Add Get/Set Transform support, plus BeginScene (does nothing).
authorJason Edmeades <us@the-edmeades.demon.co.uk>
Sun, 28 Nov 2004 15:04:41 +0000 (15:04 +0000)
committerAlexandre Julliard <julliard@winehq.org>
Sun, 28 Nov 2004 15:04:41 +0000 (15:04 +0000)
dlls/d3d8/device.c
dlls/d3d9/device.c
dlls/wined3d/device.c
dlls/wined3d/directx.c
dlls/wined3d/resource.c
dlls/wined3d/stateblock.c
dlls/wined3d/vertexbuffer.c
dlls/wined3d/wined3d_private.h
include/wine/wined3d_interface.h

index 5549d7079de83df82d6b09e134a36d405eaa79e2..f4765f9a32241b1c52b85c88c2a77057d713aaa9 100644 (file)
@@ -1287,8 +1287,7 @@ HRESULT  WINAPI  IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 i
 
 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) {
index a1bc22069003ed565f0f7b4c0d243b30cddb244f..be4acea3f04ea4b185354952df57a950357aaead 100644 (file)
@@ -292,8 +292,7 @@ HRESULT  WINAPI  IDirect3DDevice9Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE9 i
 
 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) {
@@ -308,17 +307,14 @@ HRESULT  WINAPI  IDirect3DDevice9Impl_Clear(LPDIRECT3DDEVICE9 iface, DWORD Count
     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) {
index d71fc2fbed4010b925d8a64afbb072f7f12c3f64..610e4c5cc30c942caa8fc11defa326b721c85974 100644 (file)
 
 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
@@ -188,6 +193,144 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT St
     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
  **********************************************************/
@@ -210,7 +353,7 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
     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;
@@ -232,5 +375,8 @@ IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
     IWineD3DDeviceImpl_SetFVF,
     IWineD3DDeviceImpl_GetFVF,
     IWineD3DDeviceImpl_SetStreamSource,
-    IWineD3DDeviceImpl_GetStreamSource
+    IWineD3DDeviceImpl_GetStreamSource,
+    IWineD3DDeviceImpl_SetTransform,
+    IWineD3DDeviceImpl_GetTransform,
+    IWineD3DDeviceImpl_BeginScene
 };
index 546e39b961225c4577cd13d69a3a2256645111cd..39c95c893c3d52a1484e50fd19af27c04a9fdc29 100644 (file)
@@ -31,6 +31,7 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+#define GLINFO_LOCATION This->gl_info
 
 /**********************************************************
  * Utility functions follow
@@ -1335,8 +1336,8 @@ HRESULT  WINAPI  IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
     /* 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,
index e52d9f8ce3fea6521502b024ba4162f49a0aaa19..bd49fceda90622b5adc6be142ff19c7217384b8d 100644 (file)
@@ -24,6 +24,7 @@
 #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)
index d483b0db756b4c59c7da1fbd64f1dd9877a40648..61d1fbd0014e03fe4dffda2618539da3ffdb1103 100644 (file)
@@ -23,6 +23,7 @@
 #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;
index 2a6495419d17ba3f36708777efce40bba4bc5405..21c894fd88bd56411d12f402cea7a5f6905fbc72 100644 (file)
@@ -24,6 +24,7 @@
 #include "wined3d_private.h"
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
 
 /* *******************************************
    IWineD3DVertexBuffer IUnknown parts follow
@@ -52,7 +53,7 @@ ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
         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;
 }
index c0a2e4064c6b5e82406702646a27d94286d07d9a..8abcae18c67c1be5da9e6fea632165f71f38f19e 100644 (file)
@@ -68,12 +68,13 @@ extern int num_lock;
 /*****************************************************************************
  * 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 */
 
@@ -87,8 +88,30 @@ extern int num_lock;
     } \
 }
 
+#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
  */
@@ -120,7 +143,7 @@ typedef struct IWineD3DDeviceImpl
 
     /* WineD3D Information  */
     IUnknown               *parent;  /* TODO - to be a new interface eventually */
-    IWineD3D               *WineD3D;
+    IWineD3D               *wineD3D;
 
     /* X and GL Information */
     HWND                    win_handle;
@@ -163,8 +186,8 @@ typedef struct IWineD3DResourceClass
 
     /* WineD3DResource Information */
     IUnknown               *parent;
-    IWineD3DDevice         *wineD3DDevice;
     D3DRESOURCETYPE         resourceType;
+    IWineD3DDevice         *wineD3DDevice;
 
 } IWineD3DResourceClass;
 
@@ -173,7 +196,6 @@ typedef struct IWineD3DResourceImpl
     /* IUnknown & WineD3DResource Information     */
     IWineD3DResourceVtbl   *lpVtbl;
     IWineD3DResourceClass   resource;
-
 } IWineD3DResourceImpl;
 
 extern IWineD3DResourceVtbl IWineD3DResource_Vtbl;
@@ -222,6 +244,7 @@ extern IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
 typedef struct SAVEDSTATES {
         BOOL                      fvf;
         BOOL                      stream_source[MAX_STREAMS];
+        BOOL                      transform[HIGHEST_TRANSFORMSTATE];
 } SAVEDSTATES;
 
 struct IWineD3DStateBlockImpl
@@ -246,6 +269,10 @@ 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;
index da8108fafb049cdf293e1338a24fb2ccfd83bf82..fee8a9a526d170ed7ecf58d3582e9b8177612c6d 100644 (file)
@@ -152,6 +152,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
     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
 
@@ -169,6 +172,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
 #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
 
 /*****************************************************************************