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/****************************************************************************
*
* 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 <d3d.h>
#include <d3dx.h>
// 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(GLcontext *ctx);
void gldInstallPipeline_DX7(GLcontext *ctx);
void gldSetupDriverPointers_DX7(GLcontext *ctx);
void gldResizeBuffers_DX7(GLframebuffer *fb);
// Texture functions
void gldCopyTexImage1D_DX7(GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
void gldCopyTexImage2D_DX7(GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void gldCopyTexSubImage1D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width );
void gldCopyTexSubImage2D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height );
void gldCopyTexSubImage3D_DX7(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
void gld_NEW_TEXTURE_DX7(GLcontext *ctx);
void gld_DrawPixels_DX7(GLcontext *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(GLcontext *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(GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type);
void gld_Bitmap_DX7(GLcontext *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(GLcontext *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType);
void gld_TexImage2D_DX7(GLcontext *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(GLcontext *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( GLcontext *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(GLcontext *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(GLcontext *ctx, struct gl_texture_object *tObj);
void gld_ResetLineStipple_DX7(GLcontext *ctx);
// 2D primitive functions
void gld_Points2D_DX7(GLcontext *ctx, GLuint first, GLuint last);
void gld_Line2DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Line2DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Triangle2DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Triangle2DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Triangle2DFlatExtras_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Triangle2DSmoothExtras_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Quad2DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Quad2DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Quad2DFlatExtras_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Quad2DSmoothExtras_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// 3D primitive functions
void gld_Points3D_DX7(GLcontext *ctx, GLuint first, GLuint last);
void gld_Line3DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Triangle3DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Quad3DFlat_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Line3DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Triangle3DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Quad3DSmooth_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// Primitive functions for Two-sided-lighting Vertex Shader
void gld_Points2DTwoside_DX7(GLcontext *ctx, GLuint first, GLuint last);
void gld_Line2DFlatTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Line2DSmoothTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Triangle2DFlatTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Triangle2DSmoothTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Quad2DFlatTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Quad2DSmoothTwoside_DX7(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
#endif
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