Commit eba27af4 authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

Add Get/Set Transform support, plus BeginScene (does nothing).

parent d3b39fe3
......@@ -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) {
......
......@@ -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) {
......
......@@ -25,11 +25,16 @@
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
};
......@@ -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,
......
......@@ -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)
......
......@@ -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;
......
......@@ -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;
}
......
......@@ -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;
......
......@@ -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
/*****************************************************************************
......
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