2 * Copyright (c) 1998 Lionel ULMER
4 * This file contains the MESA implementation of all the D3D devices that
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
26 #define NONAMELESSUNION
27 #define NONAMELESSSTRUCT
33 #include "wine/debug.h"
35 #include "mesa_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
42 /* They are non-static as they are used by Direct3D in the creation function */
43 const GUID IID_D3DDEVICE_OpenGL = {
47 { 0x82,0x2d,0xa8,0xd5,0x31,0x87,0xca,0xfa }
50 #ifndef HAVE_GLEXT_PROTOTYPES
51 /* This is for non-OpenGL ABI compliant glext.h headers :-) */
52 typedef void (* PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat,
53 GLsizei width, GLenum format, GLenum type,
57 const float id_mat[16] = {
64 static void draw_primitive_strided(IDirect3DDeviceImpl *This,
65 D3DPRIMITIVETYPE d3dptPrimitiveType,
66 DWORD d3dvtVertexType,
67 LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
74 /* retrieve the X display to use on a given DC */
75 inline static Display *get_display( HDC hdc )
78 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
80 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
81 sizeof(display), (LPSTR)&display )) display = NULL;
87 /* retrieve the X drawable to use on a given DC */
88 inline static Drawable get_drawable( HDC hdc )
91 enum x11drv_escape_codes escape = X11DRV_GET_DRAWABLE;
93 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
94 sizeof(drawable), (LPSTR)&drawable )) drawable = 0;
100 static BOOL opengl_flip( LPVOID display, LPVOID drawable)
102 TRACE("(%p, %ld)\n",(Display*)display,(Drawable)drawable);
104 glXSwapBuffers((Display*)display,(Drawable)drawable);
110 /*******************************************************************************
111 * OpenGL static functions
113 static void set_context(IDirect3DDeviceImpl* This)
115 IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
118 TRACE("glxMakeCurrent %p, %ld, %p\n",glThis->display,glThis->drawable, glThis->gl_context);
119 if (glXMakeCurrent(glThis->display, glThis->drawable, glThis->gl_context) == False) {
120 ERR("Error in setting current context (context %p drawable %ld)!\n",
121 glThis->gl_context, glThis->drawable);
126 static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
128 pc->dwSize = sizeof(*pc);
129 pc->dwMiscCaps = D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW |
130 D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_MASKZ;
131 pc->dwRasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_FOGTABLE |
132 D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL;
133 pc->dwZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
134 D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
135 pc->dwSrcBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR |
136 D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
137 D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
138 pc->dwDestBlendCaps = D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR |
139 D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_SRCALPHASAT |
140 D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA;
141 pc->dwAlphaCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL |
142 D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL;
143 pc->dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAGOURAUDBLEND | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDRGB |
144 D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDRGB;
145 pc->dwTextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_PERSPECTIVE |
146 D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_TRANSPARENCY;
147 pc->dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_LINEARMIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST |
148 D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_MIPNEAREST | D3DPTFILTERCAPS_NEAREST;
149 pc->dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK |
150 D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_MODULATEMASK;
151 pc->dwTextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_INDEPENDENTUV;
152 pc->dwStippleWidth = 32;
153 pc->dwStippleHeight = 32;
156 static void fill_opengl_caps(D3DDEVICEDESC *d1)
158 /* GLint maxlight; */
160 d1->dwSize = sizeof(*d1);
161 d1->dwFlags = D3DDD_DEVCAPS | D3DDD_BCLIPPING | D3DDD_COLORMODEL | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH
162 | D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS;
163 d1->dcmColorModel = D3DCOLOR_RGB;
164 d1->dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY |
165 D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
166 D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY |
167 /* D3D 7 capabilities */
168 D3DDEVCAPS_DRAWPRIMITIVES2 | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_HWRASTERIZATION;
169 d1->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS);
170 d1->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP;
171 d1->bClipping = TRUE;
172 d1->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS);
173 d1->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT;
174 d1->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB;
175 d1->dlcLightingCaps.dwNumLights = 16; /* glGetIntegerv(GL_MAX_LIGHTS, &maxlight); d1->dlcLightingCaps.dwNumLights = maxlight; */
176 fill_opengl_primcaps(&(d1->dpcLineCaps));
177 fill_opengl_primcaps(&(d1->dpcTriCaps));
178 d1->dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32;
179 d1->dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32;
180 d1->dwMaxBufferSize = 0;
181 d1->dwMaxVertexCount = 65536;
182 d1->dwMinTextureWidth = 1;
183 d1->dwMinTextureHeight = 1;
184 d1->dwMaxTextureWidth = 1024;
185 d1->dwMaxTextureHeight = 1024;
186 d1->dwMinStippleWidth = 1;
187 d1->dwMinStippleHeight = 1;
188 d1->dwMaxStippleWidth = 32;
189 d1->dwMaxStippleHeight = 32;
190 d1->dwMaxTextureRepeat = 16;
191 d1->dwMaxTextureAspectRatio = 1024;
192 d1->dwMaxAnisotropy = 0;
193 d1->dvGuardBandLeft = 0.0;
194 d1->dvGuardBandRight = 0.0;
195 d1->dvGuardBandTop = 0.0;
196 d1->dvGuardBandBottom = 0.0;
197 d1->dvExtentsAdjust = 0.0;
198 d1->dwStencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP |
199 D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO;
200 d1->dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1;
201 d1->dwTextureOpCaps = 0; /* TODO add proper caps according to OpenGL multi-texture stuff */
202 d1->wMaxTextureBlendStages = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
203 d1->wMaxSimultaneousTextures = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
206 static void fill_opengl_caps_7(D3DDEVICEDESC7 *d)
210 /* Copy first D3D1/2/3 capabilities */
211 fill_opengl_caps(&d1);
213 /* And fill the D3D7 one with it */
214 d->dwDevCaps = d1.dwDevCaps;
215 d->dpcLineCaps = d1.dpcLineCaps;
216 d->dpcTriCaps = d1.dpcTriCaps;
217 d->dwDeviceRenderBitDepth = d1.dwDeviceRenderBitDepth;
218 d->dwDeviceZBufferBitDepth = d1.dwDeviceZBufferBitDepth;
219 d->dwMinTextureWidth = d1.dwMinTextureWidth;
220 d->dwMinTextureHeight = d1.dwMinTextureHeight;
221 d->dwMaxTextureWidth = d1.dwMaxTextureWidth;
222 d->dwMaxTextureHeight = d1.dwMaxTextureHeight;
223 d->dwMaxTextureRepeat = d1.dwMaxTextureRepeat;
224 d->dwMaxTextureAspectRatio = d1.dwMaxTextureAspectRatio;
225 d->dwMaxAnisotropy = d1.dwMaxAnisotropy;
226 d->dvGuardBandLeft = d1.dvGuardBandLeft;
227 d->dvGuardBandTop = d1.dvGuardBandTop;
228 d->dvGuardBandRight = d1.dvGuardBandRight;
229 d->dvGuardBandBottom = d1.dvGuardBandBottom;
230 d->dvExtentsAdjust = d1.dvExtentsAdjust;
231 d->dwStencilCaps = d1.dwStencilCaps;
232 d->dwFVFCaps = d1.dwFVFCaps;
233 d->dwTextureOpCaps = d1.dwTextureOpCaps;
234 d->wMaxTextureBlendStages = d1.wMaxTextureBlendStages;
235 d->wMaxSimultaneousTextures = d1.wMaxSimultaneousTextures;
236 d->dwMaxActiveLights = d1.dlcLightingCaps.dwNumLights;
237 d->dvMaxVertexW = 100000000.0; /* No idea exactly what to put here... */
238 d->deviceGUID = IID_IDirect3DTnLHalDevice;
239 d->wMaxUserClipPlanes = 1;
240 d->wMaxVertexBlendMatrices = 0;
241 d->dwVertexProcessingCaps = D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG | D3DVTXPCAPS_DIRECTIONALLIGHTS |
242 D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER;
249 #if 0 /* TODO : fix this and add multitexturing and other needed stuff */
250 static void fill_device_capabilities(IDirectDrawImpl* ddraw)
252 x11_dd_private *private = (x11_dd_private *) ddraw->d->private;
253 const char *ext_string;
254 Mesa_DeviceCapabilities *devcap;
256 private->device_capabilities = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(Mesa_DeviceCapabilities));
257 devcap = (Mesa_DeviceCapabilities *) private->device_capabilities;
260 ext_string = glGetString(GL_EXTENSIONS);
261 /* Query for the ColorTable Extension */
262 if (strstr(ext_string, "GL_EXT_paletted_texture")) {
263 devcap->ptr_ColorTableEXT = (PFNGLCOLORTABLEEXTPROC) glXGetProcAddressARB("glColorTableEXT");
264 TRACE("Color table extension supported (function at %p)\n", devcap->ptr_ColorTableEXT);
266 TRACE("Color table extension not found.\n");
274 HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context)
276 D3DDEVICEDESC dref, d1, d2;
279 fill_opengl_caps(&dref);
281 TRACE(" enumerating OpenGL D3DDevice interface using reference IID (IID %s).\n", debugstr_guid(&IID_IDirect3DRefDevice));
284 ret_value = cb((LPIID) &IID_IDirect3DRefDevice, "WINE Reference Direct3DX using OpenGL", "direct3d", &d1, &d2, context);
285 if (ret_value != D3DENUMRET_OK)
288 TRACE(" enumerating OpenGL D3DDevice interface (IID %s).\n", debugstr_guid(&IID_D3DDEVICE_OpenGL));
291 ret_value = cb((LPIID) &IID_D3DDEVICE_OpenGL, "WINE Direct3DX using OpenGL", "direct3d", &d1, &d2, context);
292 if (ret_value != D3DENUMRET_OK)
295 return D3DENUMRET_OK;
298 HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context)
300 D3DDEVICEDESC7 ddesc;
302 fill_opengl_caps_7(&ddesc);
304 TRACE(" enumerating OpenGL D3DDevice7 interface.\n");
306 return cb("WINE Direct3D7 using OpenGL", "Wine D3D7 device", &ddesc, context);
310 GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
312 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
313 IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
315 TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
316 if (!--(This->ref)) {
318 /* Release texture associated with the device */
319 for (i = 0; i < MAX_TEXTURES; i++)
320 if (This->current_texture[i] != NULL)
321 IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[i], IDirectDrawSurface7));
323 /* And warn the D3D object that this device is no longer active... */
324 This->d3d->removed_device(This->d3d, This);
326 HeapFree(GetProcessHeap(), 0, This->world_mat);
327 HeapFree(GetProcessHeap(), 0, This->view_mat);
328 HeapFree(GetProcessHeap(), 0, This->proj_mat);
331 glXDestroyContext(glThis->display, glThis->gl_context);
333 HeapFree(GetProcessHeap(), 0, This->clipping_planes);
335 HeapFree(GetProcessHeap(), 0, This);
342 GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps(LPDIRECT3DDEVICE3 iface,
343 LPD3DDEVICEDESC lpD3DHWDevDesc,
344 LPD3DDEVICEDESC lpD3DHELDevDesc)
346 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
350 TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DHWDevDesc, lpD3DHELDevDesc);
352 fill_opengl_caps(&desc);
353 dwSize = lpD3DHWDevDesc->dwSize;
354 memset(lpD3DHWDevDesc, 0, dwSize);
355 memcpy(lpD3DHWDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize));
357 dwSize = lpD3DHELDevDesc->dwSize;
358 memset(lpD3DHELDevDesc, 0, dwSize);
359 memcpy(lpD3DHELDevDesc, &desc, (dwSize <= desc.dwSize ? dwSize : desc.dwSize));
361 TRACE(" returning caps : (no dump function yet)\n");
366 static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb_1,
367 LPD3DENUMPIXELFORMATSCALLBACK cb_2,
371 LPDDPIXELFORMAT pformat;
373 /* Do the texture enumeration */
374 sdesc.dwSize = sizeof(DDSURFACEDESC);
375 sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS;
376 sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
377 pformat = &(sdesc.ddpfPixelFormat);
378 pformat->dwSize = sizeof(DDPIXELFORMAT);
379 pformat->dwFourCC = 0;
381 TRACE("Enumerating GL_RGBA unpacked (32)\n");
382 pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
383 pformat->u1.dwRGBBitCount = 32;
384 pformat->u2.dwRBitMask = 0xFF000000;
385 pformat->u3.dwGBitMask = 0x00FF0000;
386 pformat->u4.dwBBitMask = 0x0000FF00;
387 pformat->u5.dwRGBAlphaBitMask = 0x000000FF;
388 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
389 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
391 TRACE("Enumerating GL_RGB unpacked (24)\n");
392 pformat->dwFlags = DDPF_RGB;
393 pformat->u1.dwRGBBitCount = 24;
394 pformat->u2.dwRBitMask = 0x00FF0000;
395 pformat->u3.dwGBitMask = 0x0000FF00;
396 pformat->u4.dwBBitMask = 0x000000FF;
397 pformat->u5.dwRGBAlphaBitMask = 0x00000000;
398 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
399 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
401 TRACE("Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n");
402 pformat->dwFlags = DDPF_RGB;
403 pformat->u1.dwRGBBitCount = 16;
404 pformat->u2.dwRBitMask = 0x0000F800;
405 pformat->u3.dwGBitMask = 0x000007E0;
406 pformat->u4.dwBBitMask = 0x0000001F;
407 pformat->u5.dwRGBAlphaBitMask = 0x00000000;
408 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
409 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
411 /* Note : even if this is an 'emulated' texture format, it needs to be first
412 as some dumb applications seem to rely on that. */
413 TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_1_5_5_5 (ARGB) (16)\n");
414 pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
415 pformat->u1.dwRGBBitCount = 16;
416 pformat->u2.dwRBitMask = 0x00007C00;
417 pformat->u3.dwGBitMask = 0x000003E0;
418 pformat->u4.dwBBitMask = 0x0000001F;
419 pformat->u5.dwRGBAlphaBitMask = 0x00008000;
420 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
421 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
423 TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (ARGB) (16)\n");
424 pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
425 pformat->u1.dwRGBBitCount = 16;
426 pformat->u2.dwRBitMask = 0x00000F00;
427 pformat->u3.dwGBitMask = 0x000000F0;
428 pformat->u4.dwBBitMask = 0x0000000F;
429 pformat->u5.dwRGBAlphaBitMask = 0x0000F000;
430 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
431 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
434 /* This is a compromise : some games choose the first 16 bit texture format with alpha they
435 find enumerated, others the last one. And both want to have the ARGB one.
437 So basically, forget our OpenGL roots and do not even enumerate our RGBA ones.
439 TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n");
440 pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
441 pformat->u1.dwRGBBitCount = 16;
442 pformat->u2.dwRBitMask = 0x0000F000;
443 pformat->u3.dwGBitMask = 0x00000F00;
444 pformat->u4.dwBBitMask = 0x000000F0;
445 pformat->u5.dwRGBAlphaBitMask = 0x0000000F;
446 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
447 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
449 TRACE("Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n");
450 pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
451 pformat->u1.dwRGBBitCount = 16;
452 pformat->u2.dwRBitMask = 0x0000F800;
453 pformat->u3.dwGBitMask = 0x000007C0;
454 pformat->u4.dwBBitMask = 0x0000003E;
455 pformat->u5.dwRGBAlphaBitMask = 0x00000001;
456 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
457 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
460 TRACE("Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n");
461 pformat->dwFlags = DDPF_RGB;
462 pformat->u1.dwRGBBitCount = 8;
463 pformat->u2.dwRBitMask = 0x000000E0;
464 pformat->u3.dwGBitMask = 0x0000001C;
465 pformat->u4.dwBBitMask = 0x00000003;
466 pformat->u5.dwRGBAlphaBitMask = 0x00000000;
467 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
468 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
470 TRACE("Enumerating Paletted (8)\n");
471 pformat->dwFlags = DDPF_PALETTEINDEXED8;
472 pformat->u1.dwRGBBitCount = 8;
473 pformat->u2.dwRBitMask = 0x00000000;
474 pformat->u3.dwGBitMask = 0x00000000;
475 pformat->u4.dwBBitMask = 0x00000000;
476 pformat->u5.dwRGBAlphaBitMask = 0x00000000;
477 if (cb_1) if (cb_1(&sdesc , context) == 0) return DD_OK;
478 if (cb_2) if (cb_2(pformat, context) == 0) return DD_OK;
480 TRACE("End of enumeration\n");
486 d3ddevice_find(IDirect3DImpl *d3d,
487 LPD3DFINDDEVICESEARCH lpD3DDFS,
488 LPD3DFINDDEVICERESULT lplpD3DDevice)
492 if ((lpD3DDFS->dwFlags & D3DFDS_COLORMODEL) &&
493 (lpD3DDFS->dcmColorModel != D3DCOLOR_RGB)) {
494 TRACE(" trying to request a non-RGB D3D color model. Not supported.\n");
495 return DDERR_INVALIDPARAMS; /* No real idea what to return here :-) */
497 if (lpD3DDFS->dwFlags & D3DFDS_GUID) {
498 TRACE(" trying to match guid %s.\n", debugstr_guid(&(lpD3DDFS->guid)));
499 if ((IsEqualGUID(&IID_D3DDEVICE_OpenGL, &(lpD3DDFS->guid)) == 0) &&
500 (IsEqualGUID(&IID_IDirect3DHALDevice, &(lpD3DDFS->guid)) == 0) &&
501 (IsEqualGUID(&IID_IDirect3DRefDevice, &(lpD3DDFS->guid)) == 0)) {
502 TRACE(" no match for this GUID.\n");
503 return DDERR_INVALIDPARAMS;
507 /* Now return our own GUID */
508 lplpD3DDevice->guid = IID_D3DDEVICE_OpenGL;
509 fill_opengl_caps(&desc);
510 lplpD3DDevice->ddHwDesc = desc;
511 lplpD3DDevice->ddSwDesc = desc;
513 TRACE(" returning Wine's OpenGL device with (undumped) capabilities\n");
519 GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats(LPDIRECT3DDEVICE2 iface,
520 LPD3DENUMTEXTUREFORMATSCALLBACK lpD3DEnumTextureProc,
523 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
524 TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumTextureProc, lpArg);
525 return enum_texture_format_OpenGL(lpD3DEnumTextureProc, NULL, lpArg);
529 GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats(LPDIRECT3DDEVICE7 iface,
530 LPD3DENUMPIXELFORMATSCALLBACK lpD3DEnumPixelProc,
533 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
534 TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpD3DEnumPixelProc, lpArg);
535 return enum_texture_format_OpenGL(NULL, lpD3DEnumPixelProc, lpArg);
539 GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState(LPDIRECT3DDEVICE7 iface,
540 D3DRENDERSTATETYPE dwRenderStateType,
543 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
544 TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwRenderStateType, dwRenderState);
546 /* Call the render state functions */
547 store_render_state(This, dwRenderStateType, dwRenderState, &This->state_block);
548 set_render_state(This, dwRenderStateType, &This->state_block);
554 GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState(LPDIRECT3DDEVICE7 iface,
555 D3DRENDERSTATETYPE dwRenderStateType,
556 LPDWORD lpdwRenderState)
558 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
559 TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwRenderStateType, lpdwRenderState);
561 /* Call the render state functions */
562 get_render_state(This, dwRenderStateType, lpdwRenderState, &This->state_block);
564 TRACE(" - asked for rendering state : %s, returning value %08lx.\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
570 GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
571 D3DLIGHTSTATETYPE dwLightStateType,
574 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
576 TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState);
578 if (!dwLightStateType && (dwLightStateType > D3DLIGHTSTATE_COLORVERTEX))
579 TRACE("Unexpected Light State Type\n");
580 return DDERR_INVALIDPARAMS;
582 if (dwLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
583 IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) dwLightState;
590 ERR(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
592 } else if (dwLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
593 switch (dwLightState) {
595 ERR("DDCOLOR_MONO should not happend!\n");
598 /* We are already in this mode */
601 ERR("Unknown color model!\n");
605 D3DRENDERSTATETYPE rs;
606 switch (dwLightStateType) {
608 case D3DLIGHTSTATE_AMBIENT: /* 2 */
609 rs = D3DRENDERSTATE_AMBIENT;
611 case D3DLIGHTSTATE_FOGMODE: /* 4 */
612 rs = D3DRENDERSTATE_FOGVERTEXMODE;
614 case D3DLIGHTSTATE_FOGSTART: /* 5 */
615 rs = D3DRENDERSTATE_FOGSTART;
617 case D3DLIGHTSTATE_FOGEND: /* 6 */
618 rs = D3DRENDERSTATE_FOGEND;
620 case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
621 rs = D3DRENDERSTATE_FOGDENSITY;
623 case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
624 rs = D3DRENDERSTATE_COLORVERTEX;
630 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7),
637 static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
640 case D3DPT_POINTLIST:
641 TRACE("Start POINTS\n");
646 TRACE("Start LINES\n");
650 case D3DPT_LINESTRIP:
651 TRACE("Start LINE_STRIP\n");
652 glBegin(GL_LINE_STRIP);
655 case D3DPT_TRIANGLELIST:
656 TRACE("Start TRIANGLES\n");
657 glBegin(GL_TRIANGLES);
660 case D3DPT_TRIANGLESTRIP:
661 TRACE("Start TRIANGLE_STRIP\n");
662 glBegin(GL_TRIANGLE_STRIP);
665 case D3DPT_TRIANGLEFAN:
666 TRACE("Start TRIANGLE_FAN\n");
667 glBegin(GL_TRIANGLE_FAN);
671 TRACE("Unhandled primitive\n");
676 /* This function calculate the Z coordinate from Zproj */
677 static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj)
680 /* Assume that X = Y = 0 and W = 1 */
681 a = This->proj_mat->_33;
682 b = This->proj_mat->_34;
683 c = This->proj_mat->_43;
684 d = This->proj_mat->_44;
685 /* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d
686 * So in non homogenous coordinates we have Zproj = (a * Z + c) / (b * Z + d)
687 * And finally Z = (d * Zproj - c) / (a - b * Zproj)
689 return (d*Zproj - c) / (a - b*Zproj);
692 static void build_fog_table(BYTE *fog_table, DWORD fog_color) {
695 TRACE(" rebuilding fog table (%06lx)...\n", fog_color & 0x00FFFFFF);
697 for (i = 0; i < 3; i++) {
698 BYTE fog_color_component = (fog_color >> (8 * i)) & 0xFF;
700 for (elt = 0; elt < 0x10000; elt++) {
701 /* We apply the fog transformation and cache the result */
702 DWORD fog_intensity = elt & 0xFF;
703 DWORD vertex_color = (elt >> 8) & 0xFF;
704 fog_table[(i * 0x10000) + elt] = ((fog_intensity * vertex_color) + ((0xFF - fog_intensity) * fog_color_component)) / 0xFF;
709 static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
710 BOOLEAN vertex_transformed,
711 BOOLEAN vertex_lit) {
712 IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
714 /* Puts GL in the correct lighting / transformation mode */
715 if ((vertex_transformed == FALSE) &&
716 (glThis->transform_state != GL_TRANSFORM_NORMAL)) {
717 /* Need to put the correct transformation again if we go from Transformed
718 vertices to non-transformed ones.
720 This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
721 This->world_mat, This->view_mat, This->proj_mat);
722 glThis->transform_state = GL_TRANSFORM_NORMAL;
724 } else if ((vertex_transformed == TRUE) &&
725 (glThis->transform_state != GL_TRANSFORM_ORTHO)) {
726 /* Set our orthographic projection */
727 glThis->transform_state = GL_TRANSFORM_ORTHO;
728 d3ddevice_set_ortho(This);
731 /* TODO: optimize this to not always reset all the fog stuff on all DrawPrimitive call
732 if no fogging state change occured */
733 if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {
734 if (vertex_transformed == TRUE) {
736 /* Now check if our fog_table still corresponds to the current vertex color.
737 Element '0x..00' is always the fog color as it corresponds to maximum fog intensity */
738 if ((glThis->fog_table[0 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 0) & 0xFF)) ||
739 (glThis->fog_table[1 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 8) & 0xFF)) ||
740 (glThis->fog_table[2 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 16) & 0xFF))) {
741 /* We need to rebuild our fog table.... */
742 build_fog_table(glThis->fog_table, This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]);
745 if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) {
746 switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) {
747 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); break;
748 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); break;
749 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); break;
751 if (vertex_lit == FALSE) {
752 glFogf(GL_FOG_START, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]);
753 glFogf(GL_FOG_END, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]);
755 /* Special case of 'pixel fog' */
756 glFogf(GL_FOG_START, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]));
757 glFogf(GL_FOG_END, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]));
768 /* Handle the 'no-normal' case */
769 if ((vertex_lit == FALSE) && (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE))
770 glEnable(GL_LIGHTING);
772 glDisable(GL_LIGHTING);
774 /* Handle the code for pre-vertex material properties */
775 if (vertex_transformed == FALSE) {
776 if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) {
777 if ((This->state_block.render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
778 (This->state_block.render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
779 (This->state_block.render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
780 (This->state_block.render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] != D3DMCS_MATERIAL)) {
781 glEnable(GL_COLOR_MATERIAL);
788 inline static void draw_primitive(IDirect3DDeviceImpl *This, DWORD maxvert, WORD *index,
789 D3DVERTEXTYPE d3dvt, D3DPRIMITIVETYPE d3dpt, void *lpvertex)
791 D3DDRAWPRIMITIVESTRIDEDDATA strided;
795 strided.position.lpvData = &((D3DVERTEX *) lpvertex)->u1.x;
796 strided.position.dwStride = sizeof(D3DVERTEX);
797 strided.normal.lpvData = &((D3DVERTEX *) lpvertex)->u4.nx;
798 strided.normal.dwStride = sizeof(D3DVERTEX);
799 strided.textureCoords[0].lpvData = &((D3DVERTEX *) lpvertex)->u7.tu;
800 strided.textureCoords[0].dwStride = sizeof(D3DVERTEX);
801 draw_primitive_strided(This, d3dpt, D3DFVF_VERTEX, &strided, 0, 0 /* Unused */, index, maxvert, 0 /* Unused */);
804 case D3DVT_LVERTEX: {
805 strided.position.lpvData = &((D3DLVERTEX *) lpvertex)->u1.x;
806 strided.position.dwStride = sizeof(D3DLVERTEX);
807 strided.diffuse.lpvData = &((D3DLVERTEX *) lpvertex)->u4.color;
808 strided.diffuse.dwStride = sizeof(D3DLVERTEX);
809 strided.specular.lpvData = &((D3DLVERTEX *) lpvertex)->u5.specular;
810 strided.specular.dwStride = sizeof(D3DLVERTEX);
811 strided.textureCoords[0].lpvData = &((D3DLVERTEX *) lpvertex)->u6.tu;
812 strided.textureCoords[0].dwStride = sizeof(D3DLVERTEX);
813 draw_primitive_strided(This, d3dpt, D3DFVF_LVERTEX, &strided, 0, 0 /* Unused */, index, maxvert, 0 /* Unused */);
816 case D3DVT_TLVERTEX: {
817 strided.position.lpvData = &((D3DTLVERTEX *) lpvertex)->u1.sx;
818 strided.position.dwStride = sizeof(D3DTLVERTEX);
819 strided.diffuse.lpvData = &((D3DTLVERTEX *) lpvertex)->u5.color;
820 strided.diffuse.dwStride = sizeof(D3DTLVERTEX);
821 strided.specular.lpvData = &((D3DTLVERTEX *) lpvertex)->u6.specular;
822 strided.specular.dwStride = sizeof(D3DTLVERTEX);
823 strided.textureCoords[0].lpvData = &((D3DTLVERTEX *) lpvertex)->u7.tu;
824 strided.textureCoords[0].dwStride = sizeof(D3DTLVERTEX);
825 draw_primitive_strided(This, d3dpt, D3DFVF_TLVERTEX, &strided, 0, 0 /* Unused */, index, maxvert, 0 /* Unused */);
829 FIXME("Unhandled vertex type\n");
835 GL_IDirect3DDeviceImpl_2_DrawPrimitive(LPDIRECT3DDEVICE2 iface,
836 D3DPRIMITIVETYPE d3dptPrimitiveType,
837 D3DVERTEXTYPE d3dvtVertexType,
842 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
844 TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
845 if (TRACE_ON(ddraw)) {
846 TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
849 draw_primitive(This, dwVertexCount, NULL, d3dvtVertexType, d3dptPrimitiveType, lpvVertices);
855 GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive(LPDIRECT3DDEVICE2 iface,
856 D3DPRIMITIVETYPE d3dptPrimitiveType,
857 D3DVERTEXTYPE d3dvtVertexType,
864 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
865 TRACE("(%p/%p)->(%08x,%08x,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
866 if (TRACE_ON(ddraw)) {
867 TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
870 draw_primitive(This, dwIndexCount, dwIndices, d3dvtVertexType, d3dptPrimitiveType, lpvVertices);
876 GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer(LPDIRECT3DDEVICE iface,
877 LPD3DEXECUTEBUFFERDESC lpDesc,
878 LPDIRECT3DEXECUTEBUFFER* lplpDirect3DExecuteBuffer,
881 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface);
882 IDirect3DExecuteBufferImpl *ret;
885 TRACE("(%p/%p)->(%p,%p,%p)\n", This, iface, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter);
887 ret_value = d3dexecutebuffer_create(&ret, This->d3d, This, lpDesc);
888 *lplpDirect3DExecuteBuffer = ICOM_INTERFACE(ret, IDirect3DExecuteBuffer);
890 TRACE(" returning %p.\n", *lplpDirect3DExecuteBuffer);
895 /* These are the various handler used in the generic path */
896 inline static void handle_xyz(D3DVALUE *coords) {
899 inline static void handle_xyzrhw(D3DVALUE *coords) {
900 if (coords[3] < 1e-8)
903 GLfloat w = 1.0 / coords[3];
905 glVertex4f(coords[0] * w,
911 inline static void handle_normal(D3DVALUE *coords) {
915 inline static void handle_diffuse_base(STATEBLOCK *sb, DWORD *color) {
916 if ((sb->render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == TRUE) ||
917 (sb->render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1] == TRUE)) {
918 glColor4ub((*color >> 16) & 0xFF,
919 (*color >> 8) & 0xFF,
920 (*color >> 0) & 0xFF,
921 (*color >> 24) & 0xFF);
923 glColor3ub((*color >> 16) & 0xFF,
924 (*color >> 8) & 0xFF,
925 (*color >> 0) & 0xFF);
929 inline static void handle_specular_base(STATEBLOCK *sb, DWORD *color) {
930 glColor4ub((*color >> 16) & 0xFF,
931 (*color >> 8) & 0xFF,
932 (*color >> 0) & 0xFF,
933 (*color >> 24) & 0xFF); /* No idea if the alpha field is really used.. */
936 inline static void handle_diffuse(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
937 if ((lighted == FALSE) &&
938 (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) {
939 if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
940 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
941 handle_diffuse_base(sb, color);
943 if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
944 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
945 handle_diffuse_base(sb, color);
947 if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR1) &&
948 (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE)) {
949 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
950 handle_diffuse_base(sb, color);
952 if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
953 glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
954 handle_diffuse_base(sb, color);
957 handle_diffuse_base(sb, color);
961 inline static void handle_specular(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
962 if ((lighted == FALSE) &&
963 (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) {
964 if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
965 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
966 handle_specular_base(sb, color);
968 if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
969 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
970 handle_specular_base(sb, color);
972 if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR2) &&
973 (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE)) {
974 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
975 handle_specular_base(sb, color);
977 if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
978 glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
979 handle_specular_base(sb, color);
982 /* No else here as we do not know how to handle 'specular' on its own in any case.. */
985 inline static void handle_diffuse_and_specular(STATEBLOCK *sb, BYTE *fog_table, DWORD *color_d, DWORD *color_s, BOOLEAN lighted) {
986 if (lighted == TRUE) {
987 DWORD color = *color_d;
988 if (sb->render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {
989 /* Special case where the specular value is used to do fogging */
990 BYTE fog_intensity = *color_s >> 24; /* The alpha value of the specular component is the fog 'intensity' for this vertex */
991 color &= 0xFF000000; /* Only keep the alpha component */
992 color |= fog_table[((*color_d >> 0) & 0xFF) << 8 | fog_intensity] << 0;
993 color |= fog_table[((*color_d >> 8) & 0xFF) << 8 | fog_intensity] << 8;
994 color |= fog_table[((*color_d >> 16) & 0xFF) << 8 | fog_intensity] << 16;
996 if (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE) {
997 /* Standard specular value in transformed mode. TODO */
999 handle_diffuse_base(sb, &color);
1001 if (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) {
1002 handle_diffuse(sb, color_d, FALSE);
1003 handle_specular(sb, color_s, FALSE);
1005 /* In that case, only put the diffuse color... */
1006 handle_diffuse_base(sb, color_d);
1011 inline static void handle_texture(D3DVALUE *coords) {
1012 glTexCoord2fv(coords);
1014 inline static void handle_textures(D3DVALUE *coords, int tex_index) {
1015 /* For the moment, draw only the first texture.. */
1016 if (tex_index == 0) glTexCoord2fv(coords);
1019 static void draw_primitive_strided(IDirect3DDeviceImpl *This,
1020 D3DPRIMITIVETYPE d3dptPrimitiveType,
1021 DWORD d3dvtVertexType,
1022 LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
1023 DWORD dwStartVertex,
1024 DWORD dwVertexCount,
1029 BOOLEAN vertex_lighted = (d3dvtVertexType & D3DFVF_NORMAL) == 0;
1030 IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
1032 if (TRACE_ON(ddraw)) {
1033 TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
1037 draw_primitive_handle_GL_state(This,
1038 (d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
1040 draw_primitive_start_GL(d3dptPrimitiveType);
1042 /* Some fast paths first before the generic case.... */
1043 if (d3dvtVertexType == D3DFVF_VERTEX) {
1046 for (index = 0; index < dwIndexCount; index++) {
1047 int i = (dwIndices == NULL) ? index : dwIndices[index];
1049 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
1050 D3DVALUE *tex_coord =
1051 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
1052 D3DVALUE *position =
1053 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
1055 handle_normal(normal);
1056 handle_texture(tex_coord);
1057 handle_xyz(position);
1059 TRACE(" %f %f %f / %f %f %f (%f %f)\n",
1060 position[0], position[1], position[2],
1061 normal[0], normal[1], normal[2],
1062 tex_coord[0], tex_coord[1]);
1064 } else if (d3dvtVertexType == D3DFVF_TLVERTEX) {
1067 for (index = 0; index < dwIndexCount; index++) {
1068 int i = (dwIndices == NULL) ? index : dwIndices[index];
1070 (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
1072 (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
1073 D3DVALUE *tex_coord =
1074 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
1075 D3DVALUE *position =
1076 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
1078 handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE);
1079 handle_texture(tex_coord);
1080 handle_xyzrhw(position);
1082 TRACE(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
1083 position[0], position[1], position[2], position[3],
1084 (*color_d >> 16) & 0xFF,
1085 (*color_d >> 8) & 0xFF,
1086 (*color_d >> 0) & 0xFF,
1087 (*color_d >> 24) & 0xFF,
1088 (*color_s >> 16) & 0xFF,
1089 (*color_s >> 8) & 0xFF,
1090 (*color_s >> 0) & 0xFF,
1091 (*color_s >> 24) & 0xFF,
1092 tex_coord[0], tex_coord[1]);
1094 } else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) ||
1095 ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) {
1096 /* This is the 'slow path' but that should support all possible vertex formats out there...
1097 Note that people should write a fast path for all vertex formats out there...
1100 for (index = 0; index < dwIndexCount; index++) {
1101 int i = (dwIndices == NULL) ? index : dwIndices[index];
1103 if (d3dvtVertexType & D3DFVF_NORMAL) {
1105 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
1106 handle_normal(normal);
1108 if ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) {
1110 (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
1112 (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
1113 handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, vertex_lighted);
1115 if (d3dvtVertexType & D3DFVF_SPECULAR) {
1117 (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
1118 handle_specular(&(This->state_block), color_s, vertex_lighted);
1119 } else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
1121 (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
1122 handle_diffuse(&(This->state_block), color_d, vertex_lighted);
1126 if (((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT) == 1) {
1127 /* Special case for single texture... */
1128 D3DVALUE *tex_coord =
1129 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
1130 handle_texture(tex_coord);
1133 for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
1134 D3DVALUE *tex_coord =
1135 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
1136 i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
1137 handle_textures(tex_coord, tex_index);
1140 if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
1141 D3DVALUE *position =
1142 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
1143 handle_xyz(position);
1144 } else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
1145 D3DVALUE *position =
1146 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
1147 handle_xyzrhw(position);
1150 if (TRACE_ON(ddraw)) {
1153 if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
1154 D3DVALUE *position =
1155 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
1156 TRACE(" %f %f %f", position[0], position[1], position[2]);
1157 } else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
1158 D3DVALUE *position =
1159 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
1160 TRACE(" %f %f %f %f", position[0], position[1], position[2], position[3]);
1162 if (d3dvtVertexType & D3DFVF_NORMAL) {
1164 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
1165 DPRINTF(" / %f %f %f", normal[0], normal[1], normal[2]);
1167 if (d3dvtVertexType & D3DFVF_DIFFUSE) {
1169 (DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
1170 DPRINTF(" / %02lx %02lx %02lx %02lx",
1171 (*color_d >> 16) & 0xFF,
1172 (*color_d >> 8) & 0xFF,
1173 (*color_d >> 0) & 0xFF,
1174 (*color_d >> 24) & 0xFF);
1176 if (d3dvtVertexType & D3DFVF_SPECULAR) {
1178 (DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
1179 DPRINTF(" / %02lx %02lx %02lx %02lx",
1180 (*color_s >> 16) & 0xFF,
1181 (*color_s >> 8) & 0xFF,
1182 (*color_s >> 0) & 0xFF,
1183 (*color_s >> 24) & 0xFF);
1185 for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
1186 D3DVALUE *tex_coord =
1187 (D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
1188 i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
1189 DPRINTF(" / %f %f", tex_coord[0], tex_coord[1]);
1195 ERR(" matrix weighting not handled yet....\n");
1200 /* Whatever the case, disable the color material stuff */
1201 glDisable(GL_COLOR_MATERIAL);
1208 GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive(LPDIRECT3DDEVICE7 iface,
1209 D3DPRIMITIVETYPE d3dptPrimitiveType,
1210 DWORD d3dvtVertexType,
1212 DWORD dwVertexCount,
1215 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1216 D3DDRAWPRIMITIVESTRIDEDDATA strided;
1218 TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
1219 if (TRACE_ON(ddraw)) {
1220 TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
1223 convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided);
1224 draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, 0, dwVertexCount, NULL, dwVertexCount, dwFlags);
1230 GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive(LPDIRECT3DDEVICE7 iface,
1231 D3DPRIMITIVETYPE d3dptPrimitiveType,
1232 DWORD d3dvtVertexType,
1234 DWORD dwVertexCount,
1239 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1240 D3DDRAWPRIMITIVESTRIDEDDATA strided;
1242 TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
1243 if (TRACE_ON(ddraw)) {
1244 TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
1247 convert_FVF_to_strided_data(d3dvtVertexType, lpvVertices, &strided);
1248 draw_primitive_strided(This, d3dptPrimitiveType, d3dvtVertexType, &strided, 0, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
1254 GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided(LPDIRECT3DDEVICE7 iface,
1255 D3DPRIMITIVETYPE d3dptPrimitiveType,
1257 LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
1258 DWORD dwVertexCount,
1261 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1263 TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, dwFlags);
1264 if (TRACE_ON(ddraw)) {
1265 TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
1267 draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, 0, dwVertexCount, NULL, dwVertexCount, dwFlags);
1273 GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided(LPDIRECT3DDEVICE7 iface,
1274 D3DPRIMITIVETYPE d3dptPrimitiveType,
1276 LPD3DDRAWPRIMITIVESTRIDEDDATA lpD3DDrawPrimStrideData,
1277 DWORD dwVertexCount,
1282 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1284 TRACE("(%p/%p)->(%08x,%08lx,%p,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, dwVertexCount, lpIndex, dwIndexCount, dwFlags);
1285 if (TRACE_ON(ddraw)) {
1286 TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
1289 draw_primitive_strided(This, d3dptPrimitiveType, dwVertexType, lpD3DDrawPrimStrideData, 0, dwVertexCount, lpIndex, dwIndexCount, dwFlags);
1295 GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB(LPDIRECT3DDEVICE7 iface,
1296 D3DPRIMITIVETYPE d3dptPrimitiveType,
1297 LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf,
1298 DWORD dwStartVertex,
1299 DWORD dwNumVertices,
1302 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1303 IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf);
1304 D3DDRAWPRIMITIVESTRIDEDDATA strided;
1306 TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, dwFlags);
1307 if (TRACE_ON(ddraw)) {
1308 TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
1311 if (vb_impl->processed == TRUE) {
1312 IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl;
1313 IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
1315 glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER;
1316 This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
1317 &(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat));
1319 convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided);
1320 draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwStartVertex, dwNumVertices, NULL, dwNumVertices, dwFlags);
1323 convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided);
1324 draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwStartVertex, dwNumVertices, NULL, dwNumVertices, dwFlags);
1331 GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB(LPDIRECT3DDEVICE7 iface,
1332 D3DPRIMITIVETYPE d3dptPrimitiveType,
1333 LPDIRECT3DVERTEXBUFFER7 lpD3DVertexBuf,
1334 DWORD dwStartVertex,
1335 DWORD dwNumVertices,
1340 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1341 IDirect3DVertexBufferImpl *vb_impl = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, lpD3DVertexBuf);
1342 D3DDRAWPRIMITIVESTRIDEDDATA strided;
1344 TRACE("(%p/%p)->(%08x,%p,%08lx,%08lx,%p,%08lx,%08lx)\n", This, iface, d3dptPrimitiveType, lpD3DVertexBuf, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
1345 if (TRACE_ON(ddraw)) {
1346 TRACE(" - flags : "); dump_DPFLAGS(dwFlags);
1349 if (vb_impl->processed == TRUE) {
1350 IDirect3DVertexBufferGLImpl *vb_glimp = (IDirect3DVertexBufferGLImpl *) vb_impl;
1351 IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
1353 glThis->transform_state = GL_TRANSFORM_VERTEXBUFFER;
1354 This->set_matrices(This, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
1355 &(vb_glimp->world_mat), &(vb_glimp->view_mat), &(vb_glimp->proj_mat));
1357 convert_FVF_to_strided_data(vb_glimp->dwVertexTypeDesc, vb_glimp->vertices, &strided);
1358 draw_primitive_strided(This, d3dptPrimitiveType, vb_glimp->dwVertexTypeDesc, &strided, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
1361 convert_FVF_to_strided_data(vb_impl->desc.dwFVF, vb_impl->vertices, &strided);
1362 draw_primitive_strided(This, d3dptPrimitiveType, vb_impl->desc.dwFVF, &strided, dwStartVertex, dwNumVertices, lpwIndices, dwIndexCount, dwFlags);
1369 convert_min_filter_to_GL(D3DTEXTUREMINFILTER dwState)
1375 gl_state = GL_NEAREST;
1378 gl_state = GL_LINEAR;
1381 gl_state = GL_LINEAR;
1388 convert_mag_filter_to_GL(D3DTEXTUREMAGFILTER dwState)
1394 gl_state = GL_NEAREST;
1397 gl_state = GL_LINEAR;
1400 gl_state = GL_LINEAR;
1407 GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
1409 D3DTEXTURESTAGESTATETYPE d3dTexStageStateType,
1412 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1414 TRACE("(%p/%p)->(%08lx,%08x,%08lx)\n", This, iface, dwStage, d3dTexStageStateType, dwState);
1416 if (dwStage > 0) return DD_OK; /* We nothing in this case for now */
1418 if (TRACE_ON(ddraw)) {
1419 TRACE(" Stage type is : ");
1420 switch (d3dTexStageStateType) {
1421 #define GEN_CASE(a) case a: DPRINTF(#a " "); break
1422 GEN_CASE(D3DTSS_COLOROP);
1423 GEN_CASE(D3DTSS_COLORARG1);
1424 GEN_CASE(D3DTSS_COLORARG2);
1425 GEN_CASE(D3DTSS_ALPHAOP);
1426 GEN_CASE(D3DTSS_ALPHAARG1);
1427 GEN_CASE(D3DTSS_ALPHAARG2);
1428 GEN_CASE(D3DTSS_BUMPENVMAT00);
1429 GEN_CASE(D3DTSS_BUMPENVMAT01);
1430 GEN_CASE(D3DTSS_BUMPENVMAT10);
1431 GEN_CASE(D3DTSS_BUMPENVMAT11);
1432 GEN_CASE(D3DTSS_TEXCOORDINDEX);
1433 GEN_CASE(D3DTSS_ADDRESS);
1434 GEN_CASE(D3DTSS_ADDRESSU);
1435 GEN_CASE(D3DTSS_ADDRESSV);
1436 GEN_CASE(D3DTSS_BORDERCOLOR);
1437 GEN_CASE(D3DTSS_MAGFILTER);
1438 GEN_CASE(D3DTSS_MINFILTER);
1439 GEN_CASE(D3DTSS_MIPFILTER);
1440 GEN_CASE(D3DTSS_MIPMAPLODBIAS);
1441 GEN_CASE(D3DTSS_MAXMIPLEVEL);
1442 GEN_CASE(D3DTSS_MAXANISOTROPY);
1443 GEN_CASE(D3DTSS_BUMPENVLSCALE);
1444 GEN_CASE(D3DTSS_BUMPENVLOFFSET);
1445 GEN_CASE(D3DTSS_TEXTURETRANSFORMFLAGS);
1447 default: DPRINTF("UNKNOWN !!!");
1452 switch (d3dTexStageStateType) {
1453 case D3DTSS_MINFILTER:
1454 if (TRACE_ON(ddraw)) {
1455 switch ((D3DTEXTUREMINFILTER) dwState) {
1456 case D3DTFN_POINT: DPRINTF("D3DTFN_POINT\n"); break;
1457 case D3DTFN_LINEAR: DPRINTF("D3DTFN_LINEAR\n"); break;
1458 default: DPRINTF(" state unhandled (%ld).\n", dwState); break;
1461 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, convert_min_filter_to_GL(dwState));
1464 case D3DTSS_MAGFILTER:
1465 if (TRACE_ON(ddraw)) {
1466 switch ((D3DTEXTUREMAGFILTER) dwState) {
1467 case D3DTFG_POINT: DPRINTF("D3DTFN_POINT\n"); break;
1468 case D3DTFG_LINEAR: DPRINTF("D3DTFN_LINEAR\n"); break;
1469 default: DPRINTF(" state unhandled (%ld).\n", dwState); break;
1472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, convert_mag_filter_to_GL(dwState));
1475 case D3DTSS_ADDRESS:
1476 case D3DTSS_ADDRESSU:
1477 case D3DTSS_ADDRESSV: {
1478 GLenum arg = GL_REPEAT; /* Default value */
1479 switch ((D3DTEXTUREADDRESS) dwState) {
1480 case D3DTADDRESS_WRAP: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_WRAP\n"); arg = GL_REPEAT; break;
1481 case D3DTADDRESS_CLAMP: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_CLAMP\n"); arg = GL_CLAMP; break;
1482 case D3DTADDRESS_BORDER: if (TRACE_ON(ddraw)) DPRINTF("D3DTADDRESS_BORDER\n"); arg = GL_CLAMP_TO_EDGE; break;
1483 default: DPRINTF(" state unhandled (%ld).\n", dwState);
1485 if ((d3dTexStageStateType == D3DTSS_ADDRESS) ||
1486 (d3dTexStageStateType == D3DTSS_ADDRESSU))
1487 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg);
1488 if ((d3dTexStageStateType == D3DTSS_ADDRESS) ||
1489 (d3dTexStageStateType == D3DTSS_ADDRESSV))
1490 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg);
1494 if (TRACE_ON(ddraw)) DPRINTF(" unhandled.\n");
1497 This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1] = dwState;
1498 /* Some special cases when one state modifies more than one... */
1499 if (d3dTexStageStateType == D3DTSS_ADDRESS) {
1500 This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSU - 1] = dwState;
1501 This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSV - 1] = dwState;
1508 GL_IDirect3DDeviceImpl_7_3T_SetTexture(LPDIRECT3DDEVICE7 iface,
1510 LPDIRECTDRAWSURFACE7 lpTexture2)
1512 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1514 TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2);
1516 if (dwStage > 0) return DD_OK;
1518 if (This->current_texture[dwStage] != NULL) {
1519 IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[dwStage], IDirectDrawSurface7));
1523 if (lpTexture2 == NULL) {
1524 This->current_texture[dwStage] = NULL;
1526 TRACE(" disabling 2D texturing.\n");
1527 glBindTexture(GL_TEXTURE_2D, 0);
1528 glDisable(GL_TEXTURE_2D);
1530 IDirectDrawSurfaceImpl *tex_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, lpTexture2);
1532 This->current_texture[dwStage] = tex_impl;
1533 IDirectDrawSurface7_AddRef(ICOM_INTERFACE(tex_impl, IDirectDrawSurface7)); /* Not sure about this either */
1535 glEnable(GL_TEXTURE_2D);
1536 gltex_upload_texture(tex_impl);
1538 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
1539 convert_mag_filter_to_GL(This->state_block.texture_stage_state[dwStage][D3DTSS_MAGFILTER - 1]));
1540 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
1541 convert_min_filter_to_GL(This->state_block.texture_stage_state[dwStage][D3DTSS_MINFILTER - 1]));
1549 GL_IDirect3DDeviceImpl_7_GetCaps(LPDIRECT3DDEVICE7 iface,
1550 LPD3DDEVICEDESC7 lpD3DHELDevDesc)
1552 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1553 TRACE("(%p/%p)->(%p)\n", This, iface, lpD3DHELDevDesc);
1555 fill_opengl_caps_7(lpD3DHELDevDesc);
1557 TRACE(" returning caps : no dump function yet.\n");
1563 GL_IDirect3DDeviceImpl_7_SetMaterial(LPDIRECT3DDEVICE7 iface,
1564 LPD3DMATERIAL7 lpMat)
1566 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1567 TRACE("(%p/%p)->(%p)\n", This, iface, lpMat);
1569 if (TRACE_ON(ddraw)) {
1570 TRACE(" material is : \n");
1571 dump_D3DMATERIAL7(lpMat);
1574 This->current_material = *lpMat;
1576 glMaterialfv(GL_FRONT_AND_BACK,
1578 (float *) &(This->current_material.u.diffuse));
1579 glMaterialfv(GL_FRONT_AND_BACK,
1581 (float *) &(This->current_material.u1.ambient));
1582 glMaterialfv(GL_FRONT_AND_BACK,
1584 (float *) &(This->current_material.u2.specular));
1585 glMaterialfv(GL_FRONT_AND_BACK,
1587 (float *) &(This->current_material.u3.emissive));
1588 glMaterialf(GL_FRONT_AND_BACK,
1590 This->current_material.u4.power); /* Not sure about this... */
1597 GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
1599 LPD3DLIGHT7 lpLight)
1601 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1602 TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight);
1604 if (TRACE_ON(ddraw)) {
1605 TRACE(" setting light : \n");
1606 dump_D3DLIGHT7(lpLight);
1609 if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS;
1610 This->set_lights |= 0x00000001 << dwLightIndex;
1611 This->light_parameters[dwLightIndex] = *lpLight;
1613 switch (lpLight->dltType) {
1614 case D3DLIGHT_DIRECTIONAL: {
1616 float cut_off = 180.0;
1618 glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
1619 glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
1620 glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
1621 glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
1623 direction[0] = lpLight->dvDirection.u1.x;
1624 direction[1] = lpLight->dvDirection.u2.y;
1625 direction[2] = lpLight->dvDirection.u3.z;
1627 glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) direction);
1630 case D3DLIGHT_POINT: {
1632 float cut_off = 180.0;
1634 glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
1635 glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
1636 glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
1637 position[0] = lpLight->dvPosition.u1.x;
1638 position[1] = lpLight->dvPosition.u2.y;
1639 position[2] = lpLight->dvPosition.u3.z;
1641 glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) position);
1642 glLightfv(GL_LIGHT0 + dwLightIndex, GL_CONSTANT_ATTENUATION, &(lpLight->dvAttenuation0));
1643 glLightfv(GL_LIGHT0 + dwLightIndex, GL_LINEAR_ATTENUATION, &(lpLight->dvAttenuation1));
1644 glLightfv(GL_LIGHT0 + dwLightIndex, GL_QUADRATIC_ATTENUATION, &(lpLight->dvAttenuation2));
1645 glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
1648 case D3DLIGHT_SPOT: {
1651 float cut_off = 90.0 * (lpLight->dvPhi / M_PI);
1653 glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
1654 glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
1655 glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
1657 direction[0] = lpLight->dvDirection.u1.x;
1658 direction[1] = lpLight->dvDirection.u2.y;
1659 direction[2] = lpLight->dvDirection.u3.z;
1661 glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_DIRECTION, (float *) direction);
1662 position[0] = lpLight->dvPosition.u1.x;
1663 position[1] = lpLight->dvPosition.u2.y;
1664 position[2] = lpLight->dvPosition.u3.z;
1666 glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) position);
1667 glLightfv(GL_LIGHT0 + dwLightIndex, GL_CONSTANT_ATTENUATION, &(lpLight->dvAttenuation0));
1668 glLightfv(GL_LIGHT0 + dwLightIndex, GL_LINEAR_ATTENUATION, &(lpLight->dvAttenuation1));
1669 glLightfv(GL_LIGHT0 + dwLightIndex, GL_QUADRATIC_ATTENUATION, &(lpLight->dvAttenuation2));
1670 glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
1671 glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_EXPONENT, &(lpLight->dvFalloff));
1672 if ((lpLight->dvTheta != 0.0) || (lpLight->dvTheta != lpLight->dvPhi)) {
1673 WARN("dvTheta not fully supported yet !\n");
1677 default: WARN(" light type not handled yet...\n");
1684 GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface,
1688 ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
1689 TRACE("(%p/%p)->(%08lx,%d)\n", This, iface, dwLightIndex, bEnable);
1691 if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS;
1694 if (((0x00000001 << dwLightIndex) & This->set_lights) == 0) {
1695 /* Set the default parameters.. */
1696 TRACE(" setting default light parameters...\n");
1697 GL_IDirect3DDeviceImpl_7_SetLight(iface, dwLightIndex, &(This->light_parameters[dwLightIndex]));
1699 glEnable(GL_LIGHT0 + dwLightIndex);
1701 glDisable(GL_LIGHT0 + dwLightIndex);
1708 GL_IDirect3DDeviceImpl_7_SetClipPlane(LPDIRECT3DDEVICE7 iface, DWORD dwIndex, CONST D3DVALUE* pPlaneEquation)
1710 ICOM_THIS(IDirect3DDeviceImpl,iface);
1713 TRACE("(%p)->(%ld,%p)\n", This, dwIndex, pPlaneEquation);
1715 if (dwIndex>=This->max_clipping_planes) {
1716 return DDERR_INVALIDPARAMS;
1719 TRACE(" clip plane %ld : %f %f %f %f\n", dwIndex, pPlaneEquation[0], pPlaneEquation[1], pPlaneEquation[2], pPlaneEquation[3] );
1721 memcpy( This->clipping_planes[dwIndex].plane, pPlaneEquation, sizeof(D3DVALUE[4]));
1722 plane[0] = pPlaneEquation[0];
1723 plane[1] = pPlaneEquation[1];
1724 plane[2] = pPlaneEquation[2];
1725 plane[3] = pPlaneEquation[3];
1727 /* XXX: is here also code needed to handle the transformation of the world? */
1728 glClipPlane( GL_CLIP_PLANE0+dwIndex, (const GLdouble*)(&plane) );
1733 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
1734 # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice7.fun))
1736 # define XCAST(fun) (void*)
1739 ICOM_VTABLE(IDirect3DDevice7) VTABLE_IDirect3DDevice7 =
1741 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
1742 XCAST(QueryInterface) Main_IDirect3DDeviceImpl_7_3T_2T_1T_QueryInterface,
1743 XCAST(AddRef) Main_IDirect3DDeviceImpl_7_3T_2T_1T_AddRef,
1744 XCAST(Release) GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release,
1745 XCAST(GetCaps) GL_IDirect3DDeviceImpl_7_GetCaps,
1746 XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats,
1747 XCAST(BeginScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_BeginScene,
1748 XCAST(EndScene) Main_IDirect3DDeviceImpl_7_3T_2T_1T_EndScene,
1749 XCAST(GetDirect3D) Main_IDirect3DDeviceImpl_7_3T_2T_1T_GetDirect3D,
1750 XCAST(SetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_SetRenderTarget,
1751 XCAST(GetRenderTarget) Main_IDirect3DDeviceImpl_7_3T_2T_GetRenderTarget,
1752 XCAST(Clear) Main_IDirect3DDeviceImpl_7_Clear,
1753 XCAST(SetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_SetTransform,
1754 XCAST(GetTransform) Main_IDirect3DDeviceImpl_7_3T_2T_GetTransform,
1755 XCAST(SetViewport) Main_IDirect3DDeviceImpl_7_SetViewport,
1756 XCAST(MultiplyTransform) Main_IDirect3DDeviceImpl_7_3T_2T_MultiplyTransform,
1757 XCAST(GetViewport) Main_IDirect3DDeviceImpl_7_GetViewport,
1758 XCAST(SetMaterial) GL_IDirect3DDeviceImpl_7_SetMaterial,
1759 XCAST(GetMaterial) Main_IDirect3DDeviceImpl_7_GetMaterial,
1760 XCAST(SetLight) GL_IDirect3DDeviceImpl_7_SetLight,
1761 XCAST(GetLight) Main_IDirect3DDeviceImpl_7_GetLight,
1762 XCAST(SetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState,
1763 XCAST(GetRenderState) GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState,
1764 XCAST(BeginStateBlock) Main_IDirect3DDeviceImpl_7_BeginStateBlock,
1765 XCAST(EndStateBlock) Main_IDirect3DDeviceImpl_7_EndStateBlock,
1766 XCAST(PreLoad) Main_IDirect3DDeviceImpl_7_PreLoad,
1767 XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive,
1768 XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitive,
1769 XCAST(SetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_SetClipStatus,
1770 XCAST(GetClipStatus) Main_IDirect3DDeviceImpl_7_3T_2T_GetClipStatus,
1771 XCAST(DrawPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveStrided,
1772 XCAST(DrawIndexedPrimitiveStrided) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveStrided,
1773 XCAST(DrawPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawPrimitiveVB,
1774 XCAST(DrawIndexedPrimitiveVB) GL_IDirect3DDeviceImpl_7_3T_DrawIndexedPrimitiveVB,
1775 XCAST(ComputeSphereVisibility) Main_IDirect3DDeviceImpl_7_3T_ComputeSphereVisibility,
1776 XCAST(GetTexture) Main_IDirect3DDeviceImpl_7_3T_GetTexture,
1777 XCAST(SetTexture) GL_IDirect3DDeviceImpl_7_3T_SetTexture,
1778 XCAST(GetTextureStageState) Main_IDirect3DDeviceImpl_7_3T_GetTextureStageState,
1779 XCAST(SetTextureStageState) GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState,
1780 XCAST(ValidateDevice) Main_IDirect3DDeviceImpl_7_3T_ValidateDevice,
1781 XCAST(ApplyStateBlock) Main_IDirect3DDeviceImpl_7_ApplyStateBlock,
1782 XCAST(CaptureStateBlock) Main_IDirect3DDeviceImpl_7_CaptureStateBlock,
1783 XCAST(DeleteStateBlock) Main_IDirect3DDeviceImpl_7_DeleteStateBlock,
1784 XCAST(CreateStateBlock) Main_IDirect3DDeviceImpl_7_CreateStateBlock,
1785 XCAST(Load) Main_IDirect3DDeviceImpl_7_Load,
1786 XCAST(LightEnable) GL_IDirect3DDeviceImpl_7_LightEnable,
1787 XCAST(GetLightEnable) Main_IDirect3DDeviceImpl_7_GetLightEnable,
1788 XCAST(SetClipPlane) GL_IDirect3DDeviceImpl_7_SetClipPlane,
1789 XCAST(GetClipPlane) Main_IDirect3DDeviceImpl_7_GetClipPlane,
1790 XCAST(GetInfo) Main_IDirect3DDeviceImpl_7_GetInfo,
1793 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
1798 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
1799 # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice3.fun))
1801 # define XCAST(fun) (void*)
1804 ICOM_VTABLE(IDirect3DDevice3) VTABLE_IDirect3DDevice3 =
1806 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
1807 XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_3_QueryInterface,
1808 XCAST(AddRef) Thunk_IDirect3DDeviceImpl_3_AddRef,
1809 XCAST(Release) Thunk_IDirect3DDeviceImpl_3_Release,
1810 XCAST(GetCaps) GL_IDirect3DDeviceImpl_3_2T_1T_GetCaps,
1811 XCAST(GetStats) Main_IDirect3DDeviceImpl_3_2T_1T_GetStats,
1812 XCAST(AddViewport) Main_IDirect3DDeviceImpl_3_2T_1T_AddViewport,
1813 XCAST(DeleteViewport) Main_IDirect3DDeviceImpl_3_2T_1T_DeleteViewport,
1814 XCAST(NextViewport) Main_IDirect3DDeviceImpl_3_2T_1T_NextViewport,
1815 XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_3_EnumTextureFormats,
1816 XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_3_BeginScene,
1817 XCAST(EndScene) Thunk_IDirect3DDeviceImpl_3_EndScene,
1818 XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_3_GetDirect3D,
1819 XCAST(SetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_SetCurrentViewport,
1820 XCAST(GetCurrentViewport) Main_IDirect3DDeviceImpl_3_2T_GetCurrentViewport,
1821 XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_3_SetRenderTarget,
1822 XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_3_GetRenderTarget,
1823 XCAST(Begin) Main_IDirect3DDeviceImpl_3_Begin,
1824 XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_3_BeginIndexed,
1825 XCAST(Vertex) Main_IDirect3DDeviceImpl_3_2T_Vertex,
1826 XCAST(Index) Main_IDirect3DDeviceImpl_3_2T_Index,
1827 XCAST(End) Main_IDirect3DDeviceImpl_3_2T_End,
1828 XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_3_GetRenderState,
1829 XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_3_SetRenderState,
1830 XCAST(GetLightState) Main_IDirect3DDeviceImpl_3_2T_GetLightState,
1831 XCAST(SetLightState) GL_IDirect3DDeviceImpl_3_2T_SetLightState,
1832 XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_3_SetTransform,
1833 XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_3_GetTransform,
1834 XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_3_MultiplyTransform,
1835 XCAST(DrawPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawPrimitive,
1836 XCAST(DrawIndexedPrimitive) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitive,
1837 XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_3_SetClipStatus,
1838 XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_3_GetClipStatus,
1839 XCAST(DrawPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveStrided,
1840 XCAST(DrawIndexedPrimitiveStrided) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided,
1841 XCAST(DrawPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveVB,
1842 XCAST(DrawIndexedPrimitiveVB) Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB,
1843 XCAST(ComputeSphereVisibility) Thunk_IDirect3DDeviceImpl_3_ComputeSphereVisibility,
1844 XCAST(GetTexture) Thunk_IDirect3DDeviceImpl_3_GetTexture,
1845 XCAST(SetTexture) Thunk_IDirect3DDeviceImpl_3_SetTexture,
1846 XCAST(GetTextureStageState) Thunk_IDirect3DDeviceImpl_3_GetTextureStageState,
1847 XCAST(SetTextureStageState) Thunk_IDirect3DDeviceImpl_3_SetTextureStageState,
1848 XCAST(ValidateDevice) Thunk_IDirect3DDeviceImpl_3_ValidateDevice,
1851 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
1856 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
1857 # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice2.fun))
1859 # define XCAST(fun) (void*)
1862 ICOM_VTABLE(IDirect3DDevice2) VTABLE_IDirect3DDevice2 =
1864 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
1865 XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_2_QueryInterface,
1866 XCAST(AddRef) Thunk_IDirect3DDeviceImpl_2_AddRef,
1867 XCAST(Release) Thunk_IDirect3DDeviceImpl_2_Release,
1868 XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_2_GetCaps,
1869 XCAST(SwapTextureHandles) Main_IDirect3DDeviceImpl_2_1T_SwapTextureHandles,
1870 XCAST(GetStats) Thunk_IDirect3DDeviceImpl_2_GetStats,
1871 XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_2_AddViewport,
1872 XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_2_DeleteViewport,
1873 XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_2_NextViewport,
1874 XCAST(EnumTextureFormats) GL_IDirect3DDeviceImpl_2_1T_EnumTextureFormats,
1875 XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_2_BeginScene,
1876 XCAST(EndScene) Thunk_IDirect3DDeviceImpl_2_EndScene,
1877 XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_2_GetDirect3D,
1878 XCAST(SetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_SetCurrentViewport,
1879 XCAST(GetCurrentViewport) Thunk_IDirect3DDeviceImpl_2_GetCurrentViewport,
1880 XCAST(SetRenderTarget) Thunk_IDirect3DDeviceImpl_2_SetRenderTarget,
1881 XCAST(GetRenderTarget) Thunk_IDirect3DDeviceImpl_2_GetRenderTarget,
1882 XCAST(Begin) Main_IDirect3DDeviceImpl_2_Begin,
1883 XCAST(BeginIndexed) Main_IDirect3DDeviceImpl_2_BeginIndexed,
1884 XCAST(Vertex) Thunk_IDirect3DDeviceImpl_2_Vertex,
1885 XCAST(Index) Thunk_IDirect3DDeviceImpl_2_Index,
1886 XCAST(End) Thunk_IDirect3DDeviceImpl_2_End,
1887 XCAST(GetRenderState) Thunk_IDirect3DDeviceImpl_2_GetRenderState,
1888 XCAST(SetRenderState) Thunk_IDirect3DDeviceImpl_2_SetRenderState,
1889 XCAST(GetLightState) Thunk_IDirect3DDeviceImpl_2_GetLightState,
1890 XCAST(SetLightState) Thunk_IDirect3DDeviceImpl_2_SetLightState,
1891 XCAST(SetTransform) Thunk_IDirect3DDeviceImpl_2_SetTransform,
1892 XCAST(GetTransform) Thunk_IDirect3DDeviceImpl_2_GetTransform,
1893 XCAST(MultiplyTransform) Thunk_IDirect3DDeviceImpl_2_MultiplyTransform,
1894 XCAST(DrawPrimitive) GL_IDirect3DDeviceImpl_2_DrawPrimitive,
1895 XCAST(DrawIndexedPrimitive) GL_IDirect3DDeviceImpl_2_DrawIndexedPrimitive,
1896 XCAST(SetClipStatus) Thunk_IDirect3DDeviceImpl_2_SetClipStatus,
1897 XCAST(GetClipStatus) Thunk_IDirect3DDeviceImpl_2_GetClipStatus,
1900 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
1905 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
1906 # define XCAST(fun) (typeof(VTABLE_IDirect3DDevice.fun))
1908 # define XCAST(fun) (void*)
1911 ICOM_VTABLE(IDirect3DDevice) VTABLE_IDirect3DDevice =
1913 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
1914 XCAST(QueryInterface) Thunk_IDirect3DDeviceImpl_1_QueryInterface,
1915 XCAST(AddRef) Thunk_IDirect3DDeviceImpl_1_AddRef,
1916 XCAST(Release) Thunk_IDirect3DDeviceImpl_1_Release,
1917 XCAST(Initialize) Main_IDirect3DDeviceImpl_1_Initialize,
1918 XCAST(GetCaps) Thunk_IDirect3DDeviceImpl_1_GetCaps,
1919 XCAST(SwapTextureHandles) Thunk_IDirect3DDeviceImpl_1_SwapTextureHandles,
1920 XCAST(CreateExecuteBuffer) GL_IDirect3DDeviceImpl_1_CreateExecuteBuffer,
1921 XCAST(GetStats) Thunk_IDirect3DDeviceImpl_1_GetStats,
1922 XCAST(Execute) Main_IDirect3DDeviceImpl_1_Execute,
1923 XCAST(AddViewport) Thunk_IDirect3DDeviceImpl_1_AddViewport,
1924 XCAST(DeleteViewport) Thunk_IDirect3DDeviceImpl_1_DeleteViewport,
1925 XCAST(NextViewport) Thunk_IDirect3DDeviceImpl_1_NextViewport,
1926 XCAST(Pick) Main_IDirect3DDeviceImpl_1_Pick,
1927 XCAST(GetPickRecords) Main_IDirect3DDeviceImpl_1_GetPickRecords,
1928 XCAST(EnumTextureFormats) Thunk_IDirect3DDeviceImpl_1_EnumTextureFormats,
1929 XCAST(CreateMatrix) Main_IDirect3DDeviceImpl_1_CreateMatrix,
1930 XCAST(SetMatrix) Main_IDirect3DDeviceImpl_1_SetMatrix,
1931 XCAST(GetMatrix) Main_IDirect3DDeviceImpl_1_GetMatrix,
1932 XCAST(DeleteMatrix) Main_IDirect3DDeviceImpl_1_DeleteMatrix,
1933 XCAST(BeginScene) Thunk_IDirect3DDeviceImpl_1_BeginScene,
1934 XCAST(EndScene) Thunk_IDirect3DDeviceImpl_1_EndScene,
1935 XCAST(GetDirect3D) Thunk_IDirect3DDeviceImpl_1_GetDirect3D,
1938 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
1942 static HRESULT d3ddevice_clear(IDirect3DDeviceImpl *This,
1951 GLfloat old_z_clear_value;
1952 GLbitfield bitfield = 0;
1953 GLint old_stencil_clear_value;
1954 GLfloat old_color_clear_value[4];
1956 TRACE("(%p)->(%08lx,%p,%08lx,%08lx,%f,%08lx)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
1957 if (TRACE_ON(ddraw)) {
1960 TRACE(" rectangles : \n");
1961 for (i = 0; i < dwCount; i++) {
1962 TRACE(" - %ld x %ld %ld x %ld\n", lpRects[i].u1.x1, lpRects[i].u2.y1, lpRects[i].u3.x2, lpRects[i].u4.y2);
1968 WARN(" Warning, this function only for now clears the whole screen...\n");
1971 /* Clears the screen */
1973 if (dwFlags & D3DCLEAR_ZBUFFER) {
1974 bitfield |= GL_DEPTH_BUFFER_BIT;
1975 glGetBooleanv(GL_DEPTH_WRITEMASK, &ztest);
1976 glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
1977 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
1979 TRACE(" depth value : %f\n", dvZ);
1981 if (dwFlags & D3DCLEAR_STENCIL) {
1982 bitfield |= GL_STENCIL_BUFFER_BIT;
1983 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
1984 glClearStencil(dwStencil);
1985 TRACE(" stencil value : %ld\n", dwStencil);
1987 if (dwFlags & D3DCLEAR_TARGET) {
1988 bitfield |= GL_COLOR_BUFFER_BIT;
1989 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
1990 glClearColor(((dwColor >> 16) & 0xFF) / 255.0,
1991 ((dwColor >> 8) & 0xFF) / 255.0,
1992 ((dwColor >> 0) & 0xFF) / 255.0,
1993 ((dwColor >> 24) & 0xFF) / 255.0);
1994 TRACE(" color value (ARGB) : %08lx\n", dwColor);
1999 if (dwFlags & D3DCLEAR_ZBUFFER) {
2001 glClearDepth(old_z_clear_value);
2003 if (dwFlags & D3DCLEAR_STENCIL) {
2004 bitfield |= GL_STENCIL_BUFFER_BIT;
2005 glClearStencil(old_stencil_clear_value);
2007 if (dwFlags & D3DCLEAR_TARGET) {
2008 bitfield |= GL_COLOR_BUFFER_BIT;
2009 glClearColor(old_color_clear_value[0],
2010 old_color_clear_value[1],
2011 old_color_clear_value[2],
2012 old_color_clear_value[3]);
2021 d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
2022 LPDIRECTDRAWSURFACE7 src, LPRECT rsrc,
2023 DWORD dwFlags, LPDDBLTFX lpbltfx)
2025 if (dwFlags & DDBLT_COLORFILL) {
2026 /* This is easy to handle for the D3D Device... */
2027 DWORD color = lpbltfx->u5.dwFillColor;
2028 TRACE(" executing D3D Device override.\n");
2029 d3ddevice_clear(This->d3ddevice, 0, NULL, D3DCLEAR_TARGET, color, 0.0, 0x00000000);
2032 return DDERR_INVALIDPARAMS;
2036 d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx,
2037 DWORD dsty, LPDIRECTDRAWSURFACE7 src,
2038 LPRECT rsrc, DWORD trans)
2040 return DDERR_INVALIDPARAMS;
2044 d3ddevice_set_ortho(IDirect3DDeviceImpl *This)
2046 GLfloat height, width;
2047 GLfloat trans_mat[16];
2049 width = This->surface->surface_desc.dwWidth;
2050 height = This->surface->surface_desc.dwHeight;
2052 /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
2053 to OpenGL screen coordinates (ie the upper left corner is not the same).
2054 For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
2055 -1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
2056 trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
2057 trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
2058 trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
2059 trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
2061 glMatrixMode(GL_MODELVIEW);
2063 glMatrixMode(GL_PROJECTION);
2064 glLoadMatrixf(trans_mat);
2068 d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
2069 D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat)
2071 if ((matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED)) != 0) {
2072 glMatrixMode(GL_MODELVIEW);
2073 glLoadMatrixf((float *) view_mat);
2074 glMultMatrixf((float *) world_mat);
2076 if ((matrices & PROJMAT_CHANGED) != 0) {
2077 glMatrixMode(GL_PROJECTION);
2078 glLoadMatrixf((float *) proj_mat);
2083 d3ddevice_matrices_updated(IDirect3DDeviceImpl *This, DWORD matrices)
2085 IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
2086 if (glThis->transform_state == GL_TRANSFORM_NORMAL) {
2087 /* This will force an update of the transform state at the next drawing. */
2088 glThis->transform_state = GL_TRANSFORM_NONE;
2092 /* TODO for both these functions :
2093 - change / restore OpenGL parameters for pictures transfers in case they are ever modified
2094 by other OpenGL code in D3D
2095 - handle the case where no 'Begin / EndScene' was done between two locks
2096 - handle the rectangles in the unlock too
2097 - handle pitch correctly...
2099 static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
2101 /* First, check if we need to do anything */
2102 if ((This->lastlocktype & DDLOCK_WRITEONLY) == 0) {
2109 glGetIntegerv(GL_READ_BUFFER, &prev_read);
2112 WARN(" application does a lock on a 3D surface - expect slow downs.\n");
2113 if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
2114 /* Application wants to lock the front buffer */
2115 glReadBuffer(GL_FRONT);
2116 } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
2117 /* Application wants to lock the back buffer */
2118 glReadBuffer(GL_BACK);
2120 WARN(" do not support 3D surface locking for this surface type - trying to use default buffer.\n");
2123 if (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) {
2124 buffer_type = GL_UNSIGNED_SHORT_5_6_5;
2126 WARN(" unsupported pixel format.\n");
2130 if (pRect == NULL) {
2133 loc_rect.bottom = This->surface_desc.dwHeight;
2134 loc_rect.right = This->surface_desc.dwWidth;
2138 glReadPixels(loc_rect.left, loc_rect.top, loc_rect.right, loc_rect.bottom,
2139 GL_RGB, buffer_type, ((char *)This->surface_desc.lpSurface
2140 + loc_rect.top * This->surface_desc.u1.lPitch
2141 + loc_rect.left * GET_BPP(This->surface_desc)));
2142 glReadBuffer(prev_read);
2147 static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
2149 /* First, check if we need to do anything */
2150 if ((This->lastlocktype & DDLOCK_READONLY) == 0) {
2156 glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
2158 WARN(" application does an unlock on a 3D surface - expect slow downs.\n");
2159 if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0) {
2160 /* Application wants to lock the front buffer */
2161 glDrawBuffer(GL_FRONT);
2162 } else if ((This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER)) {
2163 /* Application wants to lock the back buffer */
2164 glDrawBuffer(GL_BACK);
2166 WARN(" do not support 3D surface unlocking for this surface type - trying to use default buffer.\n");
2169 if (This->surface_desc.u4.ddpfPixelFormat.u1.dwRGBBitCount == 16) {
2170 buffer_type = GL_UNSIGNED_SHORT_5_6_5;
2172 WARN(" unsupported pixel format.\n");
2176 glRasterPos2f(0.0, 0.0);
2177 glDrawPixels(This->surface_desc.dwWidth, This->surface_desc.dwHeight,
2178 GL_RGB, buffer_type, This->surface_desc.lpSurface);
2179 glDrawBuffer(prev_draw);
2186 d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfaceImpl *surface)
2188 IDirect3DDeviceImpl *object;
2189 IDirect3DDeviceGLImpl *gl_object;
2190 IDirectDrawSurfaceImpl *surf;
2194 XVisualInfo template;
2195 GLenum buffer = GL_FRONT;
2197 GLint max_clipping_planes = 0;
2199 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDeviceGLImpl));
2200 if (object == NULL) return DDERR_OUTOFMEMORY;
2202 gl_object = (IDirect3DDeviceGLImpl *) object;
2206 object->surface = surface;
2207 object->set_context = set_context;
2208 object->clear = d3ddevice_clear;
2209 object->set_matrices = d3ddevice_set_matrices;
2210 object->matrices_updated = d3ddevice_matrices_updated;
2212 TRACE(" creating OpenGL device for surface = %p, d3d = %p\n", surface, d3d);
2214 device_context = GetDC(surface->ddraw_owner->window);
2215 gl_object->display = get_display(device_context);
2216 gl_object->drawable = get_drawable(device_context);
2217 ReleaseDC(surface->ddraw_owner->window,device_context);
2220 template.visualid = (VisualID)GetPropA( GetDesktopWindow(), "__wine_x11_visual_id" );
2221 vis = XGetVisualInfo(gl_object->display, VisualIDMask, &template, &num);
2223 HeapFree(GetProcessHeap(), 0, object);
2224 ERR("No visual found !\n");
2226 return DDERR_INVALIDPARAMS;
2228 TRACE(" visual found\n");
2231 gl_object->gl_context = glXCreateContext(gl_object->display, vis,
2234 if (gl_object->gl_context == NULL) {
2235 HeapFree(GetProcessHeap(), 0, object);
2236 ERR("Error in context creation !\n");
2238 return DDERR_INVALIDPARAMS;
2240 TRACE(" context created (%p)\n", gl_object->gl_context);
2243 /* Look for the front buffer and override its surface's Flip method (if in double buffering) */
2244 for (surf = surface; surf != NULL; surf = surf->surface_owner) {
2245 if ((surf->surface_desc.ddsCaps.dwCaps&(DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) == (DDSCAPS_FLIP|DDSCAPS_FRONTBUFFER)) {
2246 surf->aux_ctx = (LPVOID) gl_object->display;
2247 surf->aux_data = (LPVOID) gl_object->drawable;
2248 surf->aux_flip = opengl_flip;
2253 /* We are not doing any double buffering.. Then force OpenGL to draw on the front buffer */
2255 TRACE(" no double buffering : drawing on the front buffer\n");
2259 for (surf = surface; surf->prev_attached != NULL; surf = surf->prev_attached) ;
2260 for (; surf != NULL; surf = surf->next_attached) {
2261 if (((surf->surface_desc.ddsCaps.dwCaps & (DDSCAPS_3DDEVICE)) == (DDSCAPS_3DDEVICE)) &&
2262 ((surf->surface_desc.ddsCaps.dwCaps & (DDSCAPS_ZBUFFER)) != (DDSCAPS_ZBUFFER))) {
2263 /* Override the Lock / Unlock function for all these surfaces */
2264 surf->lock_update = d3ddevice_lock_update;
2265 surf->unlock_update = d3ddevice_unlock_update;
2266 /* And install also the blt / bltfast overrides */
2267 surf->aux_blt = d3ddevice_blt;
2268 surf->aux_bltfast = d3ddevice_bltfast;
2270 surf->d3ddevice = object;
2273 /* Set the various light parameters */
2274 for (light = 0; light < MAX_LIGHTS; light++) {
2275 /* Only set the fields that are not zero-created */
2276 object->light_parameters[light].dltType = D3DLIGHT_DIRECTIONAL;
2277 object->light_parameters[light].dcvDiffuse.u1.r = 1.0;
2278 object->light_parameters[light].dcvDiffuse.u2.g = 1.0;
2279 object->light_parameters[light].dcvDiffuse.u3.b = 1.0;
2280 object->light_parameters[light].dvDirection.u3.z = 1.0;
2283 /* Allocate memory for the matrices */
2284 object->world_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
2285 object->view_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
2286 object->proj_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
2287 memcpy(object->world_mat, id_mat, 16 * sizeof(float));
2288 memcpy(object->view_mat , id_mat, 16 * sizeof(float));
2289 memcpy(object->proj_mat , id_mat, 16 * sizeof(float));
2291 /* allocate the clipping planes */
2292 glGetIntegerv(GL_MAX_CLIP_PLANES,&max_clipping_planes);
2293 if (max_clipping_planes>32) {
2294 object->max_clipping_planes=32;
2296 object->max_clipping_planes = max_clipping_planes;
2298 TRACE(" capable of %d clipping planes\n", (int)object->max_clipping_planes );
2299 object->clipping_planes = (d3d7clippingplane*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane));
2301 /* Initialisation */
2302 TRACE(" setting current context\n");
2304 object->set_context(object);
2306 TRACE(" current context set\n");
2308 glHint(GL_FOG_HINT,GL_NICEST);
2309 glClearColor(0.0, 0.0, 0.0, 0.0);
2310 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2311 glDrawBuffer(buffer);
2312 glReadBuffer(buffer);
2313 /* glDisable(GL_DEPTH_TEST); Need here to check for the presence of a ZBuffer and to reenable it when the ZBuffer is attached */
2316 /* fill_device_capabilities(d3d->ddraw); */
2318 ICOM_INIT_INTERFACE(object, IDirect3DDevice, VTABLE_IDirect3DDevice);
2319 ICOM_INIT_INTERFACE(object, IDirect3DDevice2, VTABLE_IDirect3DDevice2);
2320 ICOM_INIT_INTERFACE(object, IDirect3DDevice3, VTABLE_IDirect3DDevice3);
2321 ICOM_INIT_INTERFACE(object, IDirect3DDevice7, VTABLE_IDirect3DDevice7);
2325 TRACE(" creating implementation at %p.\n", *obj);
2327 /* And finally warn D3D that this device is now present */
2328 object->d3d->added_device(object->d3d, object);
2330 /* FIXME: Should handle other versions than just 7 */
2331 InitDefaultStateBlock(&object->state_block, 7);
2332 /* Apply default render state values */
2333 apply_render_state(object, &object->state_block);
2334 /* FIXME: do something similar for ligh_state and texture_stage_state */
2336 /* And fill the fog table with the default fog value */
2337 build_fog_table(gl_object->fog_table, object->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1]);