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wine
wine-winehq
Commits
4dac4a55
Commit
4dac4a55
authored
Jan 02, 2003
by
Lionel Ulmer
Committed by
Alexandre Julliard
Jan 02, 2003
Browse files
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Plain Diff
Added support for per-vertex material properties.
parent
bc2cf94d
Show whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
100 additions
and
29 deletions
+100
-29
mesa.c
dlls/ddraw/d3ddevice/mesa.c
+100
-28
mesa_private.h
dlls/ddraw/mesa_private.h
+0
-1
No files found.
dlls/ddraw/d3ddevice/mesa.c
View file @
4dac4a55
...
...
@@ -742,15 +742,26 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
glDisable
(
GL_FOG
);
}
if
((
glThis
->
last_vertices_lit
==
TRUE
)
&&
(
vertex_lit
==
FALSE
))
{
glEnable
(
GL_LIGHTING
);
}
else
if
((
glThis
->
last_vertices_lit
==
TRUE
)
&&
(
vertex_lit
==
TRUE
))
{
/* Handle the 'no-normal' case */
if
(
vertex_lit
==
FALSE
)
glDisable
(
GL_LIGHTING
);
else
if
(
glThis
->
render_state
.
lighting_enable
==
TRUE
)
glEnable
(
GL_LIGHTING
);
/* Handle the code for pre-vertex material properties */
if
(
vertex_transformed
==
FALSE
)
{
if
(
glThis
->
render_state
.
lighting_enable
==
TRUE
)
{
if
((
glThis
->
render_state
.
color_diffuse
!=
D3DMCS_MATERIAL
)
||
(
glThis
->
render_state
.
color_specular
!=
D3DMCS_MATERIAL
)
||
(
glThis
->
render_state
.
color_ambient
!=
D3DMCS_MATERIAL
)
||
(
glThis
->
render_state
.
color_emissive
!=
D3DMCS_MATERIAL
))
{
glEnable
(
GL_COLOR_MATERIAL
);
}
}
}
/* And save the current state */
glThis
->
last_vertices_transformed
=
vertex_transformed
;
glThis
->
last_vertices_lit
=
vertex_lit
;
}
...
...
@@ -933,26 +944,92 @@ inline static void handle_xyzrhw(D3DVALUE *coords) {
inline
static
void
handle_normal
(
D3DVALUE
*
coords
)
{
glNormal3fv
(
coords
);
}
inline
static
void
handle_specular
(
DWORD
*
color
)
{
/* Specular not handled yet properly... */
}
inline
static
void
handle_diffuse
(
DWORD
*
color
)
{
inline
static
void
handle_diffuse_base
(
RenderState
*
rs
,
DWORD
*
color
)
{
if
(
rs
->
alpha_blend_enable
==
TRUE
)
{
glColor4ub
((
*
color
>>
16
)
&
0xFF
,
(
*
color
>>
8
)
&
0xFF
,
(
*
color
>>
0
)
&
0xFF
,
(
*
color
>>
24
)
&
0xFF
);
}
inline
static
void
handle_diffuse_and_specular
(
DWORD
*
color_d
,
DWORD
*
color_s
)
{
handle_diffuse
(
color_d
);
}
inline
static
void
handle_diffuse_no_alpha
(
DWORD
*
color
)
{
}
else
{
glColor3ub
((
*
color
>>
16
)
&
0xFF
,
(
*
color
>>
8
)
&
0xFF
,
(
*
color
>>
0
)
&
0xFF
);
}
}
inline
static
void
handle_diffuse_and_specular_no_alpha
(
DWORD
*
color_d
,
DWORD
*
color_s
)
{
handle_diffuse_no_alpha
(
color_d
);
inline
static
void
handle_specular_base
(
RenderState
*
rs
,
DWORD
*
color
)
{
glColor4ub
((
*
color
>>
16
)
&
0xFF
,
(
*
color
>>
8
)
&
0xFF
,
(
*
color
>>
0
)
&
0xFF
,
(
*
color
>>
24
)
&
0xFF
);
/* No idea if the alpha field is really used.. */
}
inline
static
void
handle_diffuse
(
RenderState
*
rs
,
DWORD
*
color
)
{
if
(
rs
->
lighting_enable
==
TRUE
)
{
if
(
rs
->
color_diffuse
==
D3DMCS_COLOR1
)
{
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_DIFFUSE
);
handle_diffuse_base
(
rs
,
color
);
}
if
(
rs
->
color_ambient
==
D3DMCS_COLOR1
)
{
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_AMBIENT
);
handle_diffuse_base
(
rs
,
color
);
}
if
((
rs
->
color_specular
==
D3DMCS_COLOR1
)
&&
(
rs
->
specular_enable
==
TRUE
))
{
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_SPECULAR
);
handle_diffuse_base
(
rs
,
color
);
}
if
(
rs
->
color_emissive
==
D3DMCS_COLOR1
)
{
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_EMISSION
);
handle_diffuse_base
(
rs
,
color
);
}
}
else
{
handle_diffuse_base
(
rs
,
color
);
}
}
inline
static
void
handle_specular
(
RenderState
*
rs
,
DWORD
*
color
)
{
if
(
rs
->
lighting_enable
==
TRUE
)
{
if
(
rs
->
color_diffuse
==
D3DMCS_COLOR2
)
{
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_DIFFUSE
);
handle_specular
(
rs
,
color
);
}
if
(
rs
->
color_ambient
==
D3DMCS_COLOR2
)
{
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_AMBIENT
);
handle_specular
(
rs
,
color
);
}
if
((
rs
->
color_specular
==
D3DMCS_COLOR2
)
&&
(
rs
->
specular_enable
==
TRUE
))
{
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_SPECULAR
);
handle_specular
(
rs
,
color
);
}
if
(
rs
->
color_emissive
==
D3DMCS_COLOR2
)
{
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_EMISSION
);
handle_specular
(
rs
,
color
);
}
}
/* No else here as we do not know how to handle 'specular' on its own in any case.. */
}
inline
static
void
handle_diffuse_and_specular
(
RenderState
*
rs
,
DWORD
*
color_d
,
DWORD
*
color_s
,
BOOLEAN
transformed
)
{
if
(
transformed
==
TRUE
)
{
if
(
rs
->
fog_on
==
TRUE
)
{
/* Special case where the specular value is used to do fogging. TODO */
}
if
(
rs
->
specular_enable
==
TRUE
)
{
/* Standard specular value in transformed mode. TODO */
}
handle_diffuse_base
(
rs
,
color_d
);
}
else
{
if
(
rs
->
lighting_enable
==
TRUE
)
{
handle_diffuse
(
rs
,
color_d
);
handle_specular
(
rs
,
color_s
);
}
else
{
/* In that case, only put the diffuse color... */
handle_diffuse_base
(
rs
,
color_d
);
}
}
}
inline
static
void
handle_texture
(
D3DVALUE
*
coords
)
{
glTexCoord2fv
(
coords
);
}
...
...
@@ -1018,10 +1095,7 @@ static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
D3DVALUE
*
position
=
(
D3DVALUE
*
)
(((
char
*
)
lpD3DDrawPrimStrideData
->
position
.
lpvData
)
+
i
*
lpD3DDrawPrimStrideData
->
position
.
dwStride
);
if
(
glThis
->
render_state
.
alpha_blend_enable
==
TRUE
)
handle_diffuse_and_specular
(
color_d
,
color_s
);
else
handle_diffuse_and_specular_no_alpha
(
color_d
,
color_s
);
handle_diffuse_and_specular
(
&
(
glThis
->
render_state
),
color_d
,
color_s
,
TRUE
);
handle_texture
(
tex_coord
);
handle_xyzrhw
(
position
);
...
...
@@ -1056,22 +1130,16 @@ static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
(
DWORD
*
)
(((
char
*
)
lpD3DDrawPrimStrideData
->
diffuse
.
lpvData
)
+
i
*
lpD3DDrawPrimStrideData
->
diffuse
.
dwStride
);
DWORD
*
color_s
=
(
DWORD
*
)
(((
char
*
)
lpD3DDrawPrimStrideData
->
specular
.
lpvData
)
+
i
*
lpD3DDrawPrimStrideData
->
specular
.
dwStride
);
if
(
glThis
->
render_state
.
alpha_blend_enable
==
TRUE
)
handle_diffuse_and_specular
(
color_d
,
color_s
);
else
handle_diffuse_and_specular_no_alpha
(
color_d
,
color_s
);
handle_diffuse_and_specular
(
&
(
glThis
->
render_state
),
color_d
,
color_s
,
(
d3dvtVertexType
&
D3DFVF_POSITION_MASK
)
==
D3DFVF_XYZRHW
);
}
else
{
if
(
d3dvtVertexType
&
D3DFVF_SPECULAR
)
{
DWORD
*
color_s
=
(
DWORD
*
)
(((
char
*
)
lpD3DDrawPrimStrideData
->
specular
.
lpvData
)
+
i
*
lpD3DDrawPrimStrideData
->
specular
.
dwStride
);
handle_specular
(
color_s
);
handle_specular
(
&
(
glThis
->
render_state
),
color_s
);
}
else
if
(
d3dvtVertexType
&
D3DFVF_DIFFUSE
)
{
DWORD
*
color_d
=
(
DWORD
*
)
(((
char
*
)
lpD3DDrawPrimStrideData
->
diffuse
.
lpvData
)
+
i
*
lpD3DDrawPrimStrideData
->
diffuse
.
dwStride
);
if
(
glThis
->
render_state
.
alpha_blend_enable
==
TRUE
)
handle_diffuse
(
color_d
);
else
handle_diffuse_no_alpha
(
color_d
);
handle_diffuse
(
&
(
glThis
->
render_state
),
color_d
);
}
}
...
...
@@ -1148,6 +1216,10 @@ static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
}
glEnd
();
/* Whatever the case, disable the color material stuff */
glDisable
(
GL_COLOR_MATERIAL
);
LEAVE_GL
();
TRACE
(
"End
\n
"
);
}
...
...
dlls/ddraw/mesa_private.h
View file @
4dac4a55
...
...
@@ -125,7 +125,6 @@ typedef struct IDirect3DDeviceGLImpl
/* The last type of vertex drawn */
BOOLEAN
last_vertices_transformed
;
BOOLEAN
last_vertices_lit
;
Display
*
display
;
Drawable
drawable
;
...
...
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