Commit 31da3c05 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Emulate GL_EXT_fog_coord.

parent d707f018
......@@ -1615,3 +1615,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
FIXME("Unexpected context usage requested\n");
}
}
WineD3DContext *getActiveContext(void) {
return last_device->activeContext;
}
......@@ -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
......@@ -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;
......
......@@ -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);
......
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