HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
- TRACE("(%p) : stub\n", This);
- return D3D_OK;
+ return IWineD3DDevice_BeginScene(This->WineD3DDevice);
}
HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
HRESULT WINAPI IDirect3DDevice9Impl_BeginScene(LPDIRECT3DDEVICE9 iface) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
- TRACE("(%p) : stub\n", This);
- return D3D_OK;
+ return IWineD3DDevice_BeginScene(This->WineD3DDevice);
}
HRESULT WINAPI IDirect3DDevice9Impl_EndScene(LPDIRECT3DDEVICE9 iface) {
return D3D_OK;
}
-HRESULT WINAPI IDirect3DDevice9Impl_SetTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
+HRESULT WINAPI IDirect3DDevice9Impl_SetTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* lpMatrix) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
- FIXME("(%p) : stub\n", This);
- return D3D_OK;
+ return IWineD3DDevice_SetTransform(This->WineD3DDevice, State, lpMatrix);
}
HRESULT WINAPI IDirect3DDevice9Impl_GetTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
- TRACE("(%p) : for State %d\n", This, State);
- memcpy(pMatrix, &This->StateBlock->transforms[State], sizeof(D3DMATRIX));
- return D3D_OK;
+ return IWineD3DDevice_GetTransform(This->WineD3DDevice, State, pMatrix);
}
HRESULT WINAPI IDirect3DDevice9Impl_MultiplyTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
/**********************************************************
- * Utility functions follow
+ * Global variable / Constants follow
**********************************************************/
+const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
+/**********************************************************
+ * Utility functions follow
+ **********************************************************/
/**********************************************************
* IWineD3DDevice implementation follows
return D3D_OK;
}
+/*****
+ * Get / Set Transform
+ *****/
+HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ /* Most of this routine, comments included copied from ddraw tree initially: */
+ TRACE("(%p) : Transform State=%d\n", This, d3dts);
+
+ /* Handle recording of state blocks */
+ if (This->isRecordingState) {
+ TRACE("Recording... not performing anything\n");
+ This->updateStateBlock->changed.transform[d3dts] = TRUE;
+ This->updateStateBlock->set.transform[d3dts] = TRUE;
+ memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
+ return D3D_OK;
+ }
+
+ /*
+ * If the new matrix is the same as the current one,
+ * we cut off any further processing. this seems to be a reasonable
+ * optimization because as was noticed, some apps (warcraft3 for example)
+ * tend towards setting the same matrix repeatedly for some reason.
+ *
+ * From here on we assume that the new matrix is different, wherever it matters.
+ */
+ if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
+ TRACE("The app is setting the same matrix over again\n");
+ return D3D_OK;
+ } else {
+ conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
+ }
+
+ /*
+ ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
+ where ViewMat = Camera space, WorldMat = world space.
+
+ In OpenGL, camera and world space is combined into GL_MODELVIEW
+ matrix. The Projection matrix stay projection matrix.
+ */
+
+ /* Capture the times we can just ignore the change for now */
+ if (d3dts == D3DTS_WORLDMATRIX(0)) {
+ This->modelview_valid = FALSE;
+ return D3D_OK;
+
+ } else if (d3dts == D3DTS_PROJECTION) {
+ This->proj_valid = FALSE;
+ return D3D_OK;
+
+ } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
+ /* Indexed Vertex Blending Matrices 256 -> 511 */
+ /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
+ FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
+ return D3D_OK;
+ }
+
+ /* Now we really are going to have to change a matrix */
+ ENTER_GL();
+
+ if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
+ if (d3dts < GL_LIMITS(textures)) {
+ int tex = d3dts - D3DTS_TEXTURE0;
+ GL_ACTIVETEXTURE(tex);
+#if 0 /* TODO: */
+ set_texture_matrix((float *)lpmatrix,
+ This->updateStateBlock->texture_state[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
+#endif
+ }
+
+ } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
+
+#if 0 /* TODO: */
+ unsigned int k;
+#endif
+
+ /* If we are changing the View matrix, reset the light and clipping planes to the new view
+ * NOTE: We have to reset the positions even if the light/plane is not currently
+ * enabled, since the call to enable it will not reset the position.
+ * NOTE2: Apparently texture transforms do NOT need reapplying
+ */
+
+ This->modelview_valid = FALSE;
+ This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
+#if 0 /* TODO: */
+ PLIGHTINFOEL *lightChain = NULL;
+#endif
+ glMatrixMode(GL_MODELVIEW);
+ checkGLcall("glMatrixMode(GL_MODELVIEW)");
+ glPushMatrix();
+ glLoadMatrixf((float *)lpmatrix);
+ checkGLcall("glLoadMatrixf(...)");
+
+#if 0 /* TODO: */
+ /* Reset lights */
+ lightChain = This->StateBlock->lights;
+ while (lightChain && lightChain->glIndex != -1) {
+ glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
+ checkGLcall("glLightfv posn");
+ glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
+ checkGLcall("glLightfv dirn");
+ lightChain = lightChain->next;
+ }
+ /* Reset Clipping Planes if clipping is enabled */
+ for (k = 0; k < GL_LIMITS(clipplanes); k++) {
+ glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
+ checkGLcall("glClipPlane");
+ }
+#endif
+ glPopMatrix();
+
+ } else { /* What was requested!?? */
+ WARN("invalid matrix specified: %i\n", d3dts);
+ }
+
+ /* Release lock, all done */
+ LEAVE_GL();
+ return D3D_OK;
+
+}
+HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ TRACE("(%p) : for Transform State %d\n", This, State);
+ memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
+ return D3D_OK;
+}
+
+/*****
+ * Scene related functions
+ *****/
+HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
+ /* At the moment we have no need for any functionality at the beginning
+ of a scene */
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ TRACE("(%p) : stub\n", This);
+ return D3D_OK;
+}
+
/**********************************************************
* IUnknown parts follows
**********************************************************/
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
- IWineD3D_Release(This->WineD3D);
+ IWineD3D_Release(This->wineD3D);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
IWineD3DDeviceImpl_SetFVF,
IWineD3DDeviceImpl_GetFVF,
IWineD3DDeviceImpl_SetStreamSource,
- IWineD3DDeviceImpl_GetStreamSource
+ IWineD3DDeviceImpl_GetStreamSource,
+ IWineD3DDeviceImpl_SetTransform,
+ IWineD3DDeviceImpl_GetTransform,
+ IWineD3DDeviceImpl_BeginScene
};
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+#define GLINFO_LOCATION This->gl_info
/**********************************************************
* Utility functions follow
/* Set up initial COM information */
object->lpVtbl = &IWineD3DDevice_Vtbl;
object->ref = 1;
- object->WineD3D = iface;
- IWineD3D_AddRef(object->WineD3D);
+ object->wineD3D = iface;
+ IWineD3D_AddRef(object->wineD3D);
object->parent = parent;
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* IDirect3DResource IUnknown parts follow: */
HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, LPVOID *ppobj)
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* *******************************************
IWineD3DVertexBuffer IUnknown parts follow
IWineD3DDevice_Release(This->resource.wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
} else {
- IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx VB */
+ IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
}
return ref;
}
/*****************************************************************************
* Defines
*/
-#define GL_SUPPORT(ExtName) (This->gl_info.supported[ExtName] != 0)
-
+#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
+#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */
-
+#define HIGHEST_TRANSFORMSTATE 512
+ /* Highest value in D3DTRANSFORMSTATETYPE */
#define WINED3D_VSHADER_MAX_CONSTANTS 96
/* Maximum number of constants provided to the shaders */
} \
}
+#define conv_mat(mat,gl_mat) \
+do { \
+ TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
+ TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
+ TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
+ TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
+ memcpy(gl_mat, (mat), 16 * sizeof(float)); \
+} while (0)
+
+/* The following is purely to keep the source code as clear from #ifdefs as possible */
+#if defined(GL_VERSION_1_3)
+#define GL_ACTIVETEXTURE(textureNo) \
+ glActiveTexture(GL_TEXTURE0 + textureNo); \
+ checkGLcall("glActiveTexture");
+#else
+#define GL_ACTIVETEXTURE(textureNo) \
+ glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
+ checkGLcall("glActiveTextureARB");
+#endif
+
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
+extern const float identity[16];
+
/*****************************************************************************
* IWineD3D implementation structure
*/
/* WineD3D Information */
IUnknown *parent; /* TODO - to be a new interface eventually */
- IWineD3D *WineD3D;
+ IWineD3D *wineD3D;
/* X and GL Information */
HWND win_handle;
/* WineD3DResource Information */
IUnknown *parent;
- IWineD3DDevice *wineD3DDevice;
D3DRESOURCETYPE resourceType;
+ IWineD3DDevice *wineD3DDevice;
} IWineD3DResourceClass;
/* IUnknown & WineD3DResource Information */
IWineD3DResourceVtbl *lpVtbl;
IWineD3DResourceClass resource;
-
} IWineD3DResourceImpl;
extern IWineD3DResourceVtbl IWineD3DResource_Vtbl;
typedef struct SAVEDSTATES {
BOOL fvf;
BOOL stream_source[MAX_STREAMS];
+ BOOL transform[HIGHEST_TRANSFORMSTATE];
} SAVEDSTATES;
struct IWineD3DStateBlockImpl
UINT stream_stride[MAX_STREAMS];
UINT stream_offset[MAX_STREAMS];
IWineD3DVertexBuffer *stream_source[MAX_STREAMS];
+
+ /* Transform */
+ D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE];
+
};
extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
STDMETHOD(GetFVF)(THIS_ DWORD * pfvf) PURE;
STDMETHOD(SetStreamSource)(THIS_ UINT StreamNumber,IWineD3DVertexBuffer * pStreamData,UINT Offset,UINT Stride) PURE;
STDMETHOD(GetStreamSource)(THIS_ UINT StreamNumber,IWineD3DVertexBuffer ** ppStreamData,UINT *pOffset, UINT * pStride) PURE;
+ STDMETHOD(SetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX * pMatrix) PURE;
+ STDMETHOD(GetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,D3DMATRIX * pMatrix) PURE;
+ STDMETHOD(BeginScene)(THIS) PURE;
};
#undef INTERFACE
#define IWineD3DDevice_GetFVF(p,a) (p)->lpVtbl->GetFVF(p,a)
#define IWineD3DDevice_SetStreamSource(p,a,b,c,d) (p)->lpVtbl->SetStreamSource(p,a,b,c,d)
#define IWineD3DDevice_GetStreamSource(p,a,b,c,d) (p)->lpVtbl->GetStreamSource(p,a,b,c,d)
+#define IWineD3DDevice_SetTransform(p,a,b) (p)->lpVtbl->SetTransform(p,a,b)
+#define IWineD3DDevice_GetTransform(p,a,b) (p)->lpVtbl->GetTransform(p,a,b)
+#define IWineD3DDevice_BeginScene(p) (p)->lpVtbl->BeginScene(p)
#endif
/*****************************************************************************