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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 8.0 header file
*
****************************************************************************/
#ifndef _GLD_DX8_H
#define _GLD_DX8_H
//---------------------------------------------------------------------------
// Windows includes
//---------------------------------------------------------------------------
//#ifndef STRICT
//#define STRICT
//#endif
//#define WIN32_LEAN_AND_MEAN
//#include <windows.h>
#include <d3d8.h>
#include <d3dx8.h>
// MS screwed up with the DX8.1 SDK - there's no compile-time
// method of compiling for 8.0 via the 8.1 SDK unless you
// "make sure you don't use any 8.1 interfaces".
// We CAN use 8.1 D3DX static functions, though - just not new 8.1 interfaces.
//
// D3D_SDK_VERSION is 120 for 8.0 (supported by Windows 95).
// D3D_SDK_VERSION is 220 for 8.1 (NOT supported by Windows 95).
//
#define D3D_SDK_VERSION_DX8_SUPPORT_WIN95 120
// Typedef for obtaining function from d3d8.dll
typedef IDirect3D8* (WINAPI *FNDIRECT3DCREATE8) (UINT);
//---------------------------------------------------------------------------
// Defines
//---------------------------------------------------------------------------
#ifdef _DEBUG
#define _GLD_TEST_HRESULT(h) \
{ \
HRESULT _hr = (h); \
if (FAILED(_hr)) { \
gldLogError(GLDLOG_ERROR, #h, _hr); \
} \
}
#define _GLD_DX8(func) _GLD_TEST_HRESULT(IDirect3D8_##func##)
#define _GLD_DX8_DEV(func) _GLD_TEST_HRESULT(IDirect3DDevice8_##func##)
#define _GLD_DX8_VB(func) _GLD_TEST_HRESULT(IDirect3DVertexBuffer8_##func##)
#define _GLD_DX8_TEX(func) _GLD_TEST_HRESULT(IDirect3DTexture8_##func##)
#else
#define _GLD_DX8(func) IDirect3D8_##func
#define _GLD_DX8_DEV(func) IDirect3DDevice8_##func
#define _GLD_DX8_VB(func) IDirect3DVertexBuffer8_##func
#define _GLD_DX8_TEX(func) IDirect3DTexture8_##func
#endif
#define SAFE_RELEASE(p) \
{ \
if (p) { \
(p)->lpVtbl->Release(p); \
(p) = NULL; \
} \
}
#define SAFE_RELEASE_VB8(p) \
{ \
if (p) { \
IDirect3DVertexBuffer8_Release((p)); \
(p) = NULL; \
} \
}
#define SAFE_RELEASE_SURFACE8(p) \
{ \
if (p) { \
IDirect3DSurface8_Release((p)); \
(p) = NULL; \
} \
}
// Setup index.
enum {
GLD_SI_FLAT = 0,
GLD_SI_SMOOTH = 1,
GLD_SI_FLAT_EXTRAS = 2,
GLD_SI_SMOOTH_EXTRAS = 3,
};
/*
// Internal pipeline
typedef enum {
GLD_PIPELINE_MESA = 0, // Mesa pipeline
GLD_PIPELINE_D3D_FVF = 1, // Direct3D Fixed-function pipeline
GLD_PIPELINE_D3D_VS_TWOSIDE = 2 // Direct3D two-sided-lighting vertex shader
} GLD_tnl_pipeline;
*/
//---------------------------------------------------------------------------
// 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_DX8 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;
//---------------------------------------------------------------------------
// Vertex Shaders
//---------------------------------------------------------------------------
/*
// DX8 Vertex Shader
typedef struct {
DWORD hShader; // If NULL, shader is invalid and cannot be used
BOOL bHardware; // If TRUE then shader was created for hardware,
// otherwise shader was created for software.
} GLD_vertexShader;
*/
//---------------------------------------------------------------------------
// 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
// ULARGE_INTEGER dwD3D2SVS; // Direct3D Two-Sided Vertex Shader pipeline
} GLD_pipeline_usage;
// GLDirect Primitive Buffer (points, lines, triangles and quads)
typedef struct {
// Data for IDirect3DDevice8::CreateVertexBuffer()
DWORD dwStride; // Stride of vertex
DWORD dwUsage; // Usage flags
DWORD dwFVF; // Direct3D Flexible Vertex Format
DWORD dwPool; // Pool flags
IDirect3DVertexBuffer8 *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_dx8;
// GLDirect DX8 driver data
typedef struct {
// GLDirect vars
BOOL bDoublebuffer; // Doublebuffer (otherwise single-buffered)
BOOL bDepthStencil; // Depth buffer needed (stencil optional)
D3DFORMAT RenderFormat; // Format of back/front buffer
D3DFORMAT DepthFormat; // Format of depth/stencil
// float fFlipWindowY; // Value for flipping viewport Y coord
// Direct3D vars
D3DCAPS8 d3dCaps8;
BOOL bHasHWTnL; // Device has Hardware Transform/Light?
IDirect3D8 *pD3D; // Base Direct3D8 interface
IDirect3DDevice8 *pDev; // Direct3D8 Device interface
GLD_pb_dx8 PB2d; // Vertices transformed by Mesa
GLD_pb_dx8 PB3d; // Vertices transformed by Direct3D
D3DPRIMITIVETYPE d3dpt; // Current Direct3D primitive type
D3DXMATRIX matProjection; // Projection matrix for D3D TnL
D3DXMATRIX matModelView; // Model/View matrix for D3D TnL
int iSetupFunc; // Which setup functions to use
BOOL bUseMesaTnL; // Whether to use Mesa or D3D for TnL
// Direct3D vars for two-sided lighting
// GLD_vertexShader VStwosidelight; // Vertex Shader for two-sided lighting
// D3DXMATRIX matWorldViewProj;// World/View/Projection matrix for shaders
// GLD_tnl_pipeline TnLPipeline; // Index of current internal pipeline
GLD_pipeline_usage PipelineUsage;
} GLD_driver_dx8;
#define GLD_GET_DX8_DRIVER(c) (GLD_driver_dx8*)(c)->glPriv
//---------------------------------------------------------------------------
// Function prototypes
//---------------------------------------------------------------------------
PROC gldGetProcAddress_DX8(LPCSTR a);
void gldEnableExtensions_DX8(GLcontext *ctx);
void gldInstallPipeline_DX8(GLcontext *ctx);
void gldSetupDriverPointers_DX8(GLcontext *ctx);
//void gldResizeBuffers_DX8(GLcontext *ctx);
void gldResizeBuffers_DX8(GLframebuffer *fb);
// Texture functions
void gldCopyTexImage1D_DX8(GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
void gldCopyTexImage2D_DX8(GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void gldCopyTexSubImage1D_DX8(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width );
void gldCopyTexSubImage2D_DX8(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height );
void gldCopyTexSubImage3D_DX8(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
void gld_NEW_TEXTURE_DX8(GLcontext *ctx);
void gld_DrawPixels_DX8(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_DX8(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_DX8(GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type);
void gld_Bitmap_DX8(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_DX8(GLcontext *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType);
void gld_TexImage2D_DX8(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_DX8(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_DX8( 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_DX8(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_DX8(GLcontext *ctx, struct gl_texture_object *tObj);
void gld_ResetLineStipple_DX8(GLcontext *ctx);
// 2D primitive functions
void gld_Points2D_DX8(GLcontext *ctx, GLuint first, GLuint last);
void gld_Line2DFlat_DX8(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Line2DSmooth_DX8(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Triangle2DFlat_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Triangle2DSmooth_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Triangle2DFlatExtras_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Triangle2DSmoothExtras_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Quad2DFlat_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Quad2DSmooth_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Quad2DFlatExtras_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Quad2DSmoothExtras_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// 3D primitive functions
void gld_Points3D_DX8(GLcontext *ctx, GLuint first, GLuint last);
void gld_Line3DFlat_DX8(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Triangle3DFlat_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Quad3DFlat_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Line3DSmooth_DX8(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Triangle3DSmooth_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Quad3DSmooth_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// Primitive functions for Two-sided-lighting Vertex Shader
void gld_Points2DTwoside_DX8(GLcontext *ctx, GLuint first, GLuint last);
void gld_Line2DFlatTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Line2DSmoothTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1);
void gld_Triangle2DFlatTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Triangle2DSmoothTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2);
void gld_Quad2DFlatTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gld_Quad2DSmoothTwoside_DX8(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
#endif
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