/* Copyright (C) 2000 Jack Palevich. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // gl_fakegl.cpp -- Uses Direct3D 7.0 to implement a subset of OpenGL. /* This would probably be faster if it wasn't written in cpp. the fact that it uses wrapper functions to call methods in a class could be a reasonable hit in speed. */ #include "bothdefs.h" //our always-present config file #ifdef USE_D3D #define WIN32_LEAN_AND_MEAN #include #if 0 #undef WINGDIAPI #define WINGDIAPI #undef APIENTRY #define APIENTRY #endif #include #if 0 #undef APIENTRY #define APIENTRY WINAPI #undef WINGDIAPI #define WINGDIAPI DECLSPEC_IMPORT #endif #pragma warning( disable : 4244 ) #pragma warning( disable : 4820 ) #define D3D_OVERLOADS #define RELEASENULL(object) if (object) {object->Release();} #include "ddraw.h" #include "d3d.h" #include "d3dx.h" typedef HRESULT (WINAPI *qD3DXInitialize_t)(); qD3DXInitialize_t qD3DXInitialize; typedef HRESULT (WINAPI *qD3DXUninitialize_t)(); qD3DXUninitialize_t qD3DXUninitialize; typedef D3DXMATRIX* (WINAPI *qD3DXMatrixScaling_t) ( D3DXMATRIX *pOut, float sx, float sy, float sz ); qD3DXMatrixScaling_t qD3DXMatrixScaling; typedef void (WINAPI *qD3DXGetErrorString_t)(HRESULT hr, DWORD strLength, LPSTR pStr); qD3DXGetErrorString_t qD3DXGetErrorString; typedef D3DXMATRIX* (WINAPI *qD3DXMatrixPerspectiveOffCenter_t) ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, float zf ); qD3DXMatrixPerspectiveOffCenter_t qD3DXMatrixPerspectiveOffCenter; typedef D3DXMATRIX* (WINAPI *qD3DXMatrixOrthoOffCenter_t) ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, float zf ); qD3DXMatrixOrthoOffCenter_t qD3DXMatrixOrthoOffCenter; typedef HRESULT (WINAPI *qD3DXCreateContextEx_t)(DWORD deviceIndex, DWORD flags,HWND hwnd,HWND hwndFocus, DWORD numColorBits,DWORD numAlphaBits,DWORD numDepthbits,DWORD numStencilBits,DWORD numBackBuffers,DWORD width, DWORD height,DWORD refreshRate,LPD3DXCONTEXT* ppCtx); qD3DXCreateContextEx_t qD3DXCreateContextEx; typedef HRESULT (WINAPI *qD3DXCreateMatrixStack_t)( DWORD flags, LPD3DXMATRIXSTACK *ppStack ); qD3DXCreateMatrixStack_t qD3DXCreateMatrixStack; typedef HRESULT (WINAPI *qD3DXCheckTextureRequirements_t)( LPDIRECT3DDEVICE7 pd3dDevice, LPDWORD pFlags, LPDWORD pWidth, LPDWORD pHeight, D3DX_SURFACEFORMAT* pPixelFormat); qD3DXCheckTextureRequirements_t qD3DXCheckTextureRequirements; typedef HRESULT (WINAPI *qD3DXMakeDDPixelFormat_t) (D3DX_SURFACEFORMAT d3dxFormat, DDPIXELFORMAT* pddpf); qD3DXMakeDDPixelFormat_t qD3DXMakeDDPixelFormat; typedef D3DXMATRIX* (WINAPI *qD3DXMatrixTranslation_t) ( D3DXMATRIX *pOut, float x, float y, float z ); qD3DXMatrixTranslation_t qD3DXMatrixTranslation; extern "C" { #include "quakedef.h" #include "glquake.h" } #ifdef USE_D3D // Choose one of the following. D3DXContext is new in DX7, and // provides a standard way of managing DX. D3DFrame is from // the D3DIM sample code. // Advantages of D3DXContext: // + less code. // + official standard. // + Does standard things correctly. (For example I can get Gamma // correction to work. I can't get it to work with D3DFrame, // probably because I've left out some stupid step.) // // Advantages of D3DFrame // + Some hacked DX7 drivers that are really DX6 drivers will crash // with D3DXContext, but work with D3DFrame. Pre-release Windows 2000 // Voodoo drivers are an example. // + Source is available, so you can do things any way you want. #define USE_D3DXCONTEXT // #define USE_D3DFRAME #ifdef USE_D3DFRAME #include "d3denum.h" #include "d3dframe.h" #include "d3dutil.h" #endif #if 0 #undef APIENTRY #define APIENTRY #endif #define TEXTURE0_SGIS 0x835E #define TEXTURE1_SGIS 0x835F #ifdef _DEBUG void LocalDebugBreak(){ DebugBreak(); } #else void LocalDebugBreak(){ } #endif // Globals bool g_force16bitTextures; bool gFullScreen = true; DWORD gWidth = 640; DWORD gHeight = 480; DWORD gBpp = 16; DWORD gZbpp = 16; class FakeGL; static FakeGL* gFakeGL; class TextureEntry { public: TextureEntry(){ m_id = 0; m_texture = 0; m_format = D3DX_SF_UNKNOWN; m_internalFormat = 0; m_glTexParameter2DMinFilter = GL_NEAREST_MIPMAP_LINEAR; m_glTexParameter2DMagFilter = GL_LINEAR; m_glTexParameter2DWrapS = GL_REPEAT; m_glTexParameter2DWrapT = GL_REPEAT; m_maxAnisotropy = 1.0; } ~TextureEntry(){ } GLuint m_id; LPDIRECTDRAWSURFACE7 m_texture; D3DX_SURFACEFORMAT m_format; GLint m_internalFormat; GLint m_glTexParameter2DMinFilter; GLint m_glTexParameter2DMagFilter; GLint m_glTexParameter2DWrapS; GLint m_glTexParameter2DWrapT; float m_maxAnisotropy; }; #define TASIZE 2000 class TextureTable { public: TextureTable(){ m_count = 0; m_size = 0; m_textures = 0; m_currentTexture = 0; m_currentID = 0; BindTexture(0); } ~TextureTable(){ DWORD i; for(i = 0; i < m_count; i++) { RELEASENULL(m_textures[i].m_texture); } for(i = 0; i < TASIZE; i++) { RELEASENULL(m_textureArray[i].m_texture); } delete [] m_textures; } void BindTexture(GLuint id){ TextureEntry* oldEntry = m_currentTexture; m_currentID = id; if ( id < TASIZE ) { m_currentTexture = m_textureArray + id; if ( m_currentTexture->m_id ) { return; } } else { // Check overflow table. // Really ought to be a hash table. for(DWORD i = 0; i < m_count; i++){ if ( id == m_textures[i].m_id ) { m_currentTexture = m_textures + i; return; } } // It's a new ID. // Ensure space in the table if ( m_count >= m_size ) { int newSize = m_size * 2 + 10; TextureEntry* newTextures = new TextureEntry[newSize]; for(DWORD i = 0; i < m_count; i++ ) { newTextures[i] = m_textures[i]; } delete[] m_textures; m_textures = newTextures; m_size = newSize; } // Put new entry in table oldEntry = m_currentTexture; m_currentTexture = m_textures + m_count; m_count++; } if ( oldEntry ) { *m_currentTexture = *oldEntry; } m_currentTexture->m_id = id; m_currentTexture->m_texture = NULL; } int GetCurrentID() { return m_currentID; } TextureEntry* GetCurrentEntry() { return m_currentTexture; } TextureEntry* GetEntry(GLuint id){ if ( m_currentID == id && m_currentTexture ) { return m_currentTexture; } if ( id < TASIZE ) { return &m_textureArray[id]; } else { // Check overflow table. // Really ought to be a hash table. for(DWORD i = 0; i < m_count; i++){ if ( id == m_textures[i].m_id ) { return &m_textures[i]; } } } return 0; } LPDIRECTDRAWSURFACE7 GetTexture(){ if ( m_currentTexture ) { return m_currentTexture->m_texture; } return 0; } LPDIRECTDRAWSURFACE7 GetTexture(int id){ TextureEntry* entry = GetEntry(id); if ( entry ) { return entry->m_texture; } return 0; } D3DX_SURFACEFORMAT GetSurfaceFormat() { if ( m_currentTexture ) { return m_currentTexture->m_format; } return D3DX_SF_UNKNOWN; } GLint GetInternalFormat() { if ( m_currentTexture ) { return m_currentTexture->m_internalFormat; } return 0; } void SetTexture(LPDIRECTDRAWSURFACE7 texture, D3DX_SURFACEFORMAT d3dFormat, GLint internalFormat){ if ( !m_currentTexture ) { BindTexture(0); } RELEASENULL ( m_currentTexture->m_texture ); m_currentTexture->m_texture = texture; m_currentTexture->m_format = d3dFormat; m_currentTexture->m_internalFormat = internalFormat; } private: GLuint m_currentID; DWORD m_count; DWORD m_size; TextureEntry m_textureArray[TASIZE]; // IDs 0..TASIZE-1 TextureEntry* m_textures; // Overflow TextureEntry* m_currentTexture; }; #if 1 #define Clamp(x) (x) // No clamping -- we've made sure the inputs are in the range 0..1 #else float Clamp(float x) { if ( x < 0 ) { x = 0; LocalDebugBreak(); } else if ( x > 1 ) { x = 1; LocalDebugBreak(); } return x; } #endif static DWORD GLToDXSBlend(GLenum glBlend){ DWORD result = D3DBLEND_ONE; switch ( glBlend ) { case GL_ZERO: result = D3DBLEND_ZERO; break; case GL_ONE: result = D3DBLEND_ONE; break; case GL_DST_COLOR: result = D3DBLEND_DESTCOLOR; break; case GL_ONE_MINUS_DST_COLOR: result = D3DBLEND_INVDESTCOLOR; break; case GL_SRC_ALPHA: result = D3DBLEND_SRCALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: result = D3DBLEND_INVSRCALPHA; break; case GL_DST_ALPHA: result = D3DBLEND_DESTALPHA; break; case GL_ONE_MINUS_DST_ALPHA: result = D3DBLEND_INVDESTALPHA; break; case GL_SRC_ALPHA_SATURATE: result = D3DBLEND_SRCALPHASAT; break; default: LocalDebugBreak(); break; } return result; } static DWORD GLToDXDBlend(GLenum glBlend){ DWORD result = D3DBLEND_ONE; switch ( glBlend ) { case GL_ZERO: result = D3DBLEND_ZERO; break; case GL_ONE: result = D3DBLEND_ONE; break; case GL_SRC_COLOR: result = D3DBLEND_SRCCOLOR; break; case GL_ONE_MINUS_SRC_COLOR: result = D3DBLEND_INVSRCCOLOR; break; case GL_SRC_ALPHA: result = D3DBLEND_SRCALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: result = D3DBLEND_INVSRCALPHA; break; case GL_DST_ALPHA: result = D3DBLEND_DESTALPHA; break; case GL_ONE_MINUS_DST_ALPHA: result = D3DBLEND_INVDESTALPHA; break; default: LocalDebugBreak(); break; } return result; } static DWORD GLToDXCompare(GLenum func){ DWORD result = D3DCMP_ALWAYS; switch ( func ) { case GL_NEVER: result = D3DCMP_NEVER; break; case GL_LESS: result = D3DCMP_LESS; break; case GL_EQUAL: result = D3DCMP_EQUAL; break; case GL_LEQUAL: result = D3DCMP_LESSEQUAL; break; case GL_GREATER: result = D3DCMP_GREATER; break; case GL_NOTEQUAL: result = D3DCMP_NOTEQUAL; break; case GL_GEQUAL: result = D3DCMP_GREATEREQUAL; break; case GL_ALWAYS: result = D3DCMP_ALWAYS; break; default: break; } return result; } /* OpenGL MinFilter MipFilter Comments GL_NEAREST D3DTFN_POINT D3DTFP_NONE GL_LINEAR D3DTFN_LINEAR D3DTFP_NONE GL_NEAREST_MIPMAP_NEAREST D3DTFN_POINT D3DTFP_POINT GL_LINEAR_MIPMAP_NEAREST D3DTFN_LINEAR D3DTFP_POINT bilinear GL_NEAREST_MIPMAP_LINEAR D3DTFN_POINT D3DTFP_LINEAR GL_LINEAR_MIPMAP_LINEAR D3DTFN_LINEAR D3DTFP_LINEAR trilinear */ static DWORD GLToDXMinFilter(GLint filter){ DWORD result = D3DTFN_LINEAR; switch ( filter ) { case GL_NEAREST: result = D3DTFN_POINT; break; case GL_LINEAR: result = D3DTFN_LINEAR; break; case GL_NEAREST_MIPMAP_NEAREST: result = D3DTFN_POINT; break; case GL_LINEAR_MIPMAP_NEAREST: result = D3DTFN_LINEAR; break; case GL_NEAREST_MIPMAP_LINEAR: result = D3DTFN_POINT; break; case GL_LINEAR_MIPMAP_LINEAR: result = D3DTFN_LINEAR; break; default: LocalDebugBreak(); break; } return result; } static DWORD GLToDXMipFilter(GLint filter){ DWORD result = D3DTFP_POINT; switch ( filter ) { case GL_NEAREST: result = D3DTFP_NONE; break; case GL_LINEAR: result = D3DTFP_NONE; break; case GL_NEAREST_MIPMAP_NEAREST: result = D3DTFP_POINT; break; case GL_LINEAR_MIPMAP_NEAREST: result = D3DTFP_POINT; break; case GL_NEAREST_MIPMAP_LINEAR: result = D3DTFP_LINEAR; break; case GL_LINEAR_MIPMAP_LINEAR: result = D3DTFP_LINEAR; break; default: LocalDebugBreak(); break; } return result; } static DWORD GLToDXMagFilter(GLint filter){ DWORD result = D3DTFG_POINT; switch ( filter ) { case GL_NEAREST: result = D3DTFG_POINT; break; case GL_LINEAR: result = D3DTFG_LINEAR; break; default: LocalDebugBreak(); break; } return result; } static DWORD GLToDXTextEnvMode(GLint mode){ DWORD result = D3DTOP_MODULATE; switch ( mode ) { case GL_MODULATE: result = D3DTOP_MODULATE; break; case GL_DECAL: result = D3DTOP_SELECTARG1; break; // Fix this case GL_BLEND: result = D3DTOP_BLENDTEXTUREALPHA; break; case GL_REPLACE: result = D3DTOP_SELECTARG1; break; default: break; } return result; } #define MAXSTATES 8 class TextureStageState { public: TextureStageState() { m_currentTexture = 0; m_glTextEnvMode = GL_MODULATE; m_glTexture2D = false; m_dirty = true; } bool GetDirty() { return m_dirty; } void SetDirty(bool dirty) { m_dirty = dirty; } void DirtyTexture(GLuint textureID) { if ( textureID == m_currentTexture ) { m_dirty = true; } } GLuint GetCurrentTexture() { return m_currentTexture; } void SetCurrentTexture(GLuint texture) { m_dirty = true; m_currentTexture = texture; } GLfloat GetTextEnvMode() { return m_glTextEnvMode; } void SetTextEnvMode(GLfloat mode) { m_dirty = true; m_glTextEnvMode = mode; } bool GetTexture2D() { return m_glTexture2D; } void SetTexture2D(bool texture2D) { m_dirty = true; m_glTexture2D = texture2D; } private: GLuint m_currentTexture; GLfloat m_glTextEnvMode; bool m_glTexture2D; bool m_dirty; }; class TextureState { public: TextureState(){ m_currentStage = 0; memset(&m_stage, 0, sizeof(m_stage)); m_dirty = false; m_mainBlend = false; } void SetMaxStages(int maxStages){ m_maxStages = maxStages; for(int i = 0; i < m_maxStages;i++){ m_stage[i].SetDirty(true); } m_dirty = true; } // Keep track of changes to texture stage state void SetCurrentStage(int index){ m_currentStage = index; } int GetMaxStages() { return m_maxStages; } bool GetDirty() { return m_dirty; } void DirtyTexture(int textureID){ for(int i = 0; i < m_maxStages;i++){ m_stage[i].DirtyTexture(textureID); } m_dirty = true; } void SetMainBlend(bool mainBlend){ m_mainBlend = mainBlend; m_stage[0].SetDirty(true); m_dirty = true; } // These methods apply to the current stage GLuint GetCurrentTexture() { return Get()->GetCurrentTexture(); } void SetCurrentTexture(GLuint texture) { m_dirty = true; Get()->SetCurrentTexture(texture); } GLfloat GetTextEnvMode() { return Get()->GetTextEnvMode(); } void SetTextEnvMode(GLfloat mode) { m_dirty = true; Get()->SetTextEnvMode(mode); } bool GetTexture2D() { return Get()->GetTexture2D(); } void SetTexture2D(bool texture2D) { m_dirty = true; Get()->SetTexture2D(texture2D); } void SetTextureStageState(LPDIRECT3DDEVICE7 pD3DDev, TextureTable* textures){ if ( ! m_dirty ) { return; } m_dirty = false; for(int i = 0; i < m_maxStages; i++ ) { if ( ! m_stage[i].GetDirty() ) { continue; } m_stage[i].SetDirty(false); if ( m_stage[i].GetTexture2D() ) { DWORD color1 = D3DTA_TEXTURE; int textEnvMode = m_stage[i].GetTextEnvMode(); DWORD colorOp = GLToDXTextEnvMode(textEnvMode); if ( i > 0 && textEnvMode == GL_BLEND ) { // Assume we're doing multi-texture light mapping. // I don't think this is the right way to do this // but it works for D3DQuake. colorOp = D3DTOP_MODULATE; color1 |= D3DTA_COMPLEMENT; } pD3DDev->SetTextureStageState( i, D3DTSS_COLORARG1, color1); pD3DDev->SetTextureStageState( i, D3DTSS_COLORARG2, i == 0 ? D3DTA_DIFFUSE : D3DTA_CURRENT); pD3DDev->SetTextureStageState( i, D3DTSS_COLOROP, colorOp); DWORD alpha1 = D3DTA_TEXTURE; DWORD alpha2 = D3DTA_DIFFUSE; DWORD alphaOp; alphaOp = GLToDXTextEnvMode(textEnvMode); if (i == 0 && m_mainBlend ) { alphaOp = D3DTOP_MODULATE; // Otherwise the console is never transparent } pD3DDev->SetTextureStageState( i, D3DTSS_ALPHAARG1, alpha1); pD3DDev->SetTextureStageState( i, D3DTSS_ALPHAARG2, alpha2); pD3DDev->SetTextureStageState( i, D3DTSS_ALPHAOP, alphaOp); TextureEntry* entry = textures->GetEntry(m_stage[i].GetCurrentTexture()); if ( entry ) { int minFilter = entry->m_glTexParameter2DMinFilter; DWORD dxMinFilter = GLToDXMinFilter(minFilter); DWORD dxMipFilter = GLToDXMipFilter(minFilter); DWORD dxMagFilter = GLToDXMagFilter(entry->m_glTexParameter2DMagFilter); // Avoid setting anisotropic if the user doesn't request it. static bool bSetMaxAnisotropy = false; if ( entry->m_maxAnisotropy != 1.0f ) { bSetMaxAnisotropy = true; if ( dxMagFilter == D3DTFG_LINEAR) { dxMagFilter = D3DTFG_ANISOTROPIC; } if ( dxMinFilter == D3DTFN_LINEAR) { dxMinFilter = D3DTFN_ANISOTROPIC; } } if ( bSetMaxAnisotropy ) { pD3DDev->SetTextureStageState( i, D3DTSS_MAXANISOTROPY, entry->m_maxAnisotropy); } pD3DDev->SetTextureStageState( i, D3DTSS_MINFILTER, dxMinFilter ); pD3DDev->SetTextureStageState( i, D3DTSS_MIPFILTER, dxMipFilter ); pD3DDev->SetTextureStageState( i, D3DTSS_MAGFILTER, dxMagFilter); LPDIRECTDRAWSURFACE7 pTexture = entry->m_texture; if ( pTexture ) { pD3DDev->SetTexture( i, pTexture); } } } else { pD3DDev->SetTexture( i, NULL); pD3DDev->SetTextureStageState( i, D3DTSS_COLORARG1, D3DTA_TEXTURE); pD3DDev->SetTextureStageState( i, D3DTSS_COLORARG2, i == 0 ? D3DTA_DIFFUSE : D3DTA_CURRENT); pD3DDev->SetTextureStageState( i, D3DTSS_COLOROP, D3DTOP_DISABLE); } } } private: TextureStageState* Get() { return m_stage + m_currentStage; } bool m_dirty; bool m_mainBlend; int m_maxStages; int m_currentStage; TextureStageState m_stage[MAXSTATES]; }; // This class buffers up all the glVertex calls between // glBegin and glEnd. // // Choose one of these three // USE_DRAWINDEXEDPRIMITIVE seems slightly faster (54 fps vs 53 fps) than USE_DRAWPRIMITIVE. // USE_DRAWINDEXEDPRIMITIVEVB is much slower (30fps vs 54fps), at least on GeForce Win9x 3.75. // #define USE_DRAWPRIMITIVE #define USE_DRAWINDEXEDPRIMITIVE //#define USE_DRAWINDEXEDPRIMITIVEVB #if defined(USE_DRAWINDEXEDPRIMITIVE) || defined(USE_DRAWINDEXEDPRIMITIVEVB) #define USE_INDECIES #endif #ifdef USE_DRAWINDEXEDPRIMITIVEVB // The DX 7 docs suggest that you can get away with just one // vertex buffer. But drivers (NVIDIA 3.75 on Win2K) don't seem to like that. #endif #ifdef USE_INDECIES #define VERTSUSED 1024 #define VERTSSLOP 100 #endif #ifdef USE_INDECIES class OGLPrimitiveVertexBuffer { public: OGLPrimitiveVertexBuffer(){ m_drawMode = (GLuint) -1; m_size = 0; m_count = 0; m_OGLPrimitiveVertexBuffer = 0; m_vertexCount = 0; m_vertexTypeDesc = 0; memset(m_textureCoords, 0, sizeof(m_textureCoords)); m_pD3DDev = 0; #ifdef USE_DRAWINDEXEDPRIMITIVEVB m_buffer = 0; #else m_buffer = 0; #endif m_color = (DWORD) D3DRGBA(0.0,0.0,0.0,1.0); // Don't know if this is correct m_indecies = 0; m_indexCount = 0; } ~OGLPrimitiveVertexBuffer(){ delete [] m_indecies; #ifdef USE_DRAWINDEXEDPRIMITIVEVB RELEASENULL(m_buffer); #else delete[] m_buffer; #endif } HRESULT Initialize(LPDIRECT3DDEVICE7 pD3DDev, IDirect3D7* pD3D7, bool hardwareTandL, DWORD typeDesc){ m_pD3DDev = pD3DDev; int numVerts = VERTSUSED + VERTSSLOP; m_vertexTypeDesc = typeDesc; m_vertexSize = 0; if ( m_vertexTypeDesc & D3DFVF_XYZ ) { m_vertexSize += 3 * sizeof(float); } if ( m_vertexTypeDesc & D3DFVF_DIFFUSE ) { m_vertexSize += 4; } int textureStages = (m_vertexTypeDesc & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT; m_vertexSize += 2 * sizeof(float) * textureStages; m_indexSize = numVerts * 3; delete [] m_indecies; m_indecies = new WORD[m_indexSize]; #ifdef USE_DRAWINDEXEDPRIMITIVEVB D3DVERTEXBUFFERDESC vbdesc = {sizeof(D3DVERTEXBUFFERDESC)}; vbdesc.dwCaps = D3DVBCAPS_WRITEONLY; if ( ! hardwareTandL ) { vbdesc.dwCaps |= D3DVBCAPS_SYSTEMMEMORY; } vbdesc.dwFVF = typeDesc; vbdesc.dwNumVertices = numVerts; RELEASENULL(m_buffer); HRESULT hr = pD3D7->CreateVertexBuffer(&vbdesc, &m_buffer, 0); if ( FAILED(hr) ) { return hr; } #else m_size = (VERTSUSED + VERTSSLOP) * m_vertexSize; delete[] m_buffer; m_buffer = new char[m_size]; #endif return S_OK; } DWORD GetVertexTypeDesc(){ return m_vertexTypeDesc; } LPVOID GetOGLPrimitiveVertexBuffer(){ return m_OGLPrimitiveVertexBuffer; } DWORD GetVertexCount(){ return m_vertexCount; } inline void SetColor(D3DCOLOR color){ m_color = color; } inline void SetTextureCoord0(float u, float v){ DWORD* pCoords = (DWORD*) m_textureCoords; pCoords[0] = *(DWORD*)& u; pCoords[1] = *(DWORD*)& v; } inline void SetTextureCoord(int textStage, float u, float v){ DWORD* pCoords = (DWORD*) m_textureCoords + (textStage << 1); pCoords[0] = *(DWORD*)& u; pCoords[1] = *(DWORD*)& v; } void CheckFlush() { if ( m_size && m_indexCount && ((m_count + m_vertexSize * VERTSSLOP > m_size ) || (m_indexCount + VERTSSLOP*6 > m_indexSize) ) ) { Flush(); } } void Flush() { if ( m_indexCount > 0 ) { #ifdef USE_DRAWINDEXEDPRIMITIVEVB m_OGLPrimitiveVertexBuffer = 0; m_buffer->Unlock(); HRESULT hr = m_pD3DDev->DrawIndexedPrimitiveVB( D3DPT_TRIANGLELIST, m_buffer, 0, m_vertexCount, m_indecies, m_indexCount, 0); if ( FAILED(hr) ) { // LocalDebugBreak(); // ? NVidia driver sometimes says it's out of memory } #else m_OGLPrimitiveVertexBuffer = 0; HRESULT hr = m_pD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, m_vertexTypeDesc, m_buffer, m_vertexCount, m_indecies, m_indexCount, 0); if ( FAILED(hr) ) { LocalDebugBreak(); // ? NVidia driver sometimes says it's out of memory } #endif } else { LocalDebugBreak(); } m_indexCount = 0; m_vertexState = 0; } void SetVertex(float x, float y, float z){ bool bCheckFlush = false; if (m_count + m_vertexSize > m_size) { Ensure(m_vertexSize); } if ( ! m_OGLPrimitiveVertexBuffer ) { LockBuffer(); } DWORD* pFloat = (DWORD*) (m_OGLPrimitiveVertexBuffer + m_count); pFloat[0] = *(DWORD*)& x; pFloat[1] = *(DWORD*)& y; pFloat[2] = *(DWORD*)& z; const DWORD* pCoords = (DWORD*) m_textureCoords; switch(m_vertexTypeDesc){ case (D3DFVF_XYZ | D3DFVF_DIFFUSE | (1 << D3DFVF_TEXCOUNT_SHIFT)): pFloat[3] = m_color; pFloat[4] = pCoords[0]; pFloat[5] = pCoords[1]; break; case (D3DFVF_XYZ | D3DFVF_DIFFUSE | (2 << D3DFVF_TEXCOUNT_SHIFT)): pFloat[3] = m_color; pFloat[4] = pCoords[0]; pFloat[5] = pCoords[1]; pFloat[6] = pCoords[2]; pFloat[7] = pCoords[3]; break; default: { if ( m_vertexTypeDesc & D3DFVF_DIFFUSE ) { *pFloat++ = m_color; } int textureStages = (m_vertexTypeDesc & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT; for ( int i = 0; i < textureStages; i++ ) { *pFloat++ = *pCoords++; *pFloat++ = *pCoords++; } } break; } if( m_indexCount < m_indexSize - 5){ // Convert quads to double triangles switch ( m_drawMode ) { default: LocalDebugBreak(); break; case GL_LINES: { m_indecies[m_indexCount++] = m_vertexCount; if ( m_vertexState++==1) { SetVertex(x+1, y+1, z+1); // m_indecies[m_indexCount++] = m_vertexCount; m_vertexState = 0; bCheckFlush = true; // Flush for long sequences of quads. } } break; case GL_TRIANGLES: m_indecies[m_indexCount++] = m_vertexCount; if ( m_vertexState++ == 2 ) { m_vertexState = 0; bCheckFlush = true; // Flush for long sequences of triangles. } break; case GL_QUADS: { if ( m_vertexState++ < 3) { m_indecies[m_indexCount++] = m_vertexCount; } else { // We've already done triangle (0 , 1, 2), now draw (2, 3, 0) m_indecies[m_indexCount++] = m_vertexCount-1; m_indecies[m_indexCount++] = m_vertexCount; m_indecies[m_indexCount++] = m_vertexCount-3; m_vertexState = 0; bCheckFlush = true; // Flush for long sequences of quads. } } break; case GL_TRIANGLE_STRIP: { if ( m_vertexState > VERTSSLOP ) { // This is a strip that's too big for us to buffer. // (We can't just flush the buffer because we have to keep // track of the last two vertices. LocalDebugBreak(); } if ( m_vertexState++ < 3) { m_indecies[m_indexCount++] = m_vertexCount; } else { // Flip triangles between clockwise and counter clockwise if (m_vertexState & 1) { // draw triangle [n-2 n-1 n] m_indecies[m_indexCount++] = m_vertexCount-2; m_indecies[m_indexCount++] = m_vertexCount-1; m_indecies[m_indexCount++] = m_vertexCount; } else { // draw triangle [n-1 n-2 n] m_indecies[m_indexCount++] = m_vertexCount-1; m_indecies[m_indexCount++] = m_vertexCount-2; m_indecies[m_indexCount++] = m_vertexCount; } } } break; case GL_TRIANGLE_FAN: case GL_POLYGON: { if ( m_vertexState > VERTSSLOP ) { // This is a polygon or fan that's too big for us to buffer. // (We can't just flush the buffer because we have to keep // track of the starting vertex. LocalDebugBreak(); } if ( m_vertexState++ < 3) { m_indecies[m_indexCount++] = m_vertexCount; } else { // Draw triangle [0 n-1 n] m_indecies[m_indexCount++] = m_vertexCount-(m_vertexState-1); m_indecies[m_indexCount++] = m_vertexCount-1; m_indecies[m_indexCount++] = m_vertexCount; } } break; } } else { LocalDebugBreak(); } m_count += m_vertexSize; m_vertexCount++; if ( bCheckFlush ) { CheckFlush(); } } inline IsMergableMode(GLenum /* mode */){ CheckFlush(); return true; } void Begin(GLuint drawMode){ m_drawMode = drawMode; CheckFlush(); if ( ! m_OGLPrimitiveVertexBuffer ) { LockBuffer(); } m_vertexState = 0; } void Append(GLuint drawMode){ m_drawMode = drawMode; CheckFlush(); m_vertexState = 0; } void LockBuffer(){ if ( ! m_OGLPrimitiveVertexBuffer ) { #ifdef USE_DRAWINDEXEDPRIMITIVEVB void* memory = 0; // If there's room in the buffer, we try to append to what's already there. DWORD dwFlags = DDLOCK_WAIT | DDLOCK_WRITEONLY; if ( m_vertexCount > 0 && m_vertexCount < VERTSUSED ){ dwFlags |= DDLOCK_NOOVERWRITE; } else { m_vertexCount = 0; m_count = 0; dwFlags |= DDLOCK_DISCARDCONTENTS; } HRESULT hr = m_buffer->Lock(dwFlags, & memory, &m_size); if ( FAILED(hr) || ! memory) { // LocalDebugBreak(); while (!memory) hr = m_buffer->Lock(dwFlags, & memory, &m_size); } m_OGLPrimitiveVertexBuffer = (char*) memory; #else m_OGLPrimitiveVertexBuffer = (char*) m_buffer; m_vertexCount = 0; m_count = 0; #endif m_indexCount = 0; } } void End(){ if ( m_indexCount == 0 ) { // Startup return; } Flush(); } private: void Ensure(int size){ if (( m_count + size ) > m_size ) { LocalDebugBreak(); } } GLuint m_drawMode; DWORD m_vertexTypeDesc; int m_vertexSize; // in bytes LPDIRECT3DDEVICE7 m_pD3DDev; #ifdef USE_DRAWINDEXEDPRIMITIVEVB IDirect3DVertexBuffer7* m_buffer; #else char* m_buffer; #endif char* m_OGLPrimitiveVertexBuffer; DWORD m_size; // total vertex buffer size in bytes DWORD m_count; // used ammount of vertex buffer, in bytes DWORD m_vertexCount; DWORD m_indexCount; int m_vertexState; // Cycles from 0..n-1 where n is the number of verticies in a primitive. DWORD m_indexSize; WORD* m_indecies; D3DCOLOR m_color; float m_textureCoords[MAXSTATES*2]; }; #endif #ifdef USE_DRAWPRIMITIVE class OGLPrimitiveVertexBuffer { public: OGLPrimitiveVertexBuffer(){ m_drawMode = -1; m_size = 0; m_count = 0; m_OGLPrimitiveVertexBuffer = 0; m_vertexCount = 0; m_vertexTypeDesc = 0; memset(m_textureCoords, 0, sizeof(m_textureCoords)); m_pD3DDev = 0; m_color = D3DRGBA(0.0,0.0,0.0,1.0); // Don't know if this is correct } ~OGLPrimitiveVertexBuffer(){ delete [] m_OGLPrimitiveVertexBuffer; } HRESULT Initialize(LPDIRECT3DDEVICE7 pD3DDev, IDirect3D7* pD3D7, bool hardwareTandL, DWORD typeDesc){ m_pD3DDev = pD3DDev; if (m_vertexTypeDesc != typeDesc) { m_vertexTypeDesc = typeDesc; m_vertexSize = 0; if ( m_vertexTypeDesc & D3DFVF_XYZ ) { m_vertexSize += 3 * sizeof(float); } if ( m_vertexTypeDesc & D3DFVF_DIFFUSE ) { m_vertexSize += 4; } int textureStages = (m_vertexTypeDesc & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT; m_vertexSize += 2 * sizeof(float) * textureStages; } return S_OK; } DWORD GetVertexTypeDesc(){ return m_vertexTypeDesc; } LPVOID GetOGLPrimitiveVertexBuffer(){ return m_OGLPrimitiveVertexBuffer; } DWORD GetVertexCount(){ return m_vertexCount; } inline void SetColor(D3DCOLOR color){ m_color = color; } inline void SetTextureCoord0(float u, float v){ DWORD* pCoords = (DWORD*) m_textureCoords; pCoords[0] = *(DWORD*)& u; pCoords[1] = *(DWORD*)& v; } inline void SetTextureCoord(int textStage, float u, float v){ DWORD* pCoords = (DWORD*) m_textureCoords + (textStage << 1); pCoords[0] = *(DWORD*)& u; pCoords[1] = *(DWORD*)& v; } void SetVertex(float x, float y, float z){ int newCount = m_count + m_vertexSize; if (newCount > m_size) { Ensure(m_vertexSize); } DWORD* pFloat = (DWORD*) (m_OGLPrimitiveVertexBuffer + m_count); pFloat[0] = *(DWORD*)& x; pFloat[1] = *(DWORD*)& y; pFloat[2] = *(DWORD*)& z; const DWORD* pCoords = (DWORD*) m_textureCoords; switch(m_vertexTypeDesc){ case (D3DFVF_XYZ | D3DFVF_DIFFUSE | (1 << D3DFVF_TEXCOUNT_SHIFT)): pFloat[3] = m_color; pFloat[4] = pCoords[0]; pFloat[5] = pCoords[1]; break; case (D3DFVF_XYZ | D3DFVF_DIFFUSE | (2 << D3DFVF_TEXCOUNT_SHIFT)): pFloat[3] = m_color; pFloat[4] = pCoords[0]; pFloat[5] = pCoords[1]; pFloat[6] = pCoords[2]; pFloat[7] = pCoords[3]; break; default: { if ( m_vertexTypeDesc & D3DFVF_DIFFUSE ) { *pFloat++ = m_color; } int textureStages = (m_vertexTypeDesc & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT; for ( int i = 0; i < textureStages; i++ ) { *pFloat++ = *pCoords++; *pFloat++ = *pCoords++; } } break; } m_count = newCount; m_vertexCount++; // TO DO: Flush vertex buffer if larger than 1000 vertexes. // Have to do this modulo vertexes-per-primitive } inline IsMergableMode(GLenum mode){ return ( mode == m_drawMode ) && ( mode == GL_QUADS || mode == GL_TRIANGLES ); } void Begin(GLuint drawMode){ m_drawMode = drawMode; } void Append(GLuint drawMode){ } void End(){ if ( m_vertexCount == 0 ) { // Startup return; } D3DPRIMITIVETYPE dptPrimitiveType; switch ( m_drawMode ) { case GL_POINTS: dptPrimitiveType = D3DPT_POINTLIST; break; case GL_LINES: dptPrimitiveType = D3DPT_LINELIST; break; case GL_LINE_STRIP: dptPrimitiveType = D3DPT_LINESTRIP; break; case GL_LINE_LOOP: dptPrimitiveType = D3DPT_LINESTRIP; LocalDebugBreak(); // Need to add one more point break; case GL_TRIANGLES: dptPrimitiveType = D3DPT_TRIANGLELIST; break; case GL_TRIANGLE_STRIP: dptPrimitiveType = D3DPT_TRIANGLESTRIP; break; case GL_TRIANGLE_FAN: dptPrimitiveType = D3DPT_TRIANGLEFAN; break; case GL_QUADS: if ( m_vertexCount <= 4 ) { dptPrimitiveType = D3DPT_TRIANGLEFAN; } else { dptPrimitiveType = D3DPT_TRIANGLELIST; ConvertQuadsToTriangles(); } break; case GL_QUAD_STRIP: if ( m_vertexCount <= 4 ) { dptPrimitiveType = D3DPT_TRIANGLEFAN; } else { dptPrimitiveType = D3DPT_TRIANGLESTRIP; ConvertQuadStripToTriangleStrip(); } break; case GL_POLYGON: dptPrimitiveType = D3DPT_TRIANGLEFAN; if ( m_vertexCount < 3) { goto exit; } // How is this different from GL_TRIANGLE_FAN, other than // that polygons are planar? break; default: LocalDebugBreak(); goto exit; } { HRESULT hr = m_pD3DDev->DrawPrimitive( dptPrimitiveType, m_vertexTypeDesc, m_OGLPrimitiveVertexBuffer, m_vertexCount, 0); if ( FAILED(hr) ) { // LocalDebugBreak(); } } exit: m_vertexCount = 0; m_count = 0; } private: void ConvertQuadsToTriangles(){ int quadCount = m_vertexCount / 4; int addedVerticies = 2 * quadCount; int addedDataSize = addedVerticies * m_vertexSize; Ensure( addedDataSize ); // A quad is v0, v1, v2, v3 // The corresponding triangle pair is v0 v1 v2 , v0 v2 v3 for(int i = quadCount-1; i >= 0; i--) { int startOfQuad = i * m_vertexSize * 4; int startOfTrianglePair = i * m_vertexSize * 6; // Copy the last two verticies of the second triangle memcpy(m_OGLPrimitiveVertexBuffer + startOfTrianglePair + 4 * m_vertexSize, m_OGLPrimitiveVertexBuffer + startOfQuad + m_vertexSize * 2, m_vertexSize * 2); // Copy the first vertex of the second triangle memcpy(m_OGLPrimitiveVertexBuffer + startOfTrianglePair + 3 * m_vertexSize, m_OGLPrimitiveVertexBuffer + startOfQuad, m_vertexSize); // Copy the first triangle if ( i > 0 ) { memcpy(m_OGLPrimitiveVertexBuffer + startOfTrianglePair, m_OGLPrimitiveVertexBuffer + startOfQuad, 3 * m_vertexSize); } } m_count += addedDataSize; m_vertexCount += addedVerticies; } void ConvertQuadStripToTriangleStrip(){ int vertexPairCount = m_vertexCount / 2; // Doesn't add any points, but does reorder the verticies. // Swap each pair of verticies. for(int i = 0; i < vertexPairCount; i++) { int startOfPair = i * m_vertexSize * 2; int middleOfPair = startOfPair + m_vertexSize; for(int j = 0; j < m_vertexSize; j++) { int c = m_OGLPrimitiveVertexBuffer[startOfPair + j]; m_OGLPrimitiveVertexBuffer[startOfPair + j] = m_OGLPrimitiveVertexBuffer[middleOfPair + j]; m_OGLPrimitiveVertexBuffer[middleOfPair + j] = c; } } } void Ensure(int size){ if (( m_count + size ) > m_size ) { int newSize = m_size * 2; if ( newSize < m_count + size ) newSize = m_count + size; char* newVB = new char[newSize]; if ( m_OGLPrimitiveVertexBuffer ) { memcpy(newVB, m_OGLPrimitiveVertexBuffer, m_count); } delete[] m_OGLPrimitiveVertexBuffer; m_OGLPrimitiveVertexBuffer = newVB; m_size = newSize; } } GLuint m_drawMode; DWORD m_vertexTypeDesc; int m_vertexSize; // in bytes LPDIRECT3DDEVICE7 m_pD3DDev; char* m_OGLPrimitiveVertexBuffer; int m_size; int m_count; DWORD m_vertexCount; D3DCOLOR m_color; float m_textureCoords[MAXSTATES*2]; }; #endif // USE_DRAWPRIMITIVE class FakeGL { private: LPDIRECT3DDEVICE7 m_pD3DDev; LPDIRECTDRAW7 m_pDD; LPDIRECT3D7 m_pD3D; LPDIRECTDRAWSURFACE7 m_pPrimary; #ifdef USE_D3DXCONTEXT ID3DXContext* m_pD3DX; #endif bool m_hardwareTandL; BOOL m_bD3DXReady; HWND m_hwndMain; bool m_glRenderStateDirty; bool m_glAlphaStateDirty; GLenum m_glAlphaFunc; GLclampf m_glAlphaFuncRef; bool m_glAlphaTest; bool m_glBlendStateDirty; bool m_glBlend; GLenum m_glBlendFuncSFactor; GLenum m_glBlendFuncDFactor; bool m_glCullStateDirty; bool m_glCullFace; GLenum m_glCullFaceMode; bool m_glDepthStateDirty; bool m_glDepthTest; GLenum m_glDepthFunc; bool m_glDepthMask; GLclampd m_glDepthRangeNear; GLclampd m_glDepthRangeFar; GLenum m_glMatrixMode; GLenum m_glPolygonModeFront; GLenum m_glPolygonModeBack; bool m_glShadeModelStateDirty; GLenum m_glShadeModel; bool m_bViewPortDirty; GLint m_glViewPortX; GLint m_glViewPortY; GLsizei m_glViewPortWidth; GLsizei m_glViewPortHeight; TextureState m_textureState; TextureTable m_textures; bool m_modelViewMatrixStateDirty; bool m_projectionMatrixStateDirty; bool m_textureMatrixStateDirty; bool* m_currentMatrixStateDirty; // an alias to one of the preceeding stacks ID3DXMatrixStack* m_modelViewMatrixStack; ID3DXMatrixStack* m_projectionMatrixStack; ID3DXMatrixStack* m_textureMatrixStack; ID3DXMatrixStack* m_currentMatrixStack; // an alias to one of the preceeding stacks bool m_viewMatrixStateDirty; D3DXMATRIX m_d3dViewMatrix; OGLPrimitiveVertexBuffer m_OGLPrimitiveVertexBuffer; bool m_needBeginScene; const char* m_vendor; const char* m_renderer; char m_version[64]; const char* m_extensions; DDDEVICEIDENTIFIER2 m_dddi; DWORD m_windowHeight; char* m_stickyAlloc; DWORD m_stickyAllocSize; bool m_hintGenerateMipMaps; #ifdef USE_D3DFRAME D3DCOLOR m_clearColor; #endif HRESULT ReleaseD3DX() { #ifdef USE_D3DFRAME Cleanup3DEnvironment(); #endif #ifdef USE_D3DXCONTEXT RELEASENULL(m_pDD); RELEASENULL(m_pD3D); RELEASENULL(m_pD3DDev); RELEASENULL(m_pPrimary); RELEASENULL(m_pD3DX); #endif m_bD3DXReady = FALSE; qD3DXUninitialize(); return S_OK; } #ifdef USE_D3DFRAME static HRESULT AppConfirmFn(DDCAPS* caps, D3DDEVICEDESC7* desc){ return S_OK; } #endif HRESULT InitD3DX() { HRESULT hr; if( FAILED(hr = qD3DXInitialize()) ) return hr; #ifdef USE_D3DFRAME // Choose device hr = D3DEnum_EnumerateDevices(&AppConfirmFn); if( FAILED(hr) ) return hr; hr = D3DEnum_SelectDefaultDevice(&m_pDeviceInfo, 0); if( FAILED(hr) ) return hr; m_pDeviceInfo->bWindowed = gFullScreen ? 0 : 1; m_pFramework = new CD3DFramework7(); if( FAILED( hr = Initialize3DEnvironment() ) ) return hr; #endif #ifdef USE_D3DXCONTEXT DWORD width = gWidth; DWORD height = gHeight; DWORD bpp = gBpp; DWORD zbpp = gZbpp; // Try as specified. hr = qD3DXCreateContextEx(D3DX_DEFAULT, gFullScreen ? D3DX_CONTEXT_FULLSCREEN : 0, m_hwndMain, NULL, bpp, 0, zbpp, 0, 1, width, height, D3DX_DEFAULT, &m_pD3DX); if( FAILED(hr) ) { // default z-buffer hr = qD3DXCreateContextEx(D3DX_DEFAULT, gFullScreen ? D3DX_CONTEXT_FULLSCREEN : 0, m_hwndMain, NULL, bpp, 0, D3DX_DEFAULT, 0, 1, width, height, D3DX_DEFAULT, &m_pD3DX); if( FAILED(hr) ) { // default depth and z-buffer hr = qD3DXCreateContextEx(D3DX_DEFAULT, gFullScreen ? D3DX_CONTEXT_FULLSCREEN : 0, m_hwndMain, NULL, D3DX_DEFAULT, 0, D3DX_DEFAULT, 0, 1, width, height, D3DX_DEFAULT, &m_pD3DX); if( FAILED(hr) ) { // default everything hr = qD3DXCreateContextEx(D3DX_DEFAULT, gFullScreen ? D3DX_CONTEXT_FULLSCREEN : 0, m_hwndMain, NULL, D3DX_DEFAULT, 0, D3DX_DEFAULT, 0, 1, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, &m_pD3DX); if( FAILED(hr) ) { return hr; } } } } m_pDD = m_pD3DX->GetDD(); m_pD3D = m_pD3DX->GetD3D(); m_pD3DDev = m_pD3DX->GetD3DDevice(); m_pPrimary = m_pD3DX->GetPrimary(); #endif m_bD3DXReady = TRUE; return hr; } void InterpretError(HRESULT hr) { char errStr[100]; qD3DXGetErrorString(hr, 100, errStr ); Con_Printf("%s\n", errStr); // MessageBox(NULL,errStr,"D3DX Error",MB_OK); // LocalDebugBreak(); } #ifdef USE_D3DFRAME D3DEnum_DeviceInfo* m_pDeviceInfo; LPDIRECTDRAWSURFACE7 m_pddsRenderTargetLeft; DDSURFACEDESC2 m_ddsdRenderTarget; CD3DFramework7* m_pFramework; //----------------------------------------------------------------------------- // Name: Initialize3DEnvironment() // Desc: Initializes the sample framework, then calls the app-specific function // to initialize device specific objects. This code is structured to // handled any errors that may occur duing initialization //----------------------------------------------------------------------------- HRESULT Initialize3DEnvironment() { HRESULT hr; DWORD dwFrameworkFlags = 0L; dwFrameworkFlags |= ( !m_pDeviceInfo->bWindowed ? D3DFW_FULLSCREEN : 0L ); dwFrameworkFlags |= ( m_pDeviceInfo->bStereo ? D3DFW_STEREO : 0L ); dwFrameworkFlags |= ( D3DFW_ZBUFFER ); // Initialize the D3D framework if( SUCCEEDED( hr = m_pFramework->Initialize( m_hwndMain, m_pDeviceInfo->pDriverGUID, m_pDeviceInfo->pDeviceGUID, &m_pDeviceInfo->ddsdFullscreenMode, dwFrameworkFlags ) ) ) { m_pDD = m_pFramework->GetDirectDraw(); m_pD3D = m_pFramework->GetDirect3D(); m_pD3DDev = m_pFramework->GetD3DDevice(); m_pPrimary = m_pFramework->GetRenderSurface(); m_pddsRenderTargetLeft = m_pFramework->GetRenderSurfaceLeft(); m_ddsdRenderTarget.dwSize = sizeof(m_ddsdRenderTarget); m_pPrimary->GetSurfaceDesc( &m_ddsdRenderTarget ); // Let the app run its startup code which creates the 3d scene. if( SUCCEEDED( hr = InitDeviceObjects() ) ) return S_OK; else { DeleteDeviceObjects(); m_pFramework->DestroyObjects(); } } // If we get here, the first initialization passed failed. If that was with a // hardware device, try again using a software rasterizer instead. if( m_pDeviceInfo->bHardware ) { // Try again with a software rasterizer // DisplayFrameworkError( hr, MSGWARN_SWITCHEDTOSOFTWARE ); D3DEnum_SelectDefaultDevice( &m_pDeviceInfo, D3DENUM_SOFTWAREONLY ); return Initialize3DEnvironment(); } return hr; } //----------------------------------------------------------------------------- // Name: Change3DEnvironment() // Desc: Handles driver, device, and/or mode changes for the app. //----------------------------------------------------------------------------- HRESULT Change3DEnvironment() { HRESULT hr; static BOOL bOldWindowedState = TRUE; static DWORD dwSavedStyle; static RECT rcSaved; // Release all scene objects that will be re-created for the new device DeleteDeviceObjects(); // Release framework objects, so a new device can be created if( FAILED( hr = m_pFramework->DestroyObjects() ) ) { // DisplayFrameworkError( hr, MSGERR_APPMUSTEXIT ); SendMessage( m_hwndMain, WM_CLOSE, 0, 0 ); return hr; } // Check if going from fullscreen to windowed mode, or vice versa. if( bOldWindowedState != m_pDeviceInfo->bWindowed ) { if( m_pDeviceInfo->bWindowed ) { // Coming from fullscreen mode, so restore window properties SetWindowLong( m_hwndMain, GWL_STYLE, dwSavedStyle ); SetWindowPos( m_hwndMain, HWND_NOTOPMOST, rcSaved.left, rcSaved.top, ( rcSaved.right - rcSaved.left ), ( rcSaved.bottom - rcSaved.top ), SWP_SHOWWINDOW ); } else { // Going to fullscreen mode, save/set window properties as needed dwSavedStyle = GetWindowLong( m_hwndMain, GWL_STYLE ); GetWindowRect( m_hwndMain, &rcSaved ); SetWindowLong( m_hwndMain, GWL_STYLE, WS_POPUP|WS_SYSMENU|WS_VISIBLE ); } bOldWindowedState = m_pDeviceInfo->bWindowed; } // Inform the framework class of the driver change. It will internally // re-create valid surfaces, a d3ddevice, etc. if( FAILED( hr = Initialize3DEnvironment() ) ) { // DisplayFrameworkError( hr, MSGERR_APPMUSTEXIT ); SendMessage( m_hwndMain, WM_CLOSE, 0, 0 ); return hr; } return S_OK; } //----------------------------------------------------------------------------- // Name: Render3DEnvironment() // Desc: Draws the scene. //----------------------------------------------------------------------------- HRESULT Render3DEnvironment() { HRESULT hr; // Check the cooperative level before rendering if( FAILED( hr = m_pDD->TestCooperativeLevel() ) ) { switch( hr ) { case DDERR_EXCLUSIVEMODEALREADYSET: case DDERR_NOEXCLUSIVEMODE: // Do nothing because some other app has exclusive mode return S_OK; case DDERR_WRONGMODE: // The display mode changed on us. Resize accordingly if( m_pDeviceInfo->bWindowed ) return Change3DEnvironment(); break; } return hr; } // Show the frame on the primary surface. if( FAILED( hr = m_pFramework->ShowFrame() ) ) { if( DDERR_SURFACELOST != hr ) return hr; m_pFramework->RestoreSurfaces(); RestoreSurfaces(); } return S_OK; } //----------------------------------------------------------------------------- // Name: Cleanup3DEnvironment() // Desc: Cleanup scene objects //----------------------------------------------------------------------------- void Cleanup3DEnvironment() { if( m_pFramework ) { DeleteDeviceObjects(); delete m_pFramework; m_pFramework = 0; FinalCleanup(); } D3DEnum_FreeResources(); } // Overridable functions for the 3D scene created by the app virtual HRESULT OneTimeSceneInit() { return S_OK; } virtual HRESULT InitDeviceObjects() { return S_OK; } virtual HRESULT DeleteDeviceObjects() { return S_OK; } virtual HRESULT Render() { return S_OK; } virtual HRESULT FrameMove( FLOAT ) { return S_OK; } virtual HRESULT RestoreSurfaces() { return S_OK; } virtual HRESULT FinalCleanup() { return S_OK; } #endif public: FakeGL(HWND hwndMain){ m_hwndMain = hwndMain; RECT rect; GetClientRect(m_hwndMain, &rect); m_windowHeight = rect.bottom - rect.top; m_bD3DXReady = TRUE; m_pD3DDev = 0; m_pDD = 0; m_pD3D = 0; m_pPrimary = 0; #ifdef USE_D3DXCONTEXT m_pD3DX = 0; #endif #ifdef USE_D3DFRAME m_clearColor = 0; #endif m_hardwareTandL = false; m_glRenderStateDirty = true; m_glAlphaStateDirty = true; m_glAlphaFunc = GL_ALWAYS; m_glAlphaFuncRef = 0; m_glAlphaTest = false; m_glBlendStateDirty = true; m_glBlend = false; m_glBlendFuncSFactor = GL_ONE; // Not sure this is the default m_glBlendFuncDFactor = GL_ZERO; // Not sure this is the default m_glCullStateDirty = true; m_glCullFace = false; m_glCullFaceMode = GL_BACK; m_glDepthStateDirty = true; m_glDepthTest = false; m_glDepthMask = true; m_glDepthFunc = GL_ALWAYS; // not sure if this is the default m_glDepthRangeNear = 0; // not sure if this is the default m_glDepthRangeFar = 1.0; // not sure if this is the default m_glMatrixMode = GL_MODELVIEW; // Not sure this is the default m_glPolygonModeFront = GL_FILL; m_glPolygonModeBack = GL_FILL; m_glShadeModelStateDirty = true; m_glShadeModel = GL_SMOOTH; m_bViewPortDirty = true; m_glViewPortX = 0; m_glViewPortY = 0; m_glViewPortWidth = rect.right - rect.left; m_glViewPortHeight = rect.bottom - rect.top; m_vendor = 0; m_renderer = 0; m_extensions = 0; m_hintGenerateMipMaps = true; HRESULT hr = InitD3DX(); if ( FAILED(hr) ) { InterpretError(hr); } hr = qD3DXCreateMatrixStack(0, &m_modelViewMatrixStack); hr = qD3DXCreateMatrixStack(0, &m_projectionMatrixStack); hr = qD3DXCreateMatrixStack(0, &m_textureMatrixStack); m_currentMatrixStack = m_modelViewMatrixStack; m_modelViewMatrixStack->LoadIdentity(); // Not sure this is correct m_projectionMatrixStack->LoadIdentity(); m_textureMatrixStack->LoadIdentity(); m_modelViewMatrixStateDirty = true; m_projectionMatrixStateDirty = true; m_textureMatrixStateDirty = true; m_currentMatrixStateDirty = &m_modelViewMatrixStateDirty; m_viewMatrixStateDirty = true; D3DXMatrixIdentity(&m_d3dViewMatrix); m_needBeginScene = true; m_stickyAlloc = 0; m_stickyAllocSize = 0; { // Check for multitexture. D3DDEVICEDESC7 deviceCaps; HRESULT hr = m_pD3DDev->GetCaps(&deviceCaps); if ( ! FAILED(hr)) { // Clamp texture blend stages to 2. Some cards can do eight, but that's more // than we need. int maxStages = deviceCaps.wMaxTextureBlendStages; if ( maxStages > 2 ){ maxStages = 2; } m_textureState.SetMaxStages(maxStages); m_hardwareTandL = (deviceCaps.dwDevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0; for(int i = 0; i < maxStages; i++ ) { m_pD3DDev->SetTextureStageState(i, D3DTSS_TEXCOORDINDEX, i); } } } // One-time render state initialization m_pD3DDev->SetRenderState( D3DRENDERSTATE_TEXTUREFACTOR, 0x00000000 ); m_pD3DDev->SetRenderState( D3DRENDERSTATE_DITHERENABLE, TRUE ); m_pD3DDev->SetRenderState( D3DRENDERSTATE_SPECULARENABLE, FALSE ); m_pD3DDev->SetRenderState( D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE ); m_pD3DDev->SetRenderState(D3DRENDERSTATE_LIGHTING, FALSE); } ~FakeGL(){ delete [] m_stickyAlloc; ReleaseD3DX(); RELEASENULL(m_modelViewMatrixStack); RELEASENULL(m_projectionMatrixStack); RELEASENULL(m_textureMatrixStack); } void cglAlphaFunc (GLenum func, GLclampf ref){ if ( m_glAlphaFunc != func || m_glAlphaFuncRef != ref ) { SetRenderStateDirty(); m_glAlphaFunc = func; m_glAlphaFuncRef = ref; m_glAlphaStateDirty = true; } } void cglBegin (GLenum mode){ if ( m_needBeginScene ){ HRESULT hr = m_pD3DDev->BeginScene(); if ( FAILED(hr) ) { InterpretError(hr); return; } else m_needBeginScene = false; } #if 0 // statistics static int beginCount; static int stateChangeCount; static int primitivesCount; beginCount++; if ( m_glRenderStateDirty ) stateChangeCount++; if ( m_glRenderStateDirty || ! m_OGLPrimitiveVertexBuffer.IsMergableMode(mode) ) primitivesCount++; #endif if ( m_glRenderStateDirty || ! m_OGLPrimitiveVertexBuffer.IsMergableMode(mode) ) { internalEnd(); SetGLRenderState(); DWORD typeDesc; typeDesc = D3DFVF_XYZ | D3DFVF_DIFFUSE; typeDesc |= (m_textureState.GetMaxStages() << D3DFVF_TEXCOUNT_SHIFT); if ( typeDesc != m_OGLPrimitiveVertexBuffer.GetVertexTypeDesc()) { m_OGLPrimitiveVertexBuffer.Initialize(m_pD3DDev, m_pD3D, m_hardwareTandL, typeDesc); } m_OGLPrimitiveVertexBuffer.Begin(mode); } else { m_OGLPrimitiveVertexBuffer.Append(mode); } } void cglBindTexture(GLenum target, GLuint texture){ if ( target != GL_TEXTURE_2D ) { LocalDebugBreak(); return; } if ( m_textureState.GetCurrentTexture() != texture ) { SetRenderStateDirty(); m_textureState.SetCurrentTexture(texture); m_textures.BindTexture(texture); } } inline void cglMTexCoord2fSGIS(GLenum target, GLfloat s, GLfloat t){ int textStage = target - TEXTURE0_SGIS; m_OGLPrimitiveVertexBuffer.SetTextureCoord(textStage, s, t); } void cglSelectTextureSGIS(GLenum target){ int textStage = target - TEXTURE0_SGIS; m_textureState.SetCurrentStage(textStage); m_textures.BindTexture(m_textureState.GetCurrentTexture()); // Does not, by itself, dirty the render state } void cglBlendFunc (GLenum sfactor, GLenum dfactor){ if ( m_glBlendFuncSFactor != sfactor || m_glBlendFuncDFactor != dfactor ) { SetRenderStateDirty(); m_glBlendFuncSFactor = sfactor; m_glBlendFuncDFactor = dfactor; m_glBlendStateDirty = true; } } void cglClear (GLbitfield mask){ HRESULT hr; internalEnd(); SetGLRenderState(); DWORD clearMask = 0; if ( mask & GL_COLOR_BUFFER_BIT ) { clearMask |= D3DCLEAR_TARGET; } if ( mask & GL_DEPTH_BUFFER_BIT ) { clearMask |= D3DCLEAR_ZBUFFER; } #ifdef USE_D3DXCONTEXT hr = m_pD3DX->Clear(clearMask); #endif #ifdef USE_D3DFRAME hr = m_pD3DDev->Clear( 0, 0, clearMask, m_clearColor, 1.0f, 0L ); #endif if ( FAILED(hr) ){ InterpretError(hr); } } void cglClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha){ D3DCOLOR clearColor = D3DRGBA(Clamp(red), Clamp(green), Clamp(blue), Clamp(alpha)); #ifdef USE_D3DXCONTEXT HRESULT hr = m_pD3DX->SetClearColor(clearColor); if( FAILED(hr) ) { InterpretError(hr); } #endif #ifdef USE_D3DFRAME m_clearColor = clearColor; #endif } inline void cglColor3f (GLfloat red, GLfloat green, GLfloat blue){ // Note: On x86 architectures this function will chew up a lot of time // converting floating point to integer by calling _ftol // unless the /QIfist flag is specified. m_OGLPrimitiveVertexBuffer.SetColor(D3DRGB(Clamp(red), Clamp(green), Clamp(blue))); } inline void cglColor3ubv (const GLubyte *v){ m_OGLPrimitiveVertexBuffer.SetColor(RGBA_MAKE(v[0], v[1], v[2], 0xff)); } inline void cglColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha){ // Note: On x86 architectures this function will chew up a lot of time // converting floating point to integer by calling _ftol // unless the /QIfist flag is specified. m_OGLPrimitiveVertexBuffer.SetColor(D3DRGBA(Clamp(red), Clamp(green), Clamp(blue), Clamp(alpha))); } inline void cglColor4fv (const GLfloat *v){ // Note: On x86 architectures this function will chew up a lot of time // converting floating point to integer by calling _ftol // unless the /QIfist flag is specified. m_OGLPrimitiveVertexBuffer.SetColor(D3DRGBA(Clamp(v[0]), Clamp(v[1]), Clamp(v[2]), Clamp(v[3]))); } void cglCullFace (GLenum mode){ if ( m_glCullFaceMode != mode ) { SetRenderStateDirty(); m_glCullFaceMode = mode; m_glCullStateDirty = true; } } void cglDepthFunc (GLenum func){ if ( m_glDepthFunc != func ) { SetRenderStateDirty(); m_glDepthFunc = func; m_glDepthStateDirty = true; } } void cglDepthMask (GLboolean flag){ if ( m_glDepthMask != (flag != 0) ) { SetRenderStateDirty(); m_glDepthMask = flag != 0 ? true : false; m_glDepthStateDirty = true; } } void cglDepthRange (GLclampd zNear, GLclampd zFar){ if ( m_glDepthRangeNear != zNear || m_glDepthRangeFar != zFar ) { SetRenderStateDirty(); m_glDepthRangeNear = zNear; m_glDepthRangeFar = zFar; m_bViewPortDirty = true; } } void cglDisable (GLenum cap){ EnableDisableSet(cap, false); } void cglDrawBuffer (GLenum /* mode */){ // Do nothing. (Can DirectX render to the front buffer at all?) } void cglEnable (GLenum cap){ EnableDisableSet(cap, true); } void EnableDisableSet(GLenum cap, bool value){ switch ( cap ) { case GL_ALPHA_TEST: if ( m_glAlphaTest != value ) { SetRenderStateDirty(); m_glAlphaTest = value; m_glAlphaStateDirty = true; } break; case GL_BLEND: if ( m_glBlend != value ) { SetRenderStateDirty(); m_textureState.SetMainBlend(value); m_glBlend = value; m_glBlendStateDirty = true; } break; case GL_CULL_FACE: if ( m_glCullFace != value ) { SetRenderStateDirty(); m_glCullFace = value; m_glCullStateDirty = true; } break; case GL_DEPTH_TEST: if ( m_glDepthTest != value ) { SetRenderStateDirty(); m_glDepthTest = value; m_glDepthStateDirty = true; } break; case GL_TEXTURE_2D: if ( m_textureState.GetTexture2D() != value ) { SetRenderStateDirty(); m_textureState.SetTexture2D(value); } break; case GL_TEXTURE_GEN_S: case GL_TEXTURE_GEN_T: break; case GL_NORMALIZE: break; case GL_AUTO_NORMAL: break; case GL_DITHER: case GL_FOG: break; case GL_POLYGON_OFFSET_FILL: // I fear for the shaders. break; default: LocalDebugBreak(); break; } } void cglEnd (void){ // internalEnd(); } void internalEnd(){ m_OGLPrimitiveVertexBuffer.End(); } void cglFinish (void){ // To Do: This is supposed to flush all pending commands internalEnd(); } void cglFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){ SetRenderStateDirty(); D3DXMATRIX m; // Note that D3D takes top, bottom arguments in opposite order qD3DXMatrixPerspectiveOffCenter(&m, left, right, bottom, top, zNear, zFar); m_currentMatrixStack->MultMatrixLocal(&m); *m_currentMatrixStateDirty = true; } void cglGetFloatv (GLenum pname, GLfloat *params){ switch(pname){ case GL_MODELVIEW_MATRIX: memcpy(params,m_modelViewMatrixStack->GetTop(), sizeof(D3DMATRIX)); break; default: LocalDebugBreak(); break; } } const GLubyte * cglGetString (GLenum name){ const char* result = ""; EnsureDriverInfo(); switch ( name ) { case GL_VENDOR: result = m_vendor; break; case GL_RENDERER: result = m_renderer; break; case GL_VERSION: result = m_version; break; case GL_EXTENSIONS: result = m_extensions; break; default: break; } return (const GLubyte *) result; } void cglHint (GLenum /* target */, GLenum /* mode */){ LocalDebugBreak(); } void cglLoadIdentity (void){ SetRenderStateDirty(); m_currentMatrixStack->LoadIdentity(); *m_currentMatrixStateDirty = true; } void cglLoadMatrixf (const GLfloat *m){ SetRenderStateDirty(); m_currentMatrixStack->LoadMatrix((D3DXMATRIX*) m); *m_currentMatrixStateDirty = true; } void cglMultMatrixf (const GLfloat *m){ SetRenderStateDirty(); m_currentMatrixStack->MultMatrixLocal((D3DXMATRIX*) m); *m_currentMatrixStateDirty = true; } void cglMatrixMode (GLenum mode){ m_glMatrixMode = mode; switch ( mode ) { case GL_MODELVIEW: m_currentMatrixStack = m_modelViewMatrixStack; m_currentMatrixStateDirty = &m_modelViewMatrixStateDirty; break; case GL_PROJECTION: m_currentMatrixStack = m_projectionMatrixStack; m_currentMatrixStateDirty = &m_projectionMatrixStateDirty; break; case GL_TEXTURE: m_currentMatrixStack = m_textureMatrixStack; m_currentMatrixStateDirty = &m_textureMatrixStateDirty; break; default: LocalDebugBreak(); break; } } void cglOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){ SetRenderStateDirty(); D3DXMATRIX m; qD3DXMatrixOrthoOffCenter(&m, left, right, top, bottom, zNear, zFar); m_currentMatrixStack->MultMatrixLocal(&m); *m_currentMatrixStateDirty = true; } void cglPolygonMode (GLenum face, GLenum mode){ SetRenderStateDirty(); switch ( face ) { case GL_FRONT: m_glPolygonModeFront = mode; break; case GL_BACK: m_glPolygonModeBack = mode; break; case GL_FRONT_AND_BACK: m_glPolygonModeFront = mode; m_glPolygonModeBack = mode; break; default: LocalDebugBreak(); break; } } void cglPopMatrix (void){ SetRenderStateDirty(); m_currentMatrixStack->Pop(); *m_currentMatrixStateDirty = true; } void cglPushMatrix (void){ m_currentMatrixStack->Push(); // Doesn't dirty matrix state } void cglReadBuffer (GLenum /* mode */){ // Not that we allow reading from various buffers anyway. } void cglReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels){ if ( format != GL_RGB || type != GL_UNSIGNED_BYTE) { LocalDebugBreak(); return; } internalEnd(); #ifdef USE_D3DXCONTEXT LPDIRECTDRAWSURFACE7 back = m_pD3DX->GetBackBuffer(0); #endif #ifdef USE_D3DFRAME LPDIRECTDRAWSURFACE7 back = m_pFramework->GetBackBuffer(); #endif if(back) { DDSURFACEDESC2 desc = {sizeof(desc) }; HRESULT hr = back->Lock(NULL, &desc, DDLOCK_READONLY | DDLOCK_WAIT, 0); if ( FAILED(hr) ) { InterpretError(hr); return; } CopyBitsToRGB(pixels, x, y, width, height, &desc); back->Unlock(NULL); RELEASENULL(back); } } static WORD GetNumberOfBits( DWORD dwMask ) { WORD wBits = 0; while( dwMask ) { dwMask = dwMask & ( dwMask - 1 ); wBits++; } return wBits; } static WORD GetShift( DWORD dwMask ) { for(WORD i = 0; i < 32; i++ ) { if ( (1 << i) & dwMask ) { return i; } } return 0; // no bits in mask. } // Extract the bits and replicate out to an eight bit value static DWORD ExtractAndNormalize(DWORD rgba, DWORD shift, DWORD bits, DWORD mask){ DWORD v = (rgba & mask) >> shift; // Assume bits >= 4 v = (v | (v << bits)); v = v >> (bits*2 - 8); return v; } void CopyBitsToRGB(void* pixels, DWORD sx, DWORD sy, DWORD width, DWORD height, LPDDSURFACEDESC2 pDesc){ if ( ! (pDesc->ddpfPixelFormat.dwFlags & DDPF_RGB) ) { return; // Can't handle non-RGB surfaces } // We have to flip the Y axis to convert from D3D to openGL long destEndOfLineSkip = -2 * (width * 3); unsigned char* pDest = ((unsigned char*) pixels) + (height - 1) * width * 3 ; switch ( pDesc->ddpfPixelFormat.dwRGBBitCount ) { default: return; case 16: { unsigned short* pSource = (unsigned short*) (((unsigned char*) pDesc->lpSurface) + sx * sizeof(unsigned short) + sy * pDesc->lPitch); DWORD endOfLineSkip = pDesc->lPitch / sizeof(unsigned short) - pDesc->dwWidth; DWORD rMask = pDesc->ddpfPixelFormat.dwRBitMask; DWORD gMask = pDesc->ddpfPixelFormat.dwGBitMask; DWORD bMask = pDesc->ddpfPixelFormat.dwBBitMask; DWORD rShift = GetShift(rMask); DWORD rBits = GetNumberOfBits(rMask); DWORD gShift = GetShift(gMask); DWORD gBits = GetNumberOfBits(gMask); DWORD bShift = GetShift(bMask); DWORD bBits = GetNumberOfBits(bMask); for(DWORD y = 0; y < height; y++ ) { for (DWORD x = 0; x < width; x++ ) { unsigned short rgba = *pSource++; *pDest++ = ExtractAndNormalize(rgba, rShift, rBits, rMask); *pDest++ = ExtractAndNormalize(rgba, gShift, gBits, gMask); *pDest++ = ExtractAndNormalize(rgba, bShift, bBits, bMask); } pSource += endOfLineSkip; pDest += destEndOfLineSkip; } } break; case 32: { unsigned long* pSource = (unsigned long*) (((unsigned char*) pDesc->lpSurface) + sx * sizeof(unsigned long) + sy * pDesc->lPitch); DWORD endOfLineSkip = pDesc->lPitch / sizeof(unsigned long) - pDesc->dwWidth; for(DWORD y = 0; y < height; y++ ) { for (DWORD x = 0; x < width; x++ ) { unsigned long rgba = *pSource++; *pDest++ = RGBA_GETRED(rgba); *pDest++ = RGBA_GETGREEN(rgba); *pDest++ = RGBA_GETBLUE(rgba); } pSource += endOfLineSkip; pDest += destEndOfLineSkip; } } break; } } void cglRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z){ SetRenderStateDirty(); D3DXMATRIX m; D3DXVECTOR3 v; v.x = x; v.y = y; v.z = z; // GL uses counterclockwise degrees, DX uses clockwise radians float dxAngle = angle * 3.14159 / 180; m_currentMatrixStack->RotateAxisLocal(&v, dxAngle); *m_currentMatrixStateDirty = true; } void cglScalef (GLfloat x, GLfloat y, GLfloat z){ SetRenderStateDirty(); D3DXMATRIX m; qD3DXMatrixScaling(&m, x, y, z); m_currentMatrixStack->MultMatrixLocal(&m); *m_currentMatrixStateDirty = true; } void cglShadeModel (GLenum mode){ if ( m_glShadeModel != mode ) { SetRenderStateDirty(); m_glShadeModel = mode; m_glShadeModelStateDirty = true; } } inline void cglTexCoord2f (GLfloat s, GLfloat t){ m_OGLPrimitiveVertexBuffer.SetTextureCoord0(s, t); } void cglTexEnvf (GLenum /* target */, GLenum /* pname */, GLfloat param){ // ignore target, which must be GL_TEXTURE_ENV // ignore pname, which must be GL_TEXTURE_ENV_MODE if ( m_textureState.GetTextEnvMode() != param ) { SetRenderStateDirty(); m_textureState.SetTextEnvMode(param); } } static int MipMapSize(DWORD width, DWORD height){ DWORD n = width < height? width : height; DWORD result = 1; while (n > (DWORD) (1 << result) ) { result++; } return result; } #define LOAD_OURSELVES void cglTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint /* border */, GLenum format, GLenum type, const GLvoid *pixels){ HRESULT hr; if ( target != GL_TEXTURE_2D || type != GL_UNSIGNED_BYTE) { InterpretError(E_FAIL); return; } bool isDynamic = format == GL_LUMINANCE; // Lightmaps use this format. DWORD dxWidth = width; DWORD dxHeight = height; D3DX_SURFACEFORMAT srcPixelFormat = GLToDXPixelFormat(internalformat, format); D3DX_SURFACEFORMAT destPixelFormat = srcPixelFormat; // Can the surface handle that format? hr = qD3DXCheckTextureRequirements(m_pD3DDev, NULL, &dxWidth, &dxHeight, &destPixelFormat); if ( FAILED(hr) ) { if ( g_force16bitTextures ) { destPixelFormat = D3DX_SF_A4R4G4B4; hr = qD3DXCheckTextureRequirements(m_pD3DDev, NULL, NULL, NULL, &destPixelFormat); if ( FAILED(hr) ) { // Don't know what to do. InterpretError(E_FAIL); return; } } else { destPixelFormat = D3DX_SF_A8R8G8B8; hr = qD3DXCheckTextureRequirements(m_pD3DDev, NULL, NULL, NULL, &destPixelFormat); if ( FAILED(hr) ) { // The card can't handle this pixel format. Switch to D3DX_SF_A4R4G4B4 destPixelFormat = D3DX_SF_A4R4G4B4; hr = qD3DXCheckTextureRequirements(m_pD3DDev, NULL, NULL, NULL, &destPixelFormat); if ( FAILED(hr) ) { // Don't know what to do. InterpretError(E_FAIL); return; } } } } #ifdef LOAD_OURSELVES char* goodSizeBits = (char*) pixels; if ( dxWidth != (DWORD) width || dxHeight != (DWORD) height ) { // Most likely this is because there is a 256 x 256 limit on the texture size. goodSizeBits = new char[sizeof(DWORD) * dxWidth * dxHeight]; DWORD* dest = ((DWORD*) goodSizeBits); for ( DWORD y = 0; y < dxHeight; y++) { DWORD sy = y * height / dxHeight; for(DWORD x = 0; x < dxWidth; x++) { DWORD sx = x * width / dxWidth; DWORD* source = ((DWORD*) pixels) + sy * dxWidth + sx; *dest++ = *source; } } width = dxWidth; height = dxHeight; } // To do: Convert the pixels on the fly while copying into the DX texture. char* compatablePixels; DWORD compatablePixelsPitch; hr = ConvertToCompatablePixels(internalformat, width, height, format, type, destPixelFormat, goodSizeBits, &compatablePixels, &compatablePixelsPitch); if ( goodSizeBits != pixels ) { delete [] goodSizeBits; } if ( FAILED(hr)) { InterpretError(hr); return; } #endif // It the current texture of the right size? LPDIRECTDRAWSURFACE7 pTexture = m_textures.GetTexture(); if ( pTexture ) { DDSURFACEDESC2 surface; memset(&surface, 0, sizeof(surface)); surface.dwSize = sizeof(surface); hr = pTexture->GetSurfaceDesc(&surface); if ( FAILED(hr) ) { InterpretError(hr); return; } // Is this texture being resized or re-color-formatted? if ( level == 0 && ( surface.dwWidth != (DWORD) width || surface.dwHeight != (DWORD) height || destPixelFormat != m_textures.GetCurrentEntry()->m_format)) { m_textures.SetTexture(NULL, D3DX_SF_UNKNOWN, 0); pTexture = 0; } // For non-square textures, OpenGL uses more MIPMAP levels than DirectX does. else if ( (surface.dwWidth >> level) <= 0 || (surface.dwHeight >> level) <= 0 ) { return; } } if( ! pTexture) { #ifdef USE_D3DXCREATETEXTURE DWORD dxwidth = width; DWORD dxheight = height; D3DX_SURFACEFORMAT pixelFormat = destPixelFormat; DWORD numMapsGenerated = 0; hr = D3DXCreateTexture(m_pD3DDev, NULL, &dxwidth, &dxheight, &pixelFormat, NULL, &pTexture, &numMapsGenerated); if ( FAILED(hr) ) { InterpretError(hr); return; } #else DDSURFACEDESC2 sd = {sizeof(sd)}; D3DX_SURFACEFORMAT pixelFormat = destPixelFormat; sd.dwFlags = DDSD_CAPS|DDSD_WIDTH|DDSD_HEIGHT| DDSD_PIXELFORMAT; sd.dwHeight = dxHeight; sd.dwWidth = dxWidth; qD3DXMakeDDPixelFormat(pixelFormat, &sd.ddpfPixelFormat); sd.ddsCaps.dwCaps = DDSCAPS_TEXTURE; if ( m_hintGenerateMipMaps ) { sd.ddsCaps.dwCaps |= DDSCAPS_MIPMAP|DDSCAPS_COMPLEX; } sd.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE; if ( isDynamic ) { sd.ddsCaps.dwCaps2 |= DDSCAPS2_HINTDYNAMIC; } else { sd.ddsCaps.dwCaps2 |= DDSCAPS2_OPAQUE; // DDSCAPS2_HINTSTATIC; } hr = m_pDD->CreateSurface(&sd, &pTexture, NULL); if ( FAILED(hr) ) { InterpretError(hr); return; } int bytesThisTexture = height * compatablePixelsPitch; if ( m_hintGenerateMipMaps ) { bytesThisTexture = bytesThisTexture * 4 / 3; } static int gNumBytesOfTextures = 0; // For debugging gNumBytesOfTextures += bytesThisTexture; #endif m_textures.SetTexture(pTexture, pixelFormat, internalformat); } #ifdef LOAD_OURSELVES glTexSubImage2D_Imp(pTexture, level, 0, 0, width, height, format, type, compatablePixels, compatablePixelsPitch); #else // This function is useful because it can scale large textures to fit into smaller textures. hr = D3DXLoadTextureFromMemory(m_pD3DDev, pTexture, level, (void*) pixels, NULL, srcPixelFormat, D3DX_DEFAULT, NULL, D3DX_FT_DEFAULT); #endif if ( FAILED(hr) ) { InterpretError(hr); return; } } void cglTexParameterf (GLenum target, GLenum pname, GLfloat param){ switch(target){ case GL_TEXTURE_2D: { SetRenderStateDirty(); TextureEntry* current = m_textures.GetCurrentEntry(); m_textureState.DirtyTexture(m_textures.GetCurrentID()); switch(pname) { case GL_TEXTURE_MIN_FILTER: current->m_glTexParameter2DMinFilter = param; break; case GL_TEXTURE_MAG_FILTER: current->m_glTexParameter2DMagFilter = param; break; case GL_TEXTURE_WRAP_S: current->m_glTexParameter2DWrapS = param; break; case GL_TEXTURE_WRAP_T: current->m_glTexParameter2DWrapT = param; break; case GL_TEXTURE_MAX_ANISOTROPY_EXT: current->m_maxAnisotropy = param; break; default: LocalDebugBreak(); } } break; default: LocalDebugBreak(); break; } } void cglTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){ if ( target != GL_TEXTURE_2D ) { LocalDebugBreak(); return; } if ( width <= 0 || height <= 0 ) { return; } LPDIRECTDRAWSURFACE7 pTexture = m_textures.GetTexture(); if ( ! pTexture ) { return; } internalEnd(); // We may have a pending drawing using the old texture state. // To do: Convert the pixels on the fly while copying into the DX texture. char* compatablePixels = 0; DWORD compatablePixelsPitch; if ( FAILED(ConvertToCompatablePixels(m_textures.GetInternalFormat(), width, height, format, type, m_textures.GetSurfaceFormat(), pixels, &compatablePixels, &compatablePixelsPitch))) { LocalDebugBreak(); return; } glTexSubImage2D_Imp(pTexture, level, xoffset, yoffset, width, height, format, type, compatablePixels, compatablePixelsPitch); } char* StickyAlloc(DWORD size){ if ( m_stickyAllocSize < size ) { delete [] m_stickyAlloc; m_stickyAlloc = new char[size]; m_stickyAllocSize = size; } return m_stickyAlloc; } void glTexSubImage2D_Imp (LPDIRECTDRAWSURFACE7 pTexture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum /* format */, GLenum /* type */, const char* compatablePixels, int compatablePixelsPitch){ HRESULT hr = S_OK; // Walk MIPMAP chain LPDIRECTDRAWSURFACE7 lpDDLevel; { LPDIRECTDRAWSURFACE7 lpDDNextLevel; DDSCAPS2 ddsCaps; lpDDLevel = pTexture; lpDDLevel->AddRef(); memset(&ddsCaps, 0, sizeof(ddsCaps)); ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP; hr = DD_OK; while (hr == DD_OK && level > 0) { hr = lpDDLevel->GetAttachedSurface(&ddsCaps, &lpDDNextLevel); lpDDLevel->Release(); lpDDLevel = lpDDNextLevel; level--; } } if ( FAILED(hr) ) { InterpretError(hr); RELEASENULL(lpDDLevel); return; } DDSURFACEDESC2 surfaceDesc; memset(&surfaceDesc, 0, sizeof(DDSURFACEDESC2)); surfaceDesc.dwSize = sizeof(DDSURFACEDESC2); RECT lockRect; lockRect.top = yoffset; lockRect.left = xoffset; lockRect.bottom = yoffset + height; lockRect.right = xoffset + width; hr = lpDDLevel->Lock(&lockRect, &surfaceDesc, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY, NULL); if ( FAILED(hr) ) { InterpretError(hr); } else { const char* sp = compatablePixels; char* dp = (char*) surfaceDesc.lpSurface; if ( compatablePixelsPitch != surfaceDesc.lPitch ) { for(int i = 0; i < height; i++ ) { memcpy(dp, sp, compatablePixelsPitch); sp += compatablePixelsPitch; dp += surfaceDesc.lPitch; } } else { memcpy(dp, sp, compatablePixelsPitch * height); } lpDDLevel->Unlock(&lockRect); } RELEASENULL(lpDDLevel); if ( FAILED(hr) ) { InterpretError(hr); } } void cglTranslatef (GLfloat x, GLfloat y, GLfloat z){ SetRenderStateDirty(); D3DXMATRIX m; qD3DXMatrixTranslation(&m, x, y, z); m_currentMatrixStack->MultMatrixLocal(&m); *m_currentMatrixStateDirty = true; } inline void cglVertex2f (GLfloat x, GLfloat y){ m_OGLPrimitiveVertexBuffer.SetVertex(x, y, 0); } inline void cglVertex3f (GLfloat x, GLfloat y, GLfloat z){ m_OGLPrimitiveVertexBuffer.SetVertex(x, y, z); } inline void cglVertex3fv (const GLfloat *v){ m_OGLPrimitiveVertexBuffer.SetVertex(v[0], v[1], v[2]); } void cglViewport (GLint x, GLint y, GLsizei width, GLsizei height){ if ( m_glViewPortX != x || m_glViewPortY != y || m_glViewPortWidth != width || m_glViewPortHeight != height ) { SetRenderStateDirty(); m_glViewPortX = x; m_glViewPortY = y; m_glViewPortWidth = width; m_glViewPortHeight = height; m_bViewPortDirty = true; } } void SwapBuffers(){ HRESULT hr = S_OK; internalEnd(); m_pD3DDev->EndScene(); m_needBeginScene = true; #ifdef USE_D3DXCONTEXT hr = m_pD3DX->UpdateFrame( D3DX_UPDATE_NOVSYNC ); if ( hr == DDERR_SURFACELOST || hr == DDERR_SURFACEBUSY ) hr = HandleWindowedModeChanges(); #endif #ifdef USE_D3DFRAME if( FAILED( hr = m_pFramework->ShowFrame() ) ) { if( DDERR_SURFACELOST != hr ) return; m_pFramework->RestoreSurfaces(); RestoreSurfaces(); } #endif } void SetGammaRamp(const unsigned char* gammaTable){ DDCAPS caps = {sizeof(DDCAPS)}; HRESULT hr; hr = m_pDD->GetCaps(&caps, NULL); if ( caps.dwCaps2 & DDCAPS2_PRIMARYGAMMA ) { DDGAMMARAMP gammaRamp; for(int i = 0; i < 256; i++ ) { WORD value = gammaTable[i]; value = value + (value << 8); // * 257 gammaRamp.red[i] = value; gammaRamp.green[i] = value; gammaRamp.blue[i] = value; } /* if(m_pPrimary) { IDirectDrawGammaControl* lpDDGammaControl = 0; hr = m_pPrimary->QueryInterface(IID_IDirectDrawGammaControl,(void**)&lpDDGammaControl); if ( ! FAILED(hr) && lpDDGammaControl ) { DWORD dwFlags = 0; if ( caps.dwCaps2 & DDCAPS2_CANCALIBRATEGAMMA ) { dwFlags = DDSGR_CALIBRATE; } hr = lpDDGammaControl->SetGammaRamp(dwFlags, &gammaRamp); RELEASENULL(lpDDGammaControl); } } */ } } void Hint_GenerateMipMaps(int value){ m_hintGenerateMipMaps = value != 0; } void EvictTextures(){ m_pD3D->EvictManagedTextures(); } private: void SetRenderStateDirty(){ if ( ! m_glRenderStateDirty ) { internalEnd(); m_glRenderStateDirty = true; } } HRESULT HandleWindowedModeChanges() { #ifdef USE_D3DFRAME return Change3DEnvironment(); #endif HRESULT hr; hr = m_pDD->TestCooperativeLevel(); if( SUCCEEDED( hr ) ) { // This means that mode changes had taken place, surfaces // were lost but still we are in the original mode, so we // simply restore all surfaces and keep going. if( FAILED( m_pDD->RestoreAllSurfaces() ) ) return hr; } else if( hr == DDERR_WRONGMODE ) { // This means that the desktop mode has changed // we can destroy and recreate everything back again. if(FAILED(hr = ReleaseD3DX())) return hr; if(FAILED(hr = InitD3DX())) return hr; } else if( hr == DDERR_EXCLUSIVEMODEALREADYSET ) { // This means that some app took exclusive mode access // we need to sit in a loop till we get back to the right mode. do { Sleep( 500 ); } while( DDERR_EXCLUSIVEMODEALREADYSET == (hr = m_pDD->TestCooperativeLevel()) ); if( SUCCEEDED( hr ) ) { // This means that the exclusive mode app relinquished its // control and we are back to the safe mode, so simply restore if( FAILED( m_pDD->RestoreAllSurfaces() ) ) return hr; } else if( DDERR_WRONGMODE == hr ) { // This means that the exclusive mode app relinquished its // control BUT we are back to some strange mode, so destroy // and recreate. if(FAILED(hr = ReleaseD3DX())) return hr; if(FAILED(hr = InitD3DX())) return hr; } else { // Busted!! return hr; } } else { // Busted!! return hr; } return S_OK; } void SetGLRenderState(){ if ( ! m_glRenderStateDirty ) { return; } m_glRenderStateDirty = false; HRESULT hr; if ( m_glAlphaStateDirty ){ m_glAlphaStateDirty = false; // Alpha test m_pD3DDev->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, m_glAlphaTest ? TRUE : FALSE ); m_pD3DDev->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, m_glAlphaTest ? GLToDXCompare(m_glAlphaFunc) : D3DCMP_ALWAYS); m_pD3DDev->SetRenderState(D3DRENDERSTATE_ALPHAREF, 255 * m_glAlphaFuncRef); } if ( m_glBlendStateDirty ){ m_glBlendStateDirty = false; // Alpha blending DWORD srcBlend = m_glBlend ? GLToDXSBlend(m_glBlendFuncSFactor) : D3DBLEND_ONE; DWORD destBlend = m_glBlend ? GLToDXDBlend(m_glBlendFuncDFactor) : D3DBLEND_ZERO; m_pD3DDev->SetRenderState( D3DRENDERSTATE_SRCBLEND, srcBlend ); m_pD3DDev->SetRenderState( D3DRENDERSTATE_DESTBLEND, destBlend ); m_pD3DDev->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, m_glBlend ? TRUE : FALSE ); } if ( m_glCullStateDirty ) { m_glCullStateDirty = false; D3DCULL cull = D3DCULL_NONE; if ( m_glCullFace ) { switch(m_glCullFaceMode){ default: case GL_BACK: // Should deal with frontface function cull = D3DCULL_CCW; break; } } hr = m_pD3DDev->SetRenderState(D3DRENDERSTATE_CULLMODE, cull); if ( FAILED(hr) ){ InterpretError(hr); } } if ( m_glShadeModelStateDirty ){ m_glShadeModelStateDirty = false; // Shade model m_pD3DDev->SetRenderState( D3DRENDERSTATE_SHADEMODE, m_glShadeModel == GL_SMOOTH ? D3DSHADE_GOURAUD : D3DSHADE_FLAT ); } { m_textureState.SetTextureStageState(m_pD3DDev, &m_textures); } if ( m_glDepthStateDirty ) { m_glDepthStateDirty = false; m_pD3DDev->SetRenderState( D3DRENDERSTATE_ZENABLE, m_glDepthTest ? D3DZB_TRUE : D3DZB_FALSE); m_pD3DDev->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE, m_glDepthMask ? TRUE : FALSE); DWORD zfunc = GLToDXCompare(m_glDepthFunc); m_pD3DDev->SetRenderState( D3DRENDERSTATE_ZFUNC, zfunc ); } if ( m_modelViewMatrixStateDirty ) { m_modelViewMatrixStateDirty = false; m_pD3DDev->SetTransform( D3DTRANSFORMSTATE_WORLD, (LPD3DMATRIX) m_modelViewMatrixStack->GetTop() ); } if ( m_viewMatrixStateDirty ) { m_viewMatrixStateDirty = false; m_pD3DDev->SetTransform( D3DTRANSFORMSTATE_VIEW, (LPD3DMATRIX) & m_d3dViewMatrix ); } if ( m_projectionMatrixStateDirty ) { m_projectionMatrixStateDirty = false; m_pD3DDev->SetTransform( D3DTRANSFORMSTATE_PROJECTION, (LPD3DMATRIX) m_projectionMatrixStack->GetTop() ); } if ( m_textureMatrixStateDirty ) { m_textureMatrixStateDirty = false; m_pD3DDev->SetTransform( D3DTRANSFORMSTATE_TEXTURE0, (LPD3DMATRIX) m_textureMatrixStack->GetTop() ); } if ( m_bViewPortDirty ) { m_bViewPortDirty = false; D3DVIEWPORT7 viewData; viewData.dwX = m_glViewPortX; viewData.dwY = m_windowHeight - (m_glViewPortY + m_glViewPortHeight); viewData.dwWidth = m_glViewPortWidth; viewData.dwHeight = m_glViewPortHeight; viewData.dvMinZ = m_glDepthRangeNear; viewData.dvMaxZ = m_glDepthRangeFar; if (r_secondaryview) { m_pD3DDev->EndScene(); m_needBeginScene = true; } m_pD3DDev->SetViewport(&viewData); } } void EnsureDriverInfo() { if ( ! m_vendor ) { memset(&m_dddi, 0, sizeof(m_dddi)); m_pDD->GetDeviceIdentifier(&m_dddi, 0); m_vendor = m_dddi.szDriver; m_renderer = m_dddi.szDescription; wsprintf(m_version, "%u.%u.%u.%u %u.%u.%u.%u %u", HIWORD(m_dddi.liDriverVersion.HighPart), LOWORD(m_dddi.liDriverVersion.HighPart), HIWORD(m_dddi.liDriverVersion.LowPart), LOWORD(m_dddi.liDriverVersion.LowPart), m_dddi.dwVendorId, m_dddi.dwDeviceId, m_dddi.dwSubSysId, m_dddi.dwRevision, m_dddi.dwWHQLLevel ); if ( m_textureState.GetMaxStages() > 1 ) { m_extensions = " GL_SGIS_multitexture GL_EXT_texture_object "; } else { m_extensions = " GL_EXT_texture_object "; } } } D3DX_SURFACEFORMAT GLToDXPixelFormat(GLint internalformat, GLenum format){ D3DX_SURFACEFORMAT d3dFormat = D3DX_SF_UNKNOWN; if ( g_force16bitTextures ) { switch ( format ) { case GL_RGBA: switch ( internalformat ) { default: case 4: // d3dFormat = D3DX_SF_A1R5G5B5; break; d3dFormat = D3DX_SF_A4R4G4B4; break; case 3: d3dFormat = D3DX_SF_R5G6B5; break; } break; case GL_RGB: d3dFormat = D3DX_SF_R5G5B5; break; case GL_COLOR_INDEX: d3dFormat = D3DX_SF_PALETTE8; break; case GL_LUMINANCE: d3dFormat = D3DX_SF_L8; break; case GL_ALPHA: d3dFormat = D3DX_SF_A8; break; case GL_INTENSITY: d3dFormat = D3DX_SF_L8; break; case GL_RGBA4: d3dFormat = D3DX_SF_A4R4G4B4; break; default: InterpretError(E_FAIL); } } else { // for switch ( format ) { case GL_RGBA: switch ( internalformat ) { default: case 4: d3dFormat = D3DX_SF_A8R8G8B8; break; case 3: d3dFormat = D3DX_SF_X8R8G8B8; break; } break; case GL_RGB: d3dFormat = D3DX_SF_R8G8B8; break; case GL_COLOR_INDEX: d3dFormat = D3DX_SF_PALETTE8; break; case GL_LUMINANCE: d3dFormat = D3DX_SF_L8; break; case GL_ALPHA: d3dFormat = D3DX_SF_A8; break; case GL_INTENSITY: d3dFormat = D3DX_SF_L8; break; case GL_RGBA4: d3dFormat = D3DX_SF_A4R4G4B4; break; default: InterpretError(E_FAIL); } } return d3dFormat; } // Avoid warning 4061, enumerant 'foo' in switch of enum 'bar' is not explicitly handled by a case label. #pragma warning( push ) #pragma warning( disable : 4061) HRESULT ConvertToCompatablePixels(GLint internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, D3DX_SURFACEFORMAT dxPixelFormat, const GLvoid *pixels, char** compatablePixels, DWORD* newPitch){ HRESULT hr = S_OK; if ( type != GL_UNSIGNED_BYTE ) { return E_FAIL; } switch ( dxPixelFormat ) { default: LocalDebugBreak(); break; case D3DX_SF_PALETTE8: case D3DX_SF_L8: case D3DX_SF_A8: { char* copy = StickyAlloc(width*height); memcpy(copy,pixels,width * height); *compatablePixels = copy; if ( newPitch ) { *newPitch = width; } } break; case D3DX_SF_A4R4G4B4: { int textureElementSize = 2; const unsigned char* glpixels = (const unsigned char*) pixels; char* dxpixels = StickyAlloc(textureElementSize * width * height); switch ( internalformat ) { default: LocalDebugBreak(); break; case 1: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const unsigned char* sp = glpixels + (y*width+x); unsigned short v; unsigned short s = 0xf & (sp[0] >> 4); v = s; // blue v |= s << 4; // green v |= s << 8; // red v |= s << 12; // alpha *dp = v; } } } break; case 3: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const unsigned char* sp = glpixels + (y*width+x)*4; unsigned short v; v = (0xf & (sp[2] >> 4)); // blue v |= (0xf & (sp[1] >> 4)) << 4; // green v |= (0xf & (sp[0] >> 4)) << 8; // red v |= 0xf000; // alpha *dp = v; } } } break; case 4: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*)(dxpixels + (y*width+x)*textureElementSize); const unsigned char* sp = glpixels + (y*width+x)*4; unsigned short v; v = (0xf & (sp[2] >> 4)); // blue v |= (0xf & (sp[1] >> 4)) << 4; // green v |= (0xf & (sp[0] >> 4)) << 8; // red v |= (0xf & (sp[3] >> 4)) << 12; // alpha *dp = v; } } } break; } *compatablePixels = dxpixels; if ( newPitch ) { *newPitch = 2 * width; } } break; case D3DX_SF_R5G6B5: { int textureElementSize = 2; const char* glpixels = (const char*) pixels; char* dxpixels = StickyAlloc(textureElementSize * width * height); switch ( internalformat ) { default: LocalDebugBreak(); break; case 1: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const char* sp = glpixels + (y*width+x); unsigned short v; v = (0x1f & (sp[0] >> 3)); // blue v |= (0x3f & (sp[0] >> 2)) << 5; // green v |= (0x1f & (sp[0] >> 3)) << 11; // red *dp = v; } } } break; case 3: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const char* sp = glpixels + (y*width+x)*4; unsigned short v; v = (0x1f & (sp[2] >> 3)); // blue v |= (0x3f & (sp[1] >> 2)) << 5; // green v |= (0x1f & (sp[0] >> 3)) << 11; // red *dp = v; } } } break; case 4: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const char* sp = glpixels + (y*width+x)*4; unsigned short v; v = (0x1f & (sp[2] >> 3)); // blue v |= (0x3f & (sp[1] >> 2)) << 5; // green v |= (0x1f & (sp[0] >> 3)) << 11; // red *dp = v; } } } break; } *compatablePixels = dxpixels; if ( newPitch ) { *newPitch = 2 * width; } } break; case D3DX_SF_R5G5B5: { int textureElementSize = 2; const char* glpixels = (const char*) pixels; char* dxpixels = StickyAlloc(textureElementSize * width * height); switch ( internalformat ) { default: LocalDebugBreak(); break; case 1: { #define RGBTOR5G5B5(R, G, B) (0x8000 | (0x1f & ((B) >> 3)) | ((0x1f & ((G) >> 3)) << 5) | ((0x1f & ((R) >> 3)) << 10)) #define Y5TOR5G5B5(Y) (0x8000 | ((Y) << 10) | ((Y) << 5) | (Y)) static const unsigned short table[32] = { Y5TOR5G5B5(0), Y5TOR5G5B5(1), Y5TOR5G5B5(2), Y5TOR5G5B5(3), Y5TOR5G5B5(4), Y5TOR5G5B5(5), Y5TOR5G5B5(6), Y5TOR5G5B5(7), Y5TOR5G5B5(8), Y5TOR5G5B5(9), Y5TOR5G5B5(10), Y5TOR5G5B5(11), Y5TOR5G5B5(12), Y5TOR5G5B5(13), Y5TOR5G5B5(14), Y5TOR5G5B5(15), Y5TOR5G5B5(16), Y5TOR5G5B5(17), Y5TOR5G5B5(18), Y5TOR5G5B5(19), Y5TOR5G5B5(20), Y5TOR5G5B5(21), Y5TOR5G5B5(22), Y5TOR5G5B5(23), Y5TOR5G5B5(24), Y5TOR5G5B5(25), Y5TOR5G5B5(26), Y5TOR5G5B5(27), Y5TOR5G5B5(28), Y5TOR5G5B5(29), Y5TOR5G5B5(30), Y5TOR5G5B5(31) }; unsigned short* dp = (unsigned short*) dxpixels; const unsigned char* sp = (const unsigned char*) glpixels; int numPixels = height * width; int i = numPixels >> 2; while(i > 0) { *dp++ = table[(*sp++) >> 3]; *dp++ = table[(*sp++) >> 3]; *dp++ = table[(*sp++) >> 3]; *dp++ = table[(*sp++) >> 3]; --i; } i = numPixels & 3; while(i > 0) { *dp++ = table[(*sp++) >> 3]; --i; } } break; case 3: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const unsigned char* sp = (const unsigned char*) glpixels + (y*width+x)*4; unsigned short v; v = (sp[2] >> 3); // blue v |= (sp[1] >> 3) << 5; // green v |= (sp[0] >> 3) << 10; // red v |= 0x8000; // alpha *dp = v; } } } break; case 4: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const unsigned char* sp = (const unsigned char*) glpixels + (y*width+x)*4; unsigned short v; v = (sp[2] >> 3); // blue v |= (sp[1] >> 3) << 5; // green v |= (sp[0] >> 3) << 10; // red v |= 0x8000; // alpha *dp = v; } } } break; } *compatablePixels = dxpixels; if ( newPitch ) { *newPitch = 2 * width; } } break; case D3DX_SF_A1R5G5B5: { int textureElementSize = 2; const char* glpixels = (const char*) pixels; char* dxpixels = StickyAlloc(textureElementSize * width * height); switch ( internalformat ) { default: LocalDebugBreak(); break; case 1: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const char* sp = glpixels + (y*width+x); unsigned short v; v = (0x1f & (sp[0] >> 3)); // blue v |= (0x1f & (sp[0] >> 3)) << 5; // green v |= (0x1f & (sp[0] >> 3)) << 10; // red v |= (0x01 & (sp[0] >> 7)) << 15; // alpha *dp = v; } } } break; case 3: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const char* sp = glpixels + (y*width+x)*4; unsigned short v; v = (0x1f & (sp[2] >> 3)); // blue v |= (0x1f & (sp[1] >> 3)) << 5; // green v |= (0x1f & (sp[0] >> 3)) << 10; // red v |= 0x8000; // alpha *dp = v; } } } break; case 4: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned short* dp = (unsigned short*) (dxpixels + (y*width+x)*textureElementSize); const char* sp = glpixels + (y*width+x)*4; unsigned short v; v = (0x1f & (sp[2] >> 3)); // blue v |= (0x1f & (sp[1] >> 3)) << 5; // green v |= (0x1f & (sp[0] >> 3)) << 10; // red v |= (0x01 & (sp[3] >> 7)) << 15; // alpha *dp = v; } } } break; } *compatablePixels = dxpixels; if ( newPitch ) { *newPitch = 2 * width; } } break; case D3DX_SF_X8R8G8B8: case D3DX_SF_A8R8G8B8: { int textureElementSize = 4; const char* glpixels = (const char*) pixels; char* dxpixels = StickyAlloc(textureElementSize * width * height); switch ( internalformat ) { default: LocalDebugBreak(); break; case 1: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ char* dp = dxpixels + (y*width+x)*textureElementSize; const char* sp = glpixels + (y*width+x); dp[0] = sp[0]; // blue dp[1] = sp[0]; // green dp[2] = sp[0]; // red dp[3] = sp[0]; } } } break; case 3: if (format == GL_RGB) { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned char* dp = (unsigned char*) dxpixels + (y*width+x)*textureElementSize; const unsigned char* sp = (unsigned char*) glpixels + (y*width+x)*3; dp[0] = sp[2]; // blue dp[1] = sp[1]; // green dp[2] = sp[0]; // red dp[3] = 0xff; } } } else { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ unsigned char* dp = (unsigned char*) dxpixels + (y*width+x)*textureElementSize; const unsigned char* sp = (unsigned char*) glpixels + (y*width+x)*4; dp[0] = sp[2]; // blue dp[1] = sp[1]; // green dp[2] = sp[0]; // red dp[3] = 0xff; } } } break; case 4: { for(int y = 0; y < height; y++){ for(int x = 0; x < width; x++){ char* dp = dxpixels + (y*width+x)*textureElementSize; const char* sp = glpixels + (y*width+x)*4; dp[0] = sp[2]; // blue dp[1] = sp[1]; // green dp[2] = sp[0]; // red dp[3] = sp[3]; // alpha } } } break; } *compatablePixels = dxpixels; if ( newPitch ) { *newPitch = 4 * width; } } } return hr; } }; #pragma warning( pop ) // TODO Fix this warning instead of disableing it #pragma warning(disable:4273) void APIENTRY D3DAlphaFunc (GLenum func, GLclampf ref){ gFakeGL->cglAlphaFunc(func, ref); } void APIENTRY D3DBegin (GLenum mode){ gFakeGL->cglBegin(mode); } void APIENTRY D3DBlendFunc (GLenum sfactor, GLenum dfactor){ gFakeGL->cglBlendFunc(sfactor, dfactor); } void APIENTRY D3DClear (GLbitfield mask){ gFakeGL->cglClear(mask); } void APIENTRY D3DClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha){ gFakeGL->cglClearColor(red, green, blue, alpha); } void APIENTRY D3DColor3f (GLfloat red, GLfloat green, GLfloat blue){ if (red > 1) red = 1; if (green > 1) green = 1; if (blue > 1) blue = 1; if (red < 0) red = 0; if (green < 0) green = 0; if (blue < 0) blue = 0; gFakeGL->cglColor3f(red, green, blue); } void APIENTRY D3DColor3ubv (const GLubyte *v){ gFakeGL->cglColor3ubv(v); } void APIENTRY D3DColor3ub (GLubyte v1, GLubyte v2, GLubyte v3) { gFakeGL->cglColor3f(v1/255.0, v2/255.0, v3/255.0); } void APIENTRY D3DColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha){ if (red>1) red = 1; if (green>1) green = 1; if (blue>1) blue = 1; if (alpha>1) alpha = 1; if (red < 0) red = 0; if (green < 0) green = 0; if (blue < 0) blue = 0; if (alpha < 0) alpha = 0; gFakeGL->cglColor4f(red, green, blue, alpha); } void APIENTRY D3DColor4fv (const GLfloat *v){ gFakeGL->cglColor4fv(v); } void APIENTRY D3DColor4ubv (const GLubyte *v) //no bounds checking needed { gFakeGL->cglColor4f(v[0]/255.0, v[1]/255.0, v[2]/255.0, v[3]/255.0); } void APIENTRY D3DColor4ub (GLubyte v1, GLubyte v2, GLubyte v3, GLubyte v4) { gFakeGL->cglColor4f(v1/255.0, v2/255.0, v3/255.0, v4/255.0); } void APIENTRY D3DCullFace (GLenum mode){ gFakeGL->cglCullFace(mode); } void APIENTRY D3DDepthFunc (GLenum func){ gFakeGL->cglDepthFunc(func); } void APIENTRY D3DDepthMask (GLboolean flag){ gFakeGL->cglDepthMask(flag); } void APIENTRY D3DDepthRange (GLclampd zNear, GLclampd zFar){ gFakeGL->cglDepthRange(zNear, zFar); } void APIENTRY D3DDisable (GLenum cap){ gFakeGL->cglDisable(cap); } void APIENTRY D3DDrawBuffer (GLenum mode){ gFakeGL->cglDrawBuffer(mode); } void APIENTRY D3DEnable (GLenum cap){ gFakeGL->cglEnable(cap); } void APIENTRY D3DEnd (void){ return; // Does nothing // gFakeGL->glEnd(); } void APIENTRY D3DFinish (void){ gFakeGL->cglFinish(); } void APIENTRY D3DFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){ gFakeGL->cglFrustum(left, right, bottom, top, zNear, zFar); } void APIENTRY D3DGetFloatv (GLenum pname, GLfloat *params){ gFakeGL->cglGetFloatv(pname, params); } const GLubyte * APIENTRY D3DGetString (GLenum name){ return gFakeGL->cglGetString(name); } void APIENTRY D3DHint (GLenum target, GLenum mode){ gFakeGL->cglHint(target, mode); } void APIENTRY D3DLoadIdentity (void){ gFakeGL->cglLoadIdentity(); } void APIENTRY D3DLoadMatrixf (const GLfloat *m){ gFakeGL->cglLoadMatrixf(m); } void APIENTRY D3DMatrixMode (GLenum mode){ gFakeGL->cglMatrixMode(mode); } void APIENTRY D3DOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){ gFakeGL->cglOrtho(left, right, top, bottom, zNear, zFar); } void APIENTRY D3DPolygonMode (GLenum face, GLenum mode){ gFakeGL->cglPolygonMode(face, mode); } void APIENTRY D3DPopMatrix (void){ gFakeGL->cglPopMatrix(); } void APIENTRY D3DPushMatrix (void){ gFakeGL->cglPushMatrix(); } void APIENTRY D3DReadBuffer (GLenum mode){ gFakeGL->cglReadBuffer(mode); } void APIENTRY D3DReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels){ gFakeGL->cglReadPixels(x, y, width, height, format, type, pixels); } void APIENTRY D3DRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z){ gFakeGL->cglRotatef(angle, x, y, z); } void APIENTRY D3DScalef (GLfloat x, GLfloat y, GLfloat z){ gFakeGL->cglScalef(x, y, z); } void APIENTRY D3DShadeModel (GLenum mode){ gFakeGL->cglShadeModel(mode); } void APIENTRY D3DTexCoord2f (GLfloat s, GLfloat t){ gFakeGL->cglTexCoord2f(s, t); } void APIENTRY D3DTexEnvf (GLenum target, GLenum pname, GLfloat param){ gFakeGL->cglTexEnvf(target, pname, param); } void APIENTRY D3DTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels){ gFakeGL->cglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } void APIENTRY D3DTexParameterf (GLenum target, GLenum pname, GLfloat param){ gFakeGL->cglTexParameterf(target, pname, param); } void APIENTRY D3DTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){ gFakeGL->cglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } void APIENTRY D3DTranslatef (GLfloat x, GLfloat y, GLfloat z){ gFakeGL->cglTranslatef(x, y, z); } void APIENTRY D3DVertex2f (GLfloat x, GLfloat y){ gFakeGL->cglVertex2f(x, y); } void APIENTRY D3DVertex3f (GLfloat x, GLfloat y, GLfloat z){ gFakeGL->cglVertex3f(x, y, z); } void APIENTRY D3DVertex3fv (const GLfloat *v){ gFakeGL->cglVertex3fv(v); } void APIENTRY D3DViewport (GLint x, GLint y, GLsizei width, GLsizei height){ gFakeGL->cglViewport(x, y, width, height); } int APIENTRY D3DGetError (void) { return 0; } HDC gHDC; HGLRC gHGLRC; extern "C" { extern HWND mainwindow; }; HGLRC WINAPI D3DwglCreateContext(HDC /* hdc */){ return (HGLRC) new FakeGL(mainwindow); } BOOL WINAPI D3DwglDeleteContext(HGLRC hglrc){ FakeGL* fgl = (FakeGL*) hglrc; delete fgl; return true; } HGLRC WINAPI D3DwglGetCurrentContext(VOID){ return gHGLRC; } HDC WINAPI D3DwglGetCurrentDC(VOID){ return gHDC; } static void APIENTRY D3DBindTextureExt(GLenum target, GLuint texture){ gFakeGL->cglBindTexture(target, texture); } static void APIENTRY D3DMTexCoord2fSGIS(GLenum target, GLfloat s, GLfloat t){ gFakeGL->cglMTexCoord2fSGIS(target, s, t); } static void APIENTRY D3DSelectTextureSGIS(GLenum target){ gFakeGL->cglSelectTextureSGIS(target); } // type cast unsafe conversion from #pragma warning( push ) #pragma warning( disable : 4191) typedef struct { char *funcname; PROC functionp; } d3dglfunc_t; extern d3dglfunc_t glfuncs[]; PROC WINAPI D3DwglGetProcAddress(LPCSTR s) { int i; static LPCSTR kBindTextureEXT = "glBindTextureEXT"; static LPCSTR kMTexCoord2fSGIS = "glMTexCoord2fSGIS"; // Multitexture static LPCSTR kSelectTextureSGIS = "glSelectTextureSGIS"; if ( strcmp(s, kBindTextureEXT) == 0){ return (PROC) D3DBindTextureExt; } else if ( strcmp(s, kMTexCoord2fSGIS) == 0){ return (PROC) D3DMTexCoord2fSGIS; } else if ( strcmp(s, kSelectTextureSGIS) == 0){ return (PROC) D3DSelectTextureSGIS; } for (i = 0; glfuncs[i].funcname; i++) { if (!strcmp(s, glfuncs[i].funcname)) return glfuncs[i].functionp; } // LocalDebugBreak(); return 0; } #pragma warning( pop ) BOOL WINAPI D3DwglMakeCurrent(HDC hdc, HGLRC hglrc){ gHDC = hdc; gHGLRC = hglrc; gFakeGL = (FakeGL*) hglrc; return TRUE; } extern "C"{ void d3dSetMode(int fullscreen, int width, int height, int bpp, int zbpp); void d3dEvictTextures(); BOOL APIENTRY FakeSwapBuffers(HDC hdc); void d3dSetGammaRamp(const unsigned char* gammaTable); void d3dInitSetForce16BitTextures(int force16bitTextures); void d3dHint_GenerateMipMaps(int value); float d3dGetD3DDriverVersion(); void D3DInitialize(void); }; void d3dEvictTextures(){ gFakeGL->EvictTextures(); } void d3dSetMode(int fullscreen, int width, int height, int bpp, int zbpp){ gFullScreen = fullscreen != 0; gWidth = width; gHeight = height; gBpp = bpp; gZbpp = zbpp; } BOOL APIENTRY FakeSwapBuffers(HDC hdc){ if ( ! gFakeGL ) { return false; } gFakeGL->SwapBuffers(); return true; } void d3dSetGammaRamp(const unsigned char* gammaTable){ gFakeGL->SetGammaRamp(gammaTable); } void d3dInitSetForce16BitTextures(int force16bitTextures){ // called before gFakeGL exits. That's why we set a global g_force16bitTextures = force16bitTextures != 0; } void d3dHint_GenerateMipMaps(int value){ gFakeGL->Hint_GenerateMipMaps(value); } float d3dGetD3DDriverVersion(){ return 0.73f; } void APIENTRY D3DTexCoord2fv(const GLfloat *f) { D3DTexCoord2f(f[0], f[1]); } void APIENTRY D3DTexCoord1f(GLfloat f) { D3DTexCoord2f(f, f); } void APIENTRY D3DTexParameteri (GLenum target, GLenum pname, GLint param) { D3DTexParameterf(target, pname, param); } void APIENTRY D3DTexEnvi (GLenum target, GLenum pname, GLint param) { D3DTexEnvf(target, pname, param); } void APIENTRY D3DMultMatrixf (const GLfloat *m) { gFakeGL->cglMultMatrixf(m); } void APIENTRY D3DNormal3f(GLfloat x, GLfloat y, GLfloat z) {} void APIENTRY D3DNormal3fv (const GLfloat *v) {D3DNormal3f(v[0], v[1], v[2]);} void APIENTRY D3DFogf (GLenum pname, GLfloat param) {} void APIENTRY D3DFogi (GLenum pname, GLint param) {} void APIENTRY D3DFogfv (GLenum pname, const GLfloat *params) {} void APIENTRY D3DGetIntegerv (GLenum pname, GLint *params) { switch(pname) { case GL_MAX_TEXTURE_SIZE: params[0]=2048; break; case GL_MAX_TEXTURE_UNITS_ARB: params[0]=2; break; default: Sys_Error("Bad D3DGetIntegerv\n"); } } void APIENTRY D3DNewList (GLuint list, GLenum mode) {} void APIENTRY D3DEndList (void) {} void APIENTRY D3DCallList (GLuint list) {} void APIENTRY D3DTexGeni (GLenum coord, GLenum pname, GLint param) {} int texarraystride; bool texarrayenabled; const float *texarray; int vertarraystride; bool vertarrayenabled; const float *vertarray; bool colourarrayenabled; int colourarraystride; const qbyte *colourarray; void APIENTRY D3DDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { int *index; if (!texarrayenabled || !vertarrayenabled) return; //please explain? D3DBegin(mode); if (colourarrayenabled) { for (index = (int*)indices; count--; index++) { D3DTexCoord2fv(texarray + *index*texarraystride); D3DColor4ubv(colourarray + *index*colourarraystride); D3DVertex3fv(vertarray + *index*vertarraystride); } } else { for (index = (int*)indices; count--; index++) { D3DTexCoord2fv(texarray + *index*texarraystride); D3DVertex3fv(vertarray + *index*vertarraystride); } } D3DEnd(); } void APIENTRY D3DVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { vertarray = (float *)pointer; if (size != 3 || type != GL_FLOAT || (stride%4)) Sys_Error("D3DVertexPointer is limited"); if (!stride) stride = sizeof(float)*size; vertarraystride = stride/4; } void APIENTRY D3DTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { texarray = (float *)pointer; if (size != 2 || type != GL_FLOAT || (stride%4)) Sys_Error("D3DTexCoordPointer is limited"); if (!stride) stride = sizeof(float)*size; texarraystride = stride/4; } void APIENTRY D3DColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { colourarray = (qbyte *)pointer; if (size != 4 || type != GL_UNSIGNED_BYTE || (stride%4)) Sys_Error("D3DColourPointer is limited"); if (!stride) stride = sizeof(float)*size; colourarraystride = stride/4; } void APIENTRY D3DEnableClientState(unsigned int e) { switch(e) { case GL_TEXTURE_COORD_ARRAY: texarrayenabled = true; break; case GL_COLOR_ARRAY: colourarrayenabled = true; break; case GL_VERTEX_ARRAY: vertarrayenabled = true; break; } } void APIENTRY D3DDisableClientState(unsigned int e) { switch(e) { case GL_TEXTURE_COORD_ARRAY: texarrayenabled = false; break; case GL_COLOR_ARRAY: colourarrayenabled = false; break; case GL_VERTEX_ARRAY: vertarrayenabled = false; break; } } #if 1 #pragma comment(lib, "../libs/dxsdk7/lib/ddraw.lib") #pragma comment(lib, "../libs/dxsdk7/lib/d3dx.lib") #else HMODULE ddrawdll; #endif void D3DInitialize(void) { #if 1 qD3DXMatrixScaling = D3DXMatrixScaling; qD3DXGetErrorString = D3DXGetErrorString; qD3DXMatrixPerspectiveOffCenter = D3DXMatrixPerspectiveOffCenter; qD3DXMatrixOrthoOffCenter = D3DXMatrixOrthoOffCenter; qD3DXInitialize = D3DXInitialize; qD3DXUninitialize = D3DXUninitialize; qD3DXCreateContextEx = D3DXCreateContextEx; qD3DXCreateMatrixStack = D3DXCreateMatrixStack; qD3DXCheckTextureRequirements = D3DXCheckTextureRequirements; qD3DXMakeDDPixelFormat = D3DXMakeDDPixelFormat; qD3DXMatrixTranslation = D3DXMatrixTranslation; #else if (!ddrawdll) ddrawdll = LoadLibrary("d3drm.dll"); //yeah, right, these are staticly linked. DLLS get speed hits. qD3DXMatrixScaling = (qD3DXMatrixScaling_t) GetProcAddress(ddrawdll, "D3DXMatrixScaling"); qD3DXGetErrorString = (qD3DXGetErrorString_t) GetProcAddress(ddrawdll, "D3DXGetErrorString"); qD3DXMatrixPerspectiveOffCenter = (qD3DXMatrixPerspectiveOffCenter_t) GetProcAddress(ddrawdll, "D3DXMatrixPerspectiveOffCenter"); qD3DXMatrixOrthoOffCenter = (qD3DXMatrixOrthoOffCenter_t) GetProcAddress(ddrawdll, "D3DXMatrixOrthoOffCenter"); qD3DXInitialize = (qD3DXInitialize_t) GetProcAddress(ddrawdll, "D3DXInitialize"); qD3DXUninitialize = (qD3DXUninitialize_t) GetProcAddress(ddrawdll, "D3DXUninitialize"); qD3DXCreateContextEx = (qD3DXCreateContextEx_t) GetProcAddress(ddrawdll, "D3DXCreateContextEx"); qD3DXCreateMatrixStack = (qD3DXCreateMatrixStack_t) GetProcAddress(ddrawdll, "D3DXCreateMatrixStack"); qD3DXCheckTextureRequirements = (qD3DXCheckTextureRequirements_t) GetProcAddress(ddrawdll, "D3DXCheckTextureRequirements"); qD3DXMakeDDPixelFormat = (qD3DXMakeDDPixelFormat_t) GetProcAddress(ddrawdll, "D3DXMakeDDPixelFormat"); qD3DXMatrixTranslation = (qD3DXMatrixTranslation_t) GetProcAddress(ddrawdll, "D3DXMatrixTranslation"); #endif if (!qD3DXCreateMatrixStack || !qD3DXMatrixScaling || !qD3DXMatrixTranslation || !qD3DXMatrixPerspectiveOffCenter || !qD3DXMatrixOrthoOffCenter || !qD3DXGetErrorString || !qD3DXInitialize || !qD3DXUninitialize || !qD3DXCreateContextEx || !qD3DXCheckTextureRequirements || !qD3DXMakeDDPixelFormat) Sys_Error("You don't have directx 7"); /* qglAlphaFunc = D3DAlphaFunc; qglBegin = D3DBegin; qglBlendFunc = D3DBlendFunc; qglClear = D3DClear; qglClearColor = D3DClearColor; qglColor3f = D3DColor3f; qglColor3ub = D3DColor3ub; qglColor4f = D3DColor4f; qglColor4fv = D3DColor4fv; qglColor4ub = D3DColor4ub; qglColor4ubv = D3DColor4ubv; qglCullFace = D3DCullFace; qglDepthFunc = D3DDepthFunc; qglDepthMask = D3DDepthMask; qglDepthRange = D3DDepthRange; qglDisable = D3DDisable; qglDrawBuffer = D3DDrawBuffer; qglEnable = D3DEnable; qglEnd = D3DEnd; qglFinish = D3DFinish; qglFrustum = D3DFrustum; qglGetFloatv = D3DGetFloatv; qglGetIntegerv = D3DGetIntegerv; qglGetString = D3DGetString; qglHint = D3DHint; qglLoadIdentity = D3DLoadIdentity; qglLoadMatrixf = D3DLoadMatrixf; qglNormal3f = D3DNormal3f; qglNormal3fv = D3DNormal3fv; qglMatrixMode = D3DMatrixMode; qglMultMatrixf = D3DMultMatrixf; qglOrtho = D3DOrtho; qglPolygonMode = D3DPolygonMode; qglPopMatrix = D3DPopMatrix; qglPushMatrix = D3DPushMatrix; qglReadBuffer = D3DReadBuffer; qglReadPixels = D3DReadPixels; qglRotatef = D3DRotatef; qglScalef = D3DScalef; qglShadeModel = D3DShadeModel; qglTexCoord1f = D3DTexCoord1f; qglTexCoord2f = D3DTexCoord2f; qglTexCoord2fv = D3DTexCoord2fv; qglTexEnvf = D3DTexEnvf; qglTexEnvi = D3DTexEnvi; qglTexGeni = D3DTexGeni; qglTexImage2D = D3DTexImage2D; qglTexParameteri = D3DTexParameteri; qglTexParameterf = D3DTexParameterf; qglTexSubImage2D = D3DTexSubImage2D; qglTranslatef = D3DTranslatef; qglVertex2f = D3DVertex2f; qglVertex3f = D3DVertex3f; qglVertex3fv = D3DVertex3fv; qglViewport = D3DViewport; qglDrawElements = D3DDrawElements; qglVertexPointer = D3DVertexPointer; qglTexCoordPointer = D3DTexCoordPointer; qglEnableClientState = D3DEnableClientState; qglDisableClientState = D3DDisableClientState; */ qwglCreateContext = D3DwglCreateContext; qwglDeleteContext = D3DwglDeleteContext; qwglGetCurrentContext = D3DwglGetCurrentContext; qwglGetCurrentDC = D3DwglGetCurrentDC; qwglGetProcAddress = D3DwglGetProcAddress; qwglMakeCurrent = D3DwglMakeCurrent; qSwapBuffers = FakeSwapBuffers; } d3dglfunc_t glfuncs[] = { {"glAlphaFunc", (PROC)D3DAlphaFunc}, {"glBegin", (PROC)D3DBegin}, {"glBlendFunc", (PROC)D3DBlendFunc}, {"glClear", (PROC)D3DClear}, {"glClearColor", (PROC)D3DClearColor}, {"glClearDepth", NULL}, {"glClearStencil", NULL}, {"glColor3f", (PROC)D3DColor3f}, {"glColor3ub", (PROC)D3DColor3ub}, {"glColor4f", (PROC)D3DColor4f}, {"glColor4fv", (PROC)D3DColor4fv}, {"glColor4ub", (PROC)D3DColor4ub}, {"glColor4ubv", (PROC)D3DColor4ubv}, {"glColorMask", NULL},//(PROC)D3DColorMask}, {"glCullFace", (PROC)D3DCullFace}, {"glDepthFunc", (PROC)D3DDepthFunc}, {"glDepthMask", (PROC)D3DDepthMask}, {"glDepthRange", (PROC)D3DDepthRange}, {"glDisable", (PROC)D3DDisable}, {"glDrawBuffer", (PROC)D3DDrawBuffer}, {"glDrawPixels", NULL},//(PROC)D3DDrawPixels}, {"glEnable", (PROC)D3DEnable}, {"glEnd", (PROC)D3DEnd}, {"glFlush", NULL},//(PROC)D3DFlush}, {"glFinish", (PROC)D3DFinish}, {"glFrustum", (PROC)D3DFrustum}, {"glGetFloatv", (PROC)D3DGetFloatv}, {"glGetIntegerv", (PROC)D3DGetIntegerv}, {"glGetString", (PROC)D3DGetString}, {"glHint", (PROC)D3DHint}, {"glLoadIdentity", (PROC)D3DLoadIdentity}, {"glLoadMatrixf", (PROC)D3DLoadMatrixf}, {"glNormal3f", (PROC)D3DNormal3f}, {"glNormal3fv", (PROC)D3DNormal3fv}, {"glMatrixMode", (PROC)D3DMatrixMode}, {"glMultMatrixf", (PROC)D3DMultMatrixf}, {"glOrtho", (PROC)D3DOrtho}, {"glPolygonMode", (PROC)D3DPolygonMode}, {"glPopMatrix", (PROC)D3DPopMatrix}, {"glPushMatrix", (PROC)D3DPushMatrix}, {"glReadBuffer", (PROC)D3DReadBuffer}, {"glReadPixels", (PROC)D3DReadPixels}, {"glRotatef", (PROC)D3DRotatef}, {"glScalef", (PROC)D3DScalef}, {"glShadeModel", (PROC)D3DShadeModel}, {"glTexCoord1f", (PROC)D3DTexCoord1f}, {"glTexCoord2f", (PROC)D3DTexCoord2f}, {"glTexCoord2fv", (PROC)D3DTexCoord2fv}, {"glTexEnvf", (PROC)D3DTexEnvf}, {"glTexEnvi", (PROC)D3DTexEnvi}, {"glTexGeni", (PROC)D3DTexGeni}, {"glTexImage2D", (PROC)D3DTexImage2D}, {"glTexParameteri", (PROC)D3DTexParameteri}, {"glTexParameterf", (PROC)D3DTexParameterf}, {"glTexSubImage2D", (PROC)D3DTexSubImage2D}, {"glTranslatef", (PROC)D3DTranslatef}, {"glVertex2f", (PROC)D3DVertex2f}, {"glVertex3f", (PROC)D3DVertex3f}, {"glVertex3fv", (PROC)D3DVertex3fv}, {"glViewport", (PROC)D3DViewport}, {"glDrawElements", (PROC)D3DDrawElements}, {"glVertexPointer", (PROC)D3DVertexPointer}, {"glTexCoordPointer", (PROC)D3DTexCoordPointer}, {"glColorPointer", (PROC)D3DColorPointer}, {"glEnableClientState", (PROC)D3DEnableClientState}, {"glDisableClientState", (PROC)D3DDisableClientState}, {"glGetError", (PROC)D3DGetError}, /* qwglCreateContext = D3DwglCreateContext; qwglDeleteContext = D3DwglDeleteContext; qwglGetCurrentContext = D3DwglGetCurrentContext; qwglGetCurrentDC = D3DwglGetCurrentDC; qwglGetProcAddress = D3DwglGetProcAddress; qwglMakeCurrent = D3DwglMakeCurrent; qSwapBuffers = FakeSwapBuffers;*/ {NULL} }; qboolean D3DVID_Init(rendererstate_t *info, unsigned char *palette) { strcpy(info->glrenderer, "D3D"); return GLVID_Init(info, palette); } extern "C" { #include "gl_draw.h" } rendererinfo_t d3drendererinfo = { "Direct3D", { "d3d", "crap" }, QR_OPENGL, GLDraw_SafePicFromWad, GLDraw_CachePic, GLDraw_SafeCachePic, GLDraw_Init, GLDraw_ReInit, GLDraw_Character, GLDraw_ColouredCharacter, GLDraw_String, GLDraw_Alt_String, GLDraw_Crosshair, GLDraw_DebugChar, GLDraw_Pic, GLDraw_ScalePic, GLDraw_SubPic, GLDraw_TransPic, GLDraw_TransPicTranslate, GLDraw_ConsoleBackground, GLDraw_EditorBackground, GLDraw_TileClear, GLDraw_Fill, GLDraw_FadeScreen, GLDraw_BeginDisc, GLDraw_EndDisc, GLDraw_Image, GLDraw_ImageColours, GLR_Init, GLR_DeInit, GLR_ReInit, GLR_RenderView, GLR_CheckSky, GLR_SetSky, GLR_NewMap, GLR_PreNewMap, GLR_LightPoint, GLR_PushDlights, GLR_AddStain, GLR_LessenStains, MediaGL_ShowFrameBGR_24_Flip, MediaGL_ShowFrameRGBA_32, MediaGL_ShowFrame8bit, GLMod_Init, GLMod_ClearAll, GLMod_ForName, GLMod_FindName, GLMod_Extradata, GLMod_TouchModel, GLMod_NowLoadExternal, GLMod_Think, GLMod_GetTag, GLMod_TagNumForName, NULL, D3DVID_Init, GLVID_DeInit, GLVID_HandlePause, GLVID_LockBuffer, GLVID_UnlockBuffer, GLD_BeginDirectRect, GLD_EndDirectRect, GLVID_ForceLockState, GLVID_ForceUnlockedAndReturnState, GLVID_SetPalette, GLVID_ShiftPalette, GLVID_GetRGBInfo, NULL, //setcaption GLSCR_UpdateScreen, "" }; extern "C" { rendererinfo_t *pd3drendererinfo = &d3drendererinfo; } #endif #endif