示例#1
0
void gld_Points3D_DX8(
	GLcontext *ctx,
	GLuint first,
	GLuint last)
{
	GLD_SETUP_3D_VARS_POINTS

	unsigned				i;
//	struct vertex_buffer	*VB = &TNL_CONTEXT(ctx)->vb;

	// _Size is already clamped to MaxPointSize and MinPointSize
	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));

	if (VB->Elts) {
		for (i=first; i<last; i++, pV++) {
			if (VB->ClipMask[VB->Elts[i]] == 0) {
//				_swrast_Point( ctx, &verts[VB->Elts[i]] );
//				GLD_SETUP_GET_SWVERT(VB->Elts[i]);
				GLD_SETUP_3D_VERTEX(VB->Elts[i])
				GLD_SETUP_SMOOTH_COLOUR_3D(i)
				GLD_SETUP_TEX0_3D(i)
				GLD_SETUP_TEX1_3D(i)
			}
		}
	} else {
//		GLD_SETUP_GET_SWVERT(first);
		for (i=first; i<last; i++, pV++) {
示例#2
0
void gld_Points2D_DX8(
	GLcontext *ctx,
	GLuint first,
	GLuint last)
{
	GLD_SETUP_2D_VARS_POINTS;

	unsigned				i;
	struct vertex_buffer	*VB = &TNL_CONTEXT(ctx)->vb;

	// _Size is already clamped to MaxPointSize and MinPointSize
	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_POINTSIZE, *((DWORD*)&ctx->Point._Size));

	if (VB->Elts) {
		for (i=first; i<last; i++, pV++) {
			if (VB->ClipMask[VB->Elts[i]] == 0) {
//				_swrast_Point( ctx, &verts[VB->Elts[i]] );
				GLD_SETUP_GET_SWVERT(VB->Elts[i]);
				GLD_SETUP_2D_VERTEX;
				GLD_SETUP_SMOOTH_COLOUR;
				GLD_SETUP_DEPTH;
				GLD_SETUP_SPECULAR;
				GLD_SETUP_TEX0;
				GLD_SETUP_TEX1;
			}
		}
	} else {
		GLD_SETUP_GET_SWVERT(first);
		for (i=first; i<last; i++, swv++, pV++) {
			if (VB->ClipMask[i] == 0) {
//				_swrast_Point( ctx, &verts[i] );
				GLD_SETUP_2D_VERTEX;
				GLD_SETUP_SMOOTH_COLOUR;
				GLD_SETUP_DEPTH;
				GLD_SETUP_SPECULAR;
				GLD_SETUP_TEX0;
				GLD_SETUP_TEX1;
			}
		}
	}

	gld->PB2d.pPoints = (BYTE*)pV;
	gld->PB2d.nPoints += (last-first);
}
示例#3
0
BOOL gldInitialiseMesa_DX(
	DGL_ctx *lpCtx)
{
	GLD_driver_dx8	*gld = NULL;
	int				MaxTextureSize, TextureLevels;
	BOOL			bSoftwareTnL;

	if (lpCtx == NULL)
		return FALSE;

	gld = lpCtx->glPriv;
	if (gld == NULL)
		return FALSE;

	if (glb.bMultitexture) {
		lpCtx->glCtx->Const.MaxTextureUnits = gld->d3dCaps8.MaxSimultaneousTextures;
		// Only support MAX_TEXTURE_UNITS texture units.
		// ** If this is altered then the FVF formats must be reviewed **.
		if (lpCtx->glCtx->Const.MaxTextureUnits > GLD_MAX_TEXTURE_UNITS_DX8)
			lpCtx->glCtx->Const.MaxTextureUnits = GLD_MAX_TEXTURE_UNITS_DX8;
	} else {
		// Multitexture override
		lpCtx->glCtx->Const.MaxTextureUnits = 1;
	}

	// max texture size
	MaxTextureSize = min(gld->d3dCaps8.MaxTextureHeight, gld->d3dCaps8.MaxTextureWidth);
	if (MaxTextureSize == 0)
		MaxTextureSize = 256; // Sanity check

	//
	// HACK!!
	if (MaxTextureSize > 1024)
		MaxTextureSize = 1024; // HACK - CLAMP TO 1024
	// HACK!!
	//

	// Got to set MAX_TEXTURE_SIZE as max levels.
	// Who thought this stupid idea up? ;)
	TextureLevels = 0;
	// Calculate power-of-two.
	while (MaxTextureSize) {
		TextureLevels++;
		MaxTextureSize >>= 1;
	}
	lpCtx->glCtx->Const.MaxTextureLevels = (TextureLevels) ? TextureLevels : 8;
	lpCtx->glCtx->Const.MaxDrawBuffers = 1;

	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_LIGHTING, FALSE);
	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_CULLMODE, D3DCULL_NONE);
	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_DITHERENABLE, TRUE);
	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);

	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_ZENABLE,
		(lpCtx->lpPF->dwDriverData!=D3DFMT_UNKNOWN) ? D3DZB_TRUE : D3DZB_FALSE);

	// Set the view matrix
	{
		D3DXMATRIX	vm;
#if 1
		D3DXMatrixIdentity(&vm);
#else
		D3DXVECTOR3 Eye(0.0f, 0.0f, 0.0f);
		D3DXVECTOR3 At(0.0f, 0.0f, -1.0f);
		D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
		D3DXMatrixLookAtRH(&vm, &Eye, &At, &Up);
		vm._31 = -vm._31;
		vm._32 = -vm._32;
		vm._33 = -vm._33;
		vm._34 = -vm._34;
#endif
		IDirect3DDevice8_SetTransform(gld->pDev, D3DTS_VIEW, &vm);
	}

	if (gld->bHasHWTnL) {
		if (glb.dwTnL == GLDS_TNL_DEFAULT)
			bSoftwareTnL = FALSE; // HW TnL
		else {
			bSoftwareTnL = ((glb.dwTnL == GLDS_TNL_MESA) || (glb.dwTnL == GLDS_TNL_D3DSW)) ? TRUE : FALSE;
		}
	} else {
		// No HW TnL, so no choice possible
		bSoftwareTnL = TRUE;
	}
	IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, bSoftwareTnL);

// Dump this in a Release build as well, now.
//#ifdef _DEBUG
	ddlogPrintf(DDLOG_INFO, "HW TnL: %s",
		gld->bHasHWTnL ? (bSoftwareTnL ? "Disabled" : "Enabled") : "Unavailable");
//#endif

	gldEnableExtensions_DX8(lpCtx->glCtx);
	gldInstallPipeline_DX8(lpCtx->glCtx);
	gldSetupDriverPointers_DX8(lpCtx->glCtx);

	// Signal a complete state update
	lpCtx->glCtx->Driver.UpdateState(lpCtx->glCtx, _NEW_ALL);

	// Start a scene
	IDirect3DDevice8_BeginScene(gld->pDev);
	lpCtx->bSceneStarted = TRUE;

	return TRUE;
}