/**************************************************************************** * * Mesa 3-D graphics library * Direct3D Driver Interface * * ======================================================================== * * Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * ====================================================================== * * Language: ANSI C * Environment: Windows 9x/2000/XP/XBox (Win32) * * Description: GLDirect Direct3D 7.0a header file * ****************************************************************************/ #ifndef _GLD_DX7_H #define _GLD_DX7_H //--------------------------------------------------------------------------- // Windows includes //--------------------------------------------------------------------------- #define DIRECTDRAW_VERSION 0x0700 #define DIRECT3D_VERSION 0x0700 #include #include // Typedef for obtaining function from d3d7.dll //typedef IDirect3D7* (WINAPI *FNDIRECT3DCREATE7) (UINT); //--------------------------------------------------------------------------- // Defines //--------------------------------------------------------------------------- #ifdef _DEBUG // Debug build tests the return value of D3D calls #define _GLD_TEST_HRESULT(h) \ { \ HRESULT _hr = (h); \ if (FAILED(_hr)) { \ gldLogError(GLDLOG_ERROR, #h, _hr); \ } \ } #define _GLD_DX7(func) _GLD_TEST_HRESULT(IDirect3D7_##func##) #define _GLD_DX7_DEV(func) _GLD_TEST_HRESULT(IDirect3DDevice7_##func##) #define _GLD_DX7_VB(func) _GLD_TEST_HRESULT(IDirect3DVertexBuffer7_##func##) #define _GLD_DX7_TEX(func) _GLD_TEST_HRESULT(IDirectDrawSurface7_##func##) #else #define _GLD_DX7(func) IDirect3D7_##func #define _GLD_DX7_DEV(func) IDirect3DDevice7_##func #define _GLD_DX7_VB(func) IDirect3DVertexBuffer7_##func #define _GLD_DX7_TEX(func) IDirectDrawSurface7_##func #endif #define SAFE_RELEASE(p) \ { \ if (p) { \ (p)->lpVtbl->Release(p); \ (p) = NULL; \ } \ } #define SAFE_RELEASE_VB7(p) \ { \ if (p) { \ IDirect3DVertexBuffer7_Release((p)); \ (p) = NULL; \ } \ } #define SAFE_RELEASE_SURFACE7(p) \ { \ if (p) { \ IDirectDrawSurface7_Release((p)); \ (p) = NULL; \ } \ } // Emulate some DX8 defines #define D3DCOLOR_ARGB(a,r,g,b) ((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) #define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b) #define D3DCOLOR_COLORVALUE(r,g,b,a) D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f)) // Setup index. enum { GLD_SI_FLAT = 0, GLD_SI_SMOOTH = 1, GLD_SI_FLAT_EXTRAS = 2, GLD_SI_SMOOTH_EXTRAS = 3, }; //--------------------------------------------------------------------------- // Vertex definitions for Fixed-Function pipeline //--------------------------------------------------------------------------- // // NOTE: If the number of texture units is altered then most of // the texture code will need to be revised. // #define GLD_MAX_TEXTURE_UNITS_DX7 2 // // 2D vertex transformed by Mesa // #define GLD_FVF_2D_VERTEX ( D3DFVF_XYZRHW | \ D3DFVF_DIFFUSE | \ D3DFVF_SPECULAR | \ D3DFVF_TEX2) typedef struct { FLOAT x, y; // 2D raster coords FLOAT sz; // Screen Z (depth) FLOAT rhw; // Reciprocal homogenous W DWORD diffuse; // Diffuse colour DWORD specular; // For separate-specular support FLOAT t0_u, t0_v; // 1st set of texture coords FLOAT t1_u, t1_v; // 2nd set of texture coords } GLD_2D_VERTEX; // // 3D vertex transformed by Direct3D // #define GLD_FVF_3D_VERTEX ( D3DFVF_XYZ | \ D3DFVF_DIFFUSE | \ D3DFVF_TEX2) typedef struct { D3DXVECTOR3 Position; // XYZ Vector in object space D3DCOLOR Diffuse; // Diffuse colour D3DXVECTOR2 TexUnit0; // Texture unit 0 D3DXVECTOR2 TexUnit1; // Texture unit 1 } GLD_3D_VERTEX; //--------------------------------------------------------------------------- // Structs //--------------------------------------------------------------------------- // This keeps a count of how many times we choose each individual internal // pathway. Useful for seeing if a certain pathway was ever used by an app, and // how much each pathway is biased. // Zero the members at context creation and dump stats at context deletion. typedef struct { // Note: DWORD is probably too small ULARGE_INTEGER qwMesa; // Mesa TnL pipeline ULARGE_INTEGER qwD3DFVF; // Direct3D Fixed-Function pipeline } GLD_pipeline_usage; // GLDirect Primitive Buffer (points, lines, triangles and quads) typedef struct { // Data for IDirect3D7::CreateVertexBuffer() DWORD dwStride; // Stride of vertex DWORD dwCreateFlags; // Create flags DWORD dwFVF; // Direct3D Flexible Vertex Format IDirect3DVertexBuffer7 *pVB; // Holds points, lines, tris and quads. // Point list is assumed to be at start of buffer DWORD iFirstLine; // Index of start of line list DWORD iFirstTriangle; // Index of start of triangle list BYTE *pPoints; // Pointer to next free point BYTE *pLines; // Pointer to next free line BYTE *pTriangles; // Pointer to next free triangle DWORD nPoints; // Number of points ready to render DWORD nLines; // Number of lines ready to render DWORD nTriangles; // Number of triangles ready to render } GLD_pb_dx7; // GLDirect DX7 driver data typedef struct { // GLDirect vars BOOL bDoublebuffer; // Doublebuffer (otherwise single-buffered) BOOL bDepthStencil; // Depth buffer needed (stencil optional) D3DX_SURFACEFORMAT RenderFormat; // Format of back/front buffer D3DX_SURFACEFORMAT DepthFormat; // Format of depth/stencil // Direct3D vars DDCAPS ddCaps; D3DDEVICEDESC7 d3dCaps; BOOL bHasHWTnL; // Device has Hardware Transform/Light? ID3DXContext *pD3DXContext; // Base D3DX context IDirectDraw7 *pDD; // DirectDraw7 interface IDirect3D7 *pD3D; // Base Direct3D7 interface IDirect3DDevice7 *pDev; // Direct3D7 Device interface GLD_pb_dx7 PB2d; // Vertices transformed by Mesa GLD_pb_dx7 PB3d; // Vertices transformed by Direct3D D3DPRIMITIVETYPE d3dpt; // Current Direct3D primitive type D3DMATRIX matProjection; // Projection matrix for D3D TnL D3DMATRIX matModelView; // Model/View matrix for D3D TnL int iSetupFunc; // Which setup functions to use BOOL bUseMesaTnL; // Whether to use Mesa or D3D for TnL GLD_pipeline_usage PipelineUsage; } GLD_driver_dx7; #define GLD_GET_DX7_DRIVER(c) (GLD_driver_dx7*)(c)->glPriv //--------------------------------------------------------------------------- // Function prototypes //--------------------------------------------------------------------------- PROC gldGetProcAddress_DX7(LPCSTR a); void gldEnableExtensions_DX7(struct gl_context *ctx); void gldInstallPipeline_DX7(struct gl_context *ctx); void gldSetupDriverPointers_DX7(struct gl_context *ctx); void gldResizeBuffers_DX7(struct gl_framebuffer *fb); // Texture functions void gldCopyTexImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); void gldCopyTexImage2D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void gldCopyTexSubImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ); void gldCopyTexSubImage2D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ); void gldCopyTexSubImage3D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ); void gld_NEW_TEXTURE_DX7(struct gl_context *ctx); void gld_DrawPixels_DX7(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels); void gld_ReadPixels_DX7(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, GLvoid *dest); void gld_CopyPixels_DX7(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type); void gld_Bitmap_DX7(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap); const struct gl_texture_format* gld_ChooseTextureFormat_DX7(struct gl_context *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType); void gld_TexImage2D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *tObj, struct gl_texture_image *texImage); void gld_TexImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); void gld_TexSubImage2D_DX7( struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); void gld_TexSubImage1D_DX7(struct gl_context *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage); void gld_DeleteTexture_DX7(struct gl_context *ctx, struct gl_texture_object *tObj); void gld_ResetLineStipple_DX7(struct gl_context *ctx); // 2D primitive functions void gld_Points2D_DX7(struct gl_context *ctx, GLuint first, GLuint last); void gld_Line2DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1); void gld_Line2DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1); void gld_Triangle2DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2); void gld_Triangle2DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2); void gld_Triangle2DFlatExtras_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2); void gld_Triangle2DSmoothExtras_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2); void gld_Quad2DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void gld_Quad2DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void gld_Quad2DFlatExtras_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void gld_Quad2DSmoothExtras_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); // 3D primitive functions void gld_Points3D_DX7(struct gl_context *ctx, GLuint first, GLuint last); void gld_Line3DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1); void gld_Triangle3DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2); void gld_Quad3DFlat_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void gld_Line3DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1); void gld_Triangle3DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2); void gld_Quad3DSmooth_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); // Primitive functions for Two-sided-lighting Vertex Shader void gld_Points2DTwoside_DX7(struct gl_context *ctx, GLuint first, GLuint last); void gld_Line2DFlatTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1); void gld_Line2DSmoothTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1); void gld_Triangle2DFlatTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2); void gld_Triangle2DSmoothTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2); void gld_Quad2DFlatTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void gld_Quad2DSmoothTwoside_DX7(struct gl_context *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3); #endif