3DRENDERSTATE_SRCBLEND: /* 19 */
189 switch ((D3DBLEND) dwRenderState) {
193 case D3DBLEND_SRCALPHA:
194 rs->src = GL_SRC_ALPHA;
197 ERR("Unhandled blend mode %ld !\n",dwRenderState);
199 glBlendFunc(rs->src, rs->dst);
202 case D3DRENDERSTATE_DESTBLEND: /* 20 */
203 switch ((D3DBLEND) dwRenderState) {
207 case D3DBLEND_INVSRCALPHA:
208 rs->dst = GL_ONE_MINUS_SRC_ALPHA;
211 ERR("Unhandled blend mode %ld !\n",dwRenderState);
213 glBlendFunc(rs->src, rs->dst);
216 case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
217 switch ((D3DTEXTUREBLEND) dwRenderState) {
218 case D3DTBLEND_MODULATE:
219 case D3DTBLEND_MODULATEALPHA:
220 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
223 ERR("Unhandled texture environment %ld !\n",dwRenderState);
227 case D3DRENDERSTATE_CULLMODE: /* 22 */
228 switch ((D3DCULL) dwRenderState) {
230 glDisable(GL_CULL_FACE);
233 glEnable(GL_CULL_FACE);
237 glEnable(GL_CULL_FACE);
241 ERR("Unhandled cull mode %ld !\n",dwRenderState);
245 case D3DRENDERSTATE_ZFUNC: /* 23 */
246 glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
249 case D3DRENDERSTATE_ALPHAREF: /* 24 */
250 rs->alpha_ref = dwRenderState / 255.0;
251 glAlphaFunc(rs->alpha_func, rs->alpha_ref);
254 case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
255 rs->alpha_func = convert_D3D_compare_to_GL(dwRenderState);
256 glAlphaFunc(rs->alpha_func, rs->alpha_ref);
259 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
263 glDisable(GL_DITHER);
266 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
273 case D3DRENDERSTATE_FOGENABLE: /* 28 */
280 case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
282 ERR(" Specular Lighting not supported yet.\n");
285 case D3DRENDERSTATE_SUBPIXEL: /* 31 */
286 case D3DRENDERSTATE_SUBPIXELX: /* 32 */
287 /* We do not support this anyway, so why protest :-) */
290 case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
292 color[0] = (dwRenderState >> 16) & 0xFF;
293 color[1] = (dwRenderState >> 8) & 0xFF;
294 color[2] = (dwRenderState >> 0) & 0xFF;
295 color[3] = (dwRenderState >> 24) & 0xFF;
296 glFogiv(GL_FOG_COLOR, color);
300 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
307 case D3DRENDERSTATE_ZBIAS: /* 47 */
308 /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
309 if (dwRenderState == 0) {
310 glDisable(GL_POLYGON_OFFSET_FILL);
311 glDisable(GL_POLYGON_OFFSET_LINE);
312 glDisable(GL_POLYGON_OFFSET_POINT);
314 glEnable(GL_POLYGON_OFFSET_FILL);
315 glEnable(GL_POLYGON_OFFSET_LINE);
316 glEnable(GL_POLYGON_OFFSET_POINT);
317 glPolygonOffset(1.0, dwRenderState * 1.0);
321 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
325 ERR("Unhandled dwRenderStateType %s !\n", _get_renderstate(dwRenderStateType));