Commit 1d3e501e authored by Lionel Ulmer's avatar Lionel Ulmer Committed by Alexandre Julliard

- added more texture formats using OpenGL's packed pixel formats

parent 01554450
......@@ -16,6 +16,12 @@
#include "d3d_private.h"
/* Define this variable if you have an unpatched Mesa 3.0 (patches are available
on Mesa's home page) or version 3.1b.
Version 3.2b should correct this bug */
#undef HAVE_BUGGY_MESAGL
#ifdef HAVE_MESAGL
static GUID IID_D3DDEVICE2_OpenGL = {
......@@ -81,11 +87,11 @@ static void fill_opengl_primcaps(D3DPRIMCAPS *pc)
static void fill_opengl_caps(D3DDEVICEDESC *d1, D3DDEVICEDESC *d2)
{
GLint maxlight;
/* GLint maxlight; */
d1->dwSize = sizeof(*d1);
d1->dwFlags = D3DDD_DEVCAPS | D3DDD_BCLIPPING | D3DDD_COLORMODEL | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH
| D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS;
| D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT | D3DDD_TRANSFORMCAPS | D3DDD_TRICAPS;
d1->dcmColorModel = D3DCOLOR_RGB;
d1->dwDevCaps = D3DDEVCAPS_CANRENDERAFTERFLIP | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_EXECUTESYSTEMMEMORY |
D3DDEVCAPS_EXECUTEVIDEOMEMORY | D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
......@@ -102,6 +108,7 @@ static void fill_opengl_caps(D3DDEVICEDESC *d1, D3DDEVICEDESC *d2)
d1->dwDeviceRenderBitDepth = DDBD_16;
d1->dwDeviceZBufferBitDepth = DDBD_16;
d1->dwMaxBufferSize = 0;
d1->dwMaxVertexCount = 65536;
d1->dwMinTextureWidth = 1;
d1->dwMinTextureHeight = 1;
d1->dwMaxTextureWidth = 256; /* This is for Mesa on top of Glide (in the future :-) ) */
......@@ -342,17 +349,17 @@ static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb,
pformat->dwSize = sizeof(DDPIXELFORMAT);
pformat->dwFourCC = 0;
TRACE(ddraw, "Enumerating GL_RGBA (32)\n");
TRACE(ddraw, "Enumerating GL_RGBA unpacked (32)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
pformat->x.dwRGBBitCount = 32;
pformat->y.dwRBitMask = 0x00FF0000;
pformat->z.dwGBitMask = 0x0000FF00;
pformat->xx.dwBBitMask = 0x000000FF;
pformat->xy.dwRGBAlphaBitMask = 0xFF000000;
pformat->y.dwRBitMask = 0xFF000000;
pformat->z.dwGBitMask = 0x00FF0000;
pformat->xx.dwBBitMask = 0x0000FF00;
pformat->xy.dwRGBAlphaBitMask = 0x000000FF;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGB (24)\n");
TRACE(ddraw, "Enumerating GL_RGB unpacked (24)\n");
pformat->dwFlags = DDPF_RGB;
pformat->x.dwRGBBitCount = 24;
pformat->y.dwRBitMask = 0x00FF0000;
......@@ -362,7 +369,10 @@ static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb,
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGB (16)\n");
#ifndef HAVE_BUGGY_MESAGL
/* The packed texture format are buggy in Mesa. The bug was reported and corrected,
so that future version will work great. */
TRACE(ddraw, "Enumerating GL_RGB packed GL_UNSIGNED_SHORT_5_6_5 (16)\n");
pformat->dwFlags = DDPF_RGB;
pformat->x.dwRGBBitCount = 16;
pformat->y.dwRBitMask = 0x0000F800;
......@@ -372,6 +382,37 @@ static HRESULT enum_texture_format_OpenGL(LPD3DENUMTEXTUREFORMATSCALLBACK cb,
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_5_5_5_1 (16)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
pformat->x.dwRGBBitCount = 16;
pformat->y.dwRBitMask = 0x0000F800;
pformat->z.dwGBitMask = 0x000007C0;
pformat->xx.dwBBitMask = 0x0000003E;
pformat->xy.dwRGBAlphaBitMask = 0x00000001;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGBA packed GL_UNSIGNED_SHORT_4_4_4_4 (16)\n");
pformat->dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
pformat->x.dwRGBBitCount = 16;
pformat->y.dwRBitMask = 0x0000F000;
pformat->z.dwGBitMask = 0x00000F00;
pformat->xx.dwBBitMask = 0x000000F0;
pformat->xy.dwRGBAlphaBitMask = 0x0000000F;
if (cb(&sdesc, context) == 0)
return DD_OK;
TRACE(ddraw, "Enumerating GL_RGB packed GL_UNSIGNED_BYTE_3_3_2 (8)\n");
pformat->dwFlags = DDPF_RGB;
pformat->x.dwRGBBitCount = 8;
pformat->y.dwRBitMask = 0x0000F800;
pformat->z.dwGBitMask = 0x000007C0;
pformat->xx.dwBBitMask = 0x0000003E;
pformat->xy.dwRGBAlphaBitMask = 0x00000001;
if (cb(&sdesc, context) == 0)
return DD_OK;
#endif
TRACE(ddraw, "Enumerating Paletted (8)\n");
pformat->dwFlags = DDPF_PALETTEINDEXED8;
pformat->x.dwRGBBitCount = 8;
......@@ -400,7 +441,7 @@ static HRESULT WINAPI IDirect3DDevice2_EnumTextureFormats(LPDIRECT3DDEVICE2 this
static HRESULT WINAPI IDirect3DDevice2_BeginScene(LPDIRECT3DDEVICE2 this)
{
OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this;
/* OpenGL_IDirect3DDevice2 *odev = (OpenGL_IDirect3DDevice2 *) this; */
FIXME(ddraw, "(%p)->(): stub\n", this);
......@@ -1331,6 +1372,7 @@ static HRESULT WINAPI IDirect3DDevice_SetMatrix(LPDIRECT3DDEVICE this,
TRACE(ddraw, "(%p)->(%08lx,%p)\n", this, d3dMatHandle, lpD3DMatrix);
dump_mat(lpD3DMatrix);
*((D3DMATRIX *) d3dMatHandle) = *lpD3DMatrix;
return DD_OK;
......@@ -1362,7 +1404,7 @@ static HRESULT WINAPI IDirect3DDevice_DeleteMatrix(LPDIRECT3DDEVICE this,
static HRESULT WINAPI IDirect3DDevice_BeginScene(LPDIRECT3DDEVICE this)
{
OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) this;
/* OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) this; */
FIXME(ddraw, "(%p)->(): stub\n", this);
......@@ -1406,6 +1448,7 @@ static HRESULT WINAPI IDirect3DDevice_EndScene(LPDIRECT3DDEVICE this)
unsigned char g = *lsrc++;
unsigned char b = *lsrc++;
lsrc++; /* Alpha */
*dest = ((r >> 3) << 11) | ((g >> 2) << 5) | (b >> 3);
dest++;
......
......@@ -18,6 +18,11 @@
#ifdef HAVE_MESAGL
/* Define this if you want to save to a file all the textures used by a game
(can be funny to see how they managed to cram all the pictures in
texture memory) */
#undef TEXTURE_SNOOP
static IDirect3DTexture2_VTable texture2_vtable;
static IDirect3DTexture_VTable texture_vtable;
......@@ -106,6 +111,14 @@ static HRESULT WINAPI IDirect3DTexture_GetHandle(LPDIRECT3DTEXTURE this,
*lpHandle = (DWORD) this;
/* Now, bind a new texture */
lpD3DDevice->set_context(lpD3DDevice);
this->D3Ddevice = (void *) lpD3DDevice;
if (this->tex_name == 0)
glGenTextures(1, &(this->tex_name));
TRACE(ddraw, "OpenGL texture handle is : %d\n", this->tex_name);
return D3D_OK;
}
......@@ -138,6 +151,7 @@ static HRESULT WINAPI IDirect3DTexture2_GetHandle(LPDIRECT3DTEXTURE2 this,
/* Now, bind a new texture */
lpD3DDevice2->set_context(lpD3DDevice2);
this->D3Ddevice = (void *) lpD3DDevice2;
if (this->tex_name == 0)
glGenTextures(1, &(this->tex_name));
TRACE(ddraw, "OpenGL texture handle is : %d\n", this->tex_name);
......@@ -155,14 +169,17 @@ static HRESULT WINAPI IDirect3DTexture2_PaletteChanged(LPDIRECT3DTEXTURE2 this,
return D3D_OK;
}
/* NOTE : if you experience crashes in this function, you must have a buggy
version of Mesa. See the file d3dtexture.c for a cure */
static HRESULT WINAPI IDirect3DTexture2_Load(LPDIRECT3DTEXTURE2 this,
LPDIRECT3DTEXTURE2 lpD3DTexture2)
{
DDSURFACEDESC *src_d, *dst_d;
TRACE(ddraw, "(%p)->(%p)\n", this, lpD3DTexture2);
/* Hack ? */
TRACE(ddraw, "Copied to surface %p, surface %p\n", this->surface, lpD3DTexture2->surface);
/* Suppress the ALLOCONLOAD flag */
this->surface->s.surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD;
/* Copy one surface on the other */
......@@ -187,9 +204,16 @@ static HRESULT WINAPI IDirect3DTexture2_Load(LPDIRECT3DTEXTURE2 this,
/* Now, load the texture */
/* d3dd->set_context(d3dd); We need to set the context somehow.... */
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
/* If the GetHandle was not done, get the texture name here */
if (this->tex_name == 0)
glGenTextures(1, &(this->tex_name));
glBindTexture(GL_TEXTURE_2D, this->tex_name);
if (src_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
/* ****************
Paletted Texture
**************** */
LPDIRECTDRAWPALETTE pal = this->surface->s.palette;
BYTE table[256][4];
int i;
......@@ -212,8 +236,7 @@ static HRESULT WINAPI IDirect3DTexture2_Load(LPDIRECT3DTEXTURE2 this,
table[i][3] = 0xFF;
}
#if 0
/* If you want to see how the game manages its textures :-) */
#ifdef TEXTURE_SNOOP
{
FILE *f;
char buf[32];
......@@ -249,8 +272,117 @@ static HRESULT WINAPI IDirect3DTexture2_Load(LPDIRECT3DTEXTURE2 this,
GL_COLOR_INDEX, /* texture format */
GL_UNSIGNED_BYTE, /* texture type */
src_d->y.lpSurface); /* the texture */
} else if (src_d->ddpfPixelFormat.dwFlags & DDPF_RGB) {
/* ************
RGB Textures
************ */
if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 8) {
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGB,
GL_UNSIGNED_BYTE_3_3_2,
src_d->y.lpSurface);
} else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 16) {
if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x00000000) {
#ifdef TEXTURE_SNOOP
{
FILE *f;
char buf[32];
int x, y;
sprintf(buf, "%d.pnm", this->tex_name);
f = fopen(buf, "wb");
fprintf(f, "P6\n%d %d\n255\n", src_d->dwWidth, src_d->dwHeight);
for (y = 0; y < src_d->dwHeight; y++) {
for (x = 0; x < src_d->dwWidth; x++) {
unsigned short c = ((unsigned short *) src_d->y.lpSurface)[y * src_d->dwWidth + x];
fputc((c & 0xF800) >> 8, f);
fputc((c & 0x07E0) >> 3, f);
fputc((c & 0x001F) << 3, f);
}
}
fclose(f);
}
#endif
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGB,
GL_UNSIGNED_SHORT_5_6_5,
src_d->y.lpSurface);
} else if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x00000001) {
#ifdef TEXTURE_SNOOP
{
FILE *f;
char buf[32];
int x, y;
sprintf(buf, "%d.pnm", this->tex_name);
f = fopen(buf, "wb");
fprintf(f, "P6\n%d %d\n255\n", src_d->dwWidth, src_d->dwHeight);
for (y = 0; y < src_d->dwHeight; y++) {
for (x = 0; x < src_d->dwWidth; x++) {
unsigned short c = ((unsigned short *) src_d->y.lpSurface)[y * src_d->dwWidth + x];
fputc((c & 0xF800) >> 8, f);
fputc((c & 0x07C0) >> 3, f);
fputc((c & 0x003E) << 2, f);
}
}
fclose(f);
}
#endif
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1,
src_d->y.lpSurface);
} else if (src_d->ddpfPixelFormat.xy.dwRGBAlphaBitMask == 0x0000000F) {
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4,
src_d->y.lpSurface);
} else {
ERR(ddraw, "Unhandled texture format (bad Aplha channel for a 16 bit texture)\n");
}
} else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 24) {
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGB,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
src_d->y.lpSurface);
} else if (src_d->ddpfPixelFormat.x.dwRGBBitCount == 32) {
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
src_d->dwWidth, src_d->dwHeight,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
src_d->y.lpSurface);
} else {
ERR(ddraw, "Unhandled texture format (bad RGB count)\n");
}
} else {
ERR(ddraw, "Unhandled texture format\n");
ERR(ddraw, "Unhandled texture format (neither RGB nor INDEX)\n");
}
glBindTexture(GL_TEXTURE_2D, current_texture);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment