jedi-academy/code/win32/win_qgl_dx8.cpp

6681 lines
184 KiB
C++

/*
* UNPUBLISHED -- Rights reserved under the copyright laws of the
* United States. Use of a copyright notice is precautionary only and
* does not imply publication or disclosure.
*
* THIS DOCUMENTATION CONTAINS CONFIDENTIAL AND PROPRIETARY INFORMATION
* OF VICARIOUS VISIONS, INC. ANY DUPLICATION, MODIFICATION,
* DISTRIBUTION, OR DISCLOSURE IS STRICTLY PROHIBITED WITHOUT THE PRIOR
* EXPRESS WRITTEN PERMISSION OF VICARIOUS VISIONS, INC.
*/
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
/*
** QGL_WIN.C
**
** This file implements the operating system binding of GL to QGL function
** pointers. When doing a port of Quake3 you must implement the following
** two functions:
**
** QGL_Init() - loads libraries, assigns function pointers, etc.
** QGL_Shutdown() - unloads libraries, NULLs function pointers
*/
#include <float.h>
#include "../renderer/tr_local.h"
#include "glw_win_dx8.h"
#include "win_local.h"
#ifdef _XBOX
#include <xgraphics.h>
//#include "win_flareeffect.h"
#include "win_lighteffects.h"
#include "win_highdynamicrange.h"
#ifndef FINAL_BUILD
#include <d3d8perf.h>
#endif
#endif
#include <vector>
extern void Z_SetNewDeleteTemporary(bool);
#define GLW_USE_TRI_STRIPS 1
#ifdef _XBOX
#define GLW_MAX_DRAW_PACKET_SIZE 2040
#else
#define GLW_MAX_DRAW_PACKET_SIZE (SHADER_MAX_VERTEXES*12)
#endif
#define MEMORY_PROFILE 1
int texMemSize = 0;
#if MEMORY_PROFILE
static int getTexMemSize(IDirect3DTexture8* mipmap)
{
int levels = mipmap->GetLevelCount();
int size = 0;
while (levels--)
{
D3DSURFACE_DESC desc;
mipmap->GetLevelDesc(levels, &desc);
size += desc.Size;
}
return size;
}
#endif
void QGL_EnableLogging( qboolean enable );
void ( * qglAccum )(GLenum op, GLfloat value);
void ( * qglAlphaFunc )(GLenum func, GLclampf ref);
GLboolean ( * qglAreTexturesResident )(GLsizei n, const GLuint *textures, GLboolean *residences);
void ( * qglArrayElement )(GLint i);
void ( * qglBegin )(GLenum mode);
void ( * qglBeginEXT )(GLenum mode, GLint verts, GLint colors, GLint normals, GLint tex0, GLint tex1);//, GLint tex2, GLint tex3);
GLboolean ( * qglBeginFrame )(void);
void ( * qglBeginShadow )(void);
void ( * qglBindTexture )(GLenum target, GLuint texture);
void ( * qglBitmap )(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap);
void ( * qglBlendFunc )(GLenum sfactor, GLenum dfactor);
void ( * qglCallList )(GLuint lnum);
void ( * qglCallLists )(GLsizei n, GLenum type, const GLvoid *lists);
void ( * qglClear )(GLbitfield mask);
void ( * qglClearAccum )(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void ( * qglClearColor )(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void ( * qglClearDepth )(GLclampd depth);
void ( * qglClearIndex )(GLfloat c);
void ( * qglClearStencil )(GLint s);
void ( * qglClipPlane )(GLenum plane, const GLdouble *equation);
void ( * qglColor3b )(GLbyte red, GLbyte green, GLbyte blue);
void ( * qglColor3bv )(const GLbyte *v);
void ( * qglColor3d )(GLdouble red, GLdouble green, GLdouble blue);
void ( * qglColor3dv )(const GLdouble *v);
void ( * qglColor3f )(GLfloat red, GLfloat green, GLfloat blue);
void ( * qglColor3fv )(const GLfloat *v);
void ( * qglColor3i )(GLint red, GLint green, GLint blue);
void ( * qglColor3iv )(const GLint *v);
void ( * qglColor3s )(GLshort red, GLshort green, GLshort blue);
void ( * qglColor3sv )(const GLshort *v);
void ( * qglColor3ub )(GLubyte red, GLubyte green, GLubyte blue);
void ( * qglColor3ubv )(const GLubyte *v);
void ( * qglColor3ui )(GLuint red, GLuint green, GLuint blue);
void ( * qglColor3uiv )(const GLuint *v);
void ( * qglColor3us )(GLushort red, GLushort green, GLushort blue);
void ( * qglColor3usv )(const GLushort *v);
void ( * qglColor4b )(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
void ( * qglColor4bv )(const GLbyte *v);
void ( * qglColor4d )(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
void ( * qglColor4dv )(const GLdouble *v);
void ( * qglColor4f )(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void ( * qglColor4fv )(const GLfloat *v);
void ( * qglColor4i )(GLint red, GLint green, GLint blue, GLint alpha);
void ( * qglColor4iv )(const GLint *v);
void ( * qglColor4s )(GLshort red, GLshort green, GLshort blue, GLshort alpha);
void ( * qglColor4sv )(const GLshort *v);
void ( * qglColor4ub )(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
void ( * qglColor4ubv )(const GLubyte *v);
void ( * qglColor4ui )(GLuint red, GLuint green, GLuint blue, GLuint alpha);
void ( * qglColor4uiv )(const GLuint *v);
void ( * qglColor4us )(GLushort red, GLushort green, GLushort blue, GLushort alpha);
void ( * qglColor4usv )(const GLushort *v);
void ( * qglColorMask )(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void ( * qglColorMaterial )(GLenum face, GLenum mode);
void ( * qglColorPointer )(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void ( * qglCopyPixels )(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);
void ( * qglCopyTexImage1D )(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
void ( * qglCopyTexImage2D )(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void ( * qglCopyTexSubImage1D )(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
void ( * qglCopyTexSubImage2D )(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void ( * qglCullFace )(GLenum mode);
void ( * qglDeleteLists )(GLuint lnum, GLsizei range);
void ( * qglDeleteTextures )(GLsizei n, const GLuint *textures);
void ( * qglDepthFunc )(GLenum func);
void ( * qglDepthMask )(GLboolean flag);
void ( * qglDepthRange )(GLclampd zNear, GLclampd zFar);
void ( * qglDisable )(GLenum cap);
void ( * qglDisableClientState )(GLenum array);
void ( * qglDrawArrays )(GLenum mode, GLint first, GLsizei count);
void ( * qglDrawBuffer )(GLenum mode);
void ( * qglDrawElements )(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
void ( * qglDrawPixels )(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
void ( * qglEdgeFlag )(GLboolean flag);
void ( * qglEdgeFlagPointer )(GLsizei stride, const GLvoid *pointer);
void ( * qglEdgeFlagv )(const GLboolean *flag);
void ( * qglEnable )(GLenum cap);
void ( * qglEnableClientState )(GLenum array);
void ( * qglEnd )(void);
void ( * qglEndFrame )(void);
void ( * qglEndShadow )(void);
void ( * qglEndList )(void);
void ( * qglEvalCoord1d )(GLdouble u);
void ( * qglEvalCoord1dv )(const GLdouble *u);
void ( * qglEvalCoord1f )(GLfloat u);
void ( * qglEvalCoord1fv )(const GLfloat *u);
void ( * qglEvalCoord2d )(GLdouble u, GLdouble v);
void ( * qglEvalCoord2dv )(const GLdouble *u);
void ( * qglEvalCoord2f )(GLfloat u, GLfloat v);
void ( * qglEvalCoord2fv )(const GLfloat *u);
void ( * qglEvalMesh1 )(GLenum mode, GLint i1, GLint i2);
void ( * qglEvalMesh2 )(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
void ( * qglEvalPoint1 )(GLint i);
void ( * qglEvalPoint2 )(GLint i, GLint j);
void ( * qglFeedbackBuffer )(GLsizei size, GLenum type, GLfloat *buffer);
void ( * qglFinish )(void);
void ( * qglFlush )(void);
void ( * qglFlushShadow )(void);
void ( * qglFogf )(GLenum pname, GLfloat param);
void ( * qglFogfv )(GLenum pname, const GLfloat *params);
void ( * qglFogi )(GLenum pname, GLint param);
void ( * qglFogiv )(GLenum pname, const GLint *params);
void ( * qglFrontFace )(GLenum mode);
void ( * qglFrustum )(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GLuint ( * qglGenLists )(GLsizei range);
void ( * qglGenTextures )(GLsizei n, GLuint *textures);
void ( * qglGetBooleanv )(GLenum pname, GLboolean *params);
void ( * qglGetClipPlane )(GLenum plane, GLdouble *equation);
void ( * qglGetDoublev )(GLenum pname, GLdouble *params);
GLenum ( * qglGetError )(void);
void ( * qglGetFloatv )(GLenum pname, GLfloat *params);
void ( * qglGetIntegerv )(GLenum pname, GLint *params);
void ( * qglGetLightfv )(GLenum light, GLenum pname, GLfloat *params);
void ( * qglGetLightiv )(GLenum light, GLenum pname, GLint *params);
void ( * qglGetMapdv )(GLenum target, GLenum query, GLdouble *v);
void ( * qglGetMapfv )(GLenum target, GLenum query, GLfloat *v);
void ( * qglGetMapiv )(GLenum target, GLenum query, GLint *v);
void ( * qglGetMaterialfv )(GLenum face, GLenum pname, GLfloat *params);
void ( * qglGetMaterialiv )(GLenum face, GLenum pname, GLint *params);
void ( * qglGetPixelMapfv )(GLenum gmap, GLfloat *values);
void ( * qglGetPixelMapuiv )(GLenum gmap, GLuint *values);
void ( * qglGetPixelMapusv )(GLenum gmap, GLushort *values);
void ( * qglGetPointerv )(GLenum pname, GLvoid* *params);
void ( * qglGetPolygonStipple )(GLubyte *mask);
const GLubyte * ( * qglGetString )(GLenum name);
void ( * qglGetTexEnvfv )(GLenum target, GLenum pname, GLfloat *params);
void ( * qglGetTexEnviv )(GLenum target, GLenum pname, GLint *params);
void ( * qglGetTexGendv )(GLenum coord, GLenum pname, GLdouble *params);
void ( * qglGetTexGenfv )(GLenum coord, GLenum pname, GLfloat *params);
void ( * qglGetTexGeniv )(GLenum coord, GLenum pname, GLint *params);
void ( * qglGetTexImage )(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
void ( * qglGetTexLevelParameterfv )(GLenum target, GLint level, GLenum pname, GLfloat *params);
void ( * qglGetTexLevelParameteriv )(GLenum target, GLint level, GLenum pname, GLint *params);
void ( * qglGetTexParameterfv )(GLenum target, GLenum pname, GLfloat *params);
void ( * qglGetTexParameteriv )(GLenum target, GLenum pname, GLint *params);
void ( * qglHint )(GLenum target, GLenum mode);
void ( * qglIndexedTriToStrip )(GLsizei count, const GLushort *indices);
void ( * qglIndexMask )(GLuint mask);
void ( * qglIndexPointer )(GLenum type, GLsizei stride, const GLvoid *pointer);
void ( * qglIndexd )(GLdouble c);
void ( * qglIndexdv )(const GLdouble *c);
void ( * qglIndexf )(GLfloat c);
void ( * qglIndexfv )(const GLfloat *c);
void ( * qglIndexi )(GLint c);
void ( * qglIndexiv )(const GLint *c);
void ( * qglIndexs )(GLshort c);
void ( * qglIndexsv )(const GLshort *c);
void ( * qglIndexub )(GLubyte c);
void ( * qglIndexubv )(const GLubyte *c);
void ( * qglInitNames )(void);
void ( * qglInterleavedArrays )(GLenum format, GLsizei stride, const GLvoid *pointer);
GLboolean ( * qglIsEnabled )(GLenum cap);
GLboolean ( * qglIsList )(GLuint lnum);
GLboolean ( * qglIsTexture )(GLuint texture);
void ( * qglLightModelf )(GLenum pname, GLfloat param);
void ( * qglLightModelfv )(GLenum pname, const GLfloat *params);
void ( * qglLightModeli )(GLenum pname, GLint param);
void ( * qglLightModeliv )(GLenum pname, const GLint *params);
void ( * qglLightf )(GLenum light, GLenum pname, GLfloat param);
void ( * qglLightfv )(GLenum light, GLenum pname, const GLfloat *params);
void ( * qglLighti )(GLenum light, GLenum pname, GLint param);
void ( * qglLightiv )(GLenum light, GLenum pname, const GLint *params);
void ( * qglLineStipple )(GLint factor, GLushort pattern);
void ( * qglLineWidth )(GLfloat width);
void ( * qglListBase )(GLuint base);
void ( * qglLoadIdentity )(void);
void ( * qglLoadMatrixd )(const GLdouble *m);
void ( * qglLoadMatrixf )(const GLfloat *m);
void ( * qglLoadName )(GLuint name);
void ( * qglLogicOp )(GLenum opcode);
void ( * qglMap1d )(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points);
void ( * qglMap1f )(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points);
void ( * qglMap2d )(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points);
void ( * qglMap2f )(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points);
void ( * qglMapGrid1d )(GLint un, GLdouble u1, GLdouble u2);
void ( * qglMapGrid1f )(GLint un, GLfloat u1, GLfloat u2);
void ( * qglMapGrid2d )(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);
void ( * qglMapGrid2f )(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);
void ( * qglMaterialf )(GLenum face, GLenum pname, GLfloat param);
void ( * qglMaterialfv )(GLenum face, GLenum pname, const GLfloat *params);
void ( * qglMateriali )(GLenum face, GLenum pname, GLint param);
void ( * qglMaterialiv )(GLenum face, GLenum pname, const GLint *params);
void ( * qglMatrixMode )(GLenum mode);
void ( * qglMultMatrixd )(const GLdouble *m);
void ( * qglMultMatrixf )(const GLfloat *m);
void ( * qglNewList )(GLuint lnum, GLenum mode);
void ( * qglNormal3b )(GLbyte nx, GLbyte ny, GLbyte nz);
void ( * qglNormal3bv )(const GLbyte *v);
void ( * qglNormal3d )(GLdouble nx, GLdouble ny, GLdouble nz);
void ( * qglNormal3dv )(const GLdouble *v);
void ( * qglNormal3f )(GLfloat nx, GLfloat ny, GLfloat nz);
void ( * qglNormal3fv )(const GLfloat *v);
void ( * qglNormal3i )(GLint nx, GLint ny, GLint nz);
void ( * qglNormal3iv )(const GLint *v);
void ( * qglNormal3s )(GLshort nx, GLshort ny, GLshort nz);
void ( * qglNormal3sv )(const GLshort *v);
void ( * qglNormalPointer )(GLenum type, GLsizei stride, const GLvoid *pointer);
void ( * qglOrtho )(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
void ( * qglPassThrough )(GLfloat token);
void ( * qglPixelMapfv )(GLenum gmap, GLsizei mapsize, const GLfloat *values);
void ( * qglPixelMapuiv )(GLenum gmap, GLsizei mapsize, const GLuint *values);
void ( * qglPixelMapusv )(GLenum gmap, GLsizei mapsize, const GLushort *values);
void ( * qglPixelStoref )(GLenum pname, GLfloat param);
void ( * qglPixelStorei )(GLenum pname, GLint param);
void ( * qglPixelTransferf )(GLenum pname, GLfloat param);
void ( * qglPixelTransferi )(GLenum pname, GLint param);
void ( * qglPixelZoom )(GLfloat xfactor, GLfloat yfactor);
void ( * qglPointSize )(GLfloat size);
void ( * qglPolygonMode )(GLenum face, GLenum mode);
void ( * qglPolygonOffset )(GLfloat factor, GLfloat units);
void ( * qglPolygonStipple )(const GLubyte *mask);
void ( * qglPopAttrib )(void);
void ( * qglPopClientAttrib )(void);
void ( * qglPopMatrix )(void);
void ( * qglPopName )(void);
void ( * qglPrioritizeTextures )(GLsizei n, const GLuint *textures, const GLclampf *priorities);
void ( * qglPushAttrib )(GLbitfield mask);
void ( * qglPushClientAttrib )(GLbitfield mask);
void ( * qglPushMatrix )(void);
void ( * qglPushName )(GLuint name);
void ( * qglRasterPos2d )(GLdouble x, GLdouble y);
void ( * qglRasterPos2dv )(const GLdouble *v);
void ( * qglRasterPos2f )(GLfloat x, GLfloat y);
void ( * qglRasterPos2fv )(const GLfloat *v);
void ( * qglRasterPos2i )(GLint x, GLint y);
void ( * qglRasterPos2iv )(const GLint *v);
void ( * qglRasterPos2s )(GLshort x, GLshort y);
void ( * qglRasterPos2sv )(const GLshort *v);
void ( * qglRasterPos3d )(GLdouble x, GLdouble y, GLdouble z);
void ( * qglRasterPos3dv )(const GLdouble *v);
void ( * qglRasterPos3f )(GLfloat x, GLfloat y, GLfloat z);
void ( * qglRasterPos3fv )(const GLfloat *v);
void ( * qglRasterPos3i )(GLint x, GLint y, GLint z);
void ( * qglRasterPos3iv )(const GLint *v);
void ( * qglRasterPos3s )(GLshort x, GLshort y, GLshort z);
void ( * qglRasterPos3sv )(const GLshort *v);
void ( * qglRasterPos4d )(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void ( * qglRasterPos4dv )(const GLdouble *v);
void ( * qglRasterPos4f )(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void ( * qglRasterPos4fv )(const GLfloat *v);
void ( * qglRasterPos4i )(GLint x, GLint y, GLint z, GLint w);
void ( * qglRasterPos4iv )(const GLint *v);
void ( * qglRasterPos4s )(GLshort x, GLshort y, GLshort z, GLshort w);
void ( * qglRasterPos4sv )(const GLshort *v);
void ( * qglReadBuffer )(GLenum mode);
//void ( * qglReadPixels )(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei twidth, GLsizei theight, GLvoid *pixels);
void ( * qglReadPixels )(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
void ( * qglCopyBackBufferToTexEXT ) (float width, float height, float u1, float v1, float u2, float v2);
void ( * qglCopyBackBufferToTex ) (void);
void ( * qglRectd )(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
void ( * qglRectdv )(const GLdouble *v1, const GLdouble *v2);
void ( * qglRectf )(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
void ( * qglRectfv )(const GLfloat *v1, const GLfloat *v2);
void ( * qglRecti )(GLint x1, GLint y1, GLint x2, GLint y2);
void ( * qglRectiv )(const GLint *v1, const GLint *v2);
void ( * qglRects )(GLshort x1, GLshort y1, GLshort x2, GLshort y2);
void ( * qglRectsv )(const GLshort *v1, const GLshort *v2);
GLint ( * qglRenderMode )(GLenum mode);
void ( * qglRotated )(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
void ( * qglRotatef )(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void ( * qglScaled )(GLdouble x, GLdouble y, GLdouble z);
void ( * qglScalef )(GLfloat x, GLfloat y, GLfloat z);
void ( * qglScissor )(GLint x, GLint y, GLsizei width, GLsizei height);
void ( * qglSelectBuffer )(GLsizei size, GLuint *buffer);
void ( * qglShadeModel )(GLenum mode);
void ( * qglStencilFunc )(GLenum func, GLint ref, GLuint mask);
void ( * qglStencilMask )(GLuint mask);
void ( * qglStencilOp )(GLenum fail, GLenum zfail, GLenum zpass);
void ( * qglTexCoord1d )(GLdouble s);
void ( * qglTexCoord1dv )(const GLdouble *v);
void ( * qglTexCoord1f )(GLfloat s);
void ( * qglTexCoord1fv )(const GLfloat *v);
void ( * qglTexCoord1i )(GLint s);
void ( * qglTexCoord1iv )(const GLint *v);
void ( * qglTexCoord1s )(GLshort s);
void ( * qglTexCoord1sv )(const GLshort *v);
void ( * qglTexCoord2d )(GLdouble s, GLdouble t);
void ( * qglTexCoord2dv )(const GLdouble *v);
void ( * qglTexCoord2f )(GLfloat s, GLfloat t);
void ( * qglTexCoord2fv )(const GLfloat *v);
void ( * qglTexCoord2i )(GLint s, GLint t);
void ( * qglTexCoord2iv )(const GLint *v);
void ( * qglTexCoord2s )(GLshort s, GLshort t);
void ( * qglTexCoord2sv )(const GLshort *v);
void ( * qglTexCoord3d )(GLdouble s, GLdouble t, GLdouble r);
void ( * qglTexCoord3dv )(const GLdouble *v);
void ( * qglTexCoord3f )(GLfloat s, GLfloat t, GLfloat r);
void ( * qglTexCoord3fv )(const GLfloat *v);
void ( * qglTexCoord3i )(GLint s, GLint t, GLint r);
void ( * qglTexCoord3iv )(const GLint *v);
void ( * qglTexCoord3s )(GLshort s, GLshort t, GLshort r);
void ( * qglTexCoord3sv )(const GLshort *v);
void ( * qglTexCoord4d )(GLdouble s, GLdouble t, GLdouble r, GLdouble q);
void ( * qglTexCoord4dv )(const GLdouble *v);
void ( * qglTexCoord4f )(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void ( * qglTexCoord4fv )(const GLfloat *v);
void ( * qglTexCoord4i )(GLint s, GLint t, GLint r, GLint q);
void ( * qglTexCoord4iv )(const GLint *v);
void ( * qglTexCoord4s )(GLshort s, GLshort t, GLshort r, GLshort q);
void ( * qglTexCoord4sv )(const GLshort *v);
void ( * qglTexCoordPointer )(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void ( * qglTexEnvf )(GLenum target, GLenum pname, GLfloat param);
void ( * qglTexEnvfv )(GLenum target, GLenum pname, const GLfloat *params);
void ( * qglTexEnvi )(GLenum target, GLenum pname, GLint param);
void ( * qglTexEnviv )(GLenum target, GLenum pname, const GLint *params);
void ( * qglTexGend )(GLenum coord, GLenum pname, GLdouble param);
void ( * qglTexGendv )(GLenum coord, GLenum pname, const GLdouble *params);
void ( * qglTexGenf )(GLenum coord, GLenum pname, GLfloat param);
void ( * qglTexGenfv )(GLenum coord, GLenum pname, const GLfloat *params);
void ( * qglTexGeni )(GLenum coord, GLenum pname, GLint param);
void ( * qglTexGeniv )(GLenum coord, GLenum pname, const GLint *params);
void ( * qglTexImage1D )(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void ( * qglTexImage2D )(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void ( * qglTexImage2DEXT )(GLenum target, GLint level, GLint numlevels, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void ( * qglTexParameterf )(GLenum target, GLenum pname, GLfloat param);
void ( * qglTexParameterfv )(GLenum target, GLenum pname, const GLfloat *params);
void ( * qglTexParameteri )(GLenum target, GLenum pname, GLint param);
void ( * qglTexParameteriv )(GLenum target, GLenum pname, const GLint *params);
void ( * qglTexSubImage1D )(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
void ( * qglTexSubImage2D )(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
void ( * qglTranslated )(GLdouble x, GLdouble y, GLdouble z);
void ( * qglTranslatef )(GLfloat x, GLfloat y, GLfloat z);
void ( * qglVertex2d )(GLdouble x, GLdouble y);
void ( * qglVertex2dv )(const GLdouble *v);
void ( * qglVertex2f )(GLfloat x, GLfloat y);
void ( * qglVertex2fv )(const GLfloat *v);
void ( * qglVertex2i )(GLint x, GLint y);
void ( * qglVertex2iv )(const GLint *v);
void ( * qglVertex2s )(GLshort x, GLshort y);
void ( * qglVertex2sv )(const GLshort *v);
void ( * qglVertex3d )(GLdouble x, GLdouble y, GLdouble z);
void ( * qglVertex3dv )(const GLdouble *v);
void ( * qglVertex3f )(GLfloat x, GLfloat y, GLfloat z);
void ( * qglVertex3fv )(const GLfloat *v);
void ( * qglVertex3i )(GLint x, GLint y, GLint z);
void ( * qglVertex3iv )(const GLint *v);
void ( * qglVertex3s )(GLshort x, GLshort y, GLshort z);
void ( * qglVertex3sv )(const GLshort *v);
void ( * qglVertex4d )(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void ( * qglVertex4dv )(const GLdouble *v);
void ( * qglVertex4f )(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void ( * qglVertex4fv )(const GLfloat *v);
void ( * qglVertex4i )(GLint x, GLint y, GLint z, GLint w);
void ( * qglVertex4iv )(const GLint *v);
void ( * qglVertex4s )(GLshort x, GLshort y, GLshort z, GLshort w);
void ( * qglVertex4sv )(const GLshort *v);
void ( * qglVertexPointer )(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void ( * qglViewport )(GLint x, GLint y, GLsizei width, GLsizei height);
#if 0
void ( * qglMultiTexCoord2fARB )( GLenum texture, GLfloat s, GLfloat t );
void ( * qglActiveTextureARB )( GLenum texture );
void ( * qglClientActiveTextureARB )( GLenum texture );
#endif
#ifdef _WINDOWS
static bool surfaceToBMP(LPDIRECT3DDEVICE8 pd3dDevice, LPDIRECT3DSURFACE8 lpSurface, const char *fname)
{
DWORD outpixel;
BITMAPFILEHEADER fh;
BITMAPINFOHEADER bi;
int outbyte, BufferIndex, width, height, pitch;
char *WriteBuffer;
FILE *file;
HRESULT Error;
IDirect3DSurface8 *pTempSurf = NULL;
// Get the surface description first
D3DSURFACE_DESC ddsd;
D3DLOCKED_RECT lrSurf;
Error = lpSurface->GetDesc(&ddsd);
// This writes out 32 bit values, so whatever surface format we were passed in,
// copy it into a 32 bit surface
Error = pd3dDevice->CreateImageSurface(ddsd.Width, ddsd.Height, D3DFMT_A8R8G8B8, &pTempSurf);
Error = D3DXLoadSurfaceFromSurface(pTempSurf, NULL, NULL, lpSurface, NULL, NULL, D3DX_DEFAULT, 0);
file = fopen(fname, "wb");
if(!file)
return FALSE;
Error = pTempSurf->LockRect(&lrSurf, NULL, 0);
BufferIndex = 0;
width = ddsd.Width;
height = ddsd.Height;
pitch = lrSurf.Pitch;
WriteBuffer = new char[width * height * 3];
// Setup the file headers
((char*)&(fh.bfType))[0] = 'B';
((char*)&(fh.bfType))[1] = 'M';
fh.bfSize = (long)(sizeof(BITMAPINFOHEADER) + sizeof(BITMAPFILEHEADER) + width * height * 3);
fh.bfReserved1 = 0;
fh.bfReserved2 = 0;
fh.bfOffBits = sizeof(BITMAPINFOHEADER) + sizeof(BITMAPFILEHEADER);
bi.biSize = sizeof(BITMAPINFOHEADER);
bi.biWidth = width;
bi.biHeight = height;
bi.biPlanes = 1;
bi.biBitCount = 24;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0;
bi.biXPelsPerMeter = 10000;
bi.biYPelsPerMeter = 10000;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
fwrite(&fh, sizeof(BITMAPFILEHEADER), 1, file);
fwrite(&bi, sizeof(BITMAPINFOHEADER), 1, file);
char *Bitmap_in = (char*)lrSurf.pBits;
for(int y = height - 1; y >= 0; y--)
{
for(int x = 0; x < width; x++)
{
outpixel = *((DWORD *)(Bitmap_in + x * 4 + y * pitch)); //Load a word
//Load up the Blue component and output it
outbyte = (((outpixel)&0x000000ff));//blue
WriteBuffer [BufferIndex++] = outbyte;
//Load up the green component and output it
outbyte = (((outpixel>>8)&0x000000ff));
WriteBuffer [BufferIndex++] = outbyte;
//Load up the red component and output it
outbyte = (((outpixel>>16)&0x000000ff));
WriteBuffer [BufferIndex++] = outbyte;
}
}
//At this point the buffer should be full, so just write it out
fwrite(WriteBuffer, BufferIndex, 1, file);
//Now unlock the surface and we're done
pTempSurf->UnlockRect();
pTempSurf->Release();
fclose(file);
delete [] WriteBuffer;
return true;
}
#endif
/*
=================
_fixupScreenCoords
Clamp coords to screen dimensions and fix Y direction.
=================
*/
static void _fixupScreenCoords(GLint& x, GLint& y, GLsizei& width, GLsizei& height)
{
if (x < 0) x = 0;
else if (x > glConfig.vidWidth) x = glConfig.vidWidth;
if (y < 0)
{
#ifdef _XBOX
height += y;
#endif
y = 0;
}
else if (y > glConfig.vidHeight) y = glConfig.vidHeight;
if (width < 0) width = 0;
#ifdef _XBOX
else if (x + width > glConfig.vidWidth) width = glConfig.vidWidth - x;
#endif
// else if (x + width > glConfig.vidWidth) width = glConfig.vidWidth - x;
if (height < 0) height = 0;
else if (y + height > glConfig.vidHeight) height = glConfig.vidHeight - y;
// GL and DX disagree on the direction of Y
y = glConfig.vidHeight - (y + height);
}
/*
=================
_convertCompare
Convert GL compare function to DX function.
=================
*/
static D3DCMPFUNC _convertCompare(GLenum func)
{
switch (func)
{
case GL_NEVER: return D3DCMP_NEVER;
case GL_LESS: return D3DCMP_LESS;
case GL_EQUAL: return D3DCMP_EQUAL;
case GL_LEQUAL: return D3DCMP_LESSEQUAL;
case GL_GREATER: return D3DCMP_GREATER;
case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
default: case GL_ALWAYS: return D3DCMP_ALWAYS;
}
}
/*
=================
_convertBlendFactor
Convert GL blend mode to DX blend mode.
=================
*/
static D3DBLEND _convertBlendFactor(GLenum factor)
{
switch (factor)
{
case GL_ZERO: return D3DBLEND_ZERO;
default: case GL_ONE: return D3DBLEND_ONE;
case GL_SRC_COLOR: return D3DBLEND_SRCCOLOR;
case GL_ONE_MINUS_SRC_COLOR: return D3DBLEND_INVSRCCOLOR;
case GL_SRC_ALPHA: return D3DBLEND_SRCALPHA;
case GL_ONE_MINUS_SRC_ALPHA: return D3DBLEND_INVSRCALPHA;
case GL_DST_COLOR: return D3DBLEND_DESTCOLOR;
case GL_ONE_MINUS_DST_COLOR: return D3DBLEND_INVDESTCOLOR;
case GL_DST_ALPHA: return D3DBLEND_DESTALPHA;
case GL_ONE_MINUS_DST_ALPHA: return D3DBLEND_INVDESTALPHA;
case GL_SRC_ALPHA_SATURATE: return D3DBLEND_SRCALPHASAT;
}
}
/*
=================
_convertPrimMode
Convert GL primitive mode to DX primitive mode.
=================
*/
static D3DPRIMITIVETYPE _convertPrimMode(GLenum mode)
{
switch (mode)
{
case GL_POINTS: return D3DPT_POINTLIST;
case GL_LINES: return D3DPT_LINELIST;
case GL_LINE_STRIP: return D3DPT_LINESTRIP;
case GL_TRIANGLES: return D3DPT_TRIANGLELIST;
case GL_TRIANGLE_STRIP: return D3DPT_TRIANGLESTRIP;
case GL_TRIANGLE_FAN: return D3DPT_TRIANGLEFAN;
#ifdef _XBOX
case GL_QUADS: return D3DPT_QUADLIST;
case GL_QUAD_STRIP: return D3DPT_QUADSTRIP;
#else
case GL_QUADS: return D3DPT_TRIANGLELIST;
case GL_QUAD_STRIP: return D3DPT_TRIANGLESTRIP;
#endif
case GL_POLYGON: return D3DPT_TRIANGLEFAN;
default: assert(0); return D3DPT_TRIANGLEFAN;
}
}
/*
=================
_updateDrawStride
Update the stride of the draw array based on
the number of vertex attributes. The stride
is in DWORDs.
=================
*/
static void _updateDrawStride(GLint normal, GLint tex0, GLint tex1)
{
glw_state->drawStride = 4;
if (normal) glw_state->drawStride += 3;
if (tex0) glw_state->drawStride += 2;
if (tex1) glw_state->drawStride += 2;
}
/*
=================
_updateShader
Set the vertex shader based on the number
of texture coordinates.
=================
*/
static void _updateShader(bool normal, bool tex0, bool tex1)//, bool tex2, bool tex3)
{
DWORD mask = D3DFVF_XYZ;
if (normal) mask |= D3DFVF_NORMAL;
mask |= D3DFVF_DIFFUSE;
if (tex0 && !tex1) mask |= D3DFVF_TEX1;
else if (tex1) mask |= D3DFVF_TEX2;
// if (mask != glw_state->shaderMask)
// {
glw_state->device->SetVertexShader(mask);
glw_state->shaderMask = mask;
// }
}
/*
=================
_getCurrentTexture
Get the texture information for the currently
bound texture at a stage.
=================
*/
static glwstate_t::TextureInfo* _getCurrentTexture(int stage)
{
glwstate_t::texturexlat_t::iterator i = glw_state->textureXlat.find(
glw_state->currentTexture[stage]);
if (i == glw_state->textureXlat.end()) return NULL;
else return &i->second;
}
/*
=================
_updateTextures
Setup texture stages with color operations, filters
and wrapping modes as needed.
=================
*/
static void _updateTextures(void)
{
for (int t = 0; t < GLW_MAX_TEXTURE_STAGES; ++t)
{
if (glw_state->textureStageDirty[t])
{
glw_state->textureStageDirty[t] = false;
if (glw_state->textureStageEnable[t] && glw_state->currentTexture[t])
{
glwstate_t::TextureInfo* info = _getCurrentTexture(t);
if (!info) continue;
glw_state->device->SetTexture(t, info->mipmap);
glw_state->device->SetTextureStageState(t, D3DTSS_COLOROP, glw_state->textureEnv[t]);
glw_state->device->SetTextureStageState(t, D3DTSS_COLORARG1,
D3DTA_TEXTURE);
glw_state->device->SetTextureStageState(t, D3DTSS_COLORARG2,
D3DTA_CURRENT);
glw_state->device->SetTextureStageState(t, D3DTSS_ALPHAOP,
glw_state->textureEnv[t]);
glw_state->device->SetTextureStageState(t, D3DTSS_ALPHAARG1,
D3DTA_TEXTURE);
glw_state->device->SetTextureStageState(t, D3DTSS_ALPHAARG2,
D3DTA_CURRENT);
glw_state->device->SetTextureStageState(t, D3DTSS_MAXANISOTROPY,
info->anisotropy);
glw_state->device->SetTextureStageState(t, D3DTSS_MINFILTER,
info->minFilter);
glw_state->device->SetTextureStageState(t, D3DTSS_MIPFILTER,
info->mipFilter);
glw_state->device->SetTextureStageState(t, D3DTSS_MAGFILTER,
info->magFilter);
glw_state->device->SetTextureStageState(t, D3DTSS_ADDRESSU,
info->wrapU);
glw_state->device->SetTextureStageState(t, D3DTSS_ADDRESSV,
info->wrapV);
glw_state->device->SetTextureStageState(t, D3DTSS_TEXCOORDINDEX, t);
glw_state->device->SetTextureStageState( t, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
/*if(tess.shader)
{
if(tess.currentPass < tess.shader->numUnfoggedPasses)
{
if(tess.shader->stages[tess.currentPass].isEnvironment)
{
glw_state->device->SetTextureStageState(t, D3DTSS_TEXCOORDINDEX, t | D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
}
}
}*/
}
else
{
glw_state->device->SetTexture(t, NULL);
glw_state->device->SetTextureStageState(t, D3DTSS_COLOROP, D3DTOP_DISABLE);
glw_state->device->SetTextureStageState(t, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
}
//else
//{
// // Hard-wired check for turning on hardware environment mapping
// if( glw_state->textureStageEnable[t] &&
// glw_state->currentTexture[t] &&
// tess.shader &&
// tess.currentPass < tess.shader->numUnfoggedPasses &&
// tess.shader->stages[tess.currentPass].isEnvironment)
// {
// glw_state->device->SetTextureStageState(t, D3DTSS_TEXCOORDINDEX, t | D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
// }
//}
}
}
/*
=================
_updateMatrices
Set the current projection and view transforms to
the matrices at the top of the relevant stacks.
=================
*/
static void _updateMatrices(void)
{
if(glw_state->matricesDirty[glwstate_t::MatrixMode_Projection])
{
glw_state->device->SetTransform(D3DTS_PROJECTION,
glw_state->matrixStack[glwstate_t::MatrixMode_Projection]->GetTop());
glw_state->matricesDirty[glwstate_t::MatrixMode_Projection] = false;
}
if(glw_state->matricesDirty[glwstate_t::MatrixMode_Model])
{
glw_state->device->SetTransform(D3DTS_VIEW,
glw_state->matrixStack[glwstate_t::MatrixMode_Model]->GetTop());
glw_state->matricesDirty[glwstate_t::MatrixMode_Model] = false;
}
if(glw_state->matricesDirty[glwstate_t::MatrixMode_Texture0])
{
glw_state->device->SetTransform(D3DTS_TEXTURE0,
glw_state->matrixStack[glwstate_t::MatrixMode_Texture0]->GetTop());
glw_state->matricesDirty[glwstate_t::MatrixMode_Texture0] = false;
}
if(glw_state->matricesDirty[glwstate_t::MatrixMode_Texture1])
{
glw_state->device->SetTransform(D3DTS_TEXTURE1,
glw_state->matrixStack[glwstate_t::MatrixMode_Texture1]->GetTop());
glw_state->matricesDirty[glwstate_t::MatrixMode_Texture1] = false;
}
}
/*
=================
_getMaxVerts
Calculate the maximum number of verts to draw
given a total number to draw, stride and max
packet size.
=================
*/
static int _getMaxVerts(void)
{
int max = glw_state->totalVertices;
if (max > GLW_MAX_DRAW_PACKET_SIZE / glw_state->drawStride)
{
max = GLW_MAX_DRAW_PACKET_SIZE / glw_state->drawStride;
}
return max;
}
static int _getMaxIndices(void)
{
int max = glw_state->totalIndices;
if(max > 1022)
max = 1022;
return max;
}
#ifdef _XBOX
/*
=================
_restartDrawPacket
Encode a new draw packet header into the draw array.
=================
*/
inline static DWORD* _restartDrawPacket(DWORD* packet, int verts)
{
packet[0] = D3DPUSH_ENCODE(D3DPUSH_SET_BEGIN_END, 1);
packet[1] = glw_state->primitiveMode;
packet[2] = D3DPUSH_ENCODE(
D3DPUSH_NOINCREMENT_FLAG|D3DPUSH_INLINE_ARRAY,
glw_state->drawStride * verts);
return packet + 3;
}
/*
=================
_terminateDrawPacket
Finish up the last draw packet.
=================
*/
inline static DWORD* _terminateDrawPacket(DWORD* packet)
{
packet[0] = D3DPUSH_ENCODE(D3DPUSH_SET_BEGIN_END, 1);
packet[1] = 0;
return packet + 2;
}
#define CMD_DRAW_INDEX_BATCH 0x1800
inline static DWORD* _restartIndexPacket(DWORD* packet, int numIndices)
{
packet[0] = D3DPUSH_ENCODE(D3DPUSH_SET_BEGIN_END, 1);
packet[1] = glw_state->primitiveMode;
packet[2] = D3DPUSH_ENCODE( D3DPUSH_NOINCREMENT_FLAG | CMD_DRAW_INDEX_BATCH, numIndices / 2 );
return packet + 3;
}
inline static DWORD* _terminateIndexPacket(DWORD* packet)
{
packet[0] = D3DPUSH_ENCODE(D3DPUSH_SET_BEGIN_END, 1);
packet[1] = 0;
return packet + 2;
}
/*
=================
_handleDrawOverflow
Prevent a draw packet from getting too
big for the hardware by restarting it as needed.
=================
*/
static void _handleDrawOverflow(void)
{
if (glw_state->numVertices >= glw_state->maxVertices)
{
glw_state->drawArray += glw_state->numVertices *
glw_state->drawStride;
glw_state->totalVertices -= glw_state->numVertices;
glw_state->maxVertices = _getMaxVerts();
glw_state->numVertices = 0;
glw_state->drawArray = _restartDrawPacket(
glw_state->drawArray, glw_state->maxVertices);
}
}
#else _XBOX
inline static DWORD* _restartDrawPacket(DWORD* packet, int verts)
{
return packet;
}
inline static DWORD* _terminateDrawPacket(DWORD* packet)
{
return packet;
}
static void _handleDrawOverflow(void)
{
}
#endif _XBOX
/*
=================
_vertexElement
Copy position information from the source vertex
array into a draw array.
=================
*/
#define _vertexElement(push, i) \
{ \
DWORD* vert = (DWORD*)((BYTE*)glw_state->vertexPointer + \
(i) * glw_state->vertexStride); \
(push)[0] = vert[0]; \
(push)[1] = vert[1]; \
(push)[2] = vert[2]; \
}
/*
=================
_colorElement
Copy color information from the source color
array into a draw array.
=================
*/
#define _colorElement(push, i) \
{ \
DWORD col = *(DWORD*)((BYTE*)glw_state->colorPointer + \
(i) * glw_state->colorStride); \
(push)[0] = \
((col & 0xFF000000) >> 0) | \
((col & 0x00FF0000) >> 16) | \
((col & 0x0000FF00) << 0) | \
((col & 0x000000FF) << 16); \
}
/*
=================
_texCoordElement
Copy tex coord information from the source tex coord
array into a draw array.
=================
*/
#define _texCoordElement(push, i, t) \
{ \
DWORD* tc = (DWORD*)((BYTE*)glw_state->texCoordPointer[t] + \
(i) * glw_state->texCoordStride[t]); \
(push)[0] = tc[0]; \
(push)[1] = tc[1]; \
}
/*
=================
_normalElement
Copy normal information from the source normal
array into a draw array
=================
*/
#define _normalElement(push, i) \
{ \
DWORD* norm = (DWORD*)((BYTE*)glw_state->normalPointer + \
(i) * glw_state->normalStride); \
(push)[0] = norm[0]; \
(push)[1] = norm[1]; \
(push)[2] = norm[2]; \
}
#define _tangentElement(push, i) \
{ \
DWORD* tang = (DWORD*)((BYTE*)&tess.tangent[i]); \
(push)[0] = tang[0]; \
(push)[1] = tang[1]; \
(push)[2] = tang[2]; \
}
/*
=========================================================
FAST INDEXED GEOMETRY DRAW LOOPS
Used by core draw routines to quickly copy
geometry from various source arrays to main
draw array.
=========================================================
*/
static void _drawElementsV(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
push[3] = glw_state->currentColor;
push += 4;
}
}
static void _drawElementsVN(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
push[6] = glw_state->currentColor;
push += 7;
}
}
static void _drawElementsVC(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_colorElement(&push[3], indices[i]);
push += 4;
}
}
static void _drawElementsVCN(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
_colorElement(&push[6], indices[i]);
push += 7;
}
}
static void _drawElementsVCT(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_colorElement(&push[3], indices[i]);
_texCoordElement(&push[4], indices[i], 0);
push += 6;
}
}
static void _drawElementsVCNT(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
_colorElement(&push[6], indices[i]);
_texCoordElement(&push[7], indices[i], 0);
push += 9;
}
}
static void _drawElementsVCTT(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_colorElement(&push[3], indices[i]);
_texCoordElement(&push[4], indices[i], 0);
_texCoordElement(&push[6], indices[i], 1);
push += 8;
}
}
static void _drawElementsVCNTT(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
_colorElement(&push[6], indices[i]);
_texCoordElement(&push[7], indices[i], 0);
_texCoordElement(&push[9], indices[i], 1);
push += 11;
}
}
static void _drawElementsVT(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
push[3] = glw_state->currentColor;
_texCoordElement(&push[4], indices[i], 0);
push += 6;
}
}
static void _drawElementsVNT(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
push[6] = glw_state->currentColor;
_texCoordElement(&push[7], indices[i], 0);
push += 9;
}
}
static void _drawElementsVTT(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
push[3] = glw_state->currentColor;
_texCoordElement(&push[4], indices[i], 0);
_texCoordElement(&push[6], indices[i], 1);
push += 8;
}
}
static void _drawElementsVNTT(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for (int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
push[6] = glw_state->currentColor;
_texCoordElement(&push[7], indices[i], 0);
_texCoordElement(&push[9], indices[i], 1);
push += 11;
}
}
static void _drawElementsLightShader(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for(int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
_texCoordElement(&push[6], indices[i], 0);
_tangentElement(&push[8], indices[i]);
push += 11;
}
}
static void _drawElementsBumpShader(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for(int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
_texCoordElement(&push[6], indices[i], 0);
_texCoordElement(&push[8], indices[i], 1);
_tangentElement(&push[10], indices[i]);
push += 13;
}
}
static void _drawElementsEnvShader(GLsizei count, const GLushort* indices)
{
DWORD* push = glw_state->drawArray;
for(int i = 0; i < count; ++i)
{
_vertexElement(&push[0], indices[i]);
_normalElement(&push[3], indices[i]);
push += 6;
}
}
typedef void(*drawelemfunc_t)(GLsizei, const GLushort*);
static drawelemfunc_t _drawElementFuncTable[12] =
{
_drawElementsV,
_drawElementsVN,
_drawElementsVT,
_drawElementsVNT,
_drawElementsVTT,
_drawElementsVNTT,
_drawElementsVC,
_drawElementsVCN,
_drawElementsVCT,
_drawElementsVCNT,
_drawElementsVCTT,
_drawElementsVCNTT,
};
/*
=========================================================
FAST GEOMETRY DRAW LOOPS
Used by core draw routines to quickly copy
geometry from various source arrays to main
draw array.
=========================================================
*/
static void _drawArraysV(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
push[3] = glw_state->currentColor;
push += 4;
}
}
static void _drawArraysVN(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_normalElement(&push[3], i);
push[6] = glw_state->currentColor;
push += 7;
}
}
static void _drawArraysVC(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_colorElement(&push[3], i);
push += 4;
}
}
static void _drawArraysVCN(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_normalElement(&push[3], i);
_colorElement(&push[6], i);
push += 7;
}
}
static void _drawArraysVCT(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_colorElement(&push[3], i);
_texCoordElement(&push[4], i, 0);
push += 6;
}
}
static void _drawArraysVCNT(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_normalElement(&push[3], i);
_colorElement(&push[6], i);
_texCoordElement(&push[7], i, 0);
push += 9;
}
}
static void _drawArraysVCTT(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_colorElement(&push[3], i);
_texCoordElement(&push[4], i, 0);
_texCoordElement(&push[6], i, 1);
push += 8;
}
}
static void _drawArraysVCNTT(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_normalElement(&push[3], i);
_colorElement(&push[6], i);
_texCoordElement(&push[7], i, 0);
_texCoordElement(&push[9], i, 1);
push += 11;
}
}
static void _drawArraysVT(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
push[3] = glw_state->currentColor;
_texCoordElement(&push[4], i, 0);
push += 6;
}
}
static void _drawArraysVNT(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_normalElement(&push[3], i);
push[6] = glw_state->currentColor;
_texCoordElement(&push[7], i, 0);
push += 9;
}
}
static void _drawArraysVTT(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
push[3] = glw_state->currentColor;
_texCoordElement(&push[4], i, 0);
_texCoordElement(&push[6], i, 1);
push += 8;
}
}
static void _drawArraysVNTT(GLsizei first, GLsizei last)
{
DWORD* push = glw_state->drawArray;
for (int i = first; i < last; ++i)
{
_vertexElement(&push[0], i);
_normalElement(&push[3], i);
push[6] = glw_state->currentColor;
_texCoordElement(&push[7], i, 0);
_texCoordElement(&push[9], i, 1);
push += 11;
}
}
typedef void(*drawarrayfunc_t)(GLsizei, GLsizei);
static drawarrayfunc_t _drawArrayFuncTable[12] =
{
_drawArraysV,
_drawArraysVN,
_drawArraysVT,
_drawArraysVNT,
_drawArraysVTT,
_drawArraysVNTT,
_drawArraysVC,
_drawArraysVCN,
_drawArraysVCT,
_drawArraysVCNT,
_drawArraysVCTT,
_drawArraysVCNTT,
};
/*
=================
_getDrawFunc
Figure which drawing function we need based on
what vertex components we have. Use the returned
integer to index the draw function tables.
=================
*/
static int _getDrawFunc(void)
{
int func = 0;
if (glw_state->colorArrayState) func += 6;
if (glw_state->texCoordArrayState[0]) func += 2;
if (glw_state->texCoordArrayState[1]) func += 2;
if (glw_state->normalArrayState) ++func;
return func;
}
static void dllAccum(GLenum op, GLfloat value)
{
assert(false);
}
static void dllAlphaFunc(GLenum func, GLclampf ref)
{
D3DCMPFUNC f = _convertCompare(func);
glw_state->device->SetRenderState(D3DRS_ALPHAFUNC, f);
glw_state->device->SetRenderState(D3DRS_ALPHAREF, (DWORD)(ref * 255.));
}
GLboolean dllAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
{
assert(false);
return 1;
}
static void dllArrayElement(GLint i)
{
assert(glw_state->inDrawBlock);
_handleDrawOverflow();
DWORD* push = &glw_state->drawArray[glw_state->numVertices *
glw_state->drawStride];
_vertexElement(push, i);
push += 3;
if (glw_state->colorArrayState)
{
_colorElement(push, i);
++push;
}
else
{
*push++ = glw_state->currentColor;
}
for (int t = 0; t < GLW_MAX_TEXTURE_STAGES; ++t)
{
if (glw_state->texCoordArrayState[t])
{
_texCoordElement(push, i, t);
push += 2;
}
}
++glw_state->numVertices;
}
// EXTENSION: Begin a drawing block with at verts vertices
static void dllBeginEXT(GLenum mode, GLint verts, GLint colors, GLint normals, GLint tex0, GLint tex1)//, GLint tex2, GLint tex3)
{
assert(!glw_state->inDrawBlock);
// start the draw block
glw_state->inDrawBlock = true;
glw_state->primitiveMode = _convertPrimMode(mode);
// update DX with any pending state changes
_updateDrawStride(normals, tex0, tex1);//, tex2, tex3);
_updateShader(normals, tex0, tex1);//, tex2, tex3);
_updateTextures();
_updateMatrices();
// set vertex counters
glw_state->numVertices = 0;
glw_state->totalVertices = verts;
glw_state->maxVertices = _getMaxVerts();
#ifdef _XBOX
// open a draw packet
//int num_packets = ((verts * glw_state->drawStride) / GLW_MAX_DRAW_PACKET_SIZE) + 1;
int num_packets;
if(glw_state->maxVertices == 0) {
num_packets = 1;
} else {
num_packets = (verts / glw_state->maxVertices) + (!!(verts % glw_state->maxVertices));
}
int cmd_size = num_packets * 3;
int vert_size = glw_state->drawStride * verts;
glw_state->device->BeginPush(vert_size + cmd_size + 2,
&glw_state->drawArray);
glw_state->drawArray = _restartDrawPacket(
glw_state->drawArray, glw_state->maxVertices);
#endif
}
static void dllBegin(GLenum mode)
{
assert(0);
}
// EXTENSION: Start a new drawing frame
GLboolean dllBeginFrame(void)
{
GLboolean result = glw_state->device->BeginScene() == D3D_OK;
return result;
}
// EXTENSION: Begin shadow draw mode
static void dllBeginShadow(void)
{
//Intentionally left blank
}
static void dllBindTexture(GLenum target, GLuint texture)
{
assert(target == GL_TEXTURE_2D);
if (glw_state->currentTexture[glw_state->serverTU] != texture)
{
glw_state->currentTexture[glw_state->serverTU] = texture;
glw_state->textureStageDirty[glw_state->serverTU] = true;
}
}
static void dllBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
{
assert(false);
}
static void dllBlendFunc(GLenum sfactor, GLenum dfactor)
{
D3DBLEND s = _convertBlendFactor(sfactor);
D3DBLEND d = _convertBlendFactor(dfactor);
glw_state->device->SetRenderState(D3DRS_SRCBLEND, s);
glw_state->device->SetRenderState(D3DRS_DESTBLEND, d);
}
static void dllCallList(GLuint lnum)
{
assert(0);
}
static void dllCallLists(GLsizei n, GLenum type, const GLvoid *lists)
{
assert(0);
}
static void dllClear(GLbitfield mask)
{
DWORD m = 0;
if (mask & GL_COLOR_BUFFER_BIT) m |= D3DCLEAR_TARGET;
if (mask & GL_STENCIL_BUFFER_BIT) m |= D3DCLEAR_STENCIL;
#ifdef _XBOX
// Clearing stencil when clearing depth buffer
// is faster on Xbox than just clearing depth alone.
if (mask & GL_DEPTH_BUFFER_BIT) m |= D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL;
#else
if (mask & GL_DEPTH_BUFFER_BIT) m |= D3DCLEAR_ZBUFFER;
#endif
glw_state->device->Clear(0, NULL, m, glw_state->clearColor,
glw_state->clearDepth, glw_state->clearStencil);
}
static void dllClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
assert(0);
}
static void dllClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
glw_state->clearColor = D3DCOLOR_COLORVALUE(red, green, blue, alpha);
}
static void dllClearDepth(GLclampd depth)
{
glw_state->clearDepth = depth;
}
static void dllClearIndex(GLfloat c)
{
assert(0);
}
static void dllClearStencil(GLint s)
{
glw_state->clearStencil = s;
}
static void dllClipPlane(GLenum plane, const GLdouble *equation)
{
//FIXME
}
static void setIntColor(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
{
glw_state->currentColor = D3DCOLOR_RGBA(red, green, blue, alpha);
}
static void setFloatColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
glw_state->currentColor = D3DCOLOR_COLORVALUE(red, green, blue, alpha);
}
static void dllColor3b(GLbyte red, GLbyte green, GLbyte blue)
{
setIntColor(red, green, blue, 127);
}
static void dllColor3bv(const GLbyte *v)
{
setIntColor(v[0], v[1], v[2], 127);
}
static void dllColor3d(GLdouble red, GLdouble green, GLdouble blue)
{
setFloatColor(red, green, blue, 1.f);
}
static void dllColor3dv(const GLdouble *v)
{
setFloatColor(v[0], v[1], v[2], 1.f);
}
static void dllColor3f(GLfloat red, GLfloat green, GLfloat blue)
{
setFloatColor(red, green, blue, 1.f);
}
static void dllColor3fv(const GLfloat *v)
{
setFloatColor(v[0], v[1], v[2], 1.f);
}
static void dllColor3i(GLint red, GLint green, GLint blue)
{
setIntColor(red, green, blue, 127);
}
static void dllColor3iv(const GLint *v)
{
setIntColor(v[0], v[1], v[2], 127);
}
static void dllColor3s(GLshort red, GLshort green, GLshort blue)
{
setIntColor(red, green, blue, 127);
}
static void dllColor3sv(const GLshort *v)
{
setIntColor(v[0], v[1], v[2], 127);
}
static void dllColor3ub(GLubyte red, GLubyte green, GLubyte blue)
{
setIntColor(red, green, blue, 127);
}
static void dllColor3ubv(const GLubyte *v)
{
setIntColor(v[0], v[1], v[2], 127);
}
static void dllColor3ui(GLuint red, GLuint green, GLuint blue)
{
setIntColor(red, green, blue, 127);
}
static void dllColor3uiv(const GLuint *v)
{
setIntColor(v[0], v[1], v[2], 127);
}
static void dllColor3us(GLushort red, GLushort green, GLushort blue)
{
setIntColor(red, green, blue, 127);
}
static void dllColor3usv(const GLushort *v)
{
setIntColor(v[0], v[1], v[2], 127);
}
static void dllColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
{
setIntColor(red, green, blue, alpha);
}
static void dllColor4bv(const GLbyte *v)
{
setIntColor(v[0], v[1], v[2], v[3]);
}
static void dllColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
{
setFloatColor(red, green, blue, alpha);
}
static void dllColor4dv(const GLdouble *v)
{
setFloatColor(v[0], v[1], v[2], v[3]);
}
static void dllColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
setFloatColor(red, green, blue, alpha);
}
static void dllColor4fv(const GLfloat *v)
{
setFloatColor(v[0], v[1], v[2], v[3]);
}
static void dllColor4i(GLint red, GLint green, GLint blue, GLint alpha)
{
setIntColor(red, green, blue, alpha);
}
static void dllColor4iv(const GLint *v)
{
setIntColor(v[0], v[1], v[2], v[3]);
}
static void dllColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
{
setIntColor(red, green, blue, alpha);
}
static void dllColor4sv(const GLshort *v)
{
setIntColor(v[0], v[1], v[2], v[3]);
}
static void dllColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
setIntColor(red, green, blue, alpha);
}
static void dllColor4ubv(const GLubyte *v)
{
setIntColor(v[0], v[1], v[2], v[3]);
}
static void dllColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
{
setIntColor(red, green, blue, alpha);
}
static void dllColor4uiv(const GLuint *v)
{
setIntColor(v[0], v[1], v[2], v[3]);
}
static void dllColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
{
setIntColor(red, green, blue, alpha);
}
static void dllColor4usv(const GLushort *v)
{
setIntColor(v[0], v[1], v[2], v[3]);
}
static void dllColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
DWORD m = 0;
if (red) m |= D3DCOLORWRITEENABLE_RED;
if (green) m |= D3DCOLORWRITEENABLE_GREEN;
if (blue) m |= D3DCOLORWRITEENABLE_BLUE;
if (alpha) m |= D3DCOLORWRITEENABLE_ALPHA;
glw_state->device->SetRenderState(D3DRS_COLORWRITEENABLE, m);
}
static void dllColorMaterial(GLenum face, GLenum mode)
{
assert(0);
}
static void dllColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
assert(!glw_state->inDrawBlock);
assert(size == 4 && type == GL_UNSIGNED_BYTE);
stride = (stride == 0) ? sizeof(GLint) : stride;
glw_state->colorPointer = pointer;
glw_state->colorStride = stride;
}
static void dllCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
{
assert(0);
}
static void dllCopyTexImage1D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border)
{
assert(0);
}
/**********
copies a portion of the backbuffer to the current texture.
the current texture must be a linear format texture, if
a swizzled texture format is needed, use
dllCopyBackBufferToTexEXT
**********/
static void dllCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
// check to make sure everything passed in is supported
assert((target == GL_TEXTURE_2D) && (level == 0) && (border == 0));
// locals
RECT rSrc;
POINT ptUpperLeft;
LPDIRECT3DSURFACE8 tSurf;
LPDIRECT3DSURFACE8 backbuffer;
glwstate_t::TextureInfo* tex;
HRESULT res;
// get the current texture
tex = _getCurrentTexture(glw_state->serverTU);
if (tex == NULL)
{
return;
}
// set up the source rectangle
rSrc.left = x;
rSrc.right = x + width;
rSrc.top = (480 - y) - height;
rSrc.bottom = (480 - y);
// set up the target point
ptUpperLeft.x = 0;
ptUpperLeft.y = 0;
// attach the current texture to a surface
tex->mipmap->GetSurfaceLevel(0, &tSurf);
// attach the back buffer to a surface
res = glw_state->device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
// copy the data
res = glw_state->device->CopyRects(backbuffer, &rSrc, 0, tSurf, &ptUpperLeft);
// release surfaces
tSurf->Release();
backbuffer->Release();
}
static void dllCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
assert(0);
}
static void dllCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
assert(0);
}
static void dllCullFace(GLenum mode)
{
switch (mode)
{
default: case GL_BACK: glw_state->cullMode = D3DCULL_CW; break;
case GL_FRONT: glw_state->cullMode = D3DCULL_CCW; break;
}
glw_state->device->SetRenderState(D3DRS_CULLMODE, glw_state->cullMode);
}
static void dllDeleteLists(GLuint lnum, GLsizei range)
{
assert(0);
}
static void dllDeleteTextures(GLsizei n, const GLuint *textures)
{
for (int t = 0; t < n; ++t)
{
glwstate_t::texturexlat_t::iterator i =
glw_state->textureXlat.find(textures[t]);
if (i != glw_state->textureXlat.end())
{
#if MEMORY_PROFILE
texMemSize -= getTexMemSize(i->second.mipmap);
#endif
i->second.mipmap->Release();
glw_state->textureXlat.erase(i);
}
}
}
static void dllDepthFunc(GLenum func)
{
D3DCMPFUNC f = _convertCompare(func);
glw_state->device->SetRenderState(D3DRS_ZFUNC, f);
}
static void dllDepthMask(GLboolean flag)
{
glw_state->device->SetRenderState(D3DRS_ZWRITEENABLE, flag);
}
static void dllDepthRange(GLclampd zNear, GLclampd zFar)
{
glw_state->viewport.MinZ = zNear;
glw_state->viewport.MaxZ = zFar;
glw_state->device->SetViewport(&glw_state->viewport);
}
#ifdef _XBOX
static void setPresent(bool vsync)
{
//extern void ShowOSMemory();
//ShowOSMemory();
D3DPRESENT_PARAMETERS pp;
pp.BackBufferWidth = glConfig.vidWidth;
pp.BackBufferHeight = glConfig.vidHeight;
pp.BackBufferFormat = D3DFMT_X8R8G8B8;
pp.BackBufferCount = 1;
pp.MultiSampleType = D3DMULTISAMPLE_NONE; //D3DMULTISAMPLE_4_SAMPLES_SUPERSAMPLE_LINEAR;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.hDeviceWindow = 0;
pp.Windowed = FALSE;
pp.EnableAutoDepthStencil = TRUE;
pp.AutoDepthStencilFormat = D3DFMT_D24S8;
pp.Flags = 0;
pp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
pp.FullScreen_PresentationInterval =
vsync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
pp.BufferSurfaces[0] = pp.BufferSurfaces[1] = pp.BufferSurfaces[2] = 0;
pp.DepthStencilSurface = 0;
glw_state->device->PersistDisplay();
glw_state->device->Reset(&pp);
//ShowOSMemory();
}
#endif
static void setCap(GLenum cap, bool flag)
{
switch (cap)
{
case GL_ALPHA_TEST: glw_state->device->SetRenderState(D3DRS_ALPHATESTENABLE, flag); break;
case GL_BLEND: glw_state->device->SetRenderState(D3DRS_ALPHABLENDENABLE, flag); break;
case GL_CULL_FACE:
glw_state->cullEnable = flag;
glw_state->device->SetRenderState(D3DRS_CULLMODE,
flag ? glw_state->cullMode : D3DCULL_NONE);
break;
case GL_DEPTH_TEST: glw_state->device->SetRenderState(D3DRS_ZENABLE, flag); break;
case GL_LIGHTING: glw_state->device->SetRenderState(D3DRS_LIGHTING, flag); break;
#ifdef _XBOX
case GL_POLYGON_OFFSET_POINT:
glw_state->device->SetRenderState(D3DRS_POINTOFFSETENABLE, flag);
break;
case GL_POLYGON_OFFSET_LINE:
glw_state->device->SetRenderState(D3DRS_WIREFRAMEOFFSETENABLE, flag);
break;
case GL_POLYGON_OFFSET_FILL:
glw_state->device->SetRenderState(D3DRS_SOLIDOFFSETENABLE, flag);
break;
case GL_SCISSOR_TEST:
glw_state->scissorEnable = flag;
glw_state->device->SetScissors(flag ? 1 : 0, FALSE, &glw_state->scissorBox);
break;
#endif
case GL_STENCIL_TEST: glw_state->device->SetRenderState(D3DRS_STENCILENABLE, flag); break;
case GL_TEXTURE_2D:
glw_state->textureStageEnable[glw_state->serverTU] = flag;
glw_state->textureStageDirty[glw_state->serverTU] = true;
break;
case GL_FOG:
glw_state->device->SetRenderState(D3DRS_FOGENABLE, flag);
break;
#ifdef _XBOX
case GL_VSYNC:
setPresent(flag);
break;
#endif
default: break;
}
}
static void dllDisable(GLenum cap)
{
setCap(cap, false);
}
static void setArrayState(GLenum cap, bool state)
{
switch (cap)
{
case GL_COLOR_ARRAY: glw_state->colorArrayState = state; break;
case GL_TEXTURE_COORD_ARRAY: glw_state->texCoordArrayState[glw_state->clientTU] = state; break;
case GL_VERTEX_ARRAY: glw_state->vertexArrayState = state; break;
case GL_NORMAL_ARRAY: glw_state->normalArrayState = state; break;
}
}
static void dllDisableClientState(GLenum array)
{
assert(!glw_state->inDrawBlock);
setArrayState(array, false);
}
#ifdef _WINDOWS
static void _convertQuadsToTris(GLint first, GLsizei count)
{
glw_state->vertexPointerBack = glw_state->vertexPointer;
glw_state->normalPointerBack = glw_state->normalPointer;
glw_state->colorPointerBack = glw_state->colorPointer;
glw_state->texCoordPointerBack[0] = glw_state->texCoordPointer[0];
glw_state->texCoordPointerBack[1] = glw_state->texCoordPointer[1];
{
glw_state->vertexPointer =
Z_Malloc(count * glw_state->vertexStride * 3 / 2,
TAG_TEMP_WORKSPACE, qfalse);
for (int i = 0; i < count; i += 4)
{
int stride = glw_state->vertexStride / sizeof(float);
float* dst = (float*)glw_state->vertexPointer + (i * 3 / 2) * stride;
const float* src = (const float*)glw_state->vertexPointerBack +
(first + i) * stride;
for (int j = 0; j < 3; ++j)
{
dst[0 * stride + j] = src[0 * stride + j];
dst[1 * stride + j] = src[1 * stride + j];
dst[2 * stride + j] = src[2 * stride + j];
dst[3 * stride + j] = src[0 * stride + j];
dst[4 * stride + j] = src[2 * stride + j];
dst[5 * stride + j] = src[3 * stride + j];
}
}
}
if (glw_state->normalArrayState)
{
glw_state->normalPointer =
Z_Malloc(count * glw_state->normalStride * 3 / 2,
TAG_TEMP_WORKSPACE, qfalse);
for (int i = 0; i < count; i += 4)
{
int stride = glw_state->normalStride / sizeof(float);
float* dst = (float*)glw_state->normalPointer + (i * 3 / 2) * stride;
const float* src = (const float*)glw_state->normalPointerBack +
(first + i) * stride;
for (int j = 0; j < 3; ++j)
{
dst[0 * stride + j] = src[0 * stride + j];
dst[1 * stride + j] = src[1 * stride + j];
dst[2 * stride + j] = src[2 * stride + j];
dst[3 * stride + j] = src[0 * stride + j];
dst[4 * stride + j] = src[2 * stride + j];
dst[5 * stride + j] = src[3 * stride + j];
}
}
}
if (glw_state->colorArrayState)
{
glw_state->colorPointer =
Z_Malloc(count * glw_state->colorStride * 3 / 2,
TAG_TEMP_WORKSPACE, qfalse);
for (int i = 0; i < count; i += 4)
{
int stride = glw_state->colorStride / sizeof(DWORD);
DWORD* dst = (DWORD*)glw_state->colorPointer + (i * 3 / 2) * stride;
const DWORD* src = (const DWORD*)glw_state->colorPointerBack +
(first + i) * stride;
dst[0 * stride] = src[0 * stride];
dst[1 * stride] = src[1 * stride];
dst[2 * stride] = src[2 * stride];
dst[3 * stride] = src[0 * stride];
dst[4 * stride] = src[2 * stride];
dst[5 * stride] = src[3 * stride];
}
}
for (int t = 0; t < GLW_MAX_TEXTURE_STAGES; ++t)
{
if (glw_state->texCoordArrayState[t])
{
glw_state->texCoordPointer[t] =
Z_Malloc(count * glw_state->texCoordStride[t] * 3 / 2,
TAG_TEMP_WORKSPACE, qfalse);
for (int i = 0; i < count; i += 4)
{
int stride = glw_state->texCoordStride[t] / sizeof(float);
float* dst = (float*)glw_state->texCoordPointer[t] + (i * 3 / 2) * stride;
const float* src = (const float*)glw_state->texCoordPointerBack[t] +
(first + i) * stride;
for (int j = 0; j < 2; ++j)
{
dst[0 * stride + j] = src[0 * stride + j];
dst[1 * stride + j] = src[1 * stride + j];
dst[2 * stride + j] = src[2 * stride + j];
dst[3 * stride + j] = src[0 * stride + j];
dst[4 * stride + j] = src[2 * stride + j];
dst[5 * stride + j] = src[3 * stride + j];
}
}
}
}
}
static void _cleanupQuadsToTris(void)
{
Z_Free(const_cast<void*>(glw_state->vertexPointer));
glw_state->vertexPointer = glw_state->vertexPointerBack;
if (glw_state->normalArrayState)
{
Z_Free(const_cast<void*>(glw_state->normalPointer));
glw_state->normalPointer = glw_state->normalPointerBack;
}
if (glw_state->colorArrayState)
{
Z_Free(const_cast<void*>(glw_state->colorPointer));
glw_state->colorPointer = glw_state->colorPointerBack;
}
for (int t = 0; t < GLW_MAX_TEXTURE_STAGES; ++t)
{
if (glw_state->texCoordArrayState[t])
{
Z_Free(const_cast<void*>(glw_state->texCoordPointer[t]));
glw_state->texCoordPointer[t] = glw_state->texCoordPointerBack[t];
}
}
}
#endif
// NOTE: This is a core draw routine. It should be fast.
static void dllDrawArrays(GLenum mode, GLint first, GLsizei count)
{
#ifdef _WINDOWS
if (mode == GL_QUADS)
{
_convertQuadsToTris(first, count);
count = count * 3 / 2;
first = 0;
}
#endif
// start the draw mode
qglBeginEXT(mode, count, glw_state->colorArrayState ? count : 0,
glw_state->normalArrayState ? count : 0,
glw_state->texCoordArrayState[0] ? count : 0,
glw_state->texCoordArrayState[1] ? count : 0);
// get the draw function we need
drawarrayfunc_t func = _drawArrayFuncTable[_getDrawFunc()];
#ifndef _XBOX
DWORD* base = glw_state->drawArray;
#endif
int inc = glw_state->maxVertices;
// loop taking care not to draw too much at a time
for (int start = first; ; start += inc)//glw_state->maxVertices)
{
// draw glw_state->maxVertices amount of geometry
func(start, start + glw_state->maxVertices);
// are we done yet?
glw_state->totalVertices -= glw_state->maxVertices;
if (glw_state->totalVertices <= 0)
{
glw_state->numVertices = glw_state->maxVertices;
break;
}
// ready for another cycle
glw_state->drawArray += glw_state->maxVertices *
glw_state->drawStride;
glw_state->maxVertices = _getMaxVerts();
glw_state->drawArray = _restartDrawPacket(
glw_state->drawArray, glw_state->maxVertices);
}
#ifndef _XBOX
glw_state->drawArray = base;
#endif
#ifdef _WINDOWS
if (mode == GL_QUADS)
{
_cleanupQuadsToTris();
}
#endif
// finish up the draw
qglEnd();
}
static void dllDrawBuffer(GLenum mode)
{
//FIXME
}
static void PushIndices(GLsizei count, const GLushort *indices)
{
// open the index packet
// can only send 2047 indices thru at a time
// BUT, Microsoft recommends 511 pairs at a time (?)
int num_packets, numpairs, cnt;
bool singleindex = false;
numpairs = count / 2;
if(numpairs <= 511)
{
num_packets = 1;
if(glw_state->maxIndices % 2)
{
glw_state->maxIndices -= 1;
singleindex = true;
}
} else
{
num_packets = (count / glw_state->maxIndices) + (!!(count % glw_state->maxIndices));
}
glw_state->drawArray = _restartIndexPacket(glw_state->drawArray, glw_state->maxIndices);
int inc = glw_state->maxIndices;
for (int start = 0; ; start += inc)
{
for(int i = start; i < start + glw_state->maxIndices; i += 2)
{
*glw_state->drawArray++ = (DWORD)(((WORD)indices[i + 1] << 16) + (WORD)indices[i]);
}
// are we done yet?
glw_state->totalIndices -= glw_state->maxIndices;
if (glw_state->totalIndices <= 1)
{
glw_state->numIndices = glw_state->maxIndices;
break;
}
// ready for another cycle
//glw_state->drawArray += glw_state->maxVertices * glw_state->drawStride;
glw_state->maxIndices = _getMaxIndices();
if(glw_state->maxIndices % 2)
{
glw_state->maxIndices -= 1;
singleindex = true;
}
glw_state->drawArray = _restartIndexPacket(glw_state->drawArray, glw_state->maxIndices);
}
#define CMD_DRAW_INDEX_LAST 0x1808
if(singleindex)
{
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_DRAW_INDEX_LAST, 1);
*glw_state->drawArray++ = indices[count - 1];
}
}
// NOTE: This is a core draw routine. It should be fast.
static void dllDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
int normals, tex0, tex1, num_streams = 2;
assert(type == GL_UNSIGNED_SHORT);
normals = glw_state->normalArrayState ? tess.numVertexes : 0;
tex0 = glw_state->texCoordArrayState[0] ? tess.numVertexes : 0;
tex1 = glw_state->texCoordArrayState[1] ? tess.numVertexes : 0;
num_streams += ((normals > 0) + (tex0 > 0) + (tex1 > 0));
// start the draw block
glw_state->inDrawBlock = true;
glw_state->primitiveMode = _convertPrimMode(mode);
// update DX with any pending state changes
_updateDrawStride(normals, tex0, tex1);
_updateShader(normals, tex0, tex1);
_updateTextures();
_updateMatrices();
glw_state->drawStride += normals ? 2 : 1;
glw_state->numIndices = 0;
glw_state->totalIndices = count;
glw_state->maxIndices = _getMaxIndices();
glw_state->device->SetStreamSource(0, NULL, glw_state->drawStride * 4);
int vert_size = glw_state->drawStride * tess.numVertexes;
int index_size = count / 2;
glw_state->device->BeginPush(vert_size + index_size + 60, &glw_state->drawArray);
glw_state->drawArray = (DWORD*)*((DWORD*)glw_state->device);
DWORD *jumpaddress = 0, *stream = 0;
// Determine where the end of the vertex data is gonna be,
// that's where we're going to jump to
jumpaddress = (DWORD*)*((DWORD*)glw_state->device) + (vert_size + 1);
// Write the jump address
*glw_state->drawArray++ = ((DWORD)jumpaddress & 0x7fffffff) | 1;
// Set up our own fake vertex buffer
stream = glw_state->drawArray;
memcpy(glw_state->drawArray, tess.xyz, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
if(normals)
{
memcpy(glw_state->drawArray, tess.normal, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
}
if(glw_state->colorArrayState)
{
memcpy(glw_state->drawArray, tess.svars.colors, sizeof(D3DCOLOR) * tess.numVertexes);
}
else
{
for( int v = 0; v < tess.numVertexes; ++v )
glw_state->drawArray[v] = glw_state->currentColor;
}
glw_state->drawArray += tess.numVertexes;
if(tex0)
{
memcpy(glw_state->drawArray, tess.svars.texcoords[0], sizeof(vec2_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 2;
}
if(tex1)
{
memcpy(glw_state->drawArray, tess.svars.texcoords[1], sizeof(vec2_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 2;
}
// Write the vertex shader
#define CMD_STREAM_STRIDEANDTYPE0 0x1760
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_STREAM_STRIDEANDTYPE0, 16);
*glw_state->drawArray++ = (16 << 8)|D3DVSDT_FLOAT3;
if(1)
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
if(normals)
{
*glw_state->drawArray++ = (16 << 8) | D3DVSDT_FLOAT3;
}
else
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
*glw_state->drawArray++ = (4 << 8) | D3DVSDT_D3DCOLOR;
for(int i = 0; i < 5; i++)
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
if(tex0)
{
*glw_state->drawArray++ = (8 << 8) | D3DVSDT_FLOAT2;
}
else
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
if(tex1)
{
*glw_state->drawArray++ = (8 << 8) | D3DVSDT_FLOAT2;
}
else
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
for(i = 0; i < 5; i++)
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
// Write the indicator to our vertex stream
#define CMD_VERTEXSTREAM_XYZ 0x1720
#define CMD_VERTEXSTREAM_NORMAL 0x1728
#define CMD_VERTEXSTREAM_COLOR 0x172c
#define CMD_VERTEXSTREAM_TEX0 0x1744
#define CMD_VERTEXSTREAM_TEX1 0x1748
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_VERTEXSTREAM_XYZ, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;//3;
if(normals)
{
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_VERTEXSTREAM_NORMAL, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;//3;
}
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_VERTEXSTREAM_COLOR, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes;//1;
if(tex0)
{
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_VERTEXSTREAM_TEX0, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 2;//2;
}
if(tex1)
{
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_VERTEXSTREAM_TEX1, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
}
// Send thru the index data
PushIndices(count, (GLushort*)indices);
// finish up the draw
glw_state->inDrawBlock = false;
DWORD* push = _terminateIndexPacket(glw_state->drawArray);
glw_state->device->EndPush(push);
}
static void dllDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
assert(0);
}
static void dllEdgeFlag(GLboolean flag)
{
assert(0);
}
static void dllEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
{
assert(0);
}
static void dllEdgeFlagv(const GLboolean *flag)
{
assert(0);
}
static void dllEnable(GLenum cap)
{
setCap(cap, true);
}
static void dllEnableClientState(GLenum array)
{
assert(!glw_state->inDrawBlock);
setArrayState(array, true);
}
static void dllEnd(void)
{
assert(glw_state->inDrawBlock);
glw_state->inDrawBlock = false;
#ifdef _XBOX
// on Xbox, just close the draw packet
DWORD* push = _terminateDrawPacket(
&glw_state->drawArray[glw_state->numVertices *
glw_state->drawStride]);
glw_state->device->EndPush(push);
#else
// on the PC, use DrawPrimitiveUp (a little slow)
int num = 0;
switch (glw_state->primitiveMode)
{
case D3DPT_POINTLIST: num = glw_state->numVertices; break;
case D3DPT_LINELIST: num = glw_state->numVertices / 2; break;
case D3DPT_LINESTRIP: num = glw_state->numVertices - 1; break;
case D3DPT_TRIANGLELIST: num = glw_state->numVertices / 3; break;
case D3DPT_TRIANGLESTRIP: num = glw_state->numVertices - 2; break;
case D3DPT_TRIANGLEFAN: num = glw_state->numVertices - 2; break;
}
glw_state->device->DrawPrimitiveUP(
glw_state->primitiveMode, num,
glw_state->drawArray, glw_state->drawStride * sizeof(DWORD));
#endif
}
// EXTENSION: End drawing for a frame
static void dllEndFrame(void)
{
assert(!glw_state->inDrawBlock);
// the blend state can get reset by Present()...
GLboolean blend = qglIsEnabled(GL_BLEND);
glw_state->device->EndScene();
qglViewport(0, 0, glConfig.vidWidth, glConfig.vidHeight);
glw_state->device->Present(NULL, NULL, NULL, NULL);
// restore the pre-Present state
if (blend) qglEnable(GL_BLEND);
else qglDisable(GL_BLEND);
}
// EXTENSION: End shadow draw mode
static void dllEndShadow(void)
{
//Intentionally left blank
}
static void dllEndList(void)
{
assert(0);
}
static void dllEvalCoord1d(GLdouble u)
{
assert(0);
}
static void dllEvalCoord1dv(const GLdouble *u)
{
assert(0);
}
static void dllEvalCoord1f(GLfloat u)
{
assert(0);
}
static void dllEvalCoord1fv(const GLfloat *u)
{
assert(0);
}
static void dllEvalCoord2d(GLdouble u, GLdouble v)
{
assert(0);
}
static void dllEvalCoord2dv(const GLdouble *u)
{
assert(0);
}
static void dllEvalCoord2f(GLfloat u, GLfloat v)
{
assert(0);
}
static void dllEvalCoord2fv(const GLfloat *u)
{
assert(0);
}
static void dllEvalMesh1(GLenum mode, GLint i1, GLint i2)
{
assert(0);
}
static void dllEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
{
assert(0);
}
static void dllEvalPoint1(GLint i)
{
assert(0);
}
static void dllEvalPoint2(GLint i, GLint j)
{
assert(0);
}
static void dllFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
{
assert(0);
}
static void dllFinish(void)
{
#ifdef _XBOX
glw_state->device->BlockUntilIdle();
#endif
}
static void dllFlush(void)
{
#ifdef _XBOX
glw_state->device->BlockUntilIdle();
#endif
}
// EXTENSION: Draw the shadow
static void dllFlushShadow(void)
{
//Intentionally left blank
}
static D3DFOGMODE _convertFogMode(GLint param)
{
switch(param)
{
case GL_LINEAR: return D3DFOG_LINEAR; break;
case GL_EXP: return D3DFOG_EXP; break;
case GL_EXP2: return D3DFOG_EXP2; break;
}
return D3DFOG_NONE;
}
static void dllFogf(GLenum pname, GLfloat param)
{
assert(pname == GL_FOG_DENSITY || pname == GL_FOG_START || pname == GL_FOG_END);
switch(pname)
{
case GL_FOG_DENSITY: glw_state->device->SetRenderState( D3DRS_FOGDENSITY, *(DWORD*)&param ); break;
case GL_FOG_START: glw_state->device->SetRenderState( D3DRS_FOGSTART, *(DWORD*)&param ); break;
case GL_FOG_END: glw_state->device->SetRenderState( D3DRS_FOGEND, *(DWORD*)&param ); break;
}
}
static void dllFogfv(GLenum pname, const GLfloat *params)
{
assert(pname == GL_FOG_COLOR);
D3DCOLOR color = D3DCOLOR_ARGB(0x00,
(int)(params[0] * 255.0f),
(int)(params[1] * 255.0f),
(int)(params[2] * 255.0f));
glw_state->device->SetRenderState( D3DRS_FOGCOLOR, color );
}
static void dllFogi(GLenum pname, GLint param)
{
assert(pname == GL_FOG_MODE);
glw_state->device->SetRenderState( D3DRS_FOGTABLEMODE, _convertFogMode(param) );
}
static void dllFogiv(GLenum pname, const GLint *params)
{
assert(0);
}
static void dllFrontFace(GLenum mode)
{
assert(0);
}
static void dllFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
D3DXMATRIX m;
D3DXMatrixPerspectiveOffCenterRH(&m, left, right, bottom, top, zNear, zFar);
glw_state->matrixStack[glw_state->matrixMode]->MultMatrix(&m);
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
GLuint dllGenLists(GLsizei range)
{
assert(0);
return 0;
}
static void dllGenTextures(GLsizei n, GLuint *textures)
{
for (int i = 0; i < n; ++i)
{
textures[i] = glw_state->textureBindNum++;
}
}
// Implemented only the states we use.
template <typename T>
static void _getState(GLenum pname, T *params)
{
switch (pname)
{
case GL_CULL_FACE: params[0] = (T)glw_state->cullEnable; break;
case GL_MAX_TEXTURE_SIZE: params[0] = (T)512; break;
case GL_MAX_ACTIVE_TEXTURES_ARB: params[0] = GLW_MAX_TEXTURE_STAGES; break;
default:
assert(0);
params[0] = (T)0;
break;
}
}
static void dllGetBooleanv(GLenum pname, GLboolean *params)
{
_getState(pname, params);
}
static void dllGetClipPlane(GLenum plane, GLdouble *equation)
{
assert(0);
}
static void dllGetDoublev(GLenum pname, GLdouble *params)
{
_getState(pname, params);
}
GLenum dllGetError(void)
{
return 0;
}
static void dllGetFloatv(GLenum pname, GLfloat *params)
{
_getState(pname, params);
}
static void dllGetIntegerv(GLenum pname, GLint *params)
{
_getState(pname, params);
}
static void dllGetLightfv(GLenum light, GLenum pname, GLfloat *params)
{
assert(0);
}
static void dllGetLightiv(GLenum light, GLenum pname, GLint *params)
{
assert(0);
}
static void dllGetMapdv(GLenum target, GLenum query, GLdouble *v)
{
assert(0);
}
static void dllGetMapfv(GLenum target, GLenum query, GLfloat *v)
{
assert(0);
}
static void dllGetMapiv(GLenum target, GLenum query, GLint *v)
{
assert(0);
}
static void dllGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
{
assert(0);
}
static void dllGetMaterialiv(GLenum face, GLenum pname, GLint *params)
{
assert(0);
}
static void dllGetPixelMapfv(GLenum map, GLfloat *values)
{
assert(0);
}
static void dllGetPixelMapuiv(GLenum map, GLuint *values)
{
assert(0);
}
static void dllGetPixelMapusv(GLenum map, GLushort *values)
{
assert(0);
}
static void dllGetPointerv(GLenum pname, GLvoid* *params)
{
assert(0);
}
static void dllGetPolygonStipple(GLubyte *mask)
{
assert(0);
}
const GLubyte * dllGetString(GLenum name)
{
switch (name)
{
case GL_VENDOR: return (const unsigned char*)"Vicarious Visions";
case GL_RENDERER: return (const unsigned char*)"Optimized DX8/OpenGL Layer";
case GL_VERSION: return (const unsigned char*)"0.1";
case GL_EXTENSIONS:
return (const unsigned char*)
"EXT_texture_env_add GL_ARB_multitexture EXT_texture_filter_anisotropic";
default: return (const unsigned char*)"";
}
}
static void dllGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
{
assert(0);
}
static void dllGetTexEnviv(GLenum target, GLenum pname, GLint *params)
{
assert(0);
}
static void dllGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
{
assert(0);
}
static void dllGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
{
assert(0);
}
static void dllGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
{
assert(0);
}
static void dllGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
{
assert(0);
}
static void dllGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
{
assert(0);
}
static void dllGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
assert(0);
}
static void dllGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
assert(0);
}
static void dllGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
{
assert(0);
}
static void dllHint(GLenum target, GLenum mode)
{
assert(0);
}
// Convert an triangle index array (indices) to a
// triangle strip index array (dest) with primitive
// length array.
static void buildStrips(GLuint* len, GLsizei* num_lens, GLushort* dest, GLsizei* num_indices, const GLushort* src)
{
GLushort last[3];
// prime the strip
GLsizei cur_index = 0;
dest[cur_index++] = src[0];
dest[cur_index++] = src[1];
dest[cur_index++] = src[2];
GLuint cur_length = 3;
GLsizei num_strips = 0;
GLuint max_length = GLW_MAX_DRAW_PACKET_SIZE / glw_state->drawStride;
last[0] = src[0];
last[1] = src[1];
last[2] = src[2];
qboolean even = qfalse;
for ( GLsizei i = 3; i < *num_indices; i += 3 )
{
// odd numbered triangle in potential strip
if ( !even )
{
// check previous triangle to see if we're continuing a strip
if ( ( src[i+0] == last[2] ) && ( src[i+1] == last[1] ) &&
cur_length < max_length )
{
++cur_length;
dest[cur_index++] = src[i+2];
even = qtrue;
}
// otherwise we're done with this strip so finish it and start
// a new one
else
{
len[num_strips++] = cur_length;
cur_length = 3;
dest[cur_index++] = src[i+0];
dest[cur_index++] = src[i+1];
dest[cur_index++] = src[i+2];
even = qfalse;
}
}
else
{
// check previous triangle to see if we're continuing a strip
if ( ( last[2] == src[i+1] ) && ( last[0] == src[i+0] ) &&
cur_length < max_length )
{
++cur_length;
dest[cur_index++] = src[i+2];
even = qfalse;
}
// otherwise we're done with this strip so finish it and start
// a new one
else
{
len[num_strips++] = cur_length;
cur_length = 3;
dest[cur_index++] = src[i+0];
dest[cur_index++] = src[i+1];
dest[cur_index++] = src[i+2];
even = qfalse;
}
}
// cache the last three vertices
last[0] = src[i+0];
last[1] = src[i+1];
last[2] = src[i+2];
}
len[num_strips++] = cur_length;
*num_lens = num_strips;
*num_indices = cur_index;
assert(num_strips <= GLW_MAX_STRIPS);
}
#ifdef _XBOX
void renderObject_Light()
{
int i;
// start the draw mode
assert(!glw_state->inDrawBlock);
glw_state->inDrawBlock = true;
glw_state->primitiveMode = D3DPT_TRIANGLELIST;
glw_state->drawStride = 14;
glw_state->numIndices = 0;
glw_state->totalIndices = tess.numIndexes;
glw_state->maxIndices = _getMaxIndices();
glw_state->device->SetStreamSource(0, NULL, glw_state->drawStride * 4);
int vert_size = glw_state->drawStride * tess.numVertexes;
int index_size = tess.numIndexes / 2;
glw_state->device->BeginPush(vert_size + index_size + 60, &glw_state->drawArray);
glw_state->drawArray = (DWORD*)*((DWORD*)glw_state->device);
DWORD *jumpaddress = 0, *stream = 0;
// Determine where the end of the vertex data is gonna be,
// that's where we're going to jump to
jumpaddress = (DWORD*)*((DWORD*)glw_state->device) + (vert_size + 1);
// Write the jump address
*glw_state->drawArray++ = ((DWORD)jumpaddress & 0x7fffffff) | 1;
// Set up our own fake vertex buffer
stream = glw_state->drawArray;
memcpy(glw_state->drawArray, tess.xyz, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
memcpy(glw_state->drawArray, tess.normal, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
memcpy(glw_state->drawArray, tess.svars.texcoords[0], sizeof(vec2_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 2;
memcpy(glw_state->drawArray, tess.tangent, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
// Write the vertex shader
#define CMD_STREAM_STRIDEANDTYPE0 0x1760
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_STREAM_STRIDEANDTYPE0, 16);
// Position
*glw_state->drawArray++ = (16 << 8)|D3DVSDT_FLOAT3;
// Normal
*glw_state->drawArray++ = (16 << 8) | D3DVSDT_FLOAT3;
// Tex Coord
*glw_state->drawArray++ = (8 << 8) | D3DVSDT_FLOAT2;
// Tangent
*glw_state->drawArray++ = (16 << 8) | D3DVSDT_FLOAT3;
for(i = 0; i < 12; i++)
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
// Write the indicator to our vertex stream
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1720, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1724, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1728, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 2;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x172c, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;
// Send thru the index data
PushIndices(tess.numIndexes, (GLushort*)tess.indexes);
// finish up the draw
glw_state->inDrawBlock = false;
DWORD* push = _terminateIndexPacket(glw_state->drawArray);
glw_state->device->EndPush(push);
}
void renderObject_Bump()
{
// start the draw mode
assert(!glw_state->inDrawBlock);
glw_state->inDrawBlock = true;
glw_state->primitiveMode = D3DPT_TRIANGLELIST;
glw_state->drawStride = 16;
glw_state->numIndices = 0;
glw_state->totalIndices = tess.numIndexes;
glw_state->maxIndices = _getMaxIndices();
glw_state->device->SetStreamSource(0, NULL, glw_state->drawStride * 4);
int vert_size = glw_state->drawStride * tess.numVertexes;
int index_size = tess.numIndexes / 2;
glw_state->device->BeginPush(vert_size + index_size + 60, &glw_state->drawArray);
glw_state->drawArray = (DWORD*)*((DWORD*)glw_state->device);
DWORD *jumpaddress = 0, *stream = 0;
// Determine where the end of the vertex data is gonna be,
// that's where we're going to jump to
jumpaddress = (DWORD*)*((DWORD*)glw_state->device) + (vert_size + 1);
// Write the jump address
*glw_state->drawArray++ = ((DWORD)jumpaddress & 0x7fffffff) | 1;
// Set up our own fake vertex buffer
stream = glw_state->drawArray;
memcpy(glw_state->drawArray, tess.xyz, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
memcpy(glw_state->drawArray, tess.normal, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
memcpy(glw_state->drawArray, tess.svars.texcoords[0], sizeof(vec2_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 2;
memcpy(glw_state->drawArray, tess.svars.texcoords[1], sizeof(vec2_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 2;
memcpy(glw_state->drawArray, tess.tangent, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
// Write the vertex shader
#define CMD_STREAM_STRIDEANDTYPE0 0x1760
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_STREAM_STRIDEANDTYPE0, 16);
// Position
*glw_state->drawArray++ = (16 << 8)|D3DVSDT_FLOAT3;
// Normal
*glw_state->drawArray++ = (16 << 8) | D3DVSDT_FLOAT3;
// Tex Coord 0
*glw_state->drawArray++ = (8 << 8) | D3DVSDT_FLOAT2;
// Tex Coord 1
*glw_state->drawArray++ = (8 << 8) | D3DVSDT_FLOAT2;
// Tangent
*glw_state->drawArray++ = (16 << 8) | D3DVSDT_FLOAT3;
for(int i = 0; i < 11; i++)
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
// Write the indicator to our vertex stream
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1720, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1724, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1728, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 2;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x172c, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 2;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1730, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;
// Send thru the index data
PushIndices(tess.numIndexes, (GLushort*)tess.indexes);
// finish up the draw
glw_state->inDrawBlock = false;
DWORD* push = _terminateIndexPacket(glw_state->drawArray);
glw_state->device->EndPush(push);
}
void renderObject_Env()
{
// start the draw mode
assert(!glw_state->inDrawBlock);
glw_state->inDrawBlock = true;
glw_state->primitiveMode = D3DPT_TRIANGLELIST;
glw_state->drawStride = 9;
_updateTextures();
glw_state->numIndices = 0;
glw_state->totalIndices = tess.numIndexes;
glw_state->maxIndices = _getMaxIndices();
glw_state->device->SetStreamSource(0, NULL, glw_state->drawStride * 4);
int vert_size = glw_state->drawStride * tess.numVertexes;
int index_size = tess.numIndexes / 2;
glw_state->device->BeginPush(vert_size + index_size + 60, &glw_state->drawArray);
glw_state->drawArray = (DWORD*)*((DWORD*)glw_state->device);
DWORD *jumpaddress = 0, *stream = 0;
// Determine where the end of the vertex data is gonna be,
// that's where we're going to jump to
jumpaddress = (DWORD*)*((DWORD*)glw_state->device) + (vert_size + 1);
// Write the jump address
*glw_state->drawArray++ = ((DWORD)jumpaddress & 0x7fffffff) | 1;
// Set up our own fake vertex buffer
stream = glw_state->drawArray;
memcpy(glw_state->drawArray, tess.xyz, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
memcpy(glw_state->drawArray, tess.normal, sizeof(vec4_t) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes * 4;
memcpy(glw_state->drawArray, tess.svars.colors, sizeof(D3DCOLOR) * tess.numVertexes);
glw_state->drawArray += tess.numVertexes;
// Write the vertex shader
#define CMD_STREAM_STRIDEANDTYPE0 0x1760
*glw_state->drawArray++ = D3DPUSH_ENCODE(CMD_STREAM_STRIDEANDTYPE0, 16);
// Position
*glw_state->drawArray++ = (16 << 8)|D3DVSDT_FLOAT3;
// Normal
*glw_state->drawArray++ = (16 << 8) | D3DVSDT_FLOAT3;
// Color
*glw_state->drawArray++ = (4 << 8) | D3DVSDT_D3DCOLOR;
for(int i = 0; i < 13; i++)
{
*glw_state->drawArray++ = ((glw_state->drawStride * 4) << 8) | D3DVSDT_NONE;
}
// Write the indicator to our vertex stream
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1720, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1724, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes * 4;
*glw_state->drawArray++ = D3DPUSH_ENCODE(0x1728, 1);
*glw_state->drawArray++ = (DWORD)stream & 0x7fffffff;
stream += tess.numVertexes;
// Send thru the index data
PushIndices(tess.numIndexes, (GLushort*)tess.indexes);
// finish up the draw
glw_state->inDrawBlock = false;
DWORD* push = _terminateIndexPacket(glw_state->drawArray);
glw_state->device->EndPush(push);
}
#endif
// EXTENSION: Take an array of triangle indices and draw
// the appropriate triangle strips. Virtually ALL geometry
// is drawn with this function so it better be fast.
static void dllIndexedTriToStrip(GLsizei count, const GLushort *indices)
{
#ifndef _XBOX
#ifdef GLW_USE_TRI_STRIPS
// update the render state
_updateDrawStride(glw_state->normalArrayState,
glw_state->texCoordArrayState[0] ? count : 0,
glw_state->texCoordArrayState[1] ? count : 0);
_updateShader(glw_state->normalArrayState,
glw_state->texCoordArrayState[0],
glw_state->texCoordArrayState[1]);
_updateTextures();
_updateMatrices();
// convert triangles to strips -- guarantees that
// no strip exceeds the max draw packet size
if(tess.currentPass == 0)
{
buildStrips(glw_state->strip_lengths,
&glw_state->num_strip_lengths, glw_state->strip_dest, &count, indices);
}
// Yeah, its a hack, but I gotta do this so bumpmapping
// doesnt go all crazy on the 'force speed' effect and
// 'disintegration' effect
if(tess.shader &&
tess.shader->isBumpMap &&
(backEnd.currentEntity->e.renderfx &
// VVFIXME : This is probably wrong. It looks like RF_ALPHA_FADE is renamed
// RF_RGB_TINT in MP. Substitute?
#ifndef _JK2MP
(RF_ALPHA_FADE | RF_DISINTEGRATE1 | RF_DISINTEGRATE2)))
#else
(RF_DISINTEGRATE1 | RF_DISINTEGRATE2)))
#endif
{
if(tess.currentPass != 2)
return;
}
#ifdef _XBOX
glw_state->primitiveMode = D3DPT_TRIANGLESTRIP;
// get the necessary draw function
drawelemfunc_t func = _drawElementFuncTable[_getDrawFunc()];
int stride = glw_state->drawStride;
int index = 0;
for (int l = 0; l < glw_state->num_strip_lengths; ++l)
{
int cur_len = glw_state->strip_lengths[l];
// start a draw packet
DWORD* push;
glw_state->device->BeginPush(stride * cur_len + 5, &push);
push = _restartDrawPacket(push, cur_len);
// draw the geometry
glw_state->drawArray = push;
func(cur_len, &glw_state->strip_dest[index]);
index += cur_len;
// finish the draw packet
push = _terminateDrawPacket(&push[stride * cur_len]);
glw_state->device->EndPush(push);
}
#else _XBOX
// simplified render on the PC
int index = 0;
for (int l = 0; l < glw_state->num_strip_lengths; ++l)
{
dllDrawElements(GL_TRIANGLE_STRIP, glw_state->strip_lengths[l],
GL_UNSIGNED_SHORT, &glw_state->strip_dest[index]);
index += glw_state->strip_lengths[l];
}
#endif _XBOX
#else GLW_USE_TRI_STRIPS
// just render simple triangles
dllDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices);
#endif GLW_USE_TRI_STRIPS
#endif
}
static void dllIndexMask(GLuint mask)
{
assert(0);
}
static void dllIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
{
assert(0);
}
static void dllIndexd(GLdouble c)
{
assert(0);
}
static void dllIndexdv(const GLdouble *c)
{
assert(0);
}
static void dllIndexf(GLfloat c)
{
assert(0);
}
static void dllIndexfv(const GLfloat *c)
{
assert(0);
}
static void dllIndexi(GLint c)
{
assert(0);
}
static void dllIndexiv(const GLint *c)
{
assert(0);
}
static void dllIndexs(GLshort c)
{
assert(0);
}
static void dllIndexsv(const GLshort *c)
{
assert(0);
}
static void dllIndexub(GLubyte c)
{
assert(0);
}
static void dllIndexubv(const GLubyte *c)
{
assert(0);
}
static void dllInitNames(void)
{
assert(0);
}
static void dllInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
{
assert(0);
}
GLboolean dllIsEnabled(GLenum cap)
{
DWORD flag;
switch (cap)
{
case GL_ALPHA_TEST: glw_state->device->GetRenderState(D3DRS_ALPHATESTENABLE, &flag); break;
case GL_BLEND: glw_state->device->GetRenderState(D3DRS_ALPHABLENDENABLE, &flag); break;
case GL_CULL_FACE: return glw_state->cullEnable;
case GL_DEPTH_TEST: glw_state->device->GetRenderState(D3DRS_ZENABLE, &flag); break;
case GL_FOG: glw_state->device->GetRenderState(D3DRS_FOGENABLE, &flag); break;
case GL_LIGHTING: glw_state->device->GetRenderState(D3DRS_LIGHTING, &flag); break;
#ifdef _XBOX
case GL_POLYGON_OFFSET_FILL: glw_state->device->GetRenderState(D3DRS_SOLIDOFFSETENABLE, &flag); break;
#else
case GL_POLYGON_OFFSET_FILL: return FALSE;
#endif
case GL_SCISSOR_TEST: return glw_state->scissorEnable;
case GL_STENCIL_TEST: glw_state->device->GetRenderState(D3DRS_STENCILENABLE, &flag); break;
case GL_TEXTURE_2D: return glw_state->textureStageEnable[glw_state->serverTU];
default: return FALSE;
}
return flag;
}
GLboolean dllIsList(GLuint lnum)
{
assert(0);
return 1;
}
GLboolean dllIsTexture(GLuint texture)
{
assert(0);
return 1;
}
static void dllLightModelf(GLenum pname, GLfloat param)
{
assert(0);
}
static void dllLightModelfv(GLenum pname, const GLfloat *params)
{
assert(0);
}
static void dllLightModeli(GLenum pname, GLint param)
{
assert(0);
}
static void dllLightModeliv(GLenum pname, const GLint *params)
{
assert(0);
}
static void dllLightf(GLenum light, GLenum pname, GLfloat param)
{
assert(0);
}
static void dllLightfv(GLenum light, GLenum pname, const GLfloat *params)
{
switch(pname)
{
case GL_AMBIENT:
{
glw_state->dirLight.Ambient.r = params[0] / 255.0f;
glw_state->dirLight.Ambient.g = params[1] / 255.0f;
glw_state->dirLight.Ambient.b = params[2] / 255.0f;
}
break;
case GL_DIFFUSE:
{
glw_state->dirLight.Diffuse.r = params[0] / 255.0f;
glw_state->dirLight.Diffuse.g = params[1] / 255.0f;
glw_state->dirLight.Diffuse.b = params[2] / 255.0f;
}
break;
case GL_SPECULAR:
{
glw_state->dirLight.Specular.r = params[0] / 255.0f;
glw_state->dirLight.Specular.g = params[1] / 255.0f;
glw_state->dirLight.Specular.b = params[2] / 255.0f;
}
break;
case GL_POSITION:
{
glw_state->dirLight.Position.x = params[0];
glw_state->dirLight.Position.y = params[1];
glw_state->dirLight.Position.z = params[2];
}
break;
case GL_SPOT_DIRECTION:
{
glw_state->dirLight.Direction.x = -params[0];
glw_state->dirLight.Direction.y = -params[1];
glw_state->dirLight.Direction.z = -params[2];
}
break;
default:
assert(0);
break;
}
glw_state->device->SetLight(light, &glw_state->dirLight);
glw_state->device->LightEnable(light, TRUE);
}
static void dllLighti(GLenum light, GLenum pname, GLint param)
{
assert(0);
}
static void dllLightiv(GLenum light, GLenum pname, const GLint *params)
{
assert(0);
}
static void dllLineStipple(GLint factor, GLushort pattern)
{
assert(0);
}
static void dllLineWidth(GLfloat width)
{
// assert(0);
}
static void dllListBase(GLuint base)
{
assert(0);
}
static void dllLoadIdentity(void)
{
glw_state->matrixStack[glw_state->matrixMode]->LoadIdentity();
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void dllLoadMatrixd(const GLdouble *m)
{
assert(0);
}
static void dllLoadMatrixf(const GLfloat *m)
{
glw_state->matrixStack[glw_state->matrixMode]->LoadMatrix((D3DXMATRIX*)m);
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void dllLoadName(GLuint name)
{
assert(0);
}
static void dllLogicOp(GLenum opcode)
{
assert(0);
}
static void dllMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
{
assert(0);
}
static void dllMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
{
assert(0);
}
static void dllMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
{
assert(0);
}
static void dllMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
{
assert(0);
}
static void dllMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
{
assert(0);
}
static void dllMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
{
assert(0);
}
static void dllMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
{
assert(0);
}
static void dllMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
{
assert(0);
}
static void dllMaterialf(GLenum face, GLenum pname, GLfloat param)
{
assert(0);
}
static void dllMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
{
switch(pname)
{
case GL_AMBIENT:
glw_state->mtrl.Ambient.r = params[0] / 255.0f;
glw_state->mtrl.Ambient.g = params[1] / 255.0f;
glw_state->mtrl.Ambient.b = params[2] / 255.0f;
glw_state->mtrl.Ambient.a = params[3] / 255.0f;
break;
case GL_DIFFUSE:
glw_state->mtrl.Diffuse.r = params[0] / 255.0f;
glw_state->mtrl.Diffuse.g = params[1] / 255.0f;
glw_state->mtrl.Diffuse.b = params[2] / 255.0f;
glw_state->mtrl.Diffuse.a = params[3] / 255.0f;
break;
case GL_SPECULAR:
glw_state->mtrl.Specular.r = params[0] / 255.0f;
glw_state->mtrl.Specular.g = params[1] / 255.0f;
glw_state->mtrl.Specular.b = params[2] / 255.0f;
glw_state->mtrl.Specular.a = params[3] / 255.0f;
break;
case GL_EMISSION:
glw_state->mtrl.Emissive.r = params[0] / 255.0f;
glw_state->mtrl.Emissive.g = params[1] / 255.0f;
glw_state->mtrl.Emissive.b = params[2] / 255.0f;
glw_state->mtrl.Emissive.a = params[3] / 255.0f;
break;
default:
assert(0);
break;
}
glw_state->device->SetMaterial(&glw_state->mtrl);
}
static void dllMateriali(GLenum face, GLenum pname, GLint param)
{
assert(0);
}
static void dllMaterialiv(GLenum face, GLenum pname, const GLint *params)
{
assert(0);
}
static void dllMatrixMode(GLenum mode)
{
switch (mode)
{
case GL_MODELVIEW: glw_state->matrixMode = glwstate_t::MatrixMode_Model; break;
case GL_PROJECTION: glw_state->matrixMode = glwstate_t::MatrixMode_Projection; break;
#ifdef _XBOX
case GL_TEXTURE0: glw_state->matrixMode = glwstate_t::MatrixMode_Texture0; break;
case GL_TEXTURE1: glw_state->matrixMode = glwstate_t::MatrixMode_Texture1; break;
#endif
default: assert(false); break;
}
}
static void dllMultMatrixd(const GLdouble *m)
{
assert(0);
}
static void dllMultMatrixf(const GLfloat *m)
{
glw_state->matrixStack[glw_state->matrixMode]->MultMatrixLocal((D3DXMATRIX*)m);
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void dllNewList(GLuint lnum, GLenum mode)
{
assert(0);
}
static void setNormal(float x, float y, float z)
{
assert(glw_state->inDrawBlock);
_handleDrawOverflow();
DWORD* push = &glw_state->drawArray[glw_state->numVertices * glw_state->drawStride + 4];
push[0] = *((DWORD*)&x);
push[1] = *((DWORD*)&y);
push[2] = *((DWORD*)&z);
push[3] = glw_state->currentColor;
}
static void dllNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
{
assert(0);
}
static void dllNormal3bv(const GLbyte *v)
{
assert(0);
}
static void dllNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
{
assert(0);
}
static void dllNormal3dv(const GLdouble *v)
{
assert(0);
}
static void dllNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
{
setNormal(nx, ny, nz);
}
static void dllNormal3fv(const GLfloat *v)
{
setNormal(v[0], v[1], v[2]);
}
static void dllNormal3i(GLint nx, GLint ny, GLint nz)
{
assert(0);
}
static void dllNormal3iv(const GLint *v)
{
assert(0);
}
static void dllNormal3s(GLshort nx, GLshort ny, GLshort nz)
{
assert(0);
}
static void dllNormal3sv(const GLshort *v)
{
assert(0);
}
static void dllNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
{
assert(type == GL_FLOAT);
stride = (stride == 0) ? (sizeof(GLfloat) * 3) : stride;
glw_state->normalPointer = pointer;
glw_state->normalStride = stride;
}
static void dllOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
D3DXMATRIX m;
D3DXMatrixOrthoOffCenterRH(&m, left, right, top, bottom, zNear, zFar);
glw_state->matrixStack[glw_state->matrixMode]->MultMatrix(&m);
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void dllPassThrough(GLfloat token)
{
assert(0);
}
static void dllPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values)
{
assert(0);
}
static void dllPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values)
{
assert(0);
}
static void dllPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values)
{
assert(0);
}
static void dllPixelStoref(GLenum pname, GLfloat param)
{
assert(0);
}
static void dllPixelStorei(GLenum pname, GLint param)
{
assert(0);
}
static void dllPixelTransferf(GLenum pname, GLfloat param)
{
assert(0);
}
static void dllPixelTransferi(GLenum pname, GLint param)
{
assert(0);
}
static void dllPixelZoom(GLfloat xfactor, GLfloat yfactor)
{
assert(0);
}
static void dllPointSize(GLfloat size)
{
glw_state->device->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
glw_state->device->SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&size));
}
static void dllPolygonMode(GLenum face, GLenum mode)
{
D3DFILLMODE m;
switch (mode)
{
case GL_POINT: m = D3DFILL_POINT; break;
case GL_LINE: m = D3DFILL_WIREFRAME; break;
case GL_FILL: m = D3DFILL_SOLID; break;
default: assert(0); break;
}
switch (face)
{
case GL_FRONT:
glw_state->device->SetRenderState(D3DRS_FILLMODE, m);
break;
case GL_BACK:
#ifdef _XBOX
glw_state->device->SetRenderState(D3DRS_BACKFILLMODE, m);
#endif
break;
case GL_FRONT_AND_BACK:
glw_state->device->SetRenderState(D3DRS_FILLMODE, m);
#ifdef _XBOX
glw_state->device->SetRenderState(D3DRS_BACKFILLMODE, m);
#endif
break;
}
}
static void dllPolygonOffset(GLfloat factor, GLfloat units)
{
#ifdef _XBOX
glw_state->device->SetRenderState(D3DRS_POLYGONOFFSETZOFFSET, *((DWORD*)&factor));
glw_state->device->SetRenderState(D3DRS_POLYGONOFFSETZSLOPESCALE, *((DWORD*)&units));
#endif
}
static void dllPolygonStipple(const GLubyte *mask)
{
assert(0);
}
static void dllPopAttrib(void)
{
assert(0);
}
static void dllPopClientAttrib(void)
{
assert(0);
}
static void dllPopMatrix(void)
{
glw_state->matrixStack[glw_state->matrixMode]->Pop();
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void dllPopName(void)
{
assert(0);
}
static void dllPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities)
{
assert(0);
}
static void dllPushAttrib(GLbitfield mask)
{
assert(0);
}
static void dllPushClientAttrib(GLbitfield mask)
{
assert(0);
}
static void dllPushMatrix(void)
{
glw_state->matrixStack[glw_state->matrixMode]->Push();
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void dllPushName(GLuint name)
{
assert(0);
}
static void dllRasterPos2d(GLdouble x, GLdouble y)
{
assert(0);
}
static void dllRasterPos2dv(const GLdouble *v)
{
assert(0);
}
static void dllRasterPos2f(GLfloat x, GLfloat y)
{
assert(0);
}
static void dllRasterPos2fv(const GLfloat *v)
{
assert(0);
}
static void dllRasterPos2i(GLint x, GLint y)
{
assert(0);
}
static void dllRasterPos2iv(const GLint *v)
{
assert(0);
}
static void dllRasterPos2s(GLshort x, GLshort y)
{
assert(0);
}
static void dllRasterPos2sv(const GLshort *v)
{
assert(0);
}
static void dllRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
assert(0);
}
static void dllRasterPos3dv(const GLdouble *v)
{
assert(0);
}
static void dllRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
assert(0);
}
static void dllRasterPos3fv(const GLfloat *v)
{
assert(0);
}
static void dllRasterPos3i(GLint x, GLint y, GLint z)
{
assert(0);
}
static void dllRasterPos3iv(const GLint *v)
{
assert(0);
}
static void dllRasterPos3s(GLshort x, GLshort y, GLshort z)
{
assert(0);
}
static void dllRasterPos3sv(const GLshort *v)
{
assert(0);
}
static void dllRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
assert(0);
}
static void dllRasterPos4dv(const GLdouble *v)
{
assert(0);
}
static void dllRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
assert(0);
}
static void dllRasterPos4fv(const GLfloat *v)
{
assert(0);
}
static void dllRasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
assert(0);
}
static void dllRasterPos4iv(const GLint *v)
{
assert(0);
}
static void dllRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
assert(0);
}
static void dllRasterPos4sv(const GLshort *v)
{
assert(0);
}
static void dllReadBuffer(GLenum mode)
{
assert(0);
}
//static void dllReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei twidth, GLsizei theight, GLvoid *pixels)
static void dllReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
return;
/*
// assert((format == GL_LIN_RGB8) && (type == GL_UNSIGNED_BYTE));
// create a temporary storage surface
IDirect3DSurface8 *target;
glw_state->device->CreateImageSurface(twidth, theight, D3DFMT_A8R8G8B8, &target);
// get a pointer to the back buffer
IDirect3DSurface8* screen;
glw_state->device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &screen);
// copy the back buffer into a surface of the appropriate size and format
RECT r;
r.left = x;
r.top = y;
r.right = x + width;
r.bottom = y + height;
D3DXLoadSurfaceFromSurface(target, NULL, NULL, screen, NULL, &r, D3DX_DEFAULT, 0);
screen->Release();
// lock the target surface
D3DLOCKED_RECT lock;
target->LockRect(&lock, NULL, D3DLOCK_READONLY);
// copy the pixel data
for (int y = 0; y < theight; ++y)
{
memcpy((char*)pixels + twidth * y * 4,
(char*)lock.pBits + lock.Pitch * y,
twidth * 4);
}
// all done
target->UnlockRect();
target->Release();
*/
/*
// create target storage surface
IDirect3DSurface8 *target;
glw_state->device->CreateImageSurface(twidth, theight, D3DFMT_A8R8G8B8, &target);
// get a pointer to the back buffer
IDirect3DSurface8* back;
glw_state->device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &back);
D3DSURFACE_DESC ddsd;
back->GetDesc(&ddsd);
int bpp = XGBytesPerPixelFromFormat(ddsd.Format);
// create surface to hold screen data
// (512x512 is exactly big enough to hold the screen but we
// need to save some memory so I'm going to clip the edges)
IDirect3DSurface8 *screen;
glw_state->device->CreateImageSurface(512, 512, ddsd.Format, &screen);
// copy back buffer to non-tiled screen surface
RECT r;
r.left = 64;
r.top = 0;
r.right = 576;
r.bottom = 480;
POINT ul = {0, 0};
glw_state->device->CopyRects(back, &r, 1, screen, &ul);
back->Release();
// deswizzle the screen
D3DLOCKED_RECT lock;
screen->LockRect(&lock, NULL, D3DLOCK_READONLY);
void* deswizzled = Z_Malloc(512*512*bpp, TAG_TEMP_WORKSPACE, qfalse, 16);
XGUnswizzleRect(lock.pBits, 512, 512, NULL, deswizzled, 0, NULL, bpp);
screen->UnlockRect();
screen->Release();
// copy the screen into a surface of the appropriate size and format
r.left = 0;
r.top = 0;
r.right = 512;
r.bottom = 480;
D3DXLoadSurfaceFromMemory(target, NULL, NULL, deswizzled, ddsd.Format,
512*bpp, NULL, &r, D3DX_DEFAULT, 0);
Z_Free(deswizzled);
// lock the target surface
target->LockRect(&lock, NULL, D3DLOCK_READONLY);
// copy the pixel data
for (int y = 0; y < theight; ++y)
{
memcpy((char*)pixels + twidth * y * 4,
(char*)lock.pBits + lock.Pitch * y,
twidth * 4);
}
// all done
target->UnlockRect();
target->Release();
*/
}
/**********
dllCopyBackBufferToTex
Does a direct copy of the backbuffer to the current texture. The current texture
must be linear, and it must be 640 x 480 in size. If a more complex copy is
needed, use dllCopyBackBufferToTexEXT.
**********/
static void dllCopyBackBufferToTex()
{
glwstate_t::TextureInfo* info = _getCurrentTexture(glw_state->serverTU);
if (info == NULL) return;
LPDIRECT3DSURFACE8 surf;
LPDIRECT3DSURFACE8 backbuffer;
info->mipmap->GetSurfaceLevel(0, &surf);
glw_state->device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
glw_state->device->CopyRects(backbuffer, NULL, 0, surf, NULL);
surf->Release();
backbuffer->Release();
}
/**********
dllCopyBackBufferToTexEXT
Copies a portion of the backbuffer to a texture
If the destination is a DXT1 texture, then the buffer will be compressed
width - width of the backbuffer polygon rendered to the destination texture
height - height of the backbuffer polygon rendered to the destination texture
u,v - describes the potion of the backbuffer to be copied in screen coords
**********/
static void dllCopyBackBufferToTexEXT(float width, float height, float u1, float v1, float u2, float v2)
{
glwstate_t::TextureInfo* info = _getCurrentTexture(glw_state->serverTU);
if (info == NULL) return;
struct QUAD { D3DXVECTOR4 p; FLOAT tu,tv;} q[4];
q[0].p = D3DXVECTOR4( 0.0f, 0.0f, 1.0f, 1.0f );
q[0].tu = u1; q[0].tv = v1;
q[1].p = D3DXVECTOR4( width, 0.0f, 1.0f, 1.0f );
q[1].tu = u2; q[1].tv = v1;
q[2].p = D3DXVECTOR4( 0.0f, height , 1.0f, 1.0f );
q[2].tu = u1; q[2].tv = v2;
q[3].p = D3DXVECTOR4( width, height, 1.0f, 1.0f );
q[3].tu = u2; q[3].tv = v2;
LPDIRECT3DSURFACE8 pSurface;
LPDIRECT3DSURFACE8 pBackBuffer;
LPDIRECT3DSURFACE8 pStencilBuffer;
D3DSURFACE_DESC desc;
D3DBaseTexture* pTexStage0;
D3DBaseTexture* pTexStage1;
D3DBaseTexture* pTexStage2;
D3DBaseTexture* pTexStage3;
D3DTexture* pRenderTex;
int w = 0;
int h = 0;
DWORD srcblend, destblend, alphablend, alphatest, zwrite, zenable, vShader, pShader;
DWORD colorop, colorarg1, addressu, addressv, minfilter, magfilter, colorwriteenable;
// save the current state
glw_state->device->GetRenderState( D3DRS_SRCBLEND, &srcblend );
glw_state->device->GetRenderState( D3DRS_DESTBLEND, &destblend );
glw_state->device->GetRenderState( D3DRS_ALPHABLENDENABLE, &alphablend );
glw_state->device->GetRenderState( D3DRS_ALPHATESTENABLE, &alphatest );
glw_state->device->GetRenderState( D3DRS_ZWRITEENABLE, &zwrite );
glw_state->device->GetRenderState( D3DRS_ZENABLE, &zenable );
glw_state->device->GetRenderState( D3DRS_COLORWRITEENABLE, &colorwriteenable);
glw_state->device->GetVertexShader( &vShader );
glw_state->device->GetPixelShader( &pShader );
glw_state->device->GetTexture(0,&pTexStage0);
glw_state->device->GetTexture(1,&pTexStage1);
glw_state->device->GetTexture(2,&pTexStage2);
glw_state->device->GetTexture(3,&pTexStage3);
glw_state->device->GetTextureStageState(0, D3DTSS_COLOROP, &colorop);
glw_state->device->GetTextureStageState(0, D3DTSS_COLORARG1, &colorarg1);
glw_state->device->GetTextureStageState(0, D3DTSS_ADDRESSU, &addressu);
glw_state->device->GetTextureStageState(0, D3DTSS_ADDRESSV, &addressv);
glw_state->device->GetTextureStageState(0, D3DTSS_MINFILTER, &minfilter);
glw_state->device->GetTextureStageState(0, D3DTSS_MAGFILTER, &magfilter);
// get the buffers
glw_state->device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
glw_state->device->GetDepthStencilSurface(&pStencilBuffer);
// get a surface desc
info->mipmap->GetLevelDesc(0, &desc);
// check to see if the texture needs to be resized
if( desc.Width != width || desc.Height != height)
{
int refCount;
refCount = info->mipmap->Release();
// Had to remove this. Multiple characters using force push in one
// frame triggers the assert. Things clean up by the end of the frame.
// assert(refCount == 0);
glw_state->device->CreateTexture( width,
height,
1,
0,
desc.Format,
0,
&info->mipmap );
}
// check to see if we want a compressed output texture
if( desc.Format == D3DFMT_DXT1)
{
w = desc.Width;
h = desc.Height;
// create a new texture to use as a render target
glw_state->device->CreateTexture( w,
h,
1,
0,
D3DFMT_LIN_X8R8G8B8,
0,
&pRenderTex );
}
else
{
pRenderTex = info->mipmap;
}
// make our current surface a render target
pRenderTex->GetSurfaceLevel(0, &pSurface);
glw_state->device->SetRenderTarget( pSurface, NULL );
// set texture 0 to the back buffer data
glw_state->device->SetTexture(0,(LPDIRECT3DTEXTURE8)pBackBuffer);
// clear the other texture stages
glw_state->device->SetTexture(1, NULL);
glw_state->device->SetTexture(2, NULL);
glw_state->device->SetTexture(3, NULL);
// set the texture 0 state
glw_state->device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
glw_state->device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
glw_state->device->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
glw_state->device->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
glw_state->device->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
glw_state->device->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
// set the render state
glw_state->device->SetRenderState( D3DRS_ZENABLE, FALSE );
glw_state->device->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
glw_state->device->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
glw_state->device->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
glw_state->device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCALPHA | D3DBLEND_INVSRCALPHA );
glw_state->device->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALL);
// set our vertex shader and draw the backbuffer to the texture
glw_state->device->SetVertexShader( D3DFVF_XYZRHW|D3DFVF_TEX1 );
glw_state->device->SetPixelShader( NULL );
glw_state->device->Clear(NULL,NULL,D3DCLEAR_TARGET,D3DCOLOR_COLORVALUE(1.0f, 1.0f, 1.0f, 1.0f), 1.0f, 0);
glw_state->device->DrawPrimitiveUP( D3DPT_QUADSTRIP, 1, q, sizeof(QUAD) );
// now that everything is rendered, check again to see
// if we want a compressed texture
if( desc.Format == D3DFMT_DXT1)
{
LPDIRECT3DTEXTURE8 pSrcTex;
LPDIRECT3DTEXTURE8 pDstTex;
D3DLOCKED_RECT srcLock;
D3DLOCKED_RECT dstLock;
pSrcTex = pRenderTex;
pDstTex = info->mipmap;
// lock our textures
pSrcTex->LockRect(0, &srcLock, NULL, 0);
pDstTex->LockRect(0, &dstLock, NULL, 0);
// compress the texture
XGCompressRect( dstLock.pBits,
D3DFMT_DXT1,
dstLock.Pitch,
w,
h,
srcLock.pBits,
D3DFMT_LIN_X8R8G8B8,
srcLock.Pitch,
1,
0 );
// unlock
pSrcTex->UnlockRect(0);
pDstTex->UnlockRect(0);
// release the render texture
pRenderTex->Release();
}
// return our state
glw_state->device->SetRenderState( D3DRS_SRCBLEND, srcblend );
glw_state->device->SetRenderState( D3DRS_DESTBLEND, destblend );
glw_state->device->SetRenderState( D3DRS_ALPHABLENDENABLE, alphablend );
glw_state->device->SetRenderState( D3DRS_ALPHATESTENABLE, alphatest );
glw_state->device->SetRenderState( D3DRS_ZWRITEENABLE, zwrite );
glw_state->device->SetRenderState( D3DRS_ZENABLE, zenable );
glw_state->device->SetRenderState( D3DRS_COLORWRITEENABLE, colorwriteenable);
glw_state->device->SetTexture(0,pTexStage0);
glw_state->device->SetTexture(1,pTexStage1);
glw_state->device->SetTexture(2,pTexStage2);
glw_state->device->SetTexture(3,pTexStage3);
glw_state->device->SetTextureStageState(0, D3DTSS_COLOROP, colorop);
glw_state->device->SetTextureStageState(0, D3DTSS_COLORARG1, colorarg1);
glw_state->device->SetTextureStageState(0, D3DTSS_ADDRESSU, addressu);
glw_state->device->SetTextureStageState(0, D3DTSS_ADDRESSV, addressv);
glw_state->device->SetTextureStageState(0, D3DTSS_MINFILTER, minfilter);
glw_state->device->SetTextureStageState(0, D3DTSS_MAGFILTER, magfilter);
glw_state->device->SetVertexShader( vShader );
glw_state->device->SetPixelShader( pShader );
glw_state->device->SetRenderTarget( pBackBuffer, pStencilBuffer );
// release our surfaces/textures
if(pTexStage0)
pTexStage0->Release();
if(pTexStage1)
pTexStage1->Release();
if(pTexStage2)
pTexStage2->Release();
if(pTexStage3)
pTexStage3->Release();
pSurface->Release();
pBackBuffer->Release();
pStencilBuffer->Release();
}
static void dllRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
{
assert(0);
}
static void dllRectdv(const GLdouble *v1, const GLdouble *v2)
{
assert(0);
}
static void dllRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
assert(0);
}
static void dllRectfv(const GLfloat *v1, const GLfloat *v2)
{
assert(0);
}
static void dllRecti(GLint x1, GLint y1, GLint x2, GLint y2)
{
assert(0);
}
static void dllRectiv(const GLint *v1, const GLint *v2)
{
assert(0);
}
static void dllRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
{
assert(0);
}
static void dllRectsv(const GLshort *v1, const GLshort *v2)
{
assert(0);
}
GLint dllRenderMode(GLenum mode)
{
assert(0);
return 0;
}
static void dllRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
assert(0);
}
static void dllRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
D3DXVECTOR3 v(x, y, z);
glw_state->matrixStack[glw_state->matrixMode]->RotateAxisLocal(&v, angle);
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void dllScaled(GLdouble x, GLdouble y, GLdouble z)
{
assert(0);
}
static void dllScalef(GLfloat x, GLfloat y, GLfloat z)
{
glw_state->matrixStack[glw_state->matrixMode]->Scale(x, y, z);
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void dllScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
#ifdef _XBOX
_fixupScreenCoords(x, y, width, height);
glw_state->scissorBox.x1 = x;
glw_state->scissorBox.y1 = y;
glw_state->scissorBox.x2 = x + width;
glw_state->scissorBox.y2 = y + height;
if (glw_state->scissorEnable)
{
glw_state->device->SetScissors(1, FALSE, &glw_state->scissorBox);
}
#endif
}
static void dllSelectBuffer(GLsizei size, GLuint *buffer)
{
assert(0);
}
static void dllShadeModel(GLenum mode)
{
D3DSHADEMODE m;
switch (mode)
{
case GL_FLAT: m = D3DSHADE_FLAT; break;
case GL_SMOOTH: default: m = D3DSHADE_GOURAUD; break;
}
glw_state->device->SetRenderState(D3DRS_SHADEMODE, m);
}
static void dllStencilFunc(GLenum func, GLint ref, GLuint mask)
{
D3DCMPFUNC f = _convertCompare(func);
glw_state->device->SetRenderState(D3DRS_STENCILFUNC, f);
glw_state->device->SetRenderState(D3DRS_STENCILREF, ref);
glw_state->device->SetRenderState(D3DRS_STENCILMASK, mask);
}
static void dllStencilMask(GLuint mask)
{
glw_state->device->SetRenderState(D3DRS_STENCILWRITEMASK, mask);
}
static D3DSTENCILOP _convertStencilOp(GLenum op)
{
switch (op)
{
default: case GL_KEEP: return D3DSTENCILOP_KEEP;
case GL_ZERO: return D3DSTENCILOP_ZERO;
case GL_REPLACE: return D3DSTENCILOP_REPLACE;
case GL_INCR: return D3DSTENCILOP_INCR;
case GL_DECR: return D3DSTENCILOP_DECR;
case GL_INVERT: return D3DSTENCILOP_INVERT;
}
}
static void dllStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
D3DSTENCILOP f = _convertStencilOp(fail);
D3DSTENCILOP zf = _convertStencilOp(zfail);
D3DSTENCILOP zp = _convertStencilOp(zpass);
glw_state->device->SetRenderState(D3DRS_STENCILFAIL, f);
glw_state->device->SetRenderState(D3DRS_STENCILZFAIL, zf);
glw_state->device->SetRenderState(D3DRS_STENCILPASS, zp);
}
static void dllTexCoord1d(GLdouble s)
{
assert(0);
}
static void dllTexCoord1dv(const GLdouble *v)
{
assert(0);
}
static void dllTexCoord1f(GLfloat s)
{
assert(0);
}
static void dllTexCoord1fv(const GLfloat *v)
{
assert(0);
}
static void dllTexCoord1i(GLint s)
{
assert(0);
}
static void dllTexCoord1iv(const GLint *v)
{
assert(0);
}
static void dllTexCoord1s(GLshort s)
{
assert(0);
}
static void dllTexCoord1sv(const GLshort *v)
{
assert(0);
}
static void setTexCoord(float s, float t)
{
assert(glw_state->inDrawBlock);
_handleDrawOverflow();
int off = 0;
if(glw_state->normalArrayState)
off = 3;
DWORD* push = &glw_state->drawArray[
glw_state->numVertices * glw_state->drawStride +
4 + off + glw_state->serverTU * 2];
*push++ = *((DWORD*)&s);
*push++ = *((DWORD*)&t);
}
static void dllTexCoord2d(GLdouble s, GLdouble t)
{
assert(0);
}
static void dllTexCoord2dv(const GLdouble *v)
{
assert(0);
}
static void dllTexCoord2f(GLfloat s, GLfloat t)
{
setTexCoord(s, t);
}
static void dllTexCoord2fv(const GLfloat *v)
{
setTexCoord(v[0], v[1]);
}
static void dllTexCoord2i(GLint s, GLint t)
{
assert(0);
}
static void dllTexCoord2iv(const GLint *v)
{
assert(0);
}
static void dllTexCoord2s(GLshort s, GLshort t)
{
assert(0);
}
static void dllTexCoord2sv(const GLshort *v)
{
assert(0);
}
static void dllTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
{
assert(0);
}
static void dllTexCoord3dv(const GLdouble *v)
{
assert(0);
}
static void dllTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
{
assert(0);
}
static void dllTexCoord3fv(const GLfloat *v)
{
assert(0);
}
static void dllTexCoord3i(GLint s, GLint t, GLint r)
{
assert(0);
}
static void dllTexCoord3iv(const GLint *v)
{
assert(0);
}
static void dllTexCoord3s(GLshort s, GLshort t, GLshort r)
{
assert(0);
}
static void dllTexCoord3sv(const GLshort *v)
{
assert(0);
}
static void dllTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
assert(0);
}
static void dllTexCoord4dv(const GLdouble *v)
{
assert(0);
}
static void dllTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
assert(0);
}
static void dllTexCoord4fv(const GLfloat *v)
{
assert(0);
}
static void dllTexCoord4i(GLint s, GLint t, GLint r, GLint q)
{
assert(0);
}
static void dllTexCoord4iv(const GLint *v)
{
assert(0);
}
static void dllTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
{
assert(0);
}
static void dllTexCoord4sv(const GLshort *v)
{
assert(0);
}
static void dllTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
assert(size == 2 && type == GL_FLOAT);
stride = (stride == 0) ? (sizeof(GLfloat) * 2) : stride;
glw_state->texCoordPointer[glw_state->clientTU] = pointer;
glw_state->texCoordStride[glw_state->clientTU] = stride;
}
static void dllTexEnvf(GLenum target, GLenum pname, GLfloat param)
{
qglTexEnvi(target, pname, (GLint)param);
}
static void dllTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
{
assert(0);
}
static void dllTexEnvi(GLenum target, GLenum pname, GLint param)
{
assert(target == GL_TEXTURE_ENV && pname == GL_TEXTURE_ENV_MODE);
/*glwstate_t::TextureInfo* info = _getCurrentTexture(glw_state->serverTU);
if (!info) return;*/
D3DTEXTUREOP env;
switch (param)
{
case GL_MODULATE: default: env = D3DTOP_MODULATE; break;
case GL_REPLACE: env = D3DTOP_SELECTARG1; break;
// MATT! - I use GL_DECAL as the bumpmapping state
case GL_DECAL: env = D3DTOP_DOTPRODUCT3; break;
case GL_ADD: env = D3DTOP_ADD; break;
case GL_NONE: env = D3DTOP_DISABLE; break;
}
if (glw_state->textureEnv[glw_state->serverTU] != env)
{
glw_state->textureEnv[glw_state->serverTU] = env;
glw_state->textureStageDirty[glw_state->serverTU] = true;
}
}
static void dllTexEnviv(GLenum target, GLenum pname, const GLint *params)
{
assert(0);
}
static void dllTexGend(GLenum coord, GLenum pname, GLdouble param)
{
assert(0);
}
static void dllTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
{
assert(0);
}
static void dllTexGenf(GLenum coord, GLenum pname, GLfloat param)
{
assert(0);
}
static void dllTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
{
assert(0);
}
static void dllTexGeni(GLenum coord, GLenum pname, GLint param)
{
assert(0);
}
static void dllTexGeniv(GLenum coord, GLenum pname, const GLint *params)
{
assert(0);
}
static void dllTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
assert(0);
}
static void _d3d_check(HRESULT err, const char* func)
{
if (err != D3D_OK)
{
MEMORYSTATUS status;
GlobalMemoryStatus(&status);
Sys_Print(va("%s returned %d! Memfree=%d\n", func, err, status.dwAvailPhys));
}
}
static void _texImageDDS(glwstate_t::TextureInfo* info, GLint numlevels, GLsizei width, GLsizei height, GLenum format, const GLvoid *pixels)
{
_d3d_check(D3DXCreateTextureFromFileInMemoryEx(glw_state->device,
pixels,
Z_Size(const_cast<void*>(pixels)),
width,
height,
numlevels,
0,
D3DFMT_UNKNOWN,
D3DPOOL_MANAGED,
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
NULL,
NULL,
&info->mipmap),
"D3DXCreateTextureFromFileInMemoryEx");
}
static void _texImageRGBA(glwstate_t::TextureInfo* info, GLint numlevels, GLint internalformat, GLsizei width, GLsizei height, GLenum format, const GLvoid *pixels)
{
IDirect3DSurface8 *pSurf = NULL;
D3DFORMAT f;
float bpp;
int pitch;
RECT srcRect;
srcRect.top = 0;
srcRect.left = 0;
srcRect.right = width;
srcRect.bottom = height;
switch(format)
{
case GL_RGB:
f = D3DFMT_X8R8G8B8;
bpp = 3;
break;
case GL_RGBA:
f = D3DFMT_A8R8G8B8;
bpp = 4;
break;
case GL_LIN_RGBA:
f = D3DFMT_LIN_A8R8G8B8;
bpp = 4;
break;
case GL_LIN_RGB:
f = D3DFMT_LIN_X8R8G8B8;
bpp = 4;
break;
case GL_LIN_RGB8:
f = D3DFMT_LIN_X8R8G8B8;
bpp = 4;
break;
case GL_RGB8:
f = D3DFMT_X8R8G8B8;
bpp = 4;
break;
case GL_RGB_SWIZZLE_EXT:
f = D3DFMT_R5G6B5;
bpp = 2;
break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
f = D3DFMT_DXT1;
bpp = 0.5;
break;
default:
assert(0);
}
_d3d_check(glw_state->device->CreateImageSurface(width, height, f, &pSurf),
"CreateImageSurface");
pitch = (int)((float)width * bpp);
_d3d_check(D3DXLoadSurfaceFromMemory(pSurf,
NULL,
NULL,
(LPCVOID)pixels,
f,
pitch,
NULL,
&srcRect,
D3DX_FILTER_NONE,
0),
"D3DXLoadSurfaceFromMemory");
switch(internalformat)
{
case GL_RGB5:
case GL_RGB4_S3TC:
f = D3DFMT_R5G6B5;
break;
case GL_RGBA4:
f = D3DFMT_A4R4G4B4;
break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
f = D3DFMT_DXT1;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
f = D3DFMT_DXT5;
break;
case GL_RGB8:
case 3:
f = D3DFMT_X8R8G8B8;
break;
case GL_LIN_RGBA8:
f = D3DFMT_LIN_A8R8G8B8;
break;
case GL_LIN_RGB8:
f = D3DFMT_LIN_X8R8G8B8;
break;
case GL_RGBA8:
case 4:
f = D3DFMT_A8R8G8B8;
break;
case GL_RGB:
f = D3DFMT_X8R8G8B8;
break;
default:
assert(0);
}
_d3d_check(D3DXCreateTexture(glw_state->device,
width,
height,
numlevels,
0,
f,
D3DPOOL_MANAGED,
&info->mipmap),
"D3DXCreateTexture");
LPDIRECT3DSURFACE8 txtSurf;
_d3d_check(info->mipmap->GetSurfaceLevel(0, &txtSurf),
"GetSurfaceLevel");
_d3d_check(D3DXLoadSurfaceFromSurface(txtSurf, NULL, NULL,
pSurf, NULL, NULL, D3DX_DEFAULT, 0),
"D3DXLoadSurfaceFromSurface");
txtSurf->Release();
pSurf->Release();
if(numlevels > 1)
{
_d3d_check(D3DXFilterTexture(info->mipmap,
NULL,
D3DX_DEFAULT,
D3DX_DEFAULT),
"D3DXFilterTexture");
}
}
// EXTENSION: glTexImage2D plus "numlevels" number of mipmaps
static void dllTexImage2DEXT(GLenum target, GLint level, GLint numlevels, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
assert(target == GL_TEXTURE_2D && border == 0 && type == GL_UNSIGNED_BYTE);
// In Direct3D, setting 0 for number of mipmap
// levels means create the whole chain....
/*if(numlevels == 0)
numlevels = 1;*/
glwstate_t::TextureInfo* info;
glwstate_t::texturexlat_t::iterator current =
glw_state->textureXlat.find(
glw_state->currentTexture[glw_state->serverTU]);
// If we already have a texture bound to this ID, remove it.
if (current != glw_state->textureXlat.end())
{
info = &current->second;
info->mipmap->Release();
}
// Otherwise, initialize it.
else
{
info = &glw_state->textureXlat[
glw_state->currentTexture[glw_state->serverTU]];
info->minFilter = D3DTEXF_NONE;
info->mipFilter = D3DTEXF_NONE;
info->magFilter = D3DTEXF_NONE;
info->anisotropy = 1.f;
info->wrapU = D3DTADDRESS_CLAMP;
info->wrapV = D3DTADDRESS_CLAMP;
glw_state->textureStageDirty[glw_state->serverTU] = true;
}
// force any DX allocs to temp memory
Z_SetNewDeleteTemporary(true);
if (format == GL_DDS1_EXT ||
format == GL_DDS5_EXT ||
format == GL_DDS_RGB16_EXT ||
format == GL_DDS_RGBA32_EXT)
{
_texImageDDS(info, numlevels, width, height, format, pixels);
}
else
{
_texImageRGBA(info, numlevels,
internalformat, width, height,
format, pixels);
}
// Done DX calls to new and delete
Z_SetNewDeleteTemporary(false);
#if MEMORY_PROFILE
texMemSize += getTexMemSize(info->mipmap);
#endif
}
static void dllTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
dllTexImage2DEXT(target, level, 1, internalformat, width, height, border, format, type, pixels);
}
static void dllTexParameteri(GLenum target, GLenum pname, GLint param)
{
assert(target == GL_TEXTURE_2D);
if (glw_state->currentTexture[glw_state->serverTU] == 0) return;
glwstate_t::TextureInfo* info = _getCurrentTexture(glw_state->serverTU);
if (!info) return;
glw_state->textureStageDirty[glw_state->serverTU] = true;
switch (pname)
{
case GL_TEXTURE_MIN_FILTER:
switch (param)
{
case GL_NEAREST:
info->minFilter = D3DTEXF_POINT;
info->mipFilter = D3DTEXF_NONE;
break;
case GL_LINEAR:
info->minFilter = D3DTEXF_LINEAR;
info->mipFilter = D3DTEXF_NONE;
break;
case GL_NEAREST_MIPMAP_NEAREST:
info->minFilter = D3DTEXF_POINT;
info->mipFilter = D3DTEXF_POINT;
break;
case GL_LINEAR_MIPMAP_NEAREST:
info->minFilter = D3DTEXF_LINEAR;
info->mipFilter = D3DTEXF_POINT;
break;
case GL_NEAREST_MIPMAP_LINEAR:
info->minFilter = D3DTEXF_POINT;
info->mipFilter = D3DTEXF_LINEAR;
break;
case GL_LINEAR_MIPMAP_LINEAR:
info->minFilter = D3DTEXF_LINEAR;
info->mipFilter = D3DTEXF_LINEAR;
break;
}
info->anisotropy = 1.f;
break;
case GL_TEXTURE_MAG_FILTER:
switch (param)
{
case GL_NEAREST:
info->magFilter = D3DTEXF_POINT;
break;
case GL_LINEAR:
info->magFilter = D3DTEXF_LINEAR;
break;
}
info->anisotropy = 1.f;
break;
case GL_TEXTURE_WRAP_S:
switch (param)
{
case GL_REPEAT: info->wrapU = D3DTADDRESS_WRAP; break;
case GL_CLAMP: info->wrapU = D3DTADDRESS_CLAMP; break;
}
break;
case GL_TEXTURE_WRAP_T:
switch (param)
{
case GL_REPEAT: info->wrapV = D3DTADDRESS_WRAP; break;
case GL_CLAMP: info->wrapV = D3DTADDRESS_CLAMP; break;
}
break;
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
info->anisotropy = (float)param;
info->minFilter = D3DTEXF_ANISOTROPIC;
info->magFilter = D3DTEXF_ANISOTROPIC;
break;
}
}
static void dllTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
dllTexParameteri(target, pname, param);
}
static void dllTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
// Intentionally left blank
}
static void dllTexParameteriv(GLenum target, GLenum pname, const GLint *params)
{
// Intentionally left blank
}
static void dllTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
{
assert(0);
}
static void dllTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
assert(target == GL_TEXTURE_2D && level == 0 && type == GL_UNSIGNED_BYTE);
glwstate_t::TextureInfo* info = _getCurrentTexture(glw_state->serverTU);
if (info == NULL) return;
RECT sr;
sr.top = 0;
sr.left = 0;
sr.right = width;
sr.bottom = height;
RECT dr;
dr.top = xoffset;
dr.left = yoffset;
dr.right = xoffset + width;
dr.bottom = yoffset + height;
Z_SetNewDeleteTemporary(true);
LPDIRECT3DSURFACE8 surf;
info->mipmap->GetSurfaceLevel(0, &surf);
// We use the supplied format to handle pixel data correctly, the way OGL would
D3DFORMAT srcFormat;
switch(format)
{
case GL_RGB:
srcFormat = D3DFMT_LIN_X8R8G8B8;
break;
case GL_RGBA:
srcFormat = D3DFMT_LIN_A8R8G8B8;
break;
default:
assert(0 && "Unsupported format in dllTexSubImage2D");
return;
}
D3DXLoadSurfaceFromMemory(surf, NULL, &dr, pixels,
srcFormat, width * 4, NULL, &sr, D3DX_DEFAULT, 0);
surf->Release();
Z_SetNewDeleteTemporary(false);
}
static void dllTranslated(GLdouble x, GLdouble y, GLdouble z)
{
assert(0);
}
static void dllTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
glw_state->matrixStack[glw_state->matrixMode]->TranslateLocal(x, y, z);
glw_state->matricesDirty[glw_state->matrixMode] = true;
}
static void setVertex(float x, float y, float z)
{
assert(glw_state->inDrawBlock);
_handleDrawOverflow();
DWORD* push = &glw_state->drawArray[glw_state->numVertices * glw_state->drawStride];
push[0] = *((DWORD*)&x);
push[1] = *((DWORD*)&y);
push[2] = *((DWORD*)&z);
push[3] = glw_state->currentColor;
++glw_state->numVertices;
}
static void dllVertex2d(GLdouble x, GLdouble y)
{
assert(0);
}
static void dllVertex2dv(const GLdouble *v)
{
assert(0);
}
static void dllVertex2f(GLfloat x, GLfloat y)
{
setVertex(x, y, 0.f);
}
static void dllVertex2fv(const GLfloat *v)
{
setVertex(v[0], v[1], 0.f);
}
static void dllVertex2i(GLint x, GLint y)
{
assert(0);
}
static void dllVertex2iv(const GLint *v)
{
assert(0);
}
static void dllVertex2s(GLshort x, GLshort y)
{
assert(0);
}
static void dllVertex2sv(const GLshort *v)
{
assert(0);
}
static void dllVertex3d(GLdouble x, GLdouble y, GLdouble z)
{
assert(0);
}
static void dllVertex3dv(const GLdouble *v)
{
assert(0);
}
static void dllVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
setVertex(x, y, z);
}
static void dllVertex3fv(const GLfloat *v)
{
setVertex(v[0], v[1], v[2]);
}
static void dllVertex3i(GLint x, GLint y, GLint z)
{
assert(0);
}
static void dllVertex3iv(const GLint *v)
{
assert(0);
}
static void dllVertex3s(GLshort x, GLshort y, GLshort z)
{
assert(0);
}
static void dllVertex3sv(const GLshort *v)
{
assert(0);
}
static void dllVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
assert(0);
}
static void dllVertex4dv(const GLdouble *v)
{
assert(0);
}
static void dllVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
setVertex(x, y, z);
}
static void dllVertex4fv(const GLfloat *v)
{
setVertex(v[0], v[1], v[2]);
}
static void dllVertex4i(GLint x, GLint y, GLint z, GLint w)
{
assert(0);
}
static void dllVertex4iv(const GLint *v)
{
assert(0);
}
static void dllVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
assert(0);
}
static void dllVertex4sv(const GLshort *v)
{
assert(0);
}
static void dllVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
assert(size == 3 && type == GL_FLOAT);
stride = (stride == 0) ? (sizeof(GLfloat) * 3) : stride;
glw_state->vertexPointer = pointer;
glw_state->vertexStride = stride;
}
static void dllViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
_fixupScreenCoords(x, y, width, height);
glw_state->viewport.X = x;
glw_state->viewport.Y = y;
glw_state->viewport.Width = width;
glw_state->viewport.Height = height;
glw_state->device->SetViewport(&glw_state->viewport);
}
static void dllMultiTexCoord2fARB(GLenum texture, GLfloat s, GLfloat t)
{
assert(glw_state->inDrawBlock);
_handleDrawOverflow();
DWORD* push = &glw_state->drawArray[
glw_state->numVertices * glw_state->drawStride +
4 + (texture - GL_TEXTURE0_ARB) * 2];
*push++ = *((DWORD*)&s);
*push++ = *((DWORD*)&t);
}
static void dllActiveTextureARB(GLenum texture)
{
assert(GLW_MAX_TEXTURE_STAGES > texture - GL_TEXTURE0_ARB);
glw_state->serverTU = texture - GL_TEXTURE0_ARB;
}
static void dllClientActiveTextureARB(GLenum texture)
{
assert(GLW_MAX_TEXTURE_STAGES > texture - GL_TEXTURE0_ARB);
glw_state->clientTU = texture - GL_TEXTURE0_ARB;
}
/*
** QGL_Shutdown
**
** Unloads the specified DLL then nulls out all the proc pointers. This
** is only called during a hard shutdown of the OGL subsystem (e.g. vid_restart).
*/
void QGL_Shutdown( void )
{
VID_Printf( PRINT_ALL, "...shutting down QGL\n" );
qglAccum = NULL;
qglAlphaFunc = NULL;
qglAreTexturesResident = NULL;
qglArrayElement = NULL;
qglBegin = NULL;
qglBeginEXT = NULL;
qglBeginFrame = NULL;
qglBeginShadow = NULL;
qglBindTexture = NULL;
qglBitmap = NULL;
qglBlendFunc = NULL;
qglCallList = NULL;
qglCallLists = NULL;
qglClear = NULL;
qglClearAccum = NULL;
qglClearColor = NULL;
qglClearDepth = NULL;
qglClearIndex = NULL;
qglClearStencil = NULL;
qglClipPlane = NULL;
qglColor3b = NULL;
qglColor3bv = NULL;
qglColor3d = NULL;
qglColor3dv = NULL;
qglColor3f = NULL;
qglColor3fv = NULL;
qglColor3i = NULL;
qglColor3iv = NULL;
qglColor3s = NULL;
qglColor3sv = NULL;
qglColor3ub = NULL;
qglColor3ubv = NULL;
qglColor3ui = NULL;
qglColor3uiv = NULL;
qglColor3us = NULL;
qglColor3usv = NULL;
qglColor4b = NULL;
qglColor4bv = NULL;
qglColor4d = NULL;
qglColor4dv = NULL;
qglColor4f = NULL;
qglColor4fv = NULL;
qglColor4i = NULL;
qglColor4iv = NULL;
qglColor4s = NULL;
qglColor4sv = NULL;
qglColor4ub = NULL;
qglColor4ubv = NULL;
qglColor4ui = NULL;
qglColor4uiv = NULL;
qglColor4us = NULL;
qglColor4usv = NULL;
qglColorMask = NULL;
qglColorMaterial = NULL;
qglColorPointer = NULL;
qglCopyPixels = NULL;
qglCopyTexImage1D = NULL;
qglCopyTexImage2D = NULL;
qglCopyTexSubImage1D = NULL;
qglCopyTexSubImage2D = NULL;
qglCullFace = NULL;
qglDeleteLists = NULL;
qglDeleteTextures = NULL;
qglDepthFunc = NULL;
qglDepthMask = NULL;
qglDepthRange = NULL;
qglDisable = NULL;
qglDisableClientState = NULL;
qglDrawArrays = NULL;
qglDrawBuffer = NULL;
qglDrawElements = NULL;
qglDrawPixels = NULL;
qglEdgeFlag = NULL;
qglEdgeFlagPointer = NULL;
qglEdgeFlagv = NULL;
qglEnable = NULL;
qglEnableClientState = NULL;
qglEnd = NULL;
qglEndFrame = NULL;
qglEndShadow = NULL;
qglEndList = NULL;
qglEvalCoord1d = NULL;
qglEvalCoord1dv = NULL;
qglEvalCoord1f = NULL;
qglEvalCoord1fv = NULL;
qglEvalCoord2d = NULL;
qglEvalCoord2dv = NULL;
qglEvalCoord2f = NULL;
qglEvalCoord2fv = NULL;
qglEvalMesh1 = NULL;
qglEvalMesh2 = NULL;
qglEvalPoint1 = NULL;
qglEvalPoint2 = NULL;
qglFeedbackBuffer = NULL;
qglFinish = NULL;
qglFlush = NULL;
qglFlushShadow = NULL;
qglFogf = NULL;
qglFogfv = NULL;
qglFogi = NULL;
qglFogiv = NULL;
qglFrontFace = NULL;
qglFrustum = NULL;
qglGenLists = NULL;
qglGenTextures = NULL;
qglGetBooleanv = NULL;
qglGetClipPlane = NULL;
qglGetDoublev = NULL;
qglGetError = NULL;
qglGetFloatv = NULL;
qglGetIntegerv = NULL;
qglGetLightfv = NULL;
qglGetLightiv = NULL;
qglGetMapdv = NULL;
qglGetMapfv = NULL;
qglGetMapiv = NULL;
qglGetMaterialfv = NULL;
qglGetMaterialiv = NULL;
qglGetPixelMapfv = NULL;
qglGetPixelMapuiv = NULL;
qglGetPixelMapusv = NULL;
qglGetPointerv = NULL;
qglGetPolygonStipple = NULL;
qglGetString = NULL;
qglGetTexEnvfv = NULL;
qglGetTexEnviv = NULL;
qglGetTexGendv = NULL;
qglGetTexGenfv = NULL;
qglGetTexGeniv = NULL;
qglGetTexImage = NULL;
qglGetTexLevelParameterfv = NULL;
qglGetTexLevelParameteriv = NULL;
qglGetTexParameterfv = NULL;
qglGetTexParameteriv = NULL;
qglHint = NULL;
qglIndexedTriToStrip = NULL;
qglIndexMask = NULL;
qglIndexPointer = NULL;
qglIndexd = NULL;
qglIndexdv = NULL;
qglIndexf = NULL;
qglIndexfv = NULL;
qglIndexi = NULL;
qglIndexiv = NULL;
qglIndexs = NULL;
qglIndexsv = NULL;
qglIndexub = NULL;
qglIndexubv = NULL;
qglInitNames = NULL;
qglInterleavedArrays = NULL;
qglIsEnabled = NULL;
qglIsList = NULL;
qglIsTexture = NULL;
qglLightModelf = NULL;
qglLightModelfv = NULL;
qglLightModeli = NULL;
qglLightModeliv = NULL;
qglLightf = NULL;
qglLightfv = NULL;
qglLighti = NULL;
qglLightiv = NULL;
qglLineStipple = NULL;
qglLineWidth = NULL;
qglListBase = NULL;
qglLoadIdentity = NULL;
qglLoadMatrixd = NULL;
qglLoadMatrixf = NULL;
qglLoadName = NULL;
qglLogicOp = NULL;
qglMap1d = NULL;
qglMap1f = NULL;
qglMap2d = NULL;
qglMap2f = NULL;
qglMapGrid1d = NULL;
qglMapGrid1f = NULL;
qglMapGrid2d = NULL;
qglMapGrid2f = NULL;
qglMaterialf = NULL;
qglMaterialfv = NULL;
qglMateriali = NULL;
qglMaterialiv = NULL;
qglMatrixMode = NULL;
qglMultMatrixd = NULL;
qglMultMatrixf = NULL;
qglNewList = NULL;
qglNormal3b = NULL;
qglNormal3bv = NULL;
qglNormal3d = NULL;
qglNormal3dv = NULL;
qglNormal3f = NULL;
qglNormal3fv = NULL;
qglNormal3i = NULL;
qglNormal3iv = NULL;
qglNormal3s = NULL;
qglNormal3sv = NULL;
qglNormalPointer = NULL;
qglOrtho = NULL;
qglPassThrough = NULL;
qglPixelMapfv = NULL;
qglPixelMapuiv = NULL;
qglPixelMapusv = NULL;
qglPixelStoref = NULL;
qglPixelStorei = NULL;
qglPixelTransferf = NULL;
qglPixelTransferi = NULL;
qglPixelZoom = NULL;
qglPointSize = NULL;
qglPolygonMode = NULL;
qglPolygonOffset = NULL;
qglPolygonStipple = NULL;
qglPopAttrib = NULL;
qglPopClientAttrib = NULL;
qglPopMatrix = NULL;
qglPopName = NULL;
qglPrioritizeTextures = NULL;
qglPushAttrib = NULL;
qglPushClientAttrib = NULL;
qglPushMatrix = NULL;
qglPushName = NULL;
qglRasterPos2d = NULL;
qglRasterPos2dv = NULL;
qglRasterPos2f = NULL;
qglRasterPos2fv = NULL;
qglRasterPos2i = NULL;
qglRasterPos2iv = NULL;
qglRasterPos2s = NULL;
qglRasterPos2sv = NULL;
qglRasterPos3d = NULL;
qglRasterPos3dv = NULL;
qglRasterPos3f = NULL;
qglRasterPos3fv = NULL;
qglRasterPos3i = NULL;
qglRasterPos3iv = NULL;
qglRasterPos3s = NULL;
qglRasterPos3sv = NULL;
qglRasterPos4d = NULL;
qglRasterPos4dv = NULL;
qglRasterPos4f = NULL;
qglRasterPos4fv = NULL;
qglRasterPos4i = NULL;
qglRasterPos4iv = NULL;
qglRasterPos4s = NULL;
qglRasterPos4sv = NULL;
qglReadBuffer = NULL;
qglReadPixels = NULL;
qglRectd = NULL;
qglRectdv = NULL;
qglRectf = NULL;
qglRectfv = NULL;
qglRecti = NULL;
qglRectiv = NULL;
qglRects = NULL;
qglRectsv = NULL;
qglRenderMode = NULL;
qglRotated = NULL;
qglRotatef = NULL;
qglScaled = NULL;
qglScalef = NULL;
qglScissor = NULL;
qglSelectBuffer = NULL;
qglShadeModel = NULL;
qglStencilFunc = NULL;
qglStencilMask = NULL;
qglStencilOp = NULL;
qglTexCoord1d = NULL;
qglTexCoord1dv = NULL;
qglTexCoord1f = NULL;
qglTexCoord1fv = NULL;
qglTexCoord1i = NULL;
qglTexCoord1iv = NULL;
qglTexCoord1s = NULL;
qglTexCoord1sv = NULL;
qglTexCoord2d = NULL;
qglTexCoord2dv = NULL;
qglTexCoord2f = NULL;
qglTexCoord2fv = NULL;
qglTexCoord2i = NULL;
qglTexCoord2iv = NULL;
qglTexCoord2s = NULL;
qglTexCoord2sv = NULL;
qglTexCoord3d = NULL;
qglTexCoord3dv = NULL;
qglTexCoord3f = NULL;
qglTexCoord3fv = NULL;
qglTexCoord3i = NULL;
qglTexCoord3iv = NULL;
qglTexCoord3s = NULL;
qglTexCoord3sv = NULL;
qglTexCoord4d = NULL;
qglTexCoord4dv = NULL;
qglTexCoord4f = NULL;
qglTexCoord4fv = NULL;
qglTexCoord4i = NULL;
qglTexCoord4iv = NULL;
qglTexCoord4s = NULL;
qglTexCoord4sv = NULL;
qglTexCoordPointer = NULL;
qglTexEnvf = NULL;
qglTexEnvfv = NULL;
qglTexEnvi = NULL;
qglTexEnviv = NULL;
qglTexGend = NULL;
qglTexGendv = NULL;
qglTexGenf = NULL;
qglTexGenfv = NULL;
qglTexGeni = NULL;
qglTexGeniv = NULL;
qglTexImage1D = NULL;
qglTexImage2D = NULL;
qglTexImage2DEXT = NULL;
qglTexParameterf = NULL;
qglTexParameterfv = NULL;
qglTexParameteri = NULL;
qglTexParameteriv = NULL;
qglTexSubImage1D = NULL;
qglTexSubImage2D = NULL;
qglTranslated = NULL;
qglTranslatef = NULL;
qglVertex2d = NULL;
qglVertex2dv = NULL;
qglVertex2f = NULL;
qglVertex2fv = NULL;
qglVertex2i = NULL;
qglVertex2iv = NULL;
qglVertex2s = NULL;
qglVertex2sv = NULL;
qglVertex3d = NULL;
qglVertex3dv = NULL;
qglVertex3f = NULL;
qglVertex3fv = NULL;
qglVertex3i = NULL;
qglVertex3iv = NULL;
qglVertex3s = NULL;
qglVertex3sv = NULL;
qglVertex4d = NULL;
qglVertex4dv = NULL;
qglVertex4f = NULL;
qglVertex4fv = NULL;
qglVertex4i = NULL;
qglVertex4iv = NULL;
qglVertex4s = NULL;
qglVertex4sv = NULL;
qglVertexPointer = NULL;
qglViewport = NULL;
qglActiveTextureARB = NULL;
qglClientActiveTextureARB = NULL;
qglMultiTexCoord2fARB = NULL;
}
/*
** QGL_Init
**
** This is responsible for binding our qgl function pointers to
** the appropriate GL stuff. In Windows this means doing a
** LoadLibrary and a bunch of calls to GetProcAddress. On other
** operating systems we need to do the right thing, whatever that
** might be.
*/
qboolean QGL_Init( const char *dllname )
{
qglAccum = dllAccum;
qglAlphaFunc = dllAlphaFunc;
qglAreTexturesResident = dllAreTexturesResident;
qglArrayElement = dllArrayElement;
qglBegin = dllBegin;
qglBeginEXT = dllBeginEXT;
qglBeginFrame = dllBeginFrame;
qglBeginShadow = dllBeginShadow;
qglBindTexture = dllBindTexture;
qglBitmap = dllBitmap;
qglBlendFunc = dllBlendFunc;
qglCallList = dllCallList;
qglCallLists = dllCallLists;
qglClear = dllClear;
qglClearAccum = dllClearAccum;
qglClearColor = dllClearColor;
qglClearDepth = dllClearDepth;
qglClearIndex = dllClearIndex;
qglClearStencil = dllClearStencil;
qglClipPlane = dllClipPlane;
qglColor3b = dllColor3b;
qglColor3bv = dllColor3bv;
qglColor3d = dllColor3d;
qglColor3dv = dllColor3dv;
qglColor3f = dllColor3f;
qglColor3fv = dllColor3fv;
qglColor3i = dllColor3i;
qglColor3iv = dllColor3iv;
qglColor3s = dllColor3s;
qglColor3sv = dllColor3sv;
qglColor3ub = dllColor3ub;
qglColor3ubv = dllColor3ubv;
qglColor3ui = dllColor3ui;
qglColor3uiv = dllColor3uiv;
qglColor3us = dllColor3us;
qglColor3usv = dllColor3usv;
qglColor4b = dllColor4b;
qglColor4bv = dllColor4bv;
qglColor4d = dllColor4d;
qglColor4dv = dllColor4dv;
qglColor4f = dllColor4f;
qglColor4fv = dllColor4fv;
qglColor4i = dllColor4i;
qglColor4iv = dllColor4iv;
qglColor4s = dllColor4s;
qglColor4sv = dllColor4sv;
qglColor4ub = dllColor4ub;
qglColor4ubv = dllColor4ubv;
qglColor4ui = dllColor4ui;
qglColor4uiv = dllColor4uiv;
qglColor4us = dllColor4us;
qglColor4usv = dllColor4usv;
qglColorMask = dllColorMask;
qglColorMaterial = dllColorMaterial;
qglColorPointer = dllColorPointer;
qglCopyPixels = dllCopyPixels;
qglCopyTexImage1D = dllCopyTexImage1D;
qglCopyTexImage2D = dllCopyTexImage2D;
qglCopyTexSubImage1D = dllCopyTexSubImage1D;
qglCopyTexSubImage2D = dllCopyTexSubImage2D;
qglCullFace = dllCullFace;
qglDeleteLists = dllDeleteLists;
qglDeleteTextures = dllDeleteTextures;
qglDepthFunc = dllDepthFunc;
qglDepthMask = dllDepthMask;
qglDepthRange = dllDepthRange;
qglDisable = dllDisable;
qglDisableClientState = dllDisableClientState;
qglDrawArrays = dllDrawArrays;
qglDrawBuffer = dllDrawBuffer;
qglDrawElements = dllDrawElements;
qglDrawPixels = dllDrawPixels;
qglEdgeFlag = dllEdgeFlag;
qglEdgeFlagPointer = dllEdgeFlagPointer;
qglEdgeFlagv = dllEdgeFlagv;
qglEnable = dllEnable ;
qglEnableClientState = dllEnableClientState ;
qglEnd = dllEnd ;
qglEndFrame = dllEndFrame ;
qglEndShadow = dllEndShadow ;
qglEndList = dllEndList ;
qglEvalCoord1d = dllEvalCoord1d ;
qglEvalCoord1dv = dllEvalCoord1dv ;
qglEvalCoord1f = dllEvalCoord1f ;
qglEvalCoord1fv = dllEvalCoord1fv ;
qglEvalCoord2d = dllEvalCoord2d ;
qglEvalCoord2dv = dllEvalCoord2dv ;
qglEvalCoord2f = dllEvalCoord2f ;
qglEvalCoord2fv = dllEvalCoord2fv ;
qglEvalMesh1 = dllEvalMesh1 ;
qglEvalMesh2 = dllEvalMesh2 ;
qglEvalPoint1 = dllEvalPoint1 ;
qglEvalPoint2 = dllEvalPoint2 ;
qglFeedbackBuffer = dllFeedbackBuffer ;
qglFinish = dllFinish ;
qglFlush = dllFlush ;
qglFlushShadow = dllFlushShadow ;
qglFogf = dllFogf ;
qglFogfv = dllFogfv ;
qglFogi = dllFogi ;
qglFogiv = dllFogiv ;
qglFrontFace = dllFrontFace ;
qglFrustum = dllFrustum ;
qglGenLists = dllGenLists ;
qglGenTextures = dllGenTextures ;
qglGetBooleanv = dllGetBooleanv ;
qglGetClipPlane = dllGetClipPlane ;
qglGetDoublev = dllGetDoublev ;
qglGetError = dllGetError ;
qglGetFloatv = dllGetFloatv ;
qglGetIntegerv = dllGetIntegerv ;
qglGetLightfv = dllGetLightfv ;
qglGetLightiv = dllGetLightiv ;
qglGetMapdv = dllGetMapdv ;
qglGetMapfv = dllGetMapfv ;
qglGetMapiv = dllGetMapiv ;
qglGetMaterialfv = dllGetMaterialfv ;
qglGetMaterialiv = dllGetMaterialiv ;
qglGetPixelMapfv = dllGetPixelMapfv ;
qglGetPixelMapuiv = dllGetPixelMapuiv ;
qglGetPixelMapusv = dllGetPixelMapusv ;
qglGetPointerv = dllGetPointerv ;
qglGetPolygonStipple = dllGetPolygonStipple ;
qglGetString = dllGetString ;
qglGetTexEnvfv = dllGetTexEnvfv ;
qglGetTexEnviv = dllGetTexEnviv ;
qglGetTexGendv = dllGetTexGendv ;
qglGetTexGenfv = dllGetTexGenfv ;
qglGetTexGeniv = dllGetTexGeniv ;
qglGetTexImage = dllGetTexImage ;
// qglGetTexLevelParameterfv = dllGetTexLevelParameterfv ;
// qglGetTexLevelParameteriv = dllGetTexLevelParameteriv ;
qglGetTexParameterfv = dllGetTexParameterfv ;
qglGetTexParameteriv = dllGetTexParameteriv ;
qglHint = dllHint ;
qglIndexedTriToStrip = dllIndexedTriToStrip ;
qglIndexMask = dllIndexMask ;
qglIndexPointer = dllIndexPointer ;
qglIndexd = dllIndexd ;
qglIndexdv = dllIndexdv ;
qglIndexf = dllIndexf ;
qglIndexfv = dllIndexfv ;
qglIndexi = dllIndexi ;
qglIndexiv = dllIndexiv ;
qglIndexs = dllIndexs ;
qglIndexsv = dllIndexsv ;
qglIndexub = dllIndexub ;
qglIndexubv = dllIndexubv ;
qglInitNames = dllInitNames ;
qglInterleavedArrays = dllInterleavedArrays ;
qglIsEnabled = dllIsEnabled ;
qglIsList = dllIsList ;
qglIsTexture = dllIsTexture ;
qglLightModelf = dllLightModelf ;
qglLightModelfv = dllLightModelfv ;
qglLightModeli = dllLightModeli ;
qglLightModeliv = dllLightModeliv ;
qglLightf = dllLightf ;
qglLightfv = dllLightfv ;
qglLighti = dllLighti ;
qglLightiv = dllLightiv ;
qglLineStipple = dllLineStipple ;
qglLineWidth = dllLineWidth ;
qglListBase = dllListBase ;
qglLoadIdentity = dllLoadIdentity ;
qglLoadMatrixd = dllLoadMatrixd ;
qglLoadMatrixf = dllLoadMatrixf ;
qglLoadName = dllLoadName ;
qglLogicOp = dllLogicOp ;
qglMap1d = dllMap1d ;
qglMap1f = dllMap1f ;
qglMap2d = dllMap2d ;
qglMap2f = dllMap2f ;
qglMapGrid1d = dllMapGrid1d ;
qglMapGrid1f = dllMapGrid1f ;
qglMapGrid2d = dllMapGrid2d ;
qglMapGrid2f = dllMapGrid2f ;
qglMaterialf = dllMaterialf ;
qglMaterialfv = dllMaterialfv ;
qglMateriali = dllMateriali ;
qglMaterialiv = dllMaterialiv ;
qglMatrixMode = dllMatrixMode ;
qglMultMatrixd = dllMultMatrixd ;
qglMultMatrixf = dllMultMatrixf ;
qglNewList = dllNewList ;
qglNormal3b = dllNormal3b ;
qglNormal3bv = dllNormal3bv ;
qglNormal3d = dllNormal3d ;
qglNormal3dv = dllNormal3dv ;
qglNormal3f = dllNormal3f ;
qglNormal3fv = dllNormal3fv ;
qglNormal3i = dllNormal3i ;
qglNormal3iv = dllNormal3iv ;
qglNormal3s = dllNormal3s ;
qglNormal3sv = dllNormal3sv ;
qglNormalPointer = dllNormalPointer ;
qglOrtho = dllOrtho ;
qglPassThrough = dllPassThrough ;
qglPixelMapfv = dllPixelMapfv ;
qglPixelMapuiv = dllPixelMapuiv ;
qglPixelMapusv = dllPixelMapusv ;
qglPixelStoref = dllPixelStoref ;
qglPixelStorei = dllPixelStorei ;
qglPixelTransferf = dllPixelTransferf ;
qglPixelTransferi = dllPixelTransferi ;
qglPixelZoom = dllPixelZoom ;
qglPointSize = dllPointSize ;
qglPolygonMode = dllPolygonMode ;
qglPolygonOffset = dllPolygonOffset ;
qglPolygonStipple = dllPolygonStipple ;
qglPopAttrib = dllPopAttrib ;
qglPopClientAttrib = dllPopClientAttrib ;
qglPopMatrix = dllPopMatrix ;
qglPopName = dllPopName ;
qglPrioritizeTextures = dllPrioritizeTextures ;
qglPushAttrib = dllPushAttrib ;
qglPushClientAttrib = dllPushClientAttrib ;
qglPushMatrix = dllPushMatrix ;
qglPushName = dllPushName ;
qglRasterPos2d = dllRasterPos2d ;
qglRasterPos2dv = dllRasterPos2dv ;
qglRasterPos2f = dllRasterPos2f ;
qglRasterPos2fv = dllRasterPos2fv ;
qglRasterPos2i = dllRasterPos2i ;
qglRasterPos2iv = dllRasterPos2iv ;
qglRasterPos2s = dllRasterPos2s ;
qglRasterPos2sv = dllRasterPos2sv ;
qglRasterPos3d = dllRasterPos3d ;
qglRasterPos3dv = dllRasterPos3dv ;
qglRasterPos3f = dllRasterPos3f ;
qglRasterPos3fv = dllRasterPos3fv ;
qglRasterPos3i = dllRasterPos3i ;
qglRasterPos3iv = dllRasterPos3iv ;
qglRasterPos3s = dllRasterPos3s ;
qglRasterPos3sv = dllRasterPos3sv ;
qglRasterPos4d = dllRasterPos4d ;
qglRasterPos4dv = dllRasterPos4dv ;
qglRasterPos4f = dllRasterPos4f ;
qglRasterPos4fv = dllRasterPos4fv ;
qglRasterPos4i = dllRasterPos4i ;
qglRasterPos4iv = dllRasterPos4iv ;
qglRasterPos4s = dllRasterPos4s ;
qglRasterPos4sv = dllRasterPos4sv ;
qglReadBuffer = dllReadBuffer ;
qglReadPixels = dllReadPixels ;
qglCopyBackBufferToTexEXT = dllCopyBackBufferToTexEXT ;
qglCopyBackBufferToTex = dllCopyBackBufferToTex ;
qglRectd = dllRectd ;
qglRectdv = dllRectdv ;
qglRectf = dllRectf ;
qglRectfv = dllRectfv ;
qglRecti = dllRecti ;
qglRectiv = dllRectiv ;
qglRects = dllRects ;
qglRectsv = dllRectsv ;
qglRenderMode = dllRenderMode ;
qglRotated = dllRotated ;
qglRotatef = dllRotatef ;
qglScaled = dllScaled ;
qglScalef = dllScalef ;
qglScissor = dllScissor ;
qglSelectBuffer = dllSelectBuffer ;
qglShadeModel = dllShadeModel ;
qglStencilFunc = dllStencilFunc ;
qglStencilMask = dllStencilMask ;
qglStencilOp = dllStencilOp ;
qglTexCoord1d = dllTexCoord1d ;
qglTexCoord1dv = dllTexCoord1dv ;
qglTexCoord1f = dllTexCoord1f ;
qglTexCoord1fv = dllTexCoord1fv ;
qglTexCoord1i = dllTexCoord1i ;
qglTexCoord1iv = dllTexCoord1iv ;
qglTexCoord1s = dllTexCoord1s ;
qglTexCoord1sv = dllTexCoord1sv ;
qglTexCoord2d = dllTexCoord2d ;
qglTexCoord2dv = dllTexCoord2dv ;
qglTexCoord2f = dllTexCoord2f ;
qglTexCoord2fv = dllTexCoord2fv ;
qglTexCoord2i = dllTexCoord2i ;
qglTexCoord2iv = dllTexCoord2iv ;
qglTexCoord2s = dllTexCoord2s ;
qglTexCoord2sv = dllTexCoord2sv ;
qglTexCoord3d = dllTexCoord3d ;
qglTexCoord3dv = dllTexCoord3dv ;
qglTexCoord3f = dllTexCoord3f ;
qglTexCoord3fv = dllTexCoord3fv ;
qglTexCoord3i = dllTexCoord3i ;
qglTexCoord3iv = dllTexCoord3iv ;
qglTexCoord3s = dllTexCoord3s ;
qglTexCoord3sv = dllTexCoord3sv ;
qglTexCoord4d = dllTexCoord4d ;
qglTexCoord4dv = dllTexCoord4dv ;
qglTexCoord4f = dllTexCoord4f ;
qglTexCoord4fv = dllTexCoord4fv ;
qglTexCoord4i = dllTexCoord4i ;
qglTexCoord4iv = dllTexCoord4iv ;
qglTexCoord4s = dllTexCoord4s ;
qglTexCoord4sv = dllTexCoord4sv ;
qglTexCoordPointer = dllTexCoordPointer ;
qglTexEnvf = dllTexEnvf ;
qglTexEnvfv = dllTexEnvfv ;
qglTexEnvi = dllTexEnvi ;
qglTexEnviv = dllTexEnviv ;
qglTexGend = dllTexGend ;
qglTexGendv = dllTexGendv ;
qglTexGenf = dllTexGenf ;
qglTexGenfv = dllTexGenfv ;
qglTexGeni = dllTexGeni ;
qglTexGeniv = dllTexGeniv ;
qglTexImage1D = dllTexImage1D ;
qglTexImage2D = dllTexImage2D ;
qglTexImage2DEXT = dllTexImage2DEXT ;
qglTexParameterf = dllTexParameterf ;
qglTexParameterfv = dllTexParameterfv ;
qglTexParameteri = dllTexParameteri ;
qglTexParameteriv = dllTexParameteriv ;
qglTexSubImage1D = dllTexSubImage1D ;
qglTexSubImage2D = dllTexSubImage2D ;
qglTranslated = dllTranslated ;
qglTranslatef = dllTranslatef ;
qglVertex2d = dllVertex2d ;
qglVertex2dv = dllVertex2dv ;
qglVertex2f = dllVertex2f ;
qglVertex2fv = dllVertex2fv ;
qglVertex2i = dllVertex2i ;
qglVertex2iv = dllVertex2iv ;
qglVertex2s = dllVertex2s ;
qglVertex2sv = dllVertex2sv ;
qglVertex3d = dllVertex3d ;
qglVertex3dv = dllVertex3dv ;
qglVertex3f = dllVertex3f ;
qglVertex3fv = dllVertex3fv ;
qglVertex3i = dllVertex3i ;
qglVertex3iv = dllVertex3iv ;
qglVertex3s = dllVertex3s ;
qglVertex3sv = dllVertex3sv ;
qglVertex4d = dllVertex4d ;
qglVertex4dv = dllVertex4dv ;
qglVertex4f = dllVertex4f ;
qglVertex4fv = dllVertex4fv ;
qglVertex4i = dllVertex4i ;
qglVertex4iv = dllVertex4iv ;
qglVertex4s = dllVertex4s ;
qglVertex4sv = dllVertex4sv ;
qglVertexPointer = dllVertexPointer ;
qglViewport = dllViewport ;
qglActiveTextureARB = dllActiveTextureARB ;
qglClientActiveTextureARB = dllClientActiveTextureARB ;
qglMultiTexCoord2fARB = dllMultiTexCoord2fARB ;
return qtrue;
}
void QGL_EnableLogging( qboolean enable )
{
}
// Extra functions bound to d3d_ commands for controlling crazy D3D performance things
#ifndef FINAL_BUILD
// D3D_AutoPerfData controls automatic display of performance information:
// framerate, push buffer data, etc... Usage:
// d3d_autoperf - Toggle on and off
// d3d_autoperf n - Set display frequency in ms (default 5000)
static void D3D_AutoPerfData_f( void )
{
static DWORD sdwInterval = 5000;
static bool sbEnabled = false;
int numArgs = Cmd_Argc();
if (numArgs > 2)
{
Com_Printf("D3D_AutoPerfData_f: Too many arguments.\n");
}
else if (numArgs <= 1)
{
sbEnabled = !sbEnabled;
D3DPERF_SetShowFrameRateInterval(sbEnabled ? sdwInterval : 0);
}
else // numArgs == 2 -> Exactly one real argument
{
int new_interval = atoi(Cmd_Argv(1));
if (!new_interval)
{
// Fancy way to turn it off, don't change stored interval
sbEnabled = false;
}
else
{
// Force it on
sdwInterval = new_interval;
sbEnabled = true;
}
D3DPERF_SetShowFrameRateInterval(sbEnabled ? sdwInterval : 0);
}
}
#endif
extern void GLimp_SetGamma(float);
static void _createWindow(int width, int height, int colorbits, qboolean cdsFullscreen)
{
glConfig.colorBits = colorbits;
if ( r_depthbits->integer == 0 ) {
if ( colorbits > 16 ) {
glConfig.depthBits = 24;
} else {
glConfig.depthBits = 16;
}
} else {
glConfig.depthBits = r_depthbits->integer;
}
glConfig.stencilBits = r_stencilbits->integer;
if ( glConfig.depthBits < 24 )
{
glConfig.stencilBits = 0;
}
glConfig.displayFrequency = 75;
glConfig.stereoEnabled = qfalse;
// VVFIXME : This is surely wrong.
glConfig.vidHeight = height;
glConfig.vidWidth = width;
}
enum VideoModes
{
VM_480i = 0,
VM_480p,
VM_720p,
VM_1080i
};
void GLW_Init(int width, int height, int colorbits, qboolean cdsFullscreen)
{
glw_state = new glwstate_t;
int mode = VM_480i;
glw_state->isWidescreen = false;
if( XGetVideoFlags() & XC_VIDEO_FLAGS_WIDESCREEN )
{
glw_state->isWidescreen = true;
if( XGetVideoFlags() & XC_VIDEO_FLAGS_HDTV_480p )
{
width = 720;
height = 480;
mode = VM_480p;
}
/*if( XGetVideoFlags() & XC_VIDEO_FLAGS_HDTV_720p )
{
width = 1280;
height = 720;
mode = VM_720p;
}
if( XGetVideoFlags() & XC_VIDEO_FLAGS_HDTV_1080i )
{
width = 1920;
height = 1080;
mode = VM_1080i;
}*/
}
_createWindow(width, height, colorbits, cdsFullscreen);
glw_state->matrixMode = glwstate_t::MatrixMode_Model;
glw_state->inDrawBlock = false;
glw_state->serverTU = 0;
glw_state->clientTU = 0;
glw_state->colorArrayState = false;
glw_state->vertexArrayState = false;
glw_state->normalArrayState = false;
glw_state->cullEnable = true;
glw_state->cullMode = D3DCULL_CCW;
glw_state->scissorEnable = false;
glw_state->scissorBox.x1 = 0;
glw_state->scissorBox.y1 = 0;
glw_state->scissorBox.x2 = glConfig.vidWidth;
glw_state->scissorBox.y2 = glConfig.vidHeight;
glw_state->shaderMask = 0;
glw_state->clearColor = D3DCOLOR_RGBA(255, 255, 255, 255);
glw_state->clearDepth = 1.f;
glw_state->clearStencil = 0;
glw_state->currentColor = D3DCOLOR_RGBA(255, 255, 255, 255);
glw_state->viewport.MinZ = 0.f;
glw_state->viewport.MaxZ = 1.f;
for (int t = 0; t < GLW_MAX_TEXTURE_STAGES; ++t)
{
glw_state->textureEnv[t] = D3DTOP_MODULATE;
glw_state->texCoordArrayState[t] = false;
glw_state->currentTexture[t] = 0;
glw_state->textureStageDirty[t] = false;
}
glw_state->textureBindNum = 1;
D3DPRESENT_PARAMETERS present;
present.BackBufferWidth = width;
present.BackBufferHeight = height;
present.BackBufferFormat = D3DFMT_A8R8G8B8;
present.BackBufferCount = 1;
present.MultiSampleType = D3DMULTISAMPLE_NONE;
present.SwapEffect = D3DSWAPEFFECT_DISCARD;
present.hDeviceWindow = 0;
present.Windowed = FALSE;
present.EnableAutoDepthStencil = TRUE;
present.AutoDepthStencilFormat = D3DFMT_LIN_D24S8;
present.Flags = 0;
if( glw_state->isWidescreen )
{
present.Flags = D3DPRESENTFLAG_WIDESCREEN;
extern void CGCam_SetWidescreen(qboolean widescreen);
if(mode == VM_480p)
{
present.Flags |= D3DPRESENTFLAG_PROGRESSIVE;
}
//else if(mode == VM_720p)
//{
// present.Flags |= D3DPRESENTFLAG_PROGRESSIVE;
//}
//else if(mode == VM_1080i)
//{
// present.Flags |= D3DPRESENTFLAG_INTERLACED; // | D3DPRESENTFLAG_FIELD;
//}
present.Flags |= D3DPRESENTFLAG_WIDESCREEN;
CGCam_SetWidescreen(qtrue);
}
present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
present.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
present.BufferSurfaces[0] = NULL;
present.BufferSurfaces[1] = NULL;
present.BufferSurfaces[2] = NULL;
present.DepthStencilSurface = NULL;
if (IDirect3D8::CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
NULL,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&present,
&glw_state->device) != D3D_OK)
{
Com_Printf("Failed to create device. That's bad.\n");
}
// qglEnable(GL_VSYNC);
for (int m = 0; m < glwstate_t::Num_MatrixModes; ++m)
{
D3DXCreateMatrixStack(0, &glw_state->matrixStack[m]);
glw_state->matrixStack[m]->LoadIdentity();
glw_state->matricesDirty[m] = false;
}
// VVFIXME: Hack - turn off lighting
dllDisable(GL_LIGHTING);
// Set a material (for lighting)
memset( &glw_state->mtrl, 0, sizeof(D3DMATERIAL8) );
glw_state->mtrl.Diffuse.r = glw_state->mtrl.Ambient.r = 1.0f;
glw_state->mtrl.Diffuse.g = glw_state->mtrl.Ambient.g = 1.0f;
glw_state->mtrl.Diffuse.b = glw_state->mtrl.Ambient.b = 1.0f;
glw_state->mtrl.Diffuse.a = glw_state->mtrl.Ambient.a = 1.0f;
glw_state->device->SetMaterial( &glw_state->mtrl );
// Gamma hack
GLimp_SetGamma(1.3f);
// Set up our directional light (used for diffuse lighting)
memset(&glw_state->dirLight, 0, sizeof(D3DLIGHT8));
// Set up a white point light.
glw_state->dirLight.Type = D3DLIGHT_DIRECTIONAL;
glw_state->dirLight.Diffuse.r = 1.0f;
glw_state->dirLight.Diffuse.g = 1.0f;
glw_state->dirLight.Diffuse.b = 1.0f;
glw_state->dirLight.Direction.x = 1.0f;
glw_state->dirLight.Direction.y = 0.0f;
glw_state->dirLight.Direction.z = 0.0f;
// Don't attenuate.
glw_state->dirLight.Attenuation0 = 1.0f;
glw_state->dirLight.Range = 1000.0f;
//glw_state->drawArray = new DWORD[SHADER_MAX_VERTEXES * 12];
glw_state->drawArray = NULL;
#ifdef _XBOX
#ifdef VV_LIGHTING
// glw_state->flareEffect = new FlareEffect;
// glw_state->flareEffect->Initialize();
glw_state->lightEffects = new LightEffects;
#endif // VV_LIGHTING
HDREffect.Initialize();
#endif
#ifndef FINAL_BUILD
Cmd_AddCommand("d3d_autoperf", D3D_AutoPerfData_f);
#endif
}
void GLW_Shutdown(void)
{
#ifdef _XBOX
#ifdef VV_LIGHTING
delete glw_state->lightEffects;
#endif
#endif
for (int m = 0; m < glwstate_t::Num_MatrixModes; ++m)
{
glw_state->matrixStack[m]->Release();
}
glw_state->device->Release();
#ifdef _XBOX
// delete glw_state->flareEffect;
#endif
delete glw_state;
}
//-----------------------------------------------------------------------------
// Compressed Screen Shot code for the save game system
//-----------------------------------------------------------------------------
#define CSS_IMAGE_HDR_SIZE 2048
#define CSS_IMAGE_WH 256
#define CSS_IMAGE_DATA_SIZE ((CSS_IMAGE_WH * CSS_IMAGE_WH) / 2 )
struct XprImageHeader
{
XPR_HEADER xpr; // Standard XPR struct
IDirect3DTexture8 txt; // Standard D3D texture struct
DWORD dwEndOfHeader; // 0xFFFFFFFF
};
struct XprImage
{
XprImageHeader hdr;
CHAR strPad[ CSS_IMAGE_HDR_SIZE - sizeof( XprImageHeader ) ];
BYTE pBits[ CSS_IMAGE_DATA_SIZE ]; // data bits
};
//-----------------------------------------------------------------------------
// SaveCompressedScreenshot
// Saves a copy of the backbuffer to a .xbx file specified by filename
//-----------------------------------------------------------------------------
void SaveCompressedScreenshot(const char* filename)
{
LPDIRECT3DSURFACE8 screenShot = 0;
HRESULT res;
glw_state->device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &screenShot);
// Copy over the screen shot to the new image that is CSS_IMAGE_WH x CSS_IMAGE_WH
LPDIRECT3DSURFACE8 compressedSaveGameImage = 0;
glw_state->device->CreateImageSurface( CSS_IMAGE_WH, CSS_IMAGE_WH, D3DFMT_DXT1, &compressedSaveGameImage );
D3DXLoadSurfaceFromSurface( compressedSaveGameImage, NULL, NULL, screenShot, NULL, NULL, D3DX_DEFAULT, D3DCOLOR( 0 ) );
// Free the big screenshot 640x480x4?
if ( screenShot )
screenShot->Release();
// Write out the saveimage to the utility drive
res = XGWriteSurfaceOrTextureToXPR( compressedSaveGameImage, filename, TRUE );
// Free the compressed CSS_IMAGE_WH x CSS_IMAGE_WH image
if ( compressedSaveGameImage )
compressedSaveGameImage->Release();
}
//-----------------------------------------------------------------------------
// LoadCompressedScreenshot
// Loads a .xbx screenshot file and replaces the current texture
//-----------------------------------------------------------------------------
BOOL LoadCompressedScreenshot(const char* filename)
{
// get the current texture
glwstate_t::TextureInfo* info = _getCurrentTexture(glw_state->serverTU);
if (info == NULL) return FALSE;
// locals
LPDIRECT3DTEXTURE8 lpThumbTex;
XprImageHeader XprHeader;
DWORD dwBytesRead;
BOOL bSuccess;
// See if the image file for this saved game exists
HANDLE hFile = CreateFile( filename, GENERIC_READ, 0, NULL, OPEN_EXISTING,0, NULL );
if( hFile == INVALID_HANDLE_VALUE )
{
DWORD err = GetLastError();
// If there was a problem, we might want to load the default image for TRC
// TCR C4-18 Saved Game Representative Image
// No specific image found; see if the default save image exists
/*
hFile = CreateFile( "u:\\default_screen.xbx", GENERIC_READ, 0, NULL, OPEN_EXISTING, 0, NULL );
if( hFile == INVALID_HANDLE_VALUE )
{
m_bIsValidImage = FALSE;
return FALSE;
}
*/
return FALSE;
}
// Read the image header from disk
bSuccess = ReadFile( hFile, &XprHeader, sizeof( XprImageHeader ), &dwBytesRead, NULL );
// Validate the image
bSuccess &= dwBytesRead == sizeof( XprImageHeader ) &&
XprHeader.xpr.dwMagic == XPR_MAGIC_VALUE &&
XprHeader.xpr.dwTotalSize == CSS_IMAGE_HDR_SIZE + CSS_IMAGE_DATA_SIZE &&
XprHeader.xpr.dwHeaderSize == CSS_IMAGE_HDR_SIZE &&
XprHeader.dwEndOfHeader == 0xFFFFFFFF;
// If image looks good, store the bits in a texture
if( bSuccess )
{
HRESULT hr;
hr = glw_state->device->CreateTexture( CSS_IMAGE_WH,
CSS_IMAGE_WH,
1,
0,
D3DFMT_DXT1,
D3DPOOL(),
&lpThumbTex );
bSuccess = SUCCEEDED(hr);
if( bSuccess )
{
D3DLOCKED_RECT lr;
lpThumbTex->LockRect( 0, &lr, NULL, D3DLOCK_READONLY );
// Copy the bits from the file to the texture
SetFilePointer( hFile, CSS_IMAGE_HDR_SIZE, NULL, FILE_BEGIN );
bSuccess = ReadFile( hFile, lr.pBits, CSS_IMAGE_DATA_SIZE, &dwBytesRead, NULL );
bSuccess &= ( dwBytesRead == CSS_IMAGE_DATA_SIZE );
lpThumbTex->UnlockRect( 0 );
// If everything was ok, then set the texture ptrs
DWORD refcount;
if( bSuccess )
{
refcount = info->mipmap->Release();
assert(refcount == 0);
info->mipmap = lpThumbTex;
info->mipmap->AddRef();
refcount = lpThumbTex->Release();
assert(refcount == 1);
}
else
{
refcount = lpThumbTex->Release();
assert(refcount == 0);
}
}
}
else
{
return FALSE;
}
CloseHandle( hFile );
return bSuccess;
}
bool CreateVertexShader( const CHAR* strFilename, const DWORD* pdwVertexDecl, DWORD* pdwVertexShader )
{
HRESULT hr;
// Open the vertex shader file
HANDLE hFile;
DWORD dwNumBytesRead;
hFile = CreateFile( strFilename, GENERIC_READ, FILE_SHARE_READ, NULL,
OPEN_EXISTING, FILE_ATTRIBUTE_READONLY, NULL );
if( hFile == INVALID_HANDLE_VALUE )
return false;
// Allocate memory to read the vertex shader file
DWORD dwSize = GetFileSize(hFile, NULL);
BYTE* pData = new BYTE[dwSize+4];
if( NULL == pData )
{
CloseHandle( hFile );
return false;
}
ZeroMemory( pData, dwSize+4 );
// Read the pre-compiled vertex shader microcode
ReadFile(hFile, pData, dwSize, &dwNumBytesRead, 0);
// Create the vertex shader
hr = glw_state->device->CreateVertexShader( pdwVertexDecl, (const DWORD*)pData,
pdwVertexShader, 0 );
// Cleanup and return
CloseHandle( hFile );
delete [] pData;
if(hr == S_OK)
return true;
return false;
}
bool CreatePixelShader( const CHAR* strFilename, DWORD* pdwPixelShader )
{
HRESULT hr;
// Open the pixel shader file
HANDLE hFile;
DWORD dwNumBytesRead;
hFile = CreateFile( strFilename, GENERIC_READ, FILE_SHARE_READ, NULL,
OPEN_EXISTING, FILE_ATTRIBUTE_READONLY, NULL );
if( hFile == INVALID_HANDLE_VALUE )
return false;
// Load the pre-compiled pixel shader microcode
D3DPIXELSHADERDEF_FILE psdf;
ReadFile( hFile, &psdf, sizeof(D3DPIXELSHADERDEF_FILE), &dwNumBytesRead, NULL );
// Make sure the pixel shader is valid
if( psdf.FileID != D3DPIXELSHADERDEF_FILE_ID )
{
CloseHandle( hFile );
return false;
}
// Create the pixel shader
if( FAILED( hr = glw_state->device->CreatePixelShader( &(psdf.Psd), pdwPixelShader ) ) )
{
CloseHandle( hFile );
return false;
}
// Cleanup
CloseHandle( hFile );
return true;
}