wined3d: Emulate GL_EXT_fog_coord.
authorStefan Dösinger <stefan@codeweavers.com>
Mon, 15 Dec 2008 18:21:37 +0000 (19:21 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Tue, 16 Dec 2008 13:34:11 +0000 (14:34 +0100)
dlls/wined3d/context.c
dlls/wined3d/gl_compat.c
dlls/wined3d/state.c
dlls/wined3d/wined3d_private.h

index 3b5000cba624c94f71484db93a19815184bc15fd..9fddf99b4c42b4e80ae8c1f7c7f68fc0c9a43175 100644 (file)
@@ -1615,3 +1615,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
             FIXME("Unexpected context usage requested\n");
     }
 }
+
+WineD3DContext *getActiveContext(void) {
+    return last_device->activeContext;
+}
index 806bc9e4c192896dca570f98f7d546478176196a..d9d627602c51f08df63d21a7646a816198eb9972 100644 (file)
@@ -27,6 +27,7 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(gl_compat);
 
+/* Start GL_ARB_multitexture emulation */
 static void WINE_GLAPI wine_glMultiTexCoord1fARB(GLenum target, GLfloat s) {
     if(target != GL_TEXTURE0) {
         ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n");
@@ -142,9 +143,209 @@ static void WINE_GLAPI wine_glGetDoublev(GLenum pname, GLdouble* params) {
     else old_multitex_glGetDoublev(pname, params);
 }
 
+/* Start GL_EXT_fogcoord emulation */
+static void (WINE_GLAPI *old_fogcoord_glEnable) (GLenum cap) = NULL;
+static void WINE_GLAPI wine_glEnable(GLenum cap) {
+    if(cap == GL_FOG) {
+        WineD3DContext *ctx = getActiveContext();
+        ctx->fog_enabled = 1;
+        if(ctx->gl_fog_source != GL_FRAGMENT_DEPTH_EXT) return;
+    }
+    old_fogcoord_glEnable(cap);
+}
+
+static void (WINE_GLAPI *old_fogcoord_glDisable) (GLenum cap) = NULL;
+static void WINE_GLAPI wine_glDisable(GLenum cap) {
+    if(cap == GL_FOG) {
+        WineD3DContext *ctx = getActiveContext();
+        ctx->fog_enabled = 0;
+        if(ctx->gl_fog_source != GL_FRAGMENT_DEPTH_EXT) return;
+    }
+    old_fogcoord_glDisable(cap);
+}
+
+static void (WINE_GLAPI *old_fogcoord_glFogi) (GLenum pname, GLint param) = NULL;
+static void WINE_GLAPI wine_glFogi(GLenum pname, GLint param) {
+    if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+        WineD3DContext *ctx = getActiveContext();
+        ctx->gl_fog_source = param;
+        if(param == GL_FRAGMENT_DEPTH_EXT) {
+            if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);
+        } else {
+            WARN("Fog coords activated, but not supported. Using slow emulation\n");
+            old_fogcoord_glDisable(GL_FOG);
+        }
+    } else {
+        if(pname == GL_FOG_START) {
+            getActiveContext()->fogstart = param;
+        } else if(pname == GL_FOG_END) {
+            getActiveContext()->fogend = param;
+        }
+        old_fogcoord_glFogi(pname, param);
+    }
+}
+
+static void (WINE_GLAPI *old_fogcoord_glFogiv) (GLenum pname, const GLint *param) = NULL;
+static void WINE_GLAPI wine_glFogiv(GLenum pname, const GLint *param) {
+    if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+        WineD3DContext *ctx = getActiveContext();
+        ctx->gl_fog_source = *param;
+        if(*param == GL_FRAGMENT_DEPTH_EXT) {
+            if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);
+        } else {
+            WARN("Fog coords activated, but not supported. Using slow emulation\n");
+            old_fogcoord_glDisable(GL_FOG);
+        }
+    } else {
+        if(pname == GL_FOG_START) {
+            getActiveContext()->fogstart = *param;
+        } else if(pname == GL_FOG_END) {
+            getActiveContext()->fogend = *param;
+        }
+        old_fogcoord_glFogiv(pname, param);
+    }
+}
+
+static void (WINE_GLAPI *old_fogcoord_glFogf) (GLenum pname, GLfloat param) = NULL;
+static void WINE_GLAPI wine_glFogf(GLenum pname, GLfloat param) {
+    if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+        WineD3DContext *ctx = getActiveContext();
+        ctx->gl_fog_source = (GLint) param;
+        if(param == GL_FRAGMENT_DEPTH_EXT) {
+            if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);
+        } else {
+            WARN("Fog coords activated, but not supported. Using slow emulation\n");
+            old_fogcoord_glDisable(GL_FOG);
+        }
+    } else {
+        if(pname == GL_FOG_START) {
+            getActiveContext()->fogstart = param;
+        } else if(pname == GL_FOG_END) {
+            getActiveContext()->fogend = param;
+        }
+        old_fogcoord_glFogf(pname, param);
+    }
+}
+
+static void (WINE_GLAPI *old_fogcoord_glFogfv) (GLenum pname, const GLfloat *param) = NULL;
+static void WINE_GLAPI wine_glFogfv(GLenum pname, const GLfloat *param) {
+    if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+        WineD3DContext *ctx = getActiveContext();
+        ctx->gl_fog_source = (GLint) *param;
+        if(*param == GL_FRAGMENT_DEPTH_EXT) {
+            if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);
+        } else {
+            WARN("Fog coords activated, but not supported. Using slow emulation\n");
+            old_fogcoord_glDisable(GL_FOG);
+        }
+    } else {
+        if(pname == GL_FOG_COLOR) {
+            WineD3DContext *ctx = getActiveContext();
+            ctx->fogcolor[0] = param[0];
+            ctx->fogcolor[1] = param[1];
+            ctx->fogcolor[2] = param[2];
+            ctx->fogcolor[3] = param[3];
+        } else if(pname == GL_FOG_START) {
+            getActiveContext()->fogstart = *param;
+        } else if(pname == GL_FOG_END) {
+            getActiveContext()->fogend = *param;
+        }
+        old_fogcoord_glFogfv(pname, param);
+    }
+}
+
+static void (WINE_GLAPI *old_fogcoord_glVertex4f) (GLfloat x, GLfloat y, GLfloat z, GLfloat w) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glVertex4fv) (const GLfloat *pos) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glVertex3f) (GLfloat x, GLfloat y, GLfloat z) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glVertex3fv) (const GLfloat *pos) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor4f) (GLfloat r, GLfloat g, GLfloat b, GLfloat a) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor4fv) (const GLfloat *color) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor3f) (GLfloat r, GLfloat g, GLfloat b) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor3fv) (const GLfloat *color) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor4ub) (GLubyte r, GLubyte g, GLubyte b, GLubyte a) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glFogCoordfEXT) (GLfloat f) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glFogCoorddEXT) (GLdouble f) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glFogCoordfvEXT) (const GLfloat *f) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glFogCoorddvEXT) (const GLdouble *f) = NULL;
+
+static void WINE_GLAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
+    WineD3DContext *ctx = getActiveContext();
+    if(ctx->gl_fog_source == GL_FOG_COORDINATE_EXT && ctx->fog_enabled) {
+        GLfloat c[4] = {ctx->color[0], ctx->color[1], ctx->color[2], ctx->color[3]};
+        GLfloat i;
+
+        i = (ctx->fogend - ctx->fog_coord_value) / (ctx->fogend - ctx->fogstart);
+        c[0] = i * c[0] + (1.0 - i) * ctx->fogcolor[0];
+        c[1] = i * c[1] + (1.0 - i) * ctx->fogcolor[1];
+        c[2] = i * c[2] + (1.0 - i) * ctx->fogcolor[2];
+
+        old_fogcoord_glColor4f(c[0], c[1], c[2], c[3]);
+        old_fogcoord_glVertex4f(x, y, z, w);
+    } else {
+        old_fogcoord_glVertex4f(x, y, z, w);
+    }
+}
+
+static void WINE_GLAPI wine_glVertex4fv(const GLfloat *pos) {
+    wine_glVertex4f(pos[0], pos[1], pos[2], pos[3]);
+}
+
+static void WINE_GLAPI wine_glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
+    wine_glVertex4f(x, y, z, 1.0);
+}
+
+static void WINE_GLAPI wine_glVertex3fv(const GLfloat *pos) {
+    wine_glVertex4f(pos[0], pos[1], pos[2], 1.0);
+}
+
+static void wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
+    WineD3DContext *ctx = getActiveContext();
+    ctx->color[0] = r;
+    ctx->color[1] = g;
+    ctx->color[2] = b;
+    ctx->color[3] = a;
+    old_fogcoord_glColor4f(r, g, b, a);
+}
+
+static void wine_glColor4fv(const GLfloat *c) {
+    wine_glColor4f(c[0], c[1], c[2], c[3]);
+}
+
+static void wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) {
+    wine_glColor4f(r, g, b, 1.0);
+}
+
+static void wine_glColor3fv(const GLfloat *c) {
+    wine_glColor4f(c[0], c[1], c[2], 1.0);
+}
+
+static void wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
+    wine_glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
+}
+
+/* In D3D the fog coord is a UBYTE, so there's no problem with using the single
+ * precision function
+ */
+static void wine_glFogCoordfEXT(GLfloat f) {
+    WineD3DContext *ctx = getActiveContext();
+    ctx->fog_coord_value = f;
+}
+static void wine_glFogCoorddEXT(GLdouble f) {
+    wine_glFogCoordfEXT(f);
+}
+static void wine_glFogCoordfvEXT(const GLfloat *f) {
+    wine_glFogCoordfEXT(*f);
+}
+static void wine_glFogCoorddvEXT(const GLdouble *f) {
+    wine_glFogCoordfEXT(*f);
+}
+
+/* End GL_EXT_fog_coord emulation */
+
 #define GLINFO_LOCATION (*gl_info)
 void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info) {
     if(!GL_SUPPORT(ARB_MULTITEXTURE)) {
+        TRACE("Applying GL_ARB_multitexture emulation hooks\n");
         gl_info->glActiveTextureARB         = wine_glActiveTextureARB;
         gl_info->glClientActiveTextureARB   = wine_glClientActiveTextureARB;
         gl_info->glMultiTexCoord1fARB       = wine_glMultiTexCoord1fARB;
@@ -177,5 +378,158 @@ void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info) {
         }
         gl_info->supported[ARB_MULTITEXTURE] = TRUE;
     }
+
+    if(!GL_SUPPORT(EXT_FOG_COORD)) {
+        /* This emulation isn't perfect. There are a number of potential problems, but they should
+         * not matter in practise:
+         *
+         * Fog vs fragment shader: If we are using GL_ARB_fragment_program with the fog option, the
+         * glDisable(GL_FOG) here won't matter. However, if we have GL_ARB_fragment_program, it is pretty
+         * unlikely that we don't have GL_EXT_fog_coord. Besides, we probably have GL_ARB_vertex_program
+         * too, which would allow fog coord emulation in a fixed function vertex pipeline replacement.
+         *
+         * Fog vs texture: We apply the fog in the vertex color. An app could set up texturing settings which
+         * ignore the vertex color, thus effectively disabing our fog. However, in D3D this type of fog is
+         * a per-vertex fog too, so the apps shouldn't do that.
+         *
+         * Fog vs lighting: The app could in theory use D3DFOG_NONE table and D3DFOG_NONE vertex fog with
+         * untransformed vertices. That enables lighting and fog coords at the same time, and the lighting
+         * calculations could affect the already blended in fog color. There's nothing we can do against that,
+         * but most apps using fog color do their own lighting too and often even use RHW vertices. So live
+         * with it.
+         */
+        TRACE("Applying GL_ARB_fog_coord emulation hooks\n");
+
+        /* This probably means that the implementation doesn't advertise the extension, but implicitly supports
+         * it via the GL core version, or someone messed around in the extension table in directx.c. Add version-
+         * dependent loading for this extension if we ever hit this situation
+         */
+        if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
+            FIXME("GL implementation supports GL_ARB_fragment_program but not GL_EXT_fog_coord\n");
+            FIXME("The fog coord emulation will most likely fail\n");
+        } else if(GL_SUPPORT(ARB_FRAGMENT_SHADER)) {
+            FIXME("GL implementation supports GL_ARB_fragment_shader but not GL_EXT_fog_coord\n");
+            FIXME("The fog coord emulation will most likely fail\n");
+        }
+
+        if(old_fogcoord_glFogi) {
+            FIXME("GL_EXT_fogcoord glFogi hook already applied\n");
+        } else {
+            old_fogcoord_glFogi = glFogi;
+            glFogi = wine_glFogi;
+        }
+        if(old_fogcoord_glFogiv) {
+            FIXME("GL_EXT_fogcoord glFogiv hook already applied\n");
+        } else {
+            old_fogcoord_glFogiv = glFogiv;
+            glFogiv = wine_glFogiv;
+        }
+        if(old_fogcoord_glFogf) {
+            FIXME("GL_EXT_fogcoord glFogf hook already applied\n");
+        } else {
+            old_fogcoord_glFogf = glFogf;
+            glFogf = wine_glFogf;
+        }
+        if(old_fogcoord_glFogfv) {
+            FIXME("GL_EXT_fogcoord glFogfv hook already applied\n");
+        } else {
+            old_fogcoord_glFogfv = glFogfv;
+            glFogfv = wine_glFogfv;
+        }
+        if(old_fogcoord_glEnable) {
+            FIXME("GL_EXT_fogcoord glEnable hook already applied\n");
+        } else {
+            old_fogcoord_glEnable = glEnable;
+            glEnable = wine_glEnable;
+        }
+        if(old_fogcoord_glDisable) {
+            FIXME("GL_EXT_fogcoord glDisable hook already applied\n");
+        } else {
+            old_fogcoord_glDisable = glDisable;
+            glDisable = wine_glDisable;
+        }
+
+        if(old_fogcoord_glVertex4f) {
+            FIXME("GL_EXT_fogcoord glVertex4f hook already applied\n");
+        } else {
+            old_fogcoord_glVertex4f = glVertex4f;
+            glVertex4f = wine_glVertex4f;
+        }
+        if(old_fogcoord_glVertex4fv) {
+            FIXME("GL_EXT_fogcoord glVertex4fv hook already applied\n");
+        } else {
+            old_fogcoord_glVertex4fv = glVertex4fv;
+            glVertex4fv = wine_glVertex4fv;
+        }
+        if(old_fogcoord_glVertex3f) {
+            FIXME("GL_EXT_fogcoord glVertex3f hook already applied\n");
+        } else {
+            old_fogcoord_glVertex3f = glVertex3f;
+            glVertex3f = wine_glVertex3f;
+        }
+        if(old_fogcoord_glVertex3fv) {
+            FIXME("GL_EXT_fogcoord glVertex3fv hook already applied\n");
+        } else {
+            old_fogcoord_glVertex3fv = glVertex3fv;
+            glVertex3fv = wine_glVertex3fv;
+        }
+
+        if(old_fogcoord_glColor4f) {
+            FIXME("GL_EXT_fogcoord glColor4f hook already applied\n");
+        } else {
+            old_fogcoord_glColor4f = glColor4f;
+            glColor4f = wine_glColor4f;
+        }
+        if(old_fogcoord_glColor4fv) {
+            FIXME("GL_EXT_fogcoord glColor4fv hook already applied\n");
+        } else {
+            old_fogcoord_glColor4fv = glColor4fv;
+            glColor4fv = wine_glColor4fv;
+        }
+        if(old_fogcoord_glColor3f) {
+            FIXME("GL_EXT_fogcoord glColor3f hook already applied\n");
+        } else {
+            old_fogcoord_glColor3f = glColor3f;
+            glColor3f = wine_glColor3f;
+        }
+        if(old_fogcoord_glColor3fv) {
+            FIXME("GL_EXT_fogcoord glColor3fv hook already applied\n");
+        } else {
+            old_fogcoord_glColor3fv = glColor3fv;
+            glColor3fv = wine_glColor3fv;
+        }
+        if(old_fogcoord_glColor4ub) {
+            FIXME("GL_EXT_fogcoord glColor4ub hook already applied\n");
+        } else {
+            old_fogcoord_glColor4ub = glColor4ub;
+            glColor4ub = wine_glColor4ub;
+        }
+
+        if(old_fogcoord_glFogCoordfEXT) {
+            FIXME("GL_EXT_fogcoord glFogCoordfEXT hook already applied\n");
+        } else {
+            old_fogcoord_glFogCoordfEXT = gl_info->glFogCoordfEXT;
+            gl_info->glFogCoordfEXT = wine_glFogCoordfEXT;
+        }
+        if(old_fogcoord_glFogCoordfvEXT) {
+            FIXME("GL_EXT_fogcoord glFogCoordfvEXT hook already applied\n");
+        } else {
+            old_fogcoord_glFogCoordfvEXT = gl_info->glFogCoordfvEXT;
+            gl_info->glFogCoordfvEXT = wine_glFogCoordfvEXT;
+        }
+        if(old_fogcoord_glFogCoorddEXT) {
+            FIXME("GL_EXT_fogcoord glFogCoorddEXT hook already applied\n");
+        } else {
+            old_fogcoord_glFogCoorddEXT = gl_info->glFogCoorddEXT;
+            gl_info->glFogCoorddEXT = wine_glFogCoorddEXT;
+        }
+        if(old_fogcoord_glFogCoorddvEXT) {
+            FIXME("GL_EXT_fogcoord glFogCoorddvEXT hook already applied\n");
+        } else {
+            old_fogcoord_glFogCoorddvEXT = gl_info->glFogCoorddvEXT;
+            gl_info->glFogCoorddvEXT = wine_glFogCoorddvEXT;
+        }
+        gl_info->supported[EXT_FOG_COORD] = TRUE;
+    }
 }
 #undef GLINFO_LOCATION
index 0cbf1a5933e9400d0998feb2e9bbddf50e4711d0..0bf357d77688b035d2a8cfaa8662d097d7589189 100644 (file)
@@ -988,7 +988,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
             fogend = 0.0;
         }
 
-        if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+        if(context->fog_coord) {
             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
             context->fog_coord = FALSE;
@@ -1029,7 +1029,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
         }
 
-        if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+        if(context->fog_coord) {
             glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
             checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
             context->fog_coord = FALSE;
@@ -1049,7 +1049,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
                 if(!context->last_was_rhw) {
                     glFogi(GL_FOG_MODE, GL_EXP);
                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
-                    if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+                    if(context->fog_coord) {
                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
                         context->fog_coord = FALSE;
@@ -1061,7 +1061,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
                 if(!context->last_was_rhw) {
                     glFogi(GL_FOG_MODE, GL_EXP2);
                     checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
-                    if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+                    if(context->fog_coord) {
                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
                         context->fog_coord = FALSE;
@@ -1073,7 +1073,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
                 if(!context->last_was_rhw) {
                     glFogi(GL_FOG_MODE, GL_LINEAR);
                     checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
-                    if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+                    if(context->fog_coord) {
                         glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
                         checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
                         context->fog_coord = FALSE;
@@ -1086,20 +1086,15 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
                  * color contains a fog factor. Set it in drawStridedSlow.
                  * Same happens with Vertexfog on transformed vertices
                  */
-                if(GL_SUPPORT(EXT_FOG_COORD)) {
-                    if(context->fog_coord == FALSE) {
-                        glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
-                        checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
-                        context->fog_coord = TRUE;
-                    }
-                    glFogi(GL_FOG_MODE, GL_LINEAR);
-                    checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
-                    fogstart = 0xff;
-                    fogend = 0x0;
-                } else {
-                    /* Disable GL fog, handle this in software in drawStridedSlow */
-                    fogenable = FALSE;
+                if(context->fog_coord == FALSE) {
+                    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
+                    checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
+                    context->fog_coord = TRUE;
                 }
+                glFogi(GL_FOG_MODE, GL_LINEAR);
+                checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+                fogstart = 0xff;
+                fogend = 0x0;
                 break;
             }
             default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
@@ -1113,7 +1108,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
             case WINED3DFOG_EXP:
                 glFogi(GL_FOG_MODE, GL_EXP);
                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
-                if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+                if(context->fog_coord) {
                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
                     context->fog_coord = FALSE;
@@ -1123,7 +1118,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
             case WINED3DFOG_EXP2:
                 glFogi(GL_FOG_MODE, GL_EXP2);
                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
-                if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+                if(context->fog_coord) {
                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
                     context->fog_coord = FALSE;
@@ -1133,7 +1128,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
             case WINED3DFOG_LINEAR:
                 glFogi(GL_FOG_MODE, GL_LINEAR);
                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
-                if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+                if(context->fog_coord) {
                     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
                     checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
                     context->fog_coord = FALSE;
index a8438ce8b8d93089c7cc58b5002cd1b01c4fbff2..92a25b01927ccbbc7c932c3f6ef194a8a3c257f0 100644 (file)
@@ -800,6 +800,12 @@ struct WineD3DContext {
     struct fbo_entry        *current_fbo;
     GLuint                  src_fbo;
     GLuint                  dst_fbo;
+
+    /* Extension emulation */
+    BOOL                    fog_enabled;
+    GLint                   gl_fog_source;
+    GLfloat                 fog_coord_value;
+    GLfloat                 color[4], fogstart, fogend, fogcolor[4];
 };
 
 typedef enum ContextUsage {
@@ -810,6 +816,7 @@ typedef enum ContextUsage {
 } ContextUsage;
 
 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
+WineD3DContext *getActiveContext(void);
 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);