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-rw-r--r--src/mesa/drivers/d3d/D3Dvbrender.c2149
1 files changed, 0 insertions, 2149 deletions
diff --git a/src/mesa/drivers/d3d/D3Dvbrender.c b/src/mesa/drivers/d3d/D3Dvbrender.c
deleted file mode 100644
index 09857f1dc8d..00000000000
--- a/src/mesa/drivers/d3d/D3Dvbrender.c
+++ /dev/null
@@ -1,2149 +0,0 @@
-/*===========================================================================*/
-/* */
-/* Mesa-3.0 DirectX 6 Driver */
-/* */
-/* By Leigh McRae */
-/* */
-/* http://www.altsoftware.com/ */
-/* */
-/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
-/*===========================================================================*/
-#include <stdio.h>
-#include "clip.h"
-#include "context.h"
-#include "light.h"
-#include "lines.h"
-#include "macros.h"
-#include "matrix.h"
-#include "pb.h"
-#include "points.h"
-#include "mtypes.h"
-#include "vb.h"
-#include "vbrender.h"
-#include "xform.h"
-#include "D3DMesa.h"
-
-static void SetRenderStates( GLcontext *ctx );
-static void DebugRenderStates( GLcontext *ctx, BOOL bForce );
-
-static void RenderPointsVB( GLcontext *ctx, GLuint start, GLuint end );
-static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end );
-static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end );
-static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end );
-static void RenderQuadVB( GLcontext *ctx, GLuint start, GLuint end );
-static void RenderQuad( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv );
-void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv );
-void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv );
-
-/* I went with a D3D vertex buffer that is 6 times that of the Mesa one */
-/* instead of having the D3D one flush when its full. This way Mesa will*/
-/* handle all the flushing. I need x6 as points can use 4 vertex each. */
-D3DTLVERTEX D3DTLVertices[ (VB_MAX*6) ];
-GLuint VList[VB_SIZE];
-/*===========================================================================*/
-/* Compute Z offsets for a polygon with plane defined by (A,B,C,D) */
-/* D is not needed. TODO: Currently we are calculating this but not using it.*/
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void OffsetPolygon( GLcontext *ctx, GLfloat a, GLfloat b, GLfloat c )
-{
- GLfloat ac,
- bc,
- m,
- offset;
-
- DPF(( DBG_FUNC, "OffsetPolygon();" ));
-
- if ( (c < 0.001F) && (c > - 0.001F) )
- {
- /* Prevents underflow problems. */
- ctx->PointZoffset = 0.0F;
- ctx->LineZoffset = 0.0F;
- ctx->PolygonZoffset = 0.0F;
- }
- else
- {
- ac = a / c;
- bc = b / c;
- if ( ac < 0.0F )
- ac = -ac;
- if ( bc<0.0F )
- bc = -bc;
- m = MAX2( ac, bc ); /* m = sqrt( ac*ac + bc*bc ); */
-
- offset = (m * ctx->Polygon.OffsetFactor + ctx->Polygon.OffsetUnits);
- ctx->PointZoffset = ctx->Polygon.OffsetPoint ? offset : 0.0F;
- ctx->LineZoffset = ctx->Polygon.OffsetLine ? offset : 0.0F;
- ctx->PolygonZoffset = ctx->Polygon.OffsetFill ? offset : 0.0F;
- }
-
- DPF(( DBG_PRIM_INFO, "OffsetPolygon: %f", offset ));
-}
-/*===========================================================================*/
-/* Compute signed area of the n-sided polgyon specified by vertices */
-/* vb->Win[] and vertex list vlist[]. */
-/* A clockwise polygon will return a negative area. A counter-clockwise */
-/* polygon will return a positive area. I have changed this function to */
-/* actually calculate twice the area as its faster and still gives the sign. */
-/*===========================================================================*/
-/* RETURN: signed area of the polgon. */
-/*===========================================================================*/
-static GLfloat PolygonArea( const struct vertex_buffer *vb, GLuint n, const GLuint vlist[] )
-{
- GLfloat area;
- GLuint i;
-
- DPF(( DBG_FUNC, "PolygonArea();" ));
-
-#define j0 vlist[i]
-#define j1 vlist[(i+1)%n]
-#define x0 vb->Win[j0][0]
-#define y0 vb->Win[j0][1]
-#define x1 vb->Win[j1][0]
-#define y1 vb->Win[j1][1]
-
- /* area = sum of trapezoids */
- for( i = 0, area = 0.0; i < n; i++ )
- area += ((x0 - x1) * (y0 + y1)); /* Note: no divide by two here! */
-
-#undef x0
-#undef y0
-#undef x1
-#undef y1
-#undef j1
-#undef j0
-
- // TODO: I don't see the point or * 0.5 as we just want the sign...
- return area;
-}
-/*===========================================================================*/
-/* Render a polygon that needs clipping on at least one vertex. The function*/
-/* will first clip the polygon to any user clipping planes then clip to the */
-/* viewing volume. The final polygon will be draw as single triangles that */
-/* first need minor proccessing (culling, offset, etc) before we draw the */
-/* polygon as a fan. NOTE: the fan is draw as single triangles as its not */
-/* formed sequentaly in the VB but is in the vlist[]. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void RenderClippedPolygon( GLcontext *ctx, GLuint n, GLuint vlist[] )
-{
- struct vertex_buffer *VB = ctx->VB;
- GLfloat (*win)[3] = VB->Win,
- *proj = ctx->ProjectionMatrix,
- ex, ey,
- fx, fy, c,
- wInv;
- GLuint index,
- pv,
- facing;
-
- DPF(( DBG_FUNC, "RenderClippedPolygon();" ));
-
- DPF(( DBG_PRIM_INFO, "RenderClippedtPolygon( %d )", n ));
-
- /* Which vertex dictates the color when flat shading. */
- pv = (ctx->Primitive==GL_POLYGON) ? vlist[0] : vlist[n-1];
-
- /* Clipping may introduce new vertices. New vertices will be stored in */
- /* the vertex buffer arrays starting with location VB->Free. After we've*/
- /* rendered the polygon, these extra vertices can be overwritten. */
- VB->Free = VB_MAX;
-
- /* Clip against user clipping planes in eye coord space. */
- if ( ctx->Transform.AnyClip )
- {
- n = gl_userclip_polygon( ctx, n, vlist );
- if ( n < 3 )
- return;
-
- /* Transform vertices from eye to clip coordinates: clip = Proj * eye */
- for( index = 0; index < n; index++ )
- {
- TRANSFORM_POINT( VB->Clip[vlist[index]], proj, VB->Eye[vlist[index]] );
- }
- }
-
- /* Clip against view volume in clip coord space */
- n = gl_viewclip_polygon( ctx, n, vlist );
- if ( n < 3 )
- return;
-
- /* Transform new vertices from clip to ndc to window coords. */
- /* ndc = clip / W window = viewport_mapping(ndc) */
- /* Note that window Z values are scaled to the range of integer */
- /* depth buffer values. */
-
- /* Only need to compute window coords for new vertices */
- for( index = VB_MAX; index < VB->Free; index++ )
- {
- if ( VB->Clip[index][3] != 0.0F )
- {
- wInv = 1.0F / VB->Clip[index][3];
-
- win[index][0] = VB->Clip[index][0] * wInv * ctx->Viewport.Sx + ctx->Viewport.Tx;
- win[index][1] = VB->Clip[index][1] * wInv * ctx->Viewport.Sy + ctx->Viewport.Ty;
- win[index][2] = VB->Clip[index][2] * wInv * ctx->Viewport.Sz + ctx->Viewport.Tz;
- }
- else
- {
- /* Can't divide by zero, so... */
- win[index][0] = win[index][1] = win[index][2] = 0.0F;
- }
- }
-
- /* Draw filled polygon as a triangle fan */
- for( index = 2; index < n; index++ )
- {
- /* Compute orientation of triangle */
- ex = win[vlist[index-1]][0] - win[vlist[0]][0];
- ey = win[vlist[index-1]][1] - win[vlist[0]][1];
- fx = win[vlist[index]][0] - win[vlist[0]][0];
- fy = win[vlist[index]][1] - win[vlist[0]][1];
- c = (ex * fy) - (ey * fx);
-
- /* polygon is perpindicular to view plane, don't draw it */
- if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
- continue;
-
- /* Backface culling. */
- facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
- if ( (facing + 1) & ctx->Polygon.CullBits )
- continue;
-
- if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
- {
- if ( facing == 1 )
- {
- /* use back color */
- VB->Color = VB->Bcolor;
- VB->Specular= VB->Bspec;
- }
- else
- {
- /* use front color */
- VB->Color = VB->Fcolor;
- VB->Specular= VB->Fspec;
- }
- }
-
- if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
- {
- /* finish computing plane equation of polygon, compute offset */
- GLfloat fz = win[vlist[index]][2] - win[vlist[0]][2];
- GLfloat ez = win[vlist[index-1]][2] - win[vlist[0]][2];
- GLfloat a = (ey * fz) - (ez * fy);
- GLfloat b = (ez * fx) - (ex * fz);
- OffsetPolygon( ctx, a, b, c );
- }
- RenderOneTriangle( ctx, vlist[0], vlist[index-1], vlist[index], pv );
- }
-}
-/*===========================================================================*/
-/* This function gets called when either the vertex buffer is full or glEnd */
-/* has been called. If the we aren't in rendering mode (FEEDBACK) then I */
-/* pass the vertex buffer back to Mesa to deal with by returning FALSE. */
-/* If I can render the primitive types in the buffer directly then I will */
-/* return TRUE after I render the vertex buffer and reset the vertex buffer. */
-/* */
-/* TODO: I don't handle the special case of when the vertex buffer is full */
-/* and we have a primitive that bounds this buffer and the next one to */
-/* come. I'm not sure right now if Mesa handles this for me... */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-GLboolean RenderVertexBuffer( GLcontext *ctx, GLboolean allDone )
-{
- struct vertex_buffer *VB = ctx->VB;
- GLuint index,
- vlist[VB_SIZE];
-
- DPF(( DBG_FUNC, "RenderVertexBuffer();" ));
-
- /* We only need to hook actual tri's that need rendering. */
- if ( ctx->RenderMode != GL_RENDER )
- {
- // (ctx->Visual->AccumBits > 0) )
- // (ctx->Visual->StencilBits > 0) )
- DPF(( DBG_PRIM_INFO, "Passing VB back to Mesa" ));
- return FALSE;
- }
-
- /* I'm going to set the states here so that all functions will */
- /* be assured to have the right states. If Mesa's vertex bufefr */
- /* function calls one of my primitive functions (TRI,POINT,LINE) */
- /* it will need the right states. So instead of doing it in the */
- /* primitive function I will always do it here at risk of some */
- /* slow down to some cases... */
- SetRenderStates( ctx );
-
- switch( ctx->Primitive )
- {
- case GL_POINTS:
- DPF(( DBG_PRIM_INFO, "GL_POINTS( %d )", VB->Count ));
- RenderPointsVB( ctx, 0, VB->Count );
- break;
-
- case GL_LINES:
- case GL_LINE_STRIP:
- case GL_LINE_LOOP:
- /* Not supported functions yet so pass back that we failed to */
- /* render the vertex buffer and Mesa will have to do it. */
- DPF(( DBG_PRIM_INFO, "GL_LINE_?( %d )", VB->Count ));
- return FALSE;
-
- case GL_TRIANGLES:
- if ( VB->Count < 3 )
- {
- DPF(( DBG_PRIM_WARN, "GL_TRIANGLES( %d )", VB->Count ));
- return FALSE;
- }
-
- DPF(( DBG_PRIM_INFO, "GL_TRIANGLES( %d )", VB->Count ));
- RenderTriangleVB( ctx, 0, VB->Count );
- break;
-
- case GL_TRIANGLE_STRIP:
- if ( VB->Count < 3 )
- {
- DPF(( DBG_PRIM_WARN, "GL_TRIANGLE_STRIP( %d )", VB->Count ));
- return FALSE;
- }
-
- DPF(( DBG_PRIM_INFO, "GL_TRIANGLE_STRIP( %d )", VB->Count ));
- RenderTriangleStripVB( ctx, 0, VB->Count );
- break;
-
- case GL_TRIANGLE_FAN:
- if ( VB->Count < 3 )
- {
- DPF(( DBG_PRIM_WARN, "GL_TRIANGLE_FAN( %d )", VB->Count ));
- return FALSE;
- }
-
- DPF(( DBG_PRIM_INFO, "GL_TRIANGLE_FAN( %d )", VB->Count ));
- RenderTriangleFanVB( ctx, 0, VB->Count );
- break;
-
- case GL_QUADS:
- if ( VB->Count < 4 )
- {
- DPF(( DBG_PRIM_WARN, "GL_QUADS( %d )", VB->Count ));
- return FALSE;
- }
-
- DPF(( DBG_PRIM_INFO, "GL_QUADS( %d )", VB->Count ));
- RenderQuadVB( ctx, 0, VB->Count );
- break;
-
- case GL_QUAD_STRIP:
- if ( VB->Count < 4 )
- {
- DPF(( DBG_PRIM_WARN, "GL_QUAD_STRIP( %d )", VB->Count ));
- return FALSE;
- }
-
- DPF(( DBG_PRIM_INFO, "GL_QUAD_STRIP( %d )", VB->Count ));
-
- if ( VB->ClipOrMask )
- {
- for( index = 3; index < VB->Count; index += 2 )
- {
- if ( VB->ClipMask[index-3] & VB->ClipMask[index-2] & VB->ClipMask[index-1] & VB->ClipMask[index] & CLIP_ALL_BITS )
- {
- /* All points clipped by common plane */
- DPF(( DBG_PRIM_WARN, "GL_QUAD_STRIP( %d )", VB->Count ));
- continue;
- }
- else if ( VB->ClipMask[index-3] | VB->ClipMask[index-2] | VB->ClipMask[index-1] | VB->ClipMask[index] )
- {
- vlist[0] = index - 3;
- vlist[1] = index - 2;
- vlist[2] = index;
- vlist[3] = index - 1;
- RenderClippedPolygon( ctx, 4, vlist );
- }
- else
- {
- RenderQuad( ctx, (index-3), (index-2), index, (index-1), index );
- }
- }
- }
- else
- {
- /* No clipping needed */
- for( index = 3; index < VB->Count; index += 2 )
- RenderQuad( ctx, (index-3), (index-2), index, (index-1), index );
- }
- break;
-
- case GL_POLYGON:
- if ( VB->Count < 3 )
- {
- DPF(( DBG_PRIM_WARN, "GL_POLYGON( %d )", VB->Count ));
- return FALSE;
- }
-
- DPF(( DBG_PRIM_INFO, "GL_POLYGON( %d )", VB->Count ));
-
- /* All points clipped by common plane, draw nothing */
- if ( !(VB->ClipAndMask & CLIP_ALL_BITS) )
- RenderTriangleFanVB( ctx, 0, VB->Count );
- break;
-
- default:
- /* should never get here */
- _mesa_problem( ctx, "invalid mode in gl_render_vb" );
- }
-
- DPF(( DBG_PRIM_INFO, "ResetVB" ));
-
- /* We return TRUE to indicate we rendered the VB. */
- gl_reset_vb( ctx, allDone );
- return TRUE;
-}
-/*===========================================================================*/
-/* This function will render the current vertex buffer as triangles. The */
-/* buffer has to be able to be rendered directly. This means that we are */
-/* filled, no offsets, no culling and one sided rendering. Also we must be */
-/* in render mode of course. */
-/* First I will fill the global D3D vertice buffer. Next I will set all the*/
-/* states for D3D based on the current OGL state. Finally I pass the D3D VB */
-/* to the wrapper that call DrawPrimitives. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
- int index,
- cVertex,
- height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
- DWORD dwPVColor;
- GLfloat ex, ey,
- fx, fy, c;
- GLuint facing;
-
- DPF(( DBG_FUNC, "RenderTriangleVB" ));
-
- if ( !VB->ClipOrMask )
- {
- DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) ));
- for( index = start, cVertex = 0; index < end; )
- {
- dwPVColor = (VB->Color[(index+2)][3]<<24) | (VB->Color[(index+2)][0]<<16) | (VB->Color[(index+2)][1]<<8) | VB->Color[(index+2)][2];
-
- /*=====================================*/
- /* Populate the the triangle vertices. */
- /*=====================================*/
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
- index++;
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
- index++;
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color= dwPVColor;
- index++;
- }
- }
- else
- {
-#define v1 index
-#define v2 (index+1)
-#define v3 (index+2)
-
- for( index = start, cVertex = 0; index < end; index += 3 )
- {
- if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
- {
- continue;
- }
- else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
- {
- VList[0] = v1;
- VList[1] = v2;
- VList[2] = v3;
- RenderClippedPolygon( ctx, 3, VList );
- continue;
- }
-
- /* Compute orientation of triangle */
- ex = VB->Win[v2][0] - VB->Win[v1][0];
- ey = VB->Win[v2][1] - VB->Win[v1][1];
- fx = VB->Win[v3][0] - VB->Win[v1][0];
- fy = VB->Win[v3][1] - VB->Win[v1][1];
- c = (ex * fy) - (ey * fx);
-
- /* polygon is perpindicular to view plane, don't draw it */
- if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
- continue;
-
- /* Backface culling. */
- facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
- if ( (facing + 1) & ctx->Polygon.CullBits )
- continue;
-
- if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
- {
- if ( facing == 1 )
- {
- /* use back color */
- VB->Color = VB->Bcolor;
- VB->Specular= VB->Bspec;
- }
- else
- {
- /* use front color */
- VB->Color = VB->Fcolor;
- VB->Specular= VB->Fspec;
- }
- }
-
- if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
- {
- /* Finish computing plane equation of polygon, compute offset */
- GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
- GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
- GLfloat a = (ey * fz) - (ez * fy);
- GLfloat b = (ez * fx) - (ex * fz);
- OffsetPolygon( ctx, a, b, c );
- }
-
- /*=====================================*/
- /* Populate the the triangle vertices. */
- /*=====================================*/
- /* Solve the prevoking vertex color as we need it for the 3rd triangle and flat shading. */
- dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- D3DTLVertices[cVertex++].color= dwPVColor;
- }
-#undef v1
-#undef v2
-#undef v3
- }
-
- /* Render the converted vertex buffer. */
- if ( cVertex > 2 )
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
-}
-/*===========================================================================*/
-/* This function will render the current vertex buffer as a triangle fan. */
-/* The buffer has to be able to be rendered directly. This means that we are*/
-/* filled, no offsets, no culling and one sided rendering. Also we must be */
-/* in render mode of course. */
-/* First I will fill the global D3D vertice buffer. Next I will set all the*/
-/* states for D3D based on the current OGL state. Finally I pass the D3D VB */
-/* to the wrapper that call DrawPrimitives. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
- int index,
- cVertex,
- height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
- GLfloat ex, ey,
- fx, fy, c;
- GLuint facing;
- DWORD dwPVColor;
-
- DPF(( DBG_FUNC, "RenderTriangleFanVB();" ));
-
- /* Special case that we can blast the fan without culling, offset, etc... */
- if ( !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
- {
- DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) ));
-
- /* Seed the the fan. */
- D3DTLVertices[0].sx = D3DVAL( VB->Win[start][0] );
- D3DTLVertices[0].sy = D3DVAL( (height - VB->Win[start][1]) );
- D3DTLVertices[0].sz = D3DVAL( VB->Win[start][2] );
- D3DTLVertices[0].tu = D3DVAL( VB->TexCoord[start][0] );
- D3DTLVertices[0].tv = D3DVAL( VB->TexCoord[start][1] );
- D3DTLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[start][3]) );
- D3DTLVertices[0].color= (VB->Color[start][3]<<24) | (VB->Color[start][0]<<16) | (VB->Color[start][1]<<8) | VB->Color[start][2];
-
- /* Seed the the fan. */
- D3DTLVertices[1].sx = D3DVAL( VB->Win[(start+1)][0] );
- D3DTLVertices[1].sy = D3DVAL( (height - VB->Win[(start+1)][1]) );
- D3DTLVertices[1].sz = D3DVAL( VB->Win[(start+1)][2] );
- D3DTLVertices[1].tu = D3DVAL( VB->TexCoord[(start+1)][0] );
- D3DTLVertices[1].tv = D3DVAL( VB->TexCoord[(start+1)][1] );
- D3DTLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[(start+1)][3]) );
- D3DTLVertices[1].color= (VB->Color[(start+1)][3]<<24) | (VB->Color[(start+1)][0]<<16) | (VB->Color[(start+1)][1]<<8) | VB->Color[(start+1)][2];
-
- for( index = (start+2), cVertex = 2; index < end; index++, cVertex++ )
- {
- /*=================================*/
- /* Add the next vertex to the fan. */
- /*=================================*/
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex].color = (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
- }
-
- /* Render the converted vertex buffer. */
- if ( cVertex )
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLEFAN, &D3DTLVertices[0], cVertex );
- }
- else
- {
-#define v1 start
-#define v2 (index-1)
-#define v3 index
-
- for( index = (start+2), cVertex = 0; index < end; index++ )
- {
- if ( VB->ClipOrMask )
- {
- /* All points clipped by common plane */
- if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
- {
- continue;
- }
- else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
- {
- VList[0] = v1;
- VList[1] = v2;
- VList[2] = v3;
- RenderClippedPolygon( ctx, 3, VList );
- continue;
- }
- }
-
- /* Compute orientation of triangle */
- ex = VB->Win[v2][0] - VB->Win[v1][0];
- ey = VB->Win[v2][1] - VB->Win[v1][1];
- fx = VB->Win[v3][0] - VB->Win[v1][0];
- fy = VB->Win[v3][1] - VB->Win[v1][1];
- c = (ex * fy) - (ey * fx);
-
- /* polygon is perpindicular to view plane, don't draw it */
- if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
- continue;
-
- /* Backface culling. */
- facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
- if ( (facing + 1) & ctx->Polygon.CullBits )
- continue;
-
- if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
- {
- /* Finish computing plane equation of polygon, compute offset */
- GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
- GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
- GLfloat a = (ey * fz) - (ez * fy);
- GLfloat b = (ez * fx) - (ex * fz);
- OffsetPolygon( ctx, a, b, c );
- }
-
- /*=====================================*/
- /* Populate the the triangle vertices. */
- /*=====================================*/
- dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- D3DTLVertices[cVertex++].color= dwPVColor;
- }
-
- /* Render the converted vertex buffer. */
- if ( cVertex )
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
-#undef v1
-#undef v2
-#undef v3
- }
-}
-/*===========================================================================*/
-/* This function will render the current vertex buffer as a triangle strip. */
-/* The buffer has to be able to be rendered directly. This means that we are*/
-/* filled, no offsets, no culling and one sided rendering. Also we must be */
-/* in render mode of course. */
-/* First I will fill the global D3D vertice buffer. Next I will set all the*/
-/* states for D3D based on the current OGL state. Finally I pass the D3D VB */
-/* to the wrapper that call DrawPrimitives. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
- int index,
- cVertex = 0,
- v1, v2, v3,
- height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
- GLfloat ex, ey,
- fx, fy, c;
- GLuint facing;
- DWORD dwPVColor;
-
- DPF(( DBG_FUNC, "RenderTriangleStripVB();" ));
-
- /* Special case that we can blast the fan without culling, offset, etc... */
- if ( !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
- {
- DPF(( DBG_PRIM_PROFILE, "DirectTriangles" ));
-
- /* Seed the the strip. */
- D3DTLVertices[0].sx = D3DVAL( VB->Win[start][0] );
- D3DTLVertices[0].sy = D3DVAL( (height - VB->Win[start][1]) );
- D3DTLVertices[0].sz = D3DVAL( VB->Win[start][2] );
- D3DTLVertices[0].tu = D3DVAL( VB->TexCoord[start][0] );
- D3DTLVertices[0].tv = D3DVAL( VB->TexCoord[start][1] );
- D3DTLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[start][3]) );
- D3DTLVertices[0].color= (VB->Color[start][3]<<24) | (VB->Color[start][0]<<16) | (VB->Color[start][1]<<8) | VB->Color[start][2];
-
- /* Seed the the strip. */
- D3DTLVertices[1].sx = D3DVAL( VB->Win[(start+1)][0] );
- D3DTLVertices[1].sy = D3DVAL( (height - VB->Win[(start+1)][1]) );
- D3DTLVertices[1].sz = D3DVAL( VB->Win[(start+1)][2] );
- D3DTLVertices[1].tu = D3DVAL( VB->TexCoord[(start+1)][0] );
- D3DTLVertices[1].tv = D3DVAL( VB->TexCoord[(start+1)][1] );
- D3DTLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[(start+1)][3]) );
- D3DTLVertices[1].color= (VB->Color[(start+1)][3]<<24) | (VB->Color[(start+1)][0]<<16) | (VB->Color[(start+1)][1]<<8) | VB->Color[(start+1)][2];
-
- for( index = (start+2), cVertex = 2; index < end; index++, cVertex++ )
- {
- /*===================================*/
- /* Add the next vertex to the strip. */
- /*===================================*/
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[index][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[index][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[index][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[index][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[index][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex].color = (VB->Color[index][3]<<24) | (VB->Color[index][0]<<16) | (VB->Color[index][1]<<8) | VB->Color[index][2];
- }
-
- /* Render the converted vertex buffer. */
- if ( cVertex )
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLESTRIP, &D3DTLVertices[0], cVertex );
- }
- else
- {
- for( index = (start+2); index < end; index++ )
- {
- /* We need to switch order so that winding won't be a problem. */
- if ( index & 1 )
- {
- v1 = index - 1;
- v2 = index - 2;
- v3 = index - 0;
- }
- else
- {
- v1 = index - 2;
- v2 = index - 1;
- v3 = index - 0;
- }
-
- /* All vertices clipped by common plane */
- if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & CLIP_ALL_BITS )
- continue;
-
- /* Check if any vertices need clipping. */
- if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] )
- {
- VList[0] = v1;
- VList[1] = v2;
- VList[2] = v3;
- RenderClippedPolygon( ctx, 3, VList );
- }
- else
- {
- /* Compute orientation of triangle */
- ex = VB->Win[v2][0] - VB->Win[v1][0];
- ey = VB->Win[v2][1] - VB->Win[v1][1];
- fx = VB->Win[v3][0] - VB->Win[v1][0];
- fy = VB->Win[v3][1] - VB->Win[v1][1];
- c = (ex * fy) - (ey * fx);
-
- /* Polygon is perpindicular to view plane, don't draw it */
- if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
- continue;
-
- /* Backface culling. */
- facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
- if ( (facing + 1) & ctx->Polygon.CullBits )
- continue;
-
- /* Need right color if we have two sided lighting. */
- if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
- {
- if ( facing == 1 )
- {
- /* use back color */
- VB->Color = VB->Bcolor;
- VB->Specular= VB->Bspec;
- }
- else
- {
- /* use front color */
- VB->Color = VB->Fcolor;
- VB->Specular= VB->Fspec;
- }
- }
-
- if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
- {
- /* Finish computing plane equation of polygon, compute offset */
- GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
- GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
- GLfloat a = (ey * fz) - (ez * fy);
- GLfloat b = (ez * fx) - (ex * fz);
- OffsetPolygon( ctx, a, b, c );
- }
- /*=====================================*/
- /* Populate the the triangle vertices. */
- /*=====================================*/
-
- /* Solve the prevoking vertex color as we need it for the 3rd triangle and flat shading. */
- dwPVColor = (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- D3DTLVertices[cVertex++].color= dwPVColor;
- }
- }
-
- /* Render the converted vertex buffer. */
- if ( cVertex )
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
- }
-}
-/*===========================================================================*/
-/* This function will render the current vertex buffer as Quads. The buffer*/
-/* has to be able to be rendered directly. This means that we are filled, no*/
-/* offsets, no culling and one sided rendering. Also we must be in render */
-/* mode of cource. */
-/* First I will fill the global D3D vertice buffer. Next I will set all the*/
-/* states for D3D based on the current OGL state. Finally I pass the D3D VB */
-/* to the wrapper that call DrawPrimitives. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void RenderQuadVB( GLcontext *ctx, GLuint start, GLuint end )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
- int index,
- cVertex,
- height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
- DWORD dwPVColor;
- GLfloat ex, ey,
- fx, fy, c;
- GLuint facing; /* 0=front, 1=back */
-
- DPF(( DBG_FUNC, "RenderQuadVB();" ));
-
-#define v1 (index)
-#define v2 (index+1)
-#define v3 (index+2)
-#define v4 (index+3)
-
- if ( !VB->ClipOrMask )
- {
- DPF(( DBG_PRIM_PROFILE, "DirectTriangles" ));
-
- for( cVertex = 0, index = start; index < end; index += 4 )
- {
- if ( ctx->Light.ShadeModel == GL_FLAT )
- dwPVColor = (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
-
- /*=====================================*/
- /* Populate the the triangle vertices. */
- /*=====================================*/
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v1][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v2][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v3][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v1][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v3][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v4][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v4][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( VB->Win[v4][2] );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v4][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v4][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
- }
- }
- else
- {
- for( cVertex = 0, index = start; index < end; index += 4 )
- {
- if ( VB->ClipMask[v1] & VB->ClipMask[v2] & VB->ClipMask[v3] & VB->ClipMask[v4] & CLIP_ALL_BITS )
- {
- continue;
- }
- else if ( VB->ClipMask[v1] | VB->ClipMask[v2] | VB->ClipMask[v3] | VB->ClipMask[v4] )
- {
- VList[0] = v1;
- VList[1] = v2;
- VList[2] = v3;
- VList[3] = v4;
- RenderClippedPolygon( ctx, 4, VList );
- continue;
- }
-
- /* Compute orientation of triangle */
- ex = VB->Win[v2][0] - VB->Win[v1][0];
- ey = VB->Win[v2][1] - VB->Win[v1][1];
- fx = VB->Win[v3][0] - VB->Win[v1][0];
- fy = VB->Win[v3][1] - VB->Win[v1][1];
- c = (ex * fy) - (ey * fx);
-
- /* polygon is perpindicular to view plane, don't draw it */
- if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
- continue;
-
- /* Backface culling. */
- facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
- if ( (facing + 1) & ctx->Polygon.CullBits )
- continue;
-
- if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
- {
- if ( facing == 1 )
- {
- /* use back color */
- VB->Color = VB->Bcolor;
- VB->Specular= VB->Bspec;
- }
- else
- {
- /* use front color */
- VB->Color = VB->Fcolor;
- VB->Specular= VB->Fspec;
- }
- }
-
- if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
- {
- /* Finish computing plane equation of polygon, compute offset */
- GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
- GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
- GLfloat a = (ey * fz) - (ez * fy);
- GLfloat b = (ez * fx) - (ex * fz);
- OffsetPolygon( ctx, a, b, c );
- }
-
- if ( ctx->Light.ShadeModel == GL_FLAT )
- dwPVColor = (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
-
- /*=====================================*/
- /* Populate the the triangle vertices. */
- /*=====================================*/
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v2][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v2][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v2][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v2][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v1][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v1][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v1][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v1][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v3][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v3][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v3][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v3][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- D3DTLVertices[cVertex].sx = D3DVAL( VB->Win[v4][0] );
- D3DTLVertices[cVertex].sy = D3DVAL( (height - VB->Win[v4][1]) );
- D3DTLVertices[cVertex].sz = D3DVAL( (VB->Win[v4][2] + ctx->PolygonZoffset) );
- D3DTLVertices[cVertex].tu = D3DVAL( VB->TexCoord[v4][0] );
- D3DTLVertices[cVertex].tv = D3DVAL( VB->TexCoord[v4][1] );
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) );
- D3DTLVertices[cVertex++].color= (ctx->Light.ShadeModel == GL_FLAT) ?
- dwPVColor :
- (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
- }
- }
-
-#undef v4
-#undef v3
-#undef v2
-#undef v1
-
- /* Render the converted vertex buffer. */
- if ( cVertex )
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
-}
-/*===========================================================================*/
-/* */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-static void RenderQuad( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint pv )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
- int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
- DWORD dwPVColor;
- GLfloat ex, ey,
- fx, fy, c;
- GLuint facing; /* 0=front, 1=back */
- static D3DTLVERTEX TLVertices[6];
-
- DPF(( DBG_FUNC, "RenderQuad" ));
- DPF(( DBG_PRIM_INFO, "RenderQuad( 1 )" ));
-
- /* Compute orientation of triangle */
- ex = VB->Win[v2][0] - VB->Win[v1][0];
- ey = VB->Win[v2][1] - VB->Win[v1][1];
- fx = VB->Win[v3][0] - VB->Win[v1][0];
- fy = VB->Win[v3][1] - VB->Win[v1][1];
- c = (ex * fy) - (ey * fx);
-
- /* polygon is perpindicular to view plane, don't draw it */
- if ( (c == 0.0F) && !ctx->Polygon.Unfilled )
- return;
-
- /* Backface culling. */
- facing = (c < 0.0F) ^ ctx->Polygon.FrontBit;
- if ( (facing + 1) & ctx->Polygon.CullBits )
- return;
-
- if ( ctx->IndirectTriangles & DD_TRI_LIGHT_TWOSIDE )
- {
- if ( facing == 1 )
- {
- /* use back color */
- VB->Color = VB->Bcolor;
- VB->Specular= VB->Bspec;
- }
- else
- {
- /* use front color */
- VB->Color = VB->Fcolor;
- VB->Specular= VB->Fspec;
- }
- }
-
- if ( ctx->IndirectTriangles & DD_TRI_OFFSET )
- {
- /* Finish computing plane equation of polygon, compute offset */
- GLfloat fz = VB->Win[v3][2] - VB->Win[v1][2];
- GLfloat ez = VB->Win[v2][2] - VB->Win[v1][2];
- GLfloat a = (ey * fz) - (ez * fy);
- GLfloat b = (ez * fx) - (ex * fz);
- OffsetPolygon( ctx, a, b, c );
- }
-
- if ( ctx->Light.ShadeModel == GL_FLAT )
- dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2];
-
- /*=====================================*/
- /* Populate the the triangle vertices. */
- /*=====================================*/
- TLVertices[0].sx = D3DVAL( VB->Win[v1][0] );
- TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) );
- TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
- TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] );
- TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] );
- TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- TLVertices[1].sx = D3DVAL( VB->Win[v2][0] );
- TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) );
- TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
- TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] );
- TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] );
- TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
- TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
-
- TLVertices[2].sx = D3DVAL( VB->Win[v3][0] );
- TLVertices[2].sy = D3DVAL( (height - VB->Win[v3][1]) );
- TLVertices[2].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
- TLVertices[2].tu = D3DVAL( VB->TexCoord[v3][0] );
- TLVertices[2].tv = D3DVAL( VB->TexCoord[v3][1] );
- TLVertices[2].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- TLVertices[2].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- TLVertices[3].sx = D3DVAL( VB->Win[v3][0] );
- TLVertices[3].sy = D3DVAL( (height - VB->Win[v3][1]) );
- TLVertices[3].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
- TLVertices[3].tu = D3DVAL( VB->TexCoord[v3][0] );
- TLVertices[3].tv = D3DVAL( VB->TexCoord[v3][1] );
- TLVertices[3].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- TLVertices[3].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
-
- TLVertices[4].sx = D3DVAL( VB->Win[v4][0] );
- TLVertices[4].sy = D3DVAL( (height - VB->Win[v4][1]) );
- TLVertices[4].sz = D3DVAL( (VB->Win[v4][2] + ctx->PolygonZoffset) );
- TLVertices[4].tu = D3DVAL( VB->TexCoord[v4][0] );
- TLVertices[4].tv = D3DVAL( VB->TexCoord[v4][1] );
- TLVertices[4].rhw = D3DVAL( (1.0 / VB->Clip[v4][3]) );
- TLVertices[4].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v4][3]<<24) | (VB->Color[v4][0]<<16) | (VB->Color[v4][1]<<8) | VB->Color[v4][2];
-
- TLVertices[5].sx = D3DVAL( VB->Win[v1][0] );
- TLVertices[5].sy = D3DVAL( (height - VB->Win[v1][1]) );
- TLVertices[5].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
- TLVertices[5].tu = D3DVAL( VB->TexCoord[v1][0] );
- TLVertices[5].tv = D3DVAL( VB->TexCoord[v1][1] );
- TLVertices[5].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- TLVertices[5].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- /* Draw the two triangles. */
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &TLVertices[0], 6 );
-}
-/*===========================================================================*/
-/* */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-void RenderOneTriangle( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
- int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
- DWORD dwPVColor;
- static D3DTLVERTEX TLVertices[3];
-
- DPF(( DBG_FUNC, "RenderOneTriangle" ));
- DPF(( DBG_PRIM_INFO, "RenderTriangle( 1 )" ));
-
- /*=====================================*/
- /* Populate the the triangle vertices. */
- /*=====================================*/
- if ( ctx->Light.ShadeModel == GL_FLAT )
- dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2];
-
- TLVertices[0].sx = D3DVAL( VB->Win[v1][0] );
- TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) );
- TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->PolygonZoffset) );
- TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] );
- TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] );
- TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
- DPF(( DBG_PRIM_INFO, "V1 -> x:%f y:%f z:%f c:%x",
- TLVertices[0].sx,
- TLVertices[0].sy,
- TLVertices[0].sz,
- TLVertices[0].color ));
-
- TLVertices[1].sx = D3DVAL( VB->Win[v2][0] );
- TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) );
- TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->PolygonZoffset) );
- TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] );
- TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] );
- TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
- TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
- DPF(( DBG_PRIM_INFO, "V2 -> x:%f y:%f z:%f c:%x",
- TLVertices[1].sx,
- TLVertices[1].sy,
- TLVertices[1].sz,
- TLVertices[1].color ));
-
- TLVertices[2].sx = D3DVAL( VB->Win[v3][0] );
- TLVertices[2].sy = D3DVAL( (height - VB->Win[v3][1]) );
- TLVertices[2].sz = D3DVAL( (VB->Win[v3][2] + ctx->PolygonZoffset) );
- TLVertices[2].tu = D3DVAL( VB->TexCoord[v3][0] );
- TLVertices[2].tv = D3DVAL( VB->TexCoord[v3][1] );
- TLVertices[2].rhw = D3DVAL( (1.0 / VB->Clip[v3][3]) );
- TLVertices[2].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v3][3]<<24) | (VB->Color[v3][0]<<16) | (VB->Color[v3][1]<<8) | VB->Color[v3][2];
- DPF(( DBG_PRIM_INFO, "V3 -> x:%f y:%f z:%f c:%x",
- TLVertices[2].sx,
- TLVertices[2].sy,
- TLVertices[2].sz,
- TLVertices[2].color ));
-
- /* Draw the triangle. */
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &TLVertices[0], 3 );
-}
-/*===========================================================================*/
-/* */
-/*===========================================================================*/
-/* RETURN: TRUE, FALSE. */
-/*===========================================================================*/
-void RenderOneLine( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
- int height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
- DWORD dwPVColor;
- static D3DTLVERTEX TLVertices[2];
-
- DPF(( DBG_FUNC, "RenderOneLine" ));
- DPF(( DBG_PRIM_INFO, "RenderLine( 1 )" ));
-
- if ( VB->MonoColor )
- dwPVColor = (pContext->aCurrent<<24) | (pContext->rCurrent<<16) | (pContext->gCurrent<<8) | pContext->bCurrent;
- else
- dwPVColor = (VB->Color[pv][3]<<24) | (VB->Color[pv][0]<<16) | (VB->Color[pv][1]<<8) | VB->Color[pv][2];
-
- TLVertices[0].sx = D3DVAL( VB->Win[v1][0] );
- TLVertices[0].sy = D3DVAL( (height - VB->Win[v1][1]) );
- TLVertices[0].sz = D3DVAL( (VB->Win[v1][2] + ctx->LineZoffset) );
- TLVertices[0].tu = D3DVAL( VB->TexCoord[v1][0] );
- TLVertices[0].tv = D3DVAL( VB->TexCoord[v1][1] );
- TLVertices[0].rhw = D3DVAL( (1.0 / VB->Clip[v1][3]) );
- TLVertices[0].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v1][3]<<24) | (VB->Color[v1][0]<<16) | (VB->Color[v1][1]<<8) | VB->Color[v1][2];
-
- TLVertices[1].sx = D3DVAL( VB->Win[v2][0] );
- TLVertices[1].sy = D3DVAL( (height - VB->Win[v2][1]) );
- TLVertices[1].sz = D3DVAL( (VB->Win[v2][2] + ctx->LineZoffset) );
- TLVertices[1].tu = D3DVAL( VB->TexCoord[v2][0] );
- TLVertices[1].tv = D3DVAL( VB->TexCoord[v2][1] );
- TLVertices[1].rhw = D3DVAL( (1.0 / VB->Clip[v2][3]) );
- TLVertices[1].color = (ctx->Light.ShadeModel == GL_FLAT) ? dwPVColor :
- (VB->Color[v2][3]<<24) | (VB->Color[v2][0]<<16) | (VB->Color[v2][1]<<8) | VB->Color[v2][2];
-
- /* Draw line from (x0,y0) to (x1,y1) with current pixel color/index */
- DrawPrimitiveHAL( pContext->pShared, D3DPT_LINELIST, &TLVertices[0], 2 );
-}
-/*===========================================================================*/
-/* This function was written to convert points into triangles. I did this */
-/* as all card accelerate triangles and most drivers do this anyway. In hind*/
-/* thought this might be a bad idea as some cards do better. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void RenderPointsVB( GLcontext *ctx, GLuint start, GLuint end )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLuint index;
- GLfloat radius, z,
- xmin, ymin,
- xmax, ymax;
- GLint cVertex,
- height = (pContext->pShared->rectW.bottom - pContext->pShared->rectW.top);
- DWORD dwPVColor;
-
- DPF(( DBG_FUNC, "RenderPointsVB();" ));
-
- radius = CLAMP( ctx->Point.Size, MIN_POINT_SIZE, MAX_POINT_SIZE ) * 0.5F;
-
- for( index = start, cVertex = 0; index <= end; index++ )
- {
- if ( VB->ClipMask[index] == 0 )
- {
- xmin = D3DVAL( VB->Win[index][0] - radius );
- xmax = D3DVAL( VB->Win[index][0] + radius );
- ymin = D3DVAL( height - VB->Win[index][1] - radius );
- ymax = D3DVAL( height - VB->Win[index][1] + radius );
- z = D3DVAL( (VB->Win[index][2] + ctx->PointZoffset) );
-
- dwPVColor = (VB->Color[index][3]<<24) |
- (VB->Color[index][0]<<16) |
- (VB->Color[index][1]<<8) |
- VB->Color[index][2];
-
- D3DTLVertices[cVertex].sx = xmin;
- D3DTLVertices[cVertex].sy = ymax;
- D3DTLVertices[cVertex].sz = z;
- D3DTLVertices[cVertex].tu = 0.0;
- D3DTLVertices[cVertex].tv = 0.0;
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color = dwPVColor;
-
- D3DTLVertices[cVertex].sx = xmin;
- D3DTLVertices[cVertex].sy = ymin;
- D3DTLVertices[cVertex].sz = z;
- D3DTLVertices[cVertex].tu = 0.0;
- D3DTLVertices[cVertex].tv = 0.0;
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color = dwPVColor;
-
- D3DTLVertices[cVertex].sx = xmax;
- D3DTLVertices[cVertex].sy = ymin;
- D3DTLVertices[cVertex].sz = z;
- D3DTLVertices[cVertex].tu = 0.0;
- D3DTLVertices[cVertex].tv = 0.0;
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color = dwPVColor;
-
- D3DTLVertices[cVertex].sx = xmax;
- D3DTLVertices[cVertex].sy = ymin;
- D3DTLVertices[cVertex].sz = z;
- D3DTLVertices[cVertex].tu = 0.0;
- D3DTLVertices[cVertex].tv = 0.0;
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color = dwPVColor;
-
- D3DTLVertices[cVertex].sx = xmax;
- D3DTLVertices[cVertex].sy = ymax;
- D3DTLVertices[cVertex].sz = z;
- D3DTLVertices[cVertex].tu = 0.0;
- D3DTLVertices[cVertex].tv = 0.0;
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color = dwPVColor;
-
- D3DTLVertices[cVertex].sx = xmin;
- D3DTLVertices[cVertex].sy = ymax;
- D3DTLVertices[cVertex].sz = z;
- D3DTLVertices[cVertex].tu = 0.0;
- D3DTLVertices[cVertex].tv = 0.0;
- D3DTLVertices[cVertex].rhw = D3DVAL( (1.0 / VB->Clip[index][3]) );
- D3DTLVertices[cVertex++].color = dwPVColor;
- }
- }
-
- /* Render the converted vertex buffer. */
- if ( cVertex )
- DrawPrimitiveHAL( pContext->pShared, D3DPT_TRIANGLELIST, &D3DTLVertices[0], cVertex );
-}
-/*===========================================================================*/
-/* This gets call before we render any primitives so that the current OGL */
-/* states will be mapped the D3D context. I'm still not sure how D3D works */
-/* but I'm finding that it doesn't act like a state machine as OGL is. It */
-/* looks like the state gets set back to the defaults after a DrawPrimitives */
-/* or an EndScene. Also I set states that are the default even though this */
-/* is redundant as the defaults seem screwed up. */
-/* TODO: make a batch call. */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void SetRenderStates( GLcontext *ctx )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DWORD dwFunc;
- static BOOL bTexture = FALSE;
- static int texName = -1;
-
- DPF(( DBG_FUNC, "SetRenderStates();" ));
-
- if ( g_DBGMask & DBG_STATES )
- DebugRenderStates( ctx, FALSE );
-
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE );
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_DITHERENABLE, (ctx->Color.DitherFlag) ? TRUE : FALSE );
-
- /*================================================*/
- /* Check too see if there are new TEXTURE states. */
- /*================================================*/
- if ( ctx->Texture._EnabledUnits )
- {
- switch( ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode )
- {
- case GL_MODULATE:
- if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA )
- dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulatealpha];
- else
- dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulate];
- break;
-
- case GL_BLEND:
- dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha];
- break;
-
- case GL_REPLACE:
- dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal];
- break;
-
- case GL_DECAL:
- if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA )
- dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha];
- else
- dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal];
- break;
- }
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMAPBLEND, dwFunc );
-
- switch( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter )
- {
- case GL_NEAREST:
- dwFunc = D3DFILTER_NEAREST;
- break;
- case GL_LINEAR:
- dwFunc = D3DFILTER_LINEAR;
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- dwFunc = D3DFILTER_MIPNEAREST;
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- dwFunc = D3DFILTER_LINEARMIPNEAREST;
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- dwFunc = D3DFILTER_MIPLINEAR;
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- dwFunc = D3DFILTER_LINEARMIPLINEAR;
- break;
- }
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMAG, dwFunc );
-
- switch( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter )
- {
- case GL_NEAREST:
- dwFunc = D3DFILTER_NEAREST;
- break;
- case GL_LINEAR:
- dwFunc = D3DFILTER_LINEAR;
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- dwFunc = D3DFILTER_MIPNEAREST;
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- dwFunc = D3DFILTER_LINEARMIPNEAREST;
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- dwFunc = D3DFILTER_MIPLINEAR;
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- dwFunc = D3DFILTER_LINEARMIPLINEAR;
- break;
- }
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_TEXTUREMIN, dwFunc );
-
- /* Another hack to cut down on redundant texture binding. */
- // if ( texName != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name )
- // {
- texName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name;
- CreateTMgrHAL( pContext->pShared,
- texName,
- 0,
- ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format,
- (RECT *)NULL,
- ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Width,
- ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Height,
- TM_ACTION_BIND,
- (void *)ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Data );
- // }
- bTexture = TRUE;
- }
- else
- {
- /* This is nasty but should cut down on the number of redundant calls. */
- if ( bTexture == TRUE )
- {
- DisableTMgrHAL( pContext->pShared );
- bTexture = FALSE;
- }
- }
-
- /*===============================================*/
- /* Check too see if there are new RASTER states. */
- /*===============================================*/
-
- // TODO: no concept of front & back.
- switch( ctx->Polygon.FrontMode )
- {
- case GL_POINT:
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_POINT );
- break;
- case GL_LINE:
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_WIREFRAME );
- break;
- case GL_FILL:
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID );
- break;
- }
-
- /*************/
- /* Z-Buffer. */
- /*************/
- if ( ctx->Depth.Test == GL_TRUE )
- {
- switch( ctx->Depth.Func )
- {
- case GL_NEVER:
- dwFunc = D3DCMP_NEVER;
- break;
- case GL_LESS:
- dwFunc = D3DCMP_LESS;
- break;
- case GL_GEQUAL:
- dwFunc = D3DCMP_GREATEREQUAL;
- break;
- case GL_LEQUAL:
- dwFunc = D3DCMP_LESSEQUAL;
- break;
- case GL_GREATER:
- dwFunc = D3DCMP_GREATER;
- break;
- case GL_NOTEQUAL:
- dwFunc = D3DCMP_NOTEQUAL;
- break;
- case GL_EQUAL:
- dwFunc = D3DCMP_EQUAL;
- break;
- case GL_ALWAYS:
- dwFunc = D3DCMP_ALWAYS;
- break;
- }
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZFUNC, dwFunc );
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZENABLE, TRUE );
- }
- else
- {
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZENABLE, FALSE );
- }
-
- /*******************/
- /* Z-Write Enable. */
- /*******************/
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ZWRITEENABLE , (ctx->Depth.Mask == GL_TRUE) ? TRUE : FALSE );
-
- /***************/
- /* Alpha test. */
- /***************/
- if ( ctx->Color.AlphaEnabled == GL_TRUE )
- {
- switch( ctx->Color.AlphaFunc )
- {
- case GL_NEVER:
- dwFunc = D3DCMP_NEVER;
- break;
- case GL_LESS:
- dwFunc = D3DCMP_LESS;
- break;
- case GL_GEQUAL:
- dwFunc = D3DCMP_GREATEREQUAL;
- break;
- case GL_LEQUAL:
- dwFunc = D3DCMP_LESSEQUAL;
- break;
- case GL_GREATER:
- dwFunc = D3DCMP_GREATER;
- break;
- case GL_NOTEQUAL:
- dwFunc = D3DCMP_NOTEQUAL;
- break;
- case GL_EQUAL:
- dwFunc = D3DCMP_EQUAL;
- break;
- case GL_ALWAYS:
- dwFunc = D3DCMP_ALWAYS;
- break;
- }
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHAFUNC , dwFunc );
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHATESTENABLE, TRUE );
- }
- else
- {
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
- }
-
- /****************/
- /* Alpha blend. */
- /****************/
- if ( ctx->Color.BlendEnabled == GL_TRUE )
- {
- switch( ctx->Color.BlendSrc )
- {
- case GL_ZERO:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_zero];
- break;
- case GL_ONE:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_one];
- break;
- case GL_DST_COLOR:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_dst_color];
- break;
- case GL_ONE_MINUS_DST_COLOR:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_dst_color];
- break;
- case GL_SRC_ALPHA:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_src_alpha];
- break;
- case GL_ONE_MINUS_SRC_ALPHA:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_src_alpha];
- break;
- case GL_DST_ALPHA:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_dst_alpha];
- break;
- case GL_ONE_MINUS_DST_ALPHA:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_dst_alpha];
- break;
- case GL_SRC_ALPHA_SATURATE:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_src_alpha_saturate];
- break;
- case GL_CONSTANT_COLOR:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_constant_color];
- break;
- case GL_ONE_MINUS_CONSTANT_COLOR:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_constant_color];
- break;
- case GL_CONSTANT_ALPHA:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_constant_alpha];
- break;
- case GL_ONE_MINUS_CONSTANT_ALPHA:
- dwFunc = pContext->pShared->dwSrcBlendCaps[s_one_minus_constant_alpha];
- break;
- }
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_SRCBLEND, dwFunc );
-
- switch( ctx->Color.BlendDst )
- {
- case GL_ZERO:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_zero];
- break;
- case GL_ONE:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_one];
- break;
- case GL_SRC_COLOR:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_src_color];
- break;
- case GL_ONE_MINUS_SRC_COLOR:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_src_color];
- break;
- case GL_SRC_ALPHA:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_src_alpha];
- break;
- case GL_ONE_MINUS_SRC_ALPHA:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_src_alpha];
- break;
- case GL_DST_ALPHA:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_dst_alpha];
- break;
- case GL_ONE_MINUS_DST_ALPHA:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_dst_alpha];
- break;
- case GL_CONSTANT_COLOR:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_constant_color];
- break;
- case GL_ONE_MINUS_CONSTANT_COLOR:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_constant_color];
- break;
- case GL_CONSTANT_ALPHA:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_constant_alpha];
- break;
- case GL_ONE_MINUS_CONSTANT_ALPHA:
- dwFunc = pContext->pShared->dwDestBlendCaps[d_one_minus_constant_alpha];
- break;
- }
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_DESTBLEND, dwFunc );
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );
- }
- else
- {
- SetStateHAL( pContext->pShared, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
- }
-}
-/*===========================================================================*/
-/* If this function is called it will track the changes to the current */
-/* states that I'm setting in Direct3D. I did this so that the DPF's would */
-/* be under control! */
-/*===========================================================================*/
-/* RETURN: */
-/*===========================================================================*/
-static void DebugRenderStates( GLcontext *ctx, BOOL bForce )
-{
- D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
- DWORD dwFunc;
- static int dither = -1,
- texture = -1,
- textName = -1,
- textEnv = -1,
- textMin = -1,
- textMag = -1,
- polyMode = -1,
- depthTest = -1,
- depthFunc = -1,
- depthMask = -1,
- alphaTest = -1,
- alphaFunc = -1,
- blend = -1,
- blendSrc = -1,
- blendDest = -1;
-
- /* Force a displayed update of all current states. */
- if ( bForce )
- {
- dither = texture = textName = textEnv = textMin = textMag = -1;
- polyMode = depthTest = depthFunc = depthMask = -1;
- alphaTest = alphaFunc = blend = blendSrc = blendDest = -1;
- }
-
- if ( dither != ctx->Color.DitherFlag )
- {
- dither = ctx->Color.DitherFlag;
- DPF(( 0, "\tDither\t\t%s", (dither) ? "ENABLED" : "--------" ));
- }
- if ( depthTest != ctx->Depth.Test )
- {
- depthTest = ctx->Depth.Test;
- DPF(( 0, "\tDepth Test\t%s", (depthTest) ? "ENABLED" : "--------" ));
- }
- if ( alphaTest != ctx->Color.AlphaEnabled )
- {
- alphaTest = ctx->Color.AlphaEnabled;
-
- DPF(( 0, "\tAlpha Test\t%s", (alphaTest) ? "ENABLED" : "--------" ));
- }
- if ( blend != ctx->Color.BlendEnabled )
- {
- blend = ctx->Color.BlendEnabled;
-
- DPF(( 0, "\tBlending\t%s", (blend) ? "ENABLED" : "--------" ));
- }
-
- /*================================================*/
- /* Check too see if there are new TEXTURE states. */
- /*================================================*/
- if ( texture != ctx->Texture._EnabledUnits )
- {
- texture = ctx->Texture._EnabledUnits;
- DPF(( 0, "\tTexture\t\t%s", (texture) ? "ENABLED" : "--------" ));
- }
-
- if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current )
- {
- if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name != textName )
- {
- textName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name;
- DPF(( 0, "\tTexture Name:\t%d", textName ));
- DPF(( 0, "\tTexture Format:\t%s",
- (ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA) ?
- "GL_RGBA" : "GLRGB" ));
- }
-
- if ( textEnv != ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode )
- {
- textEnv = ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode;
-
- switch( textEnv )
- {
- case GL_MODULATE:
- DPF(( 0, "\tTexture\tMode\tGL_MODULATE" ));
- break;
- case GL_BLEND:
- DPF(( 0, "\tTexture\tMode\tGL_BLEND" ));
- break;
- case GL_REPLACE:
- DPF(( 0, "\tTexture\tMode\tGL_REPLACE" ));
- break;
- case GL_DECAL:
- DPF(( 0, "\tTexture\tMode\tGL_DECAL" ));
- break;
- }
- }
-
- if ( textMag != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter )
- {
- textMag = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MagFilter;
-
- switch( textMag )
- {
- case GL_NEAREST:
- DPF(( 0, "\tTexture MAG\tGL_NEAREST" ));
- break;
- case GL_LINEAR:
- DPF(( 0, "\tTexture MAG\tGL_LINEAR" ));
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- DPF(( 0, "\tTexture MAG\tGL_NEAREST_MIPMAP_NEAREST" ));
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- DPF(( 0, "\tTexture MAG\tGL_LINEAR_MIPMAP_NEAREST" ));
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- DPF(( 0, "\tTexture MAG\tGL_NEAREST_MIPMAP_LINEAR" ));
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- DPF(( 0, "\tTexture MAG\tGL_LINEAR_MIPMAP_LINEAR" ));
- break;
- }
- }
-
- if ( textMin != ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter )
- {
- textMin = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->MinFilter;
-
- switch( textMin )
- {
- case GL_NEAREST:
- DPF(( 0, "\tTexture MIN\tGL_NEAREST" ));
- break;
- case GL_LINEAR:
- DPF(( 0, "\tTexture MIN\tGL_LINEAR" ));
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- DPF(( 0, "\tTexture MIN\tGL_NEAREST_MIPMAP_NEAREST" ));
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_NEAREST" ));
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_LINEAR" ));
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- DPF(( 0, "\tTexture MIN\tGL_LINEAR_MIPMAP_LINEAR" ));
- break;
- }
- }
- }
-
- if ( ctx->Polygon.FrontMode != polyMode )
- {
- polyMode = ctx->Polygon.FrontMode;
-
- switch( polyMode )
- {
- case GL_POINT:
- DPF(( 0, "\tMode\t\tGL_POINT" ));
- break;
- case GL_LINE:
- DPF(( 0, "\tMode\t\tGL_LINE" ));
- break;
- case GL_FILL:
- DPF(( 0, "\tMode\t\tGL_FILL" ));
- break;
- }
- }
-
- if ( depthFunc != ctx->Depth.Func )
- {
- depthFunc = ctx->Depth.Func;
-
- switch( depthFunc )
- {
- case GL_NEVER:
- DPF(( 0, "\tDepth Func\tGL_NEVER" ));
- break;
- case GL_LESS:
- DPF(( 0, "\tDepth Func\tGL_LESS" ));
- break;
- case GL_GEQUAL:
- DPF(( 0, "\tDepth Func\tGL_GEQUAL" ));
- break;
- case GL_LEQUAL:
- DPF(( 0, "\tDepth Func\tGL_LEQUAL" ));
- break;
- case GL_GREATER:
- DPF(( 0, "\tDepth Func\tGL_GREATER" ));
- break;
- case GL_NOTEQUAL:
- DPF(( 0, "\tDepth Func\tGL_NOTEQUAL" ));
- break;
- case GL_EQUAL:
- DPF(( 0, "\tDepth Func\tGL_EQUAL" ));
- break;
- case GL_ALWAYS:
- DPF(( 0, "\tDepth Func\tGL_ALWAYS" ));
- break;
- }
- }
-
- if ( depthMask != ctx->Depth.Mask )
- {
- depthMask = ctx->Depth.Mask;
- DPF(( 0, "\tZWrite\t\t%s", (depthMask) ? "ENABLED" : "--------" ));
- }
-
- if ( alphaFunc != ctx->Color.AlphaFunc )
- {
- alphaFunc = ctx->Color.AlphaFunc;
-
- switch( alphaFunc )
- {
- case GL_NEVER:
- DPF(( 0, "\tAlpha Func\tGL_NEVER" ));
- break;
- case GL_LESS:
- DPF(( 0, "\tAlpha Func\tGL_LESS" ));
- break;
- case GL_GEQUAL:
- DPF(( 0, "\tAlpha Func\tGL_GEQUAL" ));
- break;
- case GL_LEQUAL:
- DPF(( 0, "\tAlpha Func\tGL_LEQUAL" ));
- break;
- case GL_GREATER:
- DPF(( 0, "\tAlpha Func\tGL_GREATER" ));
- break;
- case GL_NOTEQUAL:
- DPF(( 0, "\tAlpha Func\tGL_NOTEQUAL" ));
- break;
- case GL_EQUAL:
- DPF(( 0, "\tAlpha Func\tGL_EQUAL" ));
- break;
- case GL_ALWAYS:
- DPF(( 0, "\tAlpha Func\tGL_ALWAYS" ));
- break;
- }
- }
-
- if ( blendSrc != ctx->Color.BlendSrc )
- {
- blendSrc = ctx->Color.BlendSrc;
-
- switch( blendSrc )
- {
- case GL_ZERO:
- DPF(( 0, "\tSRC Blend\tGL_ZERO" ));
- break;
- case GL_ONE:
- DPF(( 0, "\tSRC Blend\tGL_ONE" ));
- break;
- case GL_DST_COLOR:
- DPF(( 0, "\tSRC Blend\tGL_DST_COLOR" ));
- break;
- case GL_ONE_MINUS_DST_COLOR:
- DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_DST_COLOR" ));
- break;
- case GL_SRC_ALPHA:
- DPF(( 0, "\tSRC Blend\tGL_SRC_ALPHA" ));
- break;
- case GL_ONE_MINUS_SRC_ALPHA:
- DPF(( 0, "\tSRC Blend\tGL_MINUS_SRC_ALPHA" ));
- break;
- case GL_DST_ALPHA:
- DPF(( 0, "\tSRC Blend\tGL_DST_ALPHA" ));
- break;
- case GL_ONE_MINUS_DST_ALPHA:
- DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_DST_ALPHA" ));
- break;
- case GL_SRC_ALPHA_SATURATE:
- DPF(( 0, "\tSRC Blend\tGL_SRC_ALPHA_SATURATE" ));
- break;
- case GL_CONSTANT_COLOR:
- DPF(( 0, "\tSRC Blend\tGL_CONSTANT_COLOR" ));
- break;
- case GL_ONE_MINUS_CONSTANT_COLOR:
- DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_CONSTANT_COLOR" ));
- break;
- case GL_CONSTANT_ALPHA:
- DPF(( 0, "\tSRC Blend\tGL_CONSTANT_ALPHA" ));
- break;
- case GL_ONE_MINUS_CONSTANT_ALPHA:
- DPF(( 0, "\tSRC Blend\tGL_ONE_MINUS_CONSTANT_ALPHA" ));
- break;
- }
- }
-
- if ( blendDest != ctx->Color.BlendDst )
- {
- blendDest = ctx->Color.BlendDst;
-
- switch( blendDest )
- {
- case GL_ZERO:
- DPF(( 0, "\tDST Blend\tGL_ZERO" ));
- break;
- case GL_ONE:
- DPF(( 0, "\tDST Blend\tGL_ONE" ));
- break;
- case GL_SRC_COLOR:
- DPF(( 0, "\tDST Blend\tGL_SRC_COLOR" ));
- break;
- case GL_ONE_MINUS_SRC_COLOR:
- DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_SRC_COLOR" ));
- break;
- case GL_SRC_ALPHA:
- DPF(( 0, "\tDST Blend\tGL_SRC_ALPHA" ));
- break;
- case GL_ONE_MINUS_SRC_ALPHA:
- DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_SRC_ALPHA" ));
- break;
- case GL_DST_ALPHA:
- DPF(( 0, "\tDST Blend\tGL_DST_ALPHA" ));
- break;
- case GL_ONE_MINUS_DST_ALPHA:
- DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_DST_ALPHA" ));
- break;
- case GL_CONSTANT_COLOR:
- DPF(( 0, "\tDST Blend\tGL_CONSTANT_COLOR" ));
- break;
- case GL_ONE_MINUS_CONSTANT_COLOR:
- DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_CONSTANT_COLOR" ));
- break;
- case GL_CONSTANT_ALPHA:
- DPF(( 0, "\tDST Blend\tGL_CONSTANT_ALPHA" ));
- break;
- case GL_ONE_MINUS_CONSTANT_ALPHA:
- DPF(( 0, "\tDST Blend\tGL_ONE_MINUS_CONSTANT_ALPHA" ));
- break;
- }
- }
-}