2017-04-17 06:17:10 -06:00

10375 lines
259 KiB
C++
Executable File

#include "platformWin32/d3dgl.h"
#include "platformWin32/platformWin32.h"
#include "console/console.h"
#ifdef USEICECAP
#include "icapexp.h"
#endif
static void APIENTRY d3dEnd (void);
static void APIENTRY d3dBegin (GLenum mode);
static void APIENTRY d3dVertex3fv (const GLfloat *v);
static Globals g;
static void QuakeUpdateViewport()
{
D3DVIEWPORT7 vport;
g.m_d3ddev->GetViewport(&vport);
if(g.m_scissoring)
{
// Check whether viewport is completely within scissor rect
RECT scirect, vwprect, xrect;
scirect.left = g.m_scix;
scirect.top = g.m_sciy;
scirect.right = g.m_scix + g.m_sciw;
scirect.bottom = g.m_sciy + g.m_scih;
vwprect.left = g.m_vwx;
vwprect.top = g.m_vwy;
vwprect.right = g.m_vwx + g.m_vww;
vwprect.bottom = g.m_vwy + g.m_vwh;
if(IntersectRect(&xrect, &scirect, &vwprect))
{
if(EqualRect(&xrect, &vwprect))
{
goto updvwp;
}
}
else
{
goto updvwp;
}
// BUGBUG: if the viewport overlaps the scissor rect, then none of this works
vport.dwX = g.m_scix;
vport.dwY = g.m_winHeight - (g.m_sciy + g.m_scih);
vport.dwWidth = g.m_sciw;
vport.dwHeight = g.m_scih;
D3DVALUE dvClipX = (2.f * g.m_scix) / g.m_vww - 1.0f;
D3DVALUE dvClipY = (2.f * (g.m_sciy + g.m_scih)) / g.m_vwh - 1.0f;
D3DVALUE dvClipWidth = (2.f * g.m_sciw) / g.m_vww;
D3DVALUE dvClipHeight = (2.f * g.m_scih) / g.m_vwh;
D3DMATRIX c;
c._11 = 2.f / dvClipWidth;
c._21 = 0.f;
c._31 = 0.f;
c._41 = -1.f - 2.f * (dvClipX / dvClipWidth);
c._12 = 0.f;
c._22 = 2.f / dvClipHeight;
c._32 = 0.f;
c._42 = -1.f - 2.f * (dvClipY / dvClipHeight);
c._13 = 0.f;
c._23 = 0.f;
c._33 = 1.f;
c._43 = 0.f;
c._14 = 0.f;
c._24 = 0.f;
c._34 = 0.f;
c._44 = 1.f;
g.m_d3ddev->MultiplyTransform(D3DTRANSFORMSTATE_PROJECTION, &c);
}
else
{
updvwp:
vport.dwX = g.m_vwx;
vport.dwY = g.m_winHeight - (g.m_vwy + g.m_vwh);
vport.dwWidth = g.m_vww;
vport.dwHeight = g.m_vwh;
}
g.m_d3ddev->SetViewport(&vport);
g.m_updvwp = FALSE;
}
static void QuakeSetTexturingState()
{
if (g.m_updvwp)
QuakeUpdateViewport();
if (g.m_texturing == TRUE) {
if (g.m_texHandleValid == FALSE) {
TexInfo &ti = g.m_tex[g.m_curstagebinding[0]];
if (ti.m_dwStage != 0)
{
g.m_d3ddev->DeleteStateBlock(ti.m_block);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ADDRESSU,ti.m_addu);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ADDRESSV,ti.m_addv);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_MAGFILTER,ti.m_magmode);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_MINFILTER,ti.m_minmode);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_MIPFILTER,ti.m_mipmode);
g.m_d3ddev->SetTexture(0, ti.m_ddsurf);
g.m_d3ddev->EndStateBlock(&ti.m_block);
ti.m_dwStage = 0;
ti.m_capture = FALSE;
}
else if (ti.m_capture)
{
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ADDRESSU,ti.m_addu);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ADDRESSV,ti.m_addv);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_MAGFILTER,ti.m_magmode);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_MINFILTER,ti.m_minmode);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_MIPFILTER,ti.m_mipmode);
g.m_d3ddev->SetTexture(0, ti.m_ddsurf);
g.m_d3ddev->CaptureStateBlock(ti.m_block);
ti.m_capture = FALSE;
}
else
g.m_d3ddev->ApplyStateBlock(ti.m_block);
switch (g.m_blendmode[0]) {
case GL_REPLACE:
switch (ti.m_internalformat) {
case GL_RGB5_A1:
case GL_RGB:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][0]);
break;
case GL_RGBA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][1]);
break;
}
break;
case GL_MODULATE:
switch (ti.m_internalformat) {
case GL_ALPHA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][8]);
break;
case GL_LUMINANCE:
case GL_RGB5_A1:
case GL_RGB:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][2]);
break;
case GL_RGBA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][3]);
break;
}
break;
case GL_DECAL:
switch (ti.m_internalformat) {
case GL_RGB5_A1:
case GL_RGB:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][4]);
break;
case GL_RGBA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][5]);
break;
}
break;
case GL_BLEND:
switch (ti.m_internalformat) {
case GL_RGB5_A1:
case GL_RGB:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][6]);
break;
case GL_RGBA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[0][7]);
break;
}
break;
}
if (g.m_mtex != FALSE) {
TexInfo &ti2 = g.m_tex[g.m_curstagebinding[1]];
if (ti2.m_dwStage != 1)
{
g.m_d3ddev->DeleteStateBlock(ti2.m_block);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ADDRESSU,ti2.m_addu);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ADDRESSV,ti2.m_addv);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_MAGFILTER,ti2.m_magmode);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_MINFILTER,ti2.m_minmode);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_MIPFILTER,ti2.m_mipmode);
g.m_d3ddev->SetTexture(1, ti2.m_ddsurf);
g.m_d3ddev->EndStateBlock(&ti2.m_block);
ti2.m_dwStage = 1;
ti2.m_capture = FALSE;
}
else if (ti2.m_capture)
{
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ADDRESSU,ti2.m_addu);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ADDRESSV,ti2.m_addv);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_MAGFILTER,ti2.m_magmode);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_MINFILTER,ti2.m_minmode);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_MIPFILTER,ti2.m_mipmode);
g.m_d3ddev->SetTexture(1, ti2.m_ddsurf);
g.m_d3ddev->CaptureStateBlock(ti2.m_block);
ti2.m_capture = FALSE;
}
else
g.m_d3ddev->ApplyStateBlock(ti2.m_block);
switch (g.m_blendmode[1]) {
case GL_REPLACE:
switch (ti2.m_internalformat) {
case GL_RGB5_A1:
case GL_RGB:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[1][0]);
break;
case GL_RGBA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[1][1]);
break;
}
break;
case GL_MODULATE:
switch (ti2.m_internalformat) {
case GL_RGB5_A1:
case GL_RGB:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[1][2]);
break;
case GL_RGBA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[1][3]);
break;
}
break;
case GL_DECAL:
switch (ti2.m_internalformat) {
case GL_RGB5_A1:
case GL_RGB:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[1][4]);
break;
case GL_RGBA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[1][5]);
break;
}
break;
case GL_BLEND:
switch (ti2.m_internalformat) {
case GL_RGB5_A1:
case GL_RGB:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[1][6]);
break;
case GL_RGBA:
g.m_d3ddev->ApplyStateBlock(g.m_shaders[1][7]);
break;
}
break;
}
}
g.m_texHandleValid = TRUE;
}
if ((g.m_texgen[0] && g.m_texgenmode[0] == GL_OBJECT_LINEAR) ||
(g.m_texgen[1] && g.m_texgenmode[1] == GL_OBJECT_LINEAR))
{
if (g.m_inversedirty)
{
D3DMATRIX world;
float det;
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_WORLD, &world);
D3DXMatrixInverse((D3DXMATRIX *) &g.m_inverseworld,&det,(const D3DXMATRIX *) &world);
}
if ((g.m_inversedirty || g.m_objectdirty[0]) &&
g.m_texgen[0] && g.m_texgenmode[0] == GL_OBJECT_LINEAR)
{
D3DMATRIX object;
GLfloat *u = g.m_texgenplane[0][0];
GLfloat *v = g.m_texgenplane[0][1];
object._11 = u[0]; object._12 = v[0]; object._13 = 0; object._14 = 0;
object._21 = u[1]; object._22 = v[1]; object._23 = 0; object._24 = 0;
object._31 = u[2]; object._32 = v[2]; object._33 = 0; object._34 = 0;
object._41 = u[3]; object._42 = v[3]; object._43 = 0; object._44 = 0;
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_TEXTURE0,&object);
g.m_d3ddev->MultiplyTransform(D3DTRANSFORMSTATE_TEXTURE0,&g.m_curtexmatrix);
g.m_d3ddev->MultiplyTransform(D3DTRANSFORMSTATE_TEXTURE0,&g.m_inverseworld);
}
if ((g.m_inversedirty || g.m_objectdirty[1]) &&
g.m_texgen[1] && g.m_texgenmode[1] == GL_OBJECT_LINEAR)
{
D3DMATRIX object;
GLfloat *u = g.m_texgenplane[1][0];
GLfloat *v = g.m_texgenplane[1][1];
object._11 = u[0]; object._12 = v[0]; object._13 = 0; object._14 = 0;
object._21 = u[1]; object._22 = v[1]; object._23 = 0; object._24 = 0;
object._31 = u[2]; object._32 = v[2]; object._33 = 0; object._34 = 0;
object._41 = u[3]; object._42 = v[3]; object._43 = 0; object._44 = 0;
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_TEXTURE1,&object);
g.m_d3ddev->MultiplyTransform(D3DTRANSFORMSTATE_TEXTURE1,&g.m_inverseworld);
}
if (g.m_inversedirty)
g.m_inversedirty = FALSE;
}
}
}
static void RawToCanon(DWORD dwFormat, DWORD dwWidth, DWORD dwHeight, const void *lpPixels, DWORD *lpdwCanon)
{
switch (dwFormat)
{
case GL_ALPHA:
{
for (int i = 0, j = dwWidth*dwHeight; i < j; ++i)
lpdwCanon[i] = ((UCHAR *) lpPixels)[i] << 24;
}
break;
case GL_LUMINANCE:
{
for (int i = 0, j = dwWidth*dwHeight; i < j; ++i)
{
DWORD t = ((UCHAR *) lpPixels)[i];
lpdwCanon[i] = (t << 24) | (t << 16) | (t << 8) | t;
}
}
break;
case GL_RGB5_A1:
{
USHORT *rgba = (USHORT *) lpPixels;
for (int i = 0, j = dwWidth * dwHeight; i < j; ++i)
lpdwCanon[i] = ((rgba[i] & 0xF800) >> 8) | 0x7 |
((rgba[i] & 0x07C0) << 5) | 0x700 |
((rgba[i] & 0x003E) << 18) | 0x70000;
}
break;
case GL_RGB:
{
UCHAR *rgb = (UCHAR *) lpPixels;
for (int i = 0, j = dwWidth * dwHeight, k = 0; i < j; ++i, k += 3)
lpdwCanon[i] = rgb[k] | (rgb[k+1] << 8) | (rgb[k+2] << 16);
}
break;
case GL_RGBA:
memcpy(lpdwCanon, lpPixels, dwWidth * dwHeight * sizeof(DWORD));
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unsupported texture format: %x\n", dwFormat);
OutputDebugString(buf);
}
}
}
static void Resize(DWORD dwWidth, DWORD dwHeight, const DWORD *lpdwCanon,
DWORD dwNewWidth, DWORD dwNewHeight, DWORD *lpdwNewCanon)
{
DWORD i, j;
double rx = (double) dwWidth / (double) dwNewWidth;
double ry = (double) dwHeight / (double) dwNewHeight;
for (i = 0; i < dwNewHeight; ++i)
for (j = 0; j < dwNewWidth; ++j)
lpdwNewCanon[i * dwNewWidth + j] = lpdwCanon[((DWORD)(i * ry)) * dwWidth + (DWORD)(j * rx)];
}
static void CanonTo565(LPRECT lprect, const DWORD *lpdwCanon, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
USHORT *lpPixels = (USHORT*)lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (USHORT *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = (USHORT) (((lpdwCanon[i] & 0xF8) << 8) | ((lpdwCanon[i] & 0xFC00) >> 5) | ((lpdwCanon[i] & 0xF80000) >> 19));
}
static void RGB5To565(LPRECT lprect, const USHORT *lpushort, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
USHORT *lpPixels = (USHORT*)lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (USHORT *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = (lpushort[i] & 0xFFC0) | 0x20 | ((lpushort[i] & 0x3E) >> 1);
}
static void CanonTo555(LPRECT lprect, const DWORD *lpdwCanon, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
USHORT *lpPixels = (USHORT *) lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (USHORT *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = (USHORT) (((lpdwCanon[i] & 0xF8) << 7) | ((lpdwCanon[i] & 0xF800) >> 6) | ((lpdwCanon[i] & 0xF80000) >> 19));
}
static void RGB5To555(LPRECT lprect, const USHORT *lpushort, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
USHORT *lpPixels = (USHORT*)lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (USHORT *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = lpushort[i] >> 1;
}
static void CanonTo4444(LPRECT lprect, const DWORD *lpdwCanon, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
USHORT *lpPixels = (USHORT *) lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (USHORT *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = (USHORT) (((lpdwCanon[i] & 0xF0) << 4) | ((lpdwCanon[i] & 0xF000) >> 8) | ((lpdwCanon[i] & 0xF00000) >> 20) | ((lpdwCanon[i] & 0xF0000000) >> 16));
}
static void CanonTo8888(LPRECT lprect, const DWORD *lpdwCanon, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
DWORD *lpPixels = (DWORD*)lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (DWORD *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = ((lpdwCanon[i] & 0xFF00FF00) | ((lpdwCanon[i] & 0xFF) << 16) | ((lpdwCanon[i] & 0xFF0000) >> 16));
}
static void ALPHATo8888(LPRECT lprect, const UCHAR *lpuchar, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
DWORD *lpPixels = (DWORD *) lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (DWORD *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = lpuchar[i] << 24;
}
static void LUMINANCETo8888(LPRECT lprect, const UCHAR *lpuchar, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
DWORD *lpPixels = (DWORD *) lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (DWORD *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
{
DWORD t = lpuchar[i];
lpPixels[l] = t << 24 | t << 16 | t << 8 | t;
}
}
static void RGBTo8888(LPRECT lprect, const UCHAR *lpuchar, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
DWORD *lpPixels = (DWORD *) lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (DWORD *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, i += 3, ++l)
lpPixels[l] = (lpuchar[i]) << 16 | (lpuchar[i+1] << 8) | lpuchar[i+2];
}
static void RGBATo8888(LPRECT lprect, const DWORD *lpdwCanon, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
DWORD *lpPixels = (DWORD *) lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (DWORD *) ((UCHAR *) lpPixels + lpddsd->lPitch))
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = ((lpdwCanon[i] & 0xFF00FF00) | ((lpdwCanon[i] & 0xFF) << 16) | ((lpdwCanon[i] & 0xFF0000) >> 16));
}
static void CanonTo8(LPRECT lprect, const DWORD *lpdwCanon, LPDDSURFACEDESC2 lpddsd)
{
LONG i, j, k, l;
UCHAR *lpPixels = (UCHAR *) lpddsd->lpSurface;
for (k = lprect->top, i = 0; k < lprect->bottom; ++k, lpPixels = (UCHAR *) lpPixels + lpddsd->lPitch)
for (j = lprect->left, l = 0; j < lprect->right; ++j, ++i, ++l)
lpPixels[l] = (UCHAR)(lpdwCanon[i] & 0xFF);
}
static void LoadSurface(LPDIRECTDRAWSURFACE7 lpDDS, DWORD dwFormat,
DWORD dwWidth, DWORD dwHeight, DWORD dwNewWidth, DWORD dwNewHeight,
const void *pixels)
{
DDSURFACEDESC2 ddsd;
HRESULT ddrval;
DWORD *lpdwCanon, *lpdwNewCanon;
RECT rect;
/*
* Lock the surface so it can be filled with the texture
*/
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddrval = lpDDS->Lock(NULL, &ddsd, DDLOCK_NOSYSLOCK | DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT | DDLOCK_WRITEONLY, NULL);
if (ddrval != DD_OK) {
lpDDS->Release();
OutputDebugString("Lock failed while loading surface\n");
return;
}
SetRect(&rect, 0, 0, ddsd.dwWidth, ddsd.dwHeight);
if (dwFormat == GL_RGB5_A1 && ddsd.ddpfPixelFormat.dwRBitMask == 0xF800 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
RGB5To565(&rect,(const USHORT *) pixels,&ddsd);
else if (dwFormat == GL_RGB5_A1 && ddsd.ddpfPixelFormat.dwRBitMask == 0x7C00 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
RGB5To555(&rect,(const USHORT *) pixels,&ddsd);
else if (dwFormat == GL_ALPHA && ddsd.ddpfPixelFormat.dwRBitMask == 0xFF0000 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
ALPHATo8888(&rect,(const UCHAR *) pixels,&ddsd);
else if (dwFormat == GL_LUMINANCE && ddsd.ddpfPixelFormat.dwRBitMask == 0xFF0000 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
LUMINANCETo8888(&rect,(const UCHAR *) pixels,&ddsd);
else if (dwFormat == GL_RGB && ddsd.ddpfPixelFormat.dwRBitMask == 0xFF0000 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
RGBTo8888(&rect,(const UCHAR *) pixels,&ddsd);
else if (dwFormat == GL_RGBA && ddsd.ddpfPixelFormat.dwRBitMask == 0xFF0000 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
RGBATo8888(&rect,(const DWORD *) pixels,&ddsd);
else {
/*
* Convert the GL texture into a canonical format (8888),
* so that we can cleanly do image ops (such as resize) without
* having to worry about the bit format.
*/
lpdwCanon = (DWORD *) malloc(dwWidth * dwHeight * sizeof(DWORD));
RawToCanon(dwFormat, dwWidth, dwHeight, pixels, lpdwCanon);
/* Now resize the canon image */
if (dwWidth != dwNewWidth || dwHeight != dwNewHeight) {
lpdwNewCanon = (DWORD *) malloc(dwNewWidth * dwNewHeight * sizeof(DWORD));
Resize(dwWidth, dwHeight, lpdwCanon, dwNewWidth, dwNewHeight, lpdwNewCanon);
free(lpdwCanon);
}
else
lpdwNewCanon = lpdwCanon;
/* Copy the texture into the surface */
if (ddsd.ddpfPixelFormat.dwLuminanceBitMask == 0xFF)
CanonTo8(&rect, lpdwNewCanon, &ddsd);
else if (ddsd.ddpfPixelFormat.dwRGBAlphaBitMask == 0xF000)
CanonTo4444(&rect, lpdwNewCanon, &ddsd);
else if (ddsd.ddpfPixelFormat.dwRBitMask == 0xF800)
CanonTo565(&rect, lpdwNewCanon, &ddsd);
else if (ddsd.ddpfPixelFormat.dwRBitMask == 0x7C00)
CanonTo555(&rect, lpdwNewCanon, &ddsd);
else
CanonTo8888(&rect, lpdwNewCanon, &ddsd);
free(lpdwNewCanon);
}
/*
* unlock the surface
*/
lpDDS->Unlock(NULL);
}
static HRESULT LoadSubSurface(LPDIRECTDRAWSURFACE7 lpDDS, DWORD dwFormat,
DWORD dwWidth, DWORD dwHeight, const void *pixels,
LPRECT lpsubimage)
{
DDSURFACEDESC2 ddsd;
HRESULT ddrval;
DWORD *lpdwCanon, *lpdwNewCanon;
DWORD dwNewWidth=lpsubimage->right-lpsubimage->left;
DWORD dwNewHeight=lpsubimage->bottom-lpsubimage->top;
/*
* Lock the surface so it can be filled with the texture
*/
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddrval = lpDDS->Lock(lpsubimage, &ddsd, DDLOCK_NOSYSLOCK | DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT | DDLOCK_WRITEONLY, NULL);
if (ddrval != DD_OK) {
lpDDS->Release();
OutputDebugString("Lock failed while loading surface\n");
return ddrval;
}
if (dwFormat == GL_RGB5_A1 && ddsd.ddpfPixelFormat.dwRBitMask == 0xF800 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
RGB5To565(lpsubimage,(const USHORT *) pixels,&ddsd);
else if (dwFormat == GL_RGB5_A1 && ddsd.ddpfPixelFormat.dwRBitMask == 0x7C00 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
RGB5To555(lpsubimage,(const USHORT *) pixels,&ddsd);
else if (dwFormat == GL_ALPHA && ddsd.ddpfPixelFormat.dwRBitMask == 0xFF0000 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
ALPHATo8888(lpsubimage,(const UCHAR *) pixels,&ddsd);
else if (dwFormat == GL_LUMINANCE && ddsd.ddpfPixelFormat.dwRBitMask == 0xFF0000 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
LUMINANCETo8888(lpsubimage,(const UCHAR *) pixels,&ddsd);
else if (dwFormat == GL_RGB && ddsd.ddpfPixelFormat.dwRBitMask == 0xFF0000 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
RGBTo8888(lpsubimage,(const UCHAR *) pixels,&ddsd);
else if (dwFormat == GL_RGBA && ddsd.ddpfPixelFormat.dwRBitMask == 0xFF0000 &&
dwWidth == dwNewWidth && dwHeight == dwNewHeight)
RGBATo8888(lpsubimage,(const DWORD *) pixels,&ddsd);
else {
/*
* Convert the GL texture into a canonical format (8888),
* so that we can cleanly do image ops (such as resize) without
* having to worry about the bit format.
*/
lpdwCanon = (DWORD *) malloc(dwWidth * dwHeight * sizeof(DWORD));
RawToCanon(dwFormat, dwWidth, dwHeight, pixels, lpdwCanon);
if (dwWidth != dwNewWidth || dwHeight != dwNewHeight)
{
/* Now resize the canon image */
lpdwNewCanon = (DWORD *) malloc(dwNewWidth * dwNewHeight * sizeof(DWORD));
Resize(dwWidth, dwHeight, lpdwCanon, dwNewWidth, dwNewHeight, lpdwNewCanon);
free(lpdwCanon);
}
else
lpdwNewCanon=lpdwCanon;
/* Copy the texture into the surface */
if (ddsd.ddpfPixelFormat.dwLuminanceBitMask == 0xFF)
CanonTo8(lpsubimage,lpdwNewCanon,&ddsd);
else if (ddsd.ddpfPixelFormat.dwRGBAlphaBitMask == 0xF000)
CanonTo4444(lpsubimage,lpdwNewCanon,&ddsd);
else if (ddsd.ddpfPixelFormat.dwRBitMask == 0xF800)
CanonTo565(lpsubimage,lpdwNewCanon,&ddsd);
else if (ddsd.ddpfPixelFormat.dwRBitMask == 0x7C00)
CanonTo555(lpsubimage, lpdwNewCanon, &ddsd);
else
CanonTo8888(lpsubimage, lpdwNewCanon, &ddsd);
free(lpdwNewCanon);
}
/*
* unlock the surface
*/
lpDDS->Unlock(NULL);
return DD_OK;
}
///////////////////////////// BEGIN API ENTRIES ///////////////////////////////////////////////////
static void APIENTRY d3dActiveTextureARB(GLenum texture)
{
g.m_curtgt = texture == GL_TEXTURE0_ARB ? 0 : 1;
}
static void APIENTRY d3dAlphaFunc (GLenum func, GLclampf ref)
{
int funcvalue = -1;
switch(func) {
case GL_NEVER:
funcvalue=D3DCMP_NEVER;
break;
case GL_LESS:
funcvalue=D3DCMP_LESS;
break;
case GL_EQUAL:
funcvalue=D3DCMP_EQUAL;
break;
case GL_LEQUAL:
funcvalue=D3DCMP_LESSEQUAL;
break;
case GL_GREATER:
funcvalue=D3DCMP_GREATER;
break;
case GL_NOTEQUAL:
funcvalue=D3DCMP_NOTEQUAL;
break;
case GL_GEQUAL:
funcvalue=D3DCMP_GREATEREQUAL;
break;
case GL_ALWAYS:
funcvalue=D3DCMP_ALWAYS;
break;
}
if (funcvalue >= 0) {
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, funcvalue);
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ALPHAREF, (D3DFIXED)(ref * 255.f));
}
}
static void APIENTRY d3dArrayElement (GLint i)
{
if (g.m_usetexcoordary[0])
{
GLfloat *start0 = (GLfloat *) &((unsigned char *) g.m_texcoordary[0])[i*g.m_texcoordstride[0]];
g.m_tu = start0[0];
g.m_tv = start0[1];
}
if (g.m_usetexcoordary[1])
{
GLfloat *start1 = (GLfloat *) &((unsigned char *) g.m_texcoordary[1])[i*g.m_texcoordstride[1]];
g.m_tu2 = start1[0];
g.m_tv2 = start1[1];
}
if (g.m_usecolorary)
if (g.m_colortype == GL_UNSIGNED_BYTE)
{
#ifdef _X86_
_asm
{
mov ebx, g.m_colorary;
mov eax, i;
mov edx, g.m_colorstride;
mul edx;
cld;
mov esi, eax;
mov edx, 0x00FF00FF;
mov eax, [ebx + esi];
mov ecx, eax;
and eax, edx;
not edx;
rol eax, 16;
and ecx, edx;
or eax, ecx;
mov g.m_color, eax;
}
#else
GLubyte *start = &((GLubyte *) g.m_colorary)[i*g.m_colorstride];
g.m_color = RGBA_MAKE(start[0],start[1],start[2],start[3]);
#endif
}
else
{
GLfloat *start = (GLfloat *) &((unsigned char *) g.m_colorary)[i*g.m_colorstride];
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
mov ebx, start;
fld [ebx];
fld [ebx + 4];
fld [ebx + 8];
fld [ebx + 12];
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov g.m_color, eax;
}
#else
R = (unsigned int)(start[0] * two55);
G = (unsigned int)(start[1] * two55);
B = (unsigned int)(start[2] * two55);
A = (unsigned int)(start[3] * two55);
if (R > 255)
R = 255;
if (G > 255)
G = 255;
if (B > 255)
B = 255;
if (A > 255)
A = 255;
g.m_color = RGBA_MAKE(R, G, B, A);
#endif
}
if (g.m_usenormalary)
{
unsigned char *start = &((unsigned char *) g.m_normalary)[i*g.m_normalstride];
memcpy(&g.m_nx,start,sizeof(D3DVALUE)*3);
}
if (g.m_nfv[g.m_comp] + g.m_vcnt[g.m_comp] >= (VBUFSIZE - MAXVERTSPERPRIM))
{
if (g.m_prim == GL_TRIANGLES)
{
if (g.m_vcnt[g.m_comp] % 3 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
else if (g.m_prim == GL_QUADS)
{
if (g.m_vcnt[g.m_comp] % 4 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
else if(g.m_prim == GL_LINES)
{
if (g.m_vcnt[g.m_comp] % 2 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
}
#ifdef _X86_
_asm
{
mov eax, i;
mov edx, g.m_vertexstride;
mul edx;
cld;
mov esi, g.m_vertexary;
mov ecx, g.m_comp;
mov edi, g.m_verts;
add esi, eax;
mov eax, g.m_vcnt[ecx * 4];
lea edx, [eax + 1];
mov g.m_vcnt[ecx * 4], edx;
lea edx, [ecx * 8 + 28];
mul edx;
cld;
add edi, eax;
movsd;
movsd;
movsd;
lea esi, g.m_nx;
lea ecx, [ecx * 2 + 4];
rep movsd;
}
#else
D3DVALUE *d3dv = &(((D3DVALUE*)g.m_verts)[g.m_vcnt[g.m_comp]++ * (g.m_comp * 2 + 7)]);
GLfloat *v = (GLfloat *) &((unsigned char *) g.m_vertexary)[i * g.m_vertexstride];
*(d3dv++) = v[0];
*(d3dv++) = v[1];
*(d3dv++) = v[2];
memcpy(d3dv, &g.m_nx, sizeof(D3DVALUE)*3 + sizeof(D3DCOLOR) + g.m_comp*sizeof(D3DVALUE)*2);
#endif
}
static void APIENTRY d3dBegin (GLenum mode)
{
g.m_prim = mode;
if(g.m_texturing)
{
if(g.m_mtex)
{
g.m_comp = 2;
g.m_vcnt[2] = 0;
if(g.m_nfv[2] > (VBUFSIZE - MAXVERTSPERPRIM)) // check if space available
{
g.m_mtvbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[2] = 0;
}
else
{
g.m_mtvbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeMTVertex*)g.m_verts)[g.m_nfv[2]]);
}
}
else
{
g.m_comp = 1;
g.m_vcnt[1] = 0;
if(g.m_nfv[1] > (VBUFSIZE - MAXVERTSPERPRIM)) // check if space available
{
g.m_tvbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[1] = 0;
}
else
{
g.m_tvbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeTVertex*)g.m_verts)[g.m_nfv[1]]);
}
}
}
else
{
g.m_comp = 0;
g.m_vcnt[0] = 0;
if(g.m_nfv[0] > (VBUFSIZE - MAXVERTSPERPRIM)) // check if space available
{
g.m_vbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[0] = 0;
}
else
{
g.m_vbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeVertex*)g.m_verts)[g.m_nfv[0]]);
}
}
QuakeSetTexturingState();
}
static void APIENTRY d3dBindTexture (GLenum target, GLuint texture)
{
target;
g.m_curstagebinding[g.m_curtgt] = texture;
g.m_texHandleValid = FALSE;
}
static void APIENTRY d3dBlendFunc (GLenum sfactor, GLenum dfactor)
{
int svalue = -1, dvalue = -1;
switch(sfactor) {
case GL_ZERO:
svalue=D3DBLEND_ZERO;
break;
case GL_ONE:
svalue=D3DBLEND_ONE;
break;
case GL_DST_COLOR:
svalue=D3DBLEND_DESTCOLOR;
break;
case GL_ONE_MINUS_DST_COLOR:
svalue=D3DBLEND_INVDESTCOLOR;
break;
case GL_SRC_ALPHA:
svalue=D3DBLEND_SRCALPHA;
break;
case GL_ONE_MINUS_SRC_ALPHA:
svalue=D3DBLEND_INVSRCALPHA;
break;
case GL_DST_ALPHA:
svalue=D3DBLEND_DESTALPHA;
break;
case GL_ONE_MINUS_DST_ALPHA:
svalue=D3DBLEND_INVDESTALPHA;
break;
case GL_SRC_ALPHA_SATURATE:
svalue=D3DBLEND_SRCALPHASAT;
break;
}
switch(dfactor) {
case GL_ZERO:
dvalue=D3DBLEND_ZERO;
break;
case GL_ONE:
dvalue=D3DBLEND_ONE;
break;
case GL_SRC_COLOR:
dvalue=D3DBLEND_SRCCOLOR;
break;
case GL_ONE_MINUS_SRC_COLOR:
dvalue=D3DBLEND_INVSRCCOLOR;
break;
case GL_SRC_ALPHA:
dvalue=D3DBLEND_SRCALPHA;
break;
case GL_ONE_MINUS_SRC_ALPHA:
dvalue=D3DBLEND_INVSRCALPHA;
break;
case GL_DST_ALPHA:
dvalue=D3DBLEND_DESTALPHA;
break;
case GL_ONE_MINUS_DST_ALPHA:
dvalue=D3DBLEND_INVDESTALPHA;
break;
}
if (svalue >= 0) g.m_d3ddev->SetRenderState(D3DRENDERSTATE_SRCBLEND, (DWORD)svalue);
if (dvalue >= 0) g.m_d3ddev->SetRenderState(D3DRENDERSTATE_DESTBLEND, (DWORD)dvalue);
}
static void APIENTRY d3dClear (GLbitfield mask)
{
DWORD flags = 0;
if (mask & GL_COLOR_BUFFER_BIT)
flags |= D3DCLEAR_TARGET;
if (mask & GL_DEPTH_BUFFER_BIT)
flags |= D3DCLEAR_ZBUFFER;
if (mask & GL_STENCIL_BUFFER_BIT)
flags |= D3DCLEAR_STENCIL;
if (g.m_updvwp)
QuakeUpdateViewport();
g.m_d3ddev->Clear(0, NULL, flags, g.m_clearColor, (D3DVALUE) g.m_clearDepth, 0);
}
static void APIENTRY d3dClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
fld red;
fld green;
fld blue;
fld alpha;
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov g.m_clearColor, eax;
}
#else
R = (unsigned int)(red * two55);
G = (unsigned int)(green * two55);
B = (unsigned int)(blue * two55);
A = (unsigned int)(alpha * two55);
if(R > 255)
R = 255;
if(G > 255)
G = 255;
if(B > 255)
B = 255;
if(A > 255)
A = 255;
g.m_clearColor = RGBA_MAKE(R, G, B, A);
#endif
}
static void APIENTRY d3dClearDepth (GLclampd depth)
{
g.m_clearDepth = depth;
}
static void APIENTRY d3dClientActiveTextureARB(GLenum texture)
{
g.m_client_active_texture_arb = texture == GL_TEXTURE0_ARB ? 0 : 1;
}
static void APIENTRY d3dClipPlane (GLenum plane, const GLdouble *equation)
{
plane;
equation;
}
static void APIENTRY d3dColor3f (GLfloat red, GLfloat green, GLfloat blue)
{
static float two55 = 255.f;
unsigned int R, G, B;
#ifdef _X86_
__asm {
fld red;
fld green;
fld blue;
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmulp st(3), st(0);
fistp B;
fistp G;
fistp R;
mov eax, B;
cmp eax, 255;
jle pt1;
mov eax, 255;
pt1: mov ebx, G;
cmp ebx, 255;
jle pt2;
mov ebx, 255;
pt2: mov ecx, R;
cmp ecx, 255;
jle pt3;
mov ecx, 255;
pt3: shl ebx, 8;
shl ecx, 16;
or eax, ebx;
or ecx, 0xFF000000;
or eax, ecx;
mov g.m_color, eax;
}
#else
R = (unsigned int)(red * two55);
G = (unsigned int)(green * two55);
B = (unsigned int)(blue * two55);
if(R > 255)
R = 255;
if(G > 255)
G = 255;
if(B > 255)
B = 255;
g.m_color = RGBA_MAKE(R, G, B, 255);
#endif
}
static void APIENTRY d3dColor3ub (GLubyte red, GLubyte green, GLubyte blue)
{
g.m_color = RGBA_MAKE(red, green, blue, 255);
}
static void APIENTRY d3dColor3ubv (const GLubyte *v)
{
g.m_color = RGBA_MAKE(v[0], v[1], v[2], 255);
}
static void APIENTRY d3dColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
g.m_color = RGBA_MAKE(red, green, blue, alpha);
}
static void APIENTRY d3dColor4ubv (const GLubyte *v)
{
#ifdef _X86_
_asm
{
mov ebx, v;
mov edx, 0x00FF00FF;
mov eax, [ebx];
mov ecx, eax;
and eax, edx;
not edx;
rol eax, 16;
and ecx, edx;
or eax, ecx;
mov g.m_color, eax;
}
#else
g.m_color = RGBA_MAKE(v[0], v[1], v[2], v[3]);
#endif
}
static void APIENTRY d3dColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
fld red;
fld green;
fld blue;
fld alpha;
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov g.m_color, eax;
}
#else
R = (unsigned int)(red * two55);
G = (unsigned int)(green * two55);
B = (unsigned int)(blue * two55);
A = (unsigned int)(alpha * two55);
if(R > 255)
R = 255;
if(G > 255)
G = 255;
if(B > 255)
B = 255;
if(A > 255)
A = 255;
g.m_color = RGBA_MAKE(R, G, B, A);
#endif
}
static void APIENTRY d3dColor4fv (const GLfloat *v)
{
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
mov ebx, v;
fld [ebx];
fld [ebx + 4];
fld [ebx + 8];
fld [ebx + 12];
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov g.m_color, eax;
}
#else
R = (unsigned int)(v[0] * two55);
G = (unsigned int)(v[1] * two55);
B = (unsigned int)(v[2] * two55);
A = (unsigned int)(v[3] * two55);
if(R > 255)
R = 255;
if(G > 255)
G = 255;
if(B > 255)
B = 255;
if(A > 255)
A = 255;
g.m_color = RGBA_MAKE(R, G, B, A);
#endif
}
static void APIENTRY d3dColorPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
if (size == 4 && (type == GL_UNSIGNED_BYTE || type == GL_FLOAT))
{
if (stride)
g.m_colorstride = stride;
else
g.m_colorstride = (type == GL_UNSIGNED_BYTE) ? 4 : 16;
g.m_colortype = type;
g.m_colorary = pointer;
}
else
OutputDebugString("Color array not supported\n");
}
static void APIENTRY d3dCullFace (GLenum mode)
{
g.m_cullMode = mode;
if(g.m_cullEnabled == TRUE){
DWORD statevalue;
if ((mode == GL_BACK && g.m_frontFace == GL_CCW) ||
(mode == GL_FRONT && g.m_frontFace == GL_CW))
statevalue=D3DCULL_CW;
else
statevalue=D3DCULL_CCW;
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_CULLMODE, statevalue);
}
}
static void APIENTRY d3dGenTextures (GLsizei n, GLuint *textures)
{
GLListManip<GLuint> freeTextures(&g.m_freeTextures);
for (int i = 0; i < n; ++i)
{
textures[i] = freeTextures();
freeTextures.remove();
}
}
static void APIENTRY d3dDeleteTextures (GLsizei n, const GLuint *textures)
{
GLListManip<GLuint> freeTextures(&g.m_freeTextures);
for(int i = 0; i < n; ++i) {
TexInfo &ti = g.m_tex[textures[i]];
if(ti.m_ddsurf != 0) {
ti.m_ddsurf->Release();
ti.m_ddsurf = 0;
}
if(ti.m_block != 0)
{
g.m_d3ddev->DeleteStateBlock(ti.m_block);
ti.m_block = 0;
}
ti.m_capture = FALSE;
ti.m_dwStage = 0;
ti.m_minmode = D3DTFN_POINT;
ti.m_magmode = D3DTFG_LINEAR;
ti.m_mipmode = D3DTFP_LINEAR;
ti.m_addu = D3DTADDRESS_WRAP;
ti.m_addv = D3DTADDRESS_WRAP;
freeTextures.insert(textures[i]);
}
}
static void APIENTRY d3dDepthFunc (GLenum func)
{
int state = -1;
switch(func) {
case GL_NEVER:
state=D3DCMP_NEVER;
break;
case GL_LESS:
state=D3DCMP_LESS;
break;
case GL_EQUAL:
state=D3DCMP_EQUAL;
break;
case GL_LEQUAL:
state=D3DCMP_LESSEQUAL;
break;
case GL_GREATER:
state=D3DCMP_GREATER;
break;
case GL_NOTEQUAL:
state=D3DCMP_NOTEQUAL;
break;
case GL_GEQUAL:
state=D3DCMP_GREATEREQUAL;
break;
case GL_ALWAYS:
state=D3DCMP_ALWAYS;
break;
}
if(state >= 0)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ZFUNC, state);
}
static void APIENTRY d3dDepthMask (GLboolean flag)
{
if(flag == 0)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE);
else
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE);
}
static void APIENTRY d3dDepthRange (GLclampd zNear, GLclampd zFar)
{
if(zFar == zNear)
{
zFar += .001;
zNear -= .001;
}
if(zNear < 0.)
zNear = 0.;
if(zNear > 1.)
zNear = 1.;
if(zFar < 0.)
zFar = 0.;
if(zFar > 1.)
zFar = 1.;
D3DVIEWPORT7 vport;
g.m_d3ddev->GetViewport(&vport);
vport.dvMinZ = (D3DVALUE)zNear;
vport.dvMaxZ = (D3DVALUE)zFar;
g.m_d3ddev->SetViewport(&vport);
}
static void APIENTRY d3dEnd (void)
{
if (g.m_texturing)
{
if (g.m_mtex)
{
if (g.m_vcnt[2] && g.m_prim == GL_LINE_LOOP)
{
D3DVALUE *d3dv = (D3DVALUE *) g.m_verts;
memcpy(&g.m_nx,&d3dv[3],sizeof(D3DVALUE)*3 + sizeof(D3DCOLOR) + sizeof(D3DVALUE)*4);
d3dVertex3fv(d3dv);
}
g.m_mtvbuf->Unlock();
if(g.m_vcnt[2] == 0)
return;
unsigned i;
switch(g.m_prim)
{
case GL_LINES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINELIST, g.m_mtvbuf, g.m_nfv[2], g.m_vcnt[2], 0);
g.m_nfv[2] += g.m_vcnt[2];
break;
case GL_LINE_LOOP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINESTRIP, g.m_mtvbuf, g.m_nfv[2], g.m_vcnt[2], 0);
g.m_nfv[2] += g.m_vcnt[2];
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLELIST, g.m_mtvbuf, g.m_nfv[2], g.m_vcnt[2], 0);
g.m_nfv[2] += g.m_vcnt[2];
break;
case GL_TRIANGLE_STRIP:
case GL_QUAD_STRIP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_mtvbuf, g.m_nfv[2], g.m_vcnt[2], 0);
g.m_nfv[2] += g.m_vcnt[2];
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_mtvbuf, g.m_nfv[2], g.m_vcnt[2], 0);
g.m_nfv[2] += g.m_vcnt[2];
break;
case GL_QUADS:
for(i = 0; i < g.m_vcnt[2]; i += 4)
{
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_mtvbuf, g.m_nfv[2], 4, 0);
g.m_nfv[2] += 4;
}
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",g.m_prim);
OutputDebugString(buf);
}
}
}
else
{
if (g.m_vcnt[1] && g.m_prim == GL_LINE_LOOP)
{
D3DVALUE *d3dv = (D3DVALUE *) g.m_verts;
memcpy(&g.m_nx,&d3dv[3],sizeof(D3DVALUE)*3 + sizeof(D3DCOLOR) + sizeof(D3DVALUE)*2);
d3dVertex3fv(d3dv);
}
g.m_tvbuf->Unlock();
if(g.m_vcnt[1] == 0)
return;
unsigned i;
switch(g.m_prim)
{
case GL_LINES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINELIST, g.m_tvbuf, g.m_nfv[1], g.m_vcnt[1], 0);
g.m_nfv[1] += g.m_vcnt[1];
break;
case GL_LINE_LOOP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINESTRIP, g.m_tvbuf, g.m_nfv[1], g.m_vcnt[1], 0);
g.m_nfv[1] += g.m_vcnt[1];
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLELIST, g.m_tvbuf, g.m_nfv[1], g.m_vcnt[1], 0);
g.m_nfv[1] += g.m_vcnt[1];
break;
case GL_TRIANGLE_STRIP:
case GL_QUAD_STRIP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_tvbuf, g.m_nfv[1], g.m_vcnt[1], 0);
g.m_nfv[1] += g.m_vcnt[1];
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_tvbuf, g.m_nfv[1], g.m_vcnt[1], 0);
g.m_nfv[1] += g.m_vcnt[1];
break;
case GL_QUADS:
for(i = 0; i < g.m_vcnt[1]; i += 4)
{
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_tvbuf, g.m_nfv[1], 4, 0);
g.m_nfv[1] += 4;
}
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",g.m_prim);
OutputDebugString(buf);
}
}
}
}
else
{
if (g.m_vcnt[0] && g.m_prim == GL_LINE_LOOP)
{
D3DVALUE *d3dv = (D3DVALUE *) g.m_verts;
memcpy(&g.m_nx,&d3dv[3],sizeof(D3DVALUE)*3 + sizeof(D3DCOLOR));
d3dVertex3fv(d3dv);
}
g.m_vbuf->Unlock();
if(g.m_vcnt[0] == 0)
return;
unsigned i;
switch(g.m_prim)
{
case GL_LINES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINELIST, g.m_vbuf, g.m_nfv[0], g.m_vcnt[0], 0);
g.m_nfv[0] += g.m_vcnt[0];
break;
case GL_LINE_LOOP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINESTRIP, g.m_vbuf, g.m_nfv[0], g.m_vcnt[0], 0);
g.m_nfv[0] += g.m_vcnt[0];
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLELIST, g.m_vbuf, g.m_nfv[0], g.m_vcnt[0], 0);
g.m_nfv[0] += g.m_vcnt[0];
break;
case GL_TRIANGLE_STRIP:
case GL_QUAD_STRIP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_vbuf, g.m_nfv[0], g.m_vcnt[0], 0);
g.m_nfv[0] += g.m_vcnt[0];
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_vbuf, g.m_nfv[0], g.m_vcnt[0], 0);
g.m_nfv[0] += g.m_vcnt[0];
break;
case GL_QUADS:
for(i = 0; i < g.m_vcnt[0]; i += 4)
{
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_vbuf, g.m_nfv[0], 4, 0);
g.m_nfv[0] += 4;
}
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",g.m_prim);
OutputDebugString(buf);
}
}
}
}
static void APIENTRY d3dDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
if (count == 0)
return;
if (count > g.m_numIndices)
{
g.m_numIndices = count;
delete [] g.m_wIndices;
g.m_wIndices = new WORD[g.m_numIndices];
}
unsigned min, max, vcount;
GLsizei i;
if (g.m_lckcount != 0)
{
switch (type)
{
case GL_UNSIGNED_BYTE:
for (i = 0; i < count; ++i)
g.m_wIndices[i] = (WORD) ((unsigned char*) indices)[i];
break;
case GL_UNSIGNED_SHORT:
for (i = 0; i < count; ++i)
g.m_wIndices[i] = (WORD) ((unsigned short*) indices)[i];
break;
case GL_UNSIGNED_INT:
for (i = 0; i < count; ++i)
g.m_wIndices[i] = (WORD) ((unsigned *) indices)[i];
break;
}
min = g.m_lckfirst;
max = g.m_lckfirst+g.m_lckcount - 1;
vcount = g.m_lckcount;
}
else
{
min = 65535;
max = 0;
switch (type)
{
case GL_UNSIGNED_BYTE:
for (i = 0; i < count; ++i)
{
unsigned t = ((unsigned char *) indices)[i];
if (t < min)
min = t;
if (t > max)
max = t;
}
for (i = 0; i < count; ++i)
g.m_wIndices[i] = (WORD) (((unsigned char*) indices)[i] - min);
break;
case GL_UNSIGNED_SHORT:
for (i = 0; i < count; ++i)
{
unsigned t = ((unsigned short *) indices)[i];
if (t < min)
min = t;
if (t > max)
max = t;
}
for (i = 0; i < count; ++i)
g.m_wIndices[i] = (WORD) (((unsigned short *) indices)[i] - min);
break;
case GL_UNSIGNED_INT:
for (i = 0; i < count; ++i)
{
unsigned t = ((unsigned int *) indices)[i];
if (t < min)
min = t;
if (t > max)
max = t;
}
for (i = 0; i < count; ++i)
g.m_wIndices[i] = (WORD) (((unsigned int *) indices)[i] - min);
break;
}
vcount = max-min + 1;
}
if (g.m_texturing)
if (g.m_mtex)
{
g.m_comp = 2;
if (g.m_nfv[2] > (VBUFSIZE - vcount)) // check if space available
{
g.m_mtvbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[2] = 0;
}
else
{
g.m_mtvbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeMTVertex*)g.m_verts)[g.m_nfv[2]]);
}
}
else
{
g.m_comp = 1;
if (g.m_nfv[1] > (VBUFSIZE - vcount)) // check if space available
{
g.m_tvbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[1] = 0;
}
else
{
g.m_tvbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeTVertex*)g.m_verts)[g.m_nfv[1]]);
}
}
else
{
g.m_comp = 0;
if (g.m_nfv[0] > (VBUFSIZE - vcount)) // check if space available
{
g.m_vbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[0] = 0;
}
else
{
g.m_vbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeVertex*)g.m_verts)[g.m_nfv[0]]);
}
}
unsigned dstride = 7 + g.m_comp*2;
if (g.m_texturing)
{
if (g.m_usetexcoordary[0])
{
unsigned char *tex0 = &((unsigned char *) g.m_texcoordary[0])[min*g.m_texcoordstride[0]];
D3DVALUE *data = (D3DVALUE *) g.m_verts+7;
for (i = 0; i < vcount; ++i)
{
memcpy(data,tex0,2*sizeof(GLfloat));
tex0 += g.m_texcoordstride[0];
data += dstride;
}
}
else if (g.m_texgen[0] && g.m_texgenmode[0] == GL_SPHERE_MAP)
{
unsigned char *vtx = &((unsigned char *) g.m_vertexary)[min*g.m_vertexstride];
D3DVALUE *data = (D3DVALUE *) g.m_verts+7;
// Get the current world-view matrix
D3DMATRIX world;
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_WORLD, &world);
// Extract world-view matrix elements for speed
FLOAT m11 = world._11, m21 = world._21, m31 = world._31;
FLOAT m12 = world._12, m22 = world._22, m32 = world._32;
FLOAT m13 = world._13, m23 = world._23, m33 = world._33;
// Loop through the vertices, transforming each one and calculating
// the correct texture coordinates.
for (i = 0; i < vcount; ++i)
{
FLOAT nx = ((FLOAT *) vtx)[0];
FLOAT ny = ((FLOAT *) vtx)[1];
FLOAT nz = ((FLOAT *) vtx)[2];
// Check the z-component, to skip any vertices that face backwards
if (nx*m13 + ny*m23 + nz*m33 > 0.0f)
continue;
// Assign the spheremap's texture coordinates
data[0] = 0.5f * (1.0f + (nx*m11 + ny*m21 + nz*m31));
data[1] = 0.5f * (1.0f - (nx*m12 + ny*m22 + nz*m32));
vtx += g.m_vertexstride;
data += dstride;
}
}
else
{
D3DVALUE *data = (D3DVALUE *) g.m_verts+7;
for (i = 0; i < vcount; ++i)
{
memcpy(data,&g.m_tu,2*sizeof(GLfloat));
data += dstride;
}
}
if (g.m_mtex)
if (g.m_usetexcoordary[1])
{
unsigned char *tex1 = &((unsigned char *) g.m_texcoordary[1])[min*g.m_texcoordstride[1]];
D3DVALUE *data = (D3DVALUE *) g.m_verts+9;
for (i = 0; i < vcount; ++i)
{
memcpy(data,tex1,2*sizeof(GLfloat));
tex1 += g.m_texcoordstride[1];
data += dstride;
}
}
else if (g.m_texgen[1] && g.m_texgenmode[1] == GL_SPHERE_MAP)
{
unsigned char *vtx = &((unsigned char *) g.m_vertexary)[min*g.m_vertexstride];
D3DVALUE *data = (D3DVALUE *) g.m_verts+9;
// Get the current world-view matrix
D3DMATRIX world;
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_WORLD, &world);
// Extract world-view matrix elements for speed
FLOAT m11 = world._11, m21 = world._21, m31 = world._31;
FLOAT m12 = world._12, m22 = world._22, m32 = world._32;
FLOAT m13 = world._13, m23 = world._23, m33 = world._33;
// Loop through the vertices, transforming each one and calculating
// the correct texture coordinates.
for (i = 0; i < vcount; ++i)
{
FLOAT nx = ((FLOAT *) vtx)[0];
FLOAT ny = ((FLOAT *) vtx)[1];
FLOAT nz = ((FLOAT *) vtx)[2];
// Check the z-component, to skip any vertices that face backwards
if (nx*m13 + ny*m23 + nz*m33 > 0.0f)
continue;
// Assign the spheremap's texture coordinates
data[0] = 0.5f * (1.0f + (nx*m11 + ny*m21 + nz*m31));
data[1] = 0.5f * (1.0f - (nx*m12 + ny*m22 + nz*m32));
vtx += g.m_vertexstride;
data += dstride;
}
}
else
{
D3DVALUE *data = (D3DVALUE *) g.m_verts+9;
for (i = 0; i < vcount; ++i)
{
memcpy(data,&g.m_tu2,2*sizeof(GLfloat));
data += dstride;
}
}
}
if (g.m_usenormalary)
{
unsigned char *nml = &((unsigned char *) g.m_normalary)[min*g.m_normalstride];
D3DVALUE *data = (D3DVALUE *) g.m_verts+3;
for (i = 0; i < vcount; ++i)
{
memcpy(data,nml,3*sizeof(GLfloat));
nml += g.m_normalstride;
data += dstride;
}
}
if (g.m_usecolorary)
{
if (g.m_colortype == GL_UNSIGNED_BYTE)
{
#ifdef _X86_
DWORD ustride = (dstride-1) * 4;
_asm
{
mov esi, min;
mov ecx, max;
mov edx, 0x00FF00FF;
mov ebx, g.m_colorary;
mov edi, g.m_verts;
add edi, 24;
sub ecx, esi;
lea esi, [ebx + esi * 4];
inc ecx;
cld;
lp1: lodsd;
mov ebx, eax;
and eax, edx;
not edx;
rol eax, 16;
and ebx, edx;
not edx;
or eax, ebx;
stosd;
add edi, ustride;
loop lp1;
}
#else
GLubyte *clr = &((GLubyte *) g.m_colorary)[min*g.m_colorstride];
D3DCOLOR *data = (D3DCOLOR *) g.m_verts+6;
for (i = 0; i < vcount; i++)
{
data[0] = RGBA_MAKE(clr[0],clr[1],clr[2],clr[3]);
clr += g.m_colorstride;
data += dstride;
}
#endif
}
else
{
GLubyte *clr = &((GLubyte *) g.m_colorary)[min*g.m_colorstride];
D3DCOLOR *data = (D3DCOLOR *) g.m_verts+6;
for (i = 0; i < vcount; ++i)
{
static float two55 = 255.f;
unsigned int R, G, B, A;
//#ifdef _X86_
#if 0
__asm {
mov ebx, clr;
fld [ebx];
fld [ebx + 4];
fld [ebx + 8];
fld [ebx + 12];
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov data, eax;
}
#else
GLfloat *fclr = (GLfloat *) clr;
R = (unsigned int)(fclr[0] * two55);
G = (unsigned int)(fclr[1] * two55);
B = (unsigned int)(fclr[2] * two55);
A = (unsigned int)(fclr[3] * two55);
if (R > 255)
R = 255;
if (G > 255)
G = 255;
if (B > 255)
B = 255;
if (A > 255)
A = 255;
data[0] = RGBA_MAKE(R, G, B, A);
#endif
clr += g.m_colorstride;
data += dstride;
}
}
}
else
{
D3DCOLOR *data = (D3DCOLOR *) g.m_verts+6;
for (i = 0; i < vcount; ++i)
{
memcpy(data,&g.m_color,sizeof(D3DCOLOR));
data += dstride;
}
}
AssertFatal(g.m_usevertexary, "We're always using a vertex array...right?");
{
unsigned char *vtx = &((unsigned char *) g.m_vertexary)[min*g.m_vertexstride];
D3DVALUE *data = (D3DVALUE *) g.m_verts;
for (i = 0; i < vcount; ++i)
{
memcpy(data,vtx,3*sizeof(GLfloat));
vtx += g.m_vertexstride;
data += dstride;
}
}
QuakeSetTexturingState();
if (g.m_texturing)
if (g.m_mtex)
{
g.m_mtvbuf->Unlock();
switch (mode)
{
case GL_LINES:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_LINELIST, g.m_mtvbuf, g.m_nfv[2], vcount, g.m_wIndices, count, 0);
g.m_nfv[2] += vcount;
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, g.m_mtvbuf, g.m_nfv[2], vcount, g.m_wIndices, count, 0);
g.m_nfv[2] += vcount;
break;
case GL_TRIANGLE_STRIP:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_mtvbuf, g.m_nfv[2], vcount, g.m_wIndices, count, 0);
g.m_nfv[2] += vcount;
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_mtvbuf, g.m_nfv[2], vcount, g.m_wIndices, count, 0);
g.m_nfv[2] += vcount;
break;
case GL_QUADS:
for (i = 0; i < count; i += 4)
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_mtvbuf, g.m_nfv[2], vcount, &g.m_wIndices[i], 4, 0);
g.m_nfv[2] += vcount;
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",mode);
OutputDebugString(buf);
}
}
}
else
{
g.m_tvbuf->Unlock();
switch (mode)
{
case GL_LINES:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_LINELIST, g.m_tvbuf, g.m_nfv[1], vcount, g.m_wIndices, count, 0);
g.m_nfv[1] += vcount;
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, g.m_tvbuf, g.m_nfv[1], vcount, g.m_wIndices, count, 0);
g.m_nfv[1] += vcount;
break;
case GL_TRIANGLE_STRIP:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_tvbuf, g.m_nfv[1], vcount, g.m_wIndices, count, 0);
g.m_nfv[1] += vcount;
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_tvbuf, g.m_nfv[1], vcount, g.m_wIndices, count, 0);
g.m_nfv[1] += vcount;
break;
case GL_QUADS:
for (i = 0; i < count; i += 4)
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_tvbuf, g.m_nfv[1], vcount, &g.m_wIndices[i], 4, 0);
g.m_nfv[1] += vcount;
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",mode);
OutputDebugString(buf);
}
}
}
else
{
g.m_vbuf->Unlock();
switch (mode)
{
case GL_LINES:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_LINELIST, g.m_vbuf, g.m_nfv[0], vcount, g.m_wIndices, count, 0);
g.m_nfv[0] += vcount;
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLELIST, g.m_vbuf, g.m_nfv[0], vcount, g.m_wIndices, count, 0);
g.m_nfv[0] += vcount;
break;
case GL_TRIANGLE_STRIP:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_vbuf, g.m_nfv[0], vcount, g.m_wIndices, count, 0);
g.m_nfv[0] += vcount;
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_vbuf, g.m_nfv[0], vcount, g.m_wIndices, count, 0);
g.m_nfv[0] += vcount;
break;
case GL_QUADS:
for (i = 0; i < count; i += 4)
g.m_d3ddev->DrawIndexedPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_vbuf, g.m_nfv[0], vcount, &g.m_wIndices[i], 4, 0);
g.m_nfv[0] += vcount;
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",mode);
OutputDebugString(buf);
}
}
}
}
static void APIENTRY d3dViewport (GLint x, GLint y, GLsizei width, GLsizei height)
{
g.m_vwx = x;
g.m_vwy = y;
g.m_vww = width;
g.m_vwh = height;
g.m_updvwp = TRUE;
}
static void APIENTRY d3dLineWidth (GLfloat width)
{
width;
}
static void APIENTRY d3dLoadIdentity (void)
{
D3DMATRIX unity;
unity._11 = 1.0f; unity._12 = 0.0f; unity._13 = 0.0f; unity._14 = 0.0f;
unity._21 = 0.0f; unity._22 = 1.0f; unity._23 = 0.0f; unity._24 = 0.0f;
unity._31 = 0.0f; unity._32 = 0.0f; unity._33 = 1.0f; unity._34 = 0.0f;
unity._41 = 0.0f; unity._42 = 0.0f; unity._43 = 0.0f; unity._44 = 1.0f;
g.m_d3ddev->SetTransform(g.m_matrixMode, &unity);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_inversedirty = TRUE;
else if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_TEXTURE0, &g.m_curtexmatrix);
}
static void APIENTRY d3dMatrixMode (GLenum mode)
{
if (mode == GL_MODELVIEW)
g.m_matrixMode = D3DTRANSFORMSTATE_WORLD;
else if (mode == GL_PROJECTION)
g.m_matrixMode = D3DTRANSFORMSTATE_PROJECTION;
else
g.m_matrixMode = D3DTRANSFORMSTATE_TEXTURE0;
}
static void APIENTRY d3dDisable (GLenum cap)
{
switch(cap)
{
case GL_DEPTH_TEST:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE);
break;
case GL_CULL_FACE:
g.m_cullEnabled = FALSE;
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
break;
case GL_FOG:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
break;
case GL_BLEND:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
break;
case GL_POLYGON_OFFSET_FILL:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ZBIAS, 0);
break;
case GL_STENCIL_TEST:
break;
case GL_SCISSOR_TEST:
g.m_scissoring = FALSE;
glViewport(g.m_vwx, g.m_vwy, g.m_vww, g.m_vwh);
break;
case GL_TEXTURE_2D:
if (g.m_curtgt == 0)
{
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_DISABLE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
g.m_texturing = FALSE;
}
else
{
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_DISABLE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
g.m_mtex = FALSE;
}
g.m_texHandleValid = FALSE;
break;
case GL_ALPHA_TEST:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, FALSE);
break;
case GL_LIGHTING:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_LIGHTING, FALSE);
break;
case GL_TEXTURE_GEN_S:
case GL_TEXTURE_GEN_T:
g.m_texgen[g.m_curtgt] = FALSE;
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXCOORDINDEX,
g.m_curtgt);
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
break;
case GL_LIGHT0:
g.m_d3ddev->LightEnable(0, FALSE);
break;
case GL_LIGHT1:
g.m_d3ddev->LightEnable(1, FALSE);
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: glDisable on this cap not supported: %x\n", cap);
OutputDebugString(buf);
}
}
}
static void APIENTRY d3dDisableClientState (GLenum array)
{
switch(array)
{
case GL_COLOR_ARRAY:
g.m_usecolorary = FALSE;
break;
case GL_TEXTURE_COORD_ARRAY:
g.m_usetexcoordary[g.m_client_active_texture_arb] = FALSE;
break;
case GL_VERTEX_ARRAY:
g.m_usevertexary = FALSE;
break;
case GL_NORMAL_ARRAY:
g.m_usenormalary = FALSE;
break;
case GL_FOG_COORDINATE_ARRAY_EXT:
g.m_usefogary = FALSE;
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Array not supported: %x\n", array);
OutputDebugString(buf);
}
}
}
static void APIENTRY d3dDrawBuffer (GLenum mode)
{
mode;
}
static void APIENTRY d3dEnable (GLenum cap)
{
switch (cap) {
case GL_DEPTH_TEST:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE);
break;
case GL_CULL_FACE:
g.m_cullEnabled = TRUE;
if ((g.m_cullMode == GL_BACK && g.m_frontFace == GL_CCW) ||
(g.m_cullMode == GL_FRONT && g.m_frontFace == GL_CW))
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CW);
else
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
break;
case GL_FOG:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FOGENABLE, TRUE);
break;
case GL_BLEND:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
break;
case GL_POLYGON_OFFSET_FILL:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ZBIAS, g.m_zbias);
break;
case GL_SCISSOR_TEST:
g.m_scissoring = TRUE;
g.m_updvwp = TRUE;
break;
case GL_TEXTURE_2D:
if (g.m_curtgt == 0)
g.m_texturing = TRUE;
else
g.m_mtex = TRUE;
g.m_texHandleValid = FALSE;
break;
case GL_ALPHA_TEST:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, TRUE);
break;
case GL_LIGHTING:
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_LIGHTING, TRUE);
break;
case GL_TEXTURE_GEN_S:
case GL_TEXTURE_GEN_T:
g.m_texgen[g.m_curtgt] = TRUE;
if (g.m_texgenmode[g.m_curtgt] == GL_OBJECT_LINEAR)
{
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXCOORDINDEX,
g.m_curtgt | D3DTSS_TCI_CAMERASPACEPOSITION);
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
}
else
{
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXCOORDINDEX,
g.m_curtgt);
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
}
g.m_texcoordary[g.m_curtgt] = g.m_spherecoords;
g.m_texcoordstride[g.m_curtgt] = 8;
break;
case GL_LIGHT0:
g.m_d3ddev->SetLight(0, &g.m_lights[0]);
g.m_d3ddev->LightEnable(0, TRUE);
break;
case GL_LIGHT1:
g.m_d3ddev->SetLight(1, &g.m_lights[1]);
g.m_d3ddev->LightEnable(1, TRUE);
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: glEnable on this cap not supported: %x\n",cap);
OutputDebugString(buf);
}
}
}
static void APIENTRY d3dEnableClientState (GLenum array)
{
switch (array)
{
case GL_COLOR_ARRAY:
g.m_usecolorary = TRUE;
break;
case GL_TEXTURE_COORD_ARRAY:
g.m_usetexcoordary[g.m_client_active_texture_arb] = TRUE;
break;
case GL_VERTEX_ARRAY:
g.m_usevertexary = TRUE;
break;
case GL_NORMAL_ARRAY:
g.m_usenormalary = TRUE;
break;
case GL_FOG_COORDINATE_ARRAY_EXT:
g.m_usefogary = TRUE;
break;
default:
OutputDebugString("Wrapper: Array not supported\n");
}
}
static void APIENTRY d3dFogf (GLenum pname, GLfloat param)
{
FLOAT start, end;
switch (pname)
{
case GL_FOG_START:
start = param;
//g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FOGTABLESTART, *(DWORD*)(&start));
break;
case GL_FOG_END:
end = param;
//g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FOGTABLEEND, *(DWORD*)(&end));
break;
default:
OutputDebugString("Wrapper: Fog pname not supported\n");
}
}
static void APIENTRY d3dFogfv (GLenum pname, const GLfloat *params)
{
if (pname == GL_FOG_COLOR)
{
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
mov ebx, params;
fld [ebx];
fld [ebx + 4];
fld [ebx + 8];
fld [ebx + 12];
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov g.m_fogcolor, eax;
}
#else
R = (unsigned int) (params[0] * two55);
G = (unsigned int) (params[1] * two55);
B = (unsigned int) (params[2] * two55);
A = (unsigned int) (params[3] * two55);
if (R > 255)
R = 255;
if (G > 255)
G = 255;
if (B > 255)
B = 255;
if (A > 255)
A = 255;
g.m_fogcolor = RGBA_MAKE(R, G, B, A);
#endif
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FOGCOLOR, g.m_fogcolor);
}
else
OutputDebugString("Wrapper: Fog pname not supported\n");
}
static void APIENTRY d3dFogi (GLenum pname, GLint param)
{
switch(pname)
{
case GL_FOG_COORDINATE_SOURCE_EXT:
break;
case GL_FOG_MODE:
switch (param)
{
case GL_LINEAR:
//g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR);
break;
case GL_EXP:
//g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_EXP);
break;
case GL_EXP2:
//g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_EXP2);
break;
}
break;
default:
OutputDebugString("Wrapper: Fog pname not supported\n");
}
}
static void APIENTRY d3dFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
D3DMATRIX f;
f._11 = (D3DVALUE)((2.0 * zNear) / (right - left));
f._21 = 0.f;
f._31 = (D3DVALUE)((right + left) / (right - left));
f._41 = 0.f;
f._12 = 0.f;
f._22 = (D3DVALUE)((2.0 * zNear) / (top - bottom));
f._32 = (D3DVALUE)((top + bottom) / (top - bottom));
f._42 = 0.f;
f._13 = 0.f;
f._23 = 0.f;
f._33 = (D3DVALUE)(-zFar / (zFar - zNear));
//f._33 = (D3DVALUE)(-(zFar+zNear)/(zFar-zNear));
f._43 = (D3DVALUE)(-(zFar * zNear) / (zFar - zNear));
//f._43 = (D3DVALUE)(-(2.0 * zFar * zNear)/(zFar - zNear));
f._14 = 0.f;
f._24 = 0.f;
f._34 = -1.f;
f._44 = 0.f;
g.m_d3ddev->MultiplyTransform(g.m_matrixMode, &f);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_inversedirty = TRUE;
}
static GLenum APIENTRY d3dGetError (void)
{
return GL_NO_ERROR;
}
static void APIENTRY d3dGetDoublev (GLenum pname, GLdouble *params)
{
switch (pname) {
case GL_MODELVIEW_MATRIX:
{
D3DMATRIX tmp;
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_WORLD, &tmp);
for (U8 i = 0; i < 16; ++i)
params[0] = ((GLfloat *) &tmp)[i];
}
break;
case GL_PROJECTION_MATRIX:
{
D3DMATRIX tmp;
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_PROJECTION, &tmp);
for (U8 i = 0; i < 16; ++i)
params[0] = ((GLfloat *) &tmp)[i];
}
break;
default:
OutputDebugString("Wrapper: Unimplemented GetDoublev query\n");
}
}
static void APIENTRY d3dGetFloatv (GLenum pname, GLfloat *params)
{
switch (pname) {
case GL_MODELVIEW_MATRIX:
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_WORLD, (LPD3DMATRIX)params);
break;
case GL_PROJECTION_MATRIX:
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_PROJECTION, (LPD3DMATRIX)params);
break;
default:
OutputDebugString("Wrapper: Unimplemented GetFloatv query\n");
}
}
static void APIENTRY d3dGetIntegerv (GLenum pname, GLint *params)
{
switch(pname)
{
case GL_MAX_TEXTURE_SIZE:
*params = (g.m_dd.dwMaxTextureWidth >= g.m_dd.dwMaxTextureHeight) ? g.m_dd.dwMaxTextureWidth : g.m_dd.dwMaxTextureHeight;
break;
case GL_MAX_TEXTURE_UNITS_ARB:
*params = g.m_usemtex ? 2 : 1;
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = g.m_matrixStack[0].length() + 1;
break;
case GL_PROJECTION_STACK_DEPTH:
*params = g.m_matrixStack[1].length() + 1;
break;
case GL_MAX_LIGHTS:
*params = 8;
break;
default:
OutputDebugString("Wrapper: Unimplemented GetIntegerv query\n");
}
}
static const GLubyte* APIENTRY d3dGetString (GLenum name)
{
switch(name) {
case GL_VENDOR:
return (const GLubyte*)"Microsoft Corp.";
case GL_RENDERER:
return (const GLubyte*)"Direct3D";
case GL_VERSION:
return (const GLubyte*)"1.1";
case GL_EXTENSIONS:
if(g.m_usemtex != FALSE)
return (const GLubyte*)"GL_ARB_multitexture GL_EXT_compiled_vertex_array GL_SGIS_multitexture GL_EXT_fog_coord";
else
return (const GLubyte*)"GL_EXT_compiled_vertex_array GL_EXT_fog_coord";
default:
OutputDebugString("Wrapper: Unimplemented GetString query\n");
}
return (const GLubyte*)"";
}
static void APIENTRY d3dLoadMatrixf (const GLfloat *m)
{
if (g.m_matrixMode == D3DTRANSFORMSTATE_PROJECTION)
{
D3DMATRIX f = *((LPD3DMATRIX) m);
f._13 = (((LPD3DMATRIX) m)->_13 + ((LPD3DMATRIX) m)->_14) * 0.5f;
f._23 = (((LPD3DMATRIX) m)->_23 + ((LPD3DMATRIX) m)->_24) * 0.5f;
f._33 = (((LPD3DMATRIX) m)->_33 + ((LPD3DMATRIX) m)->_34) * 0.5f;
f._43 = (((LPD3DMATRIX) m)->_43 + ((LPD3DMATRIX) m)->_44) * 0.5f;
g.m_d3ddev->SetTransform(g.m_matrixMode, &f);
}
else
{
g.m_d3ddev->SetTransform(g.m_matrixMode, (LPD3DMATRIX) m);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_inversedirty = TRUE;
else if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_TEXTURE0, &g.m_curtexmatrix);
}
}
static void APIENTRY d3dLockArraysEXT(GLint first, GLsizei count)
{
g.m_lckfirst = first;
g.m_lckcount = count;
}
static void APIENTRY d3dMTexCoord2fSGIS(GLenum target, GLfloat s, GLfloat t)
{
if(target == GL_TEXTURE0_SGIS) {
g.m_tu = s;
g.m_tv = t;
}
else {
g.m_tu2 = s;
g.m_tv2 = t;
}
}
static void APIENTRY d3dMultiTexCoord2fARB (GLenum texture, GLfloat s, GLfloat t)
{
if(texture == GL_TEXTURE0_ARB)
{
g.m_tu = s;
g.m_tv = t;
}
else
{
g.m_tu2 = s;
g.m_tv2 = t;
}
}
static void APIENTRY d3dMultiTexCoord2fvARB (GLenum texture, GLfloat *v)
{
texture;
v;
#ifdef DODPFS
DPF("glMultiTexCoord2fvARB");
#endif //DODPFS
}
static void APIENTRY d3dOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
D3DMATRIX f;
left += 0.5;
right += 0.5;
top += 0.5;
bottom += 0.5;
f._11 = (D3DVALUE) (2.0 / (right - left));
f._21 = 0.f;
f._31 = 0.f;
f._41 = (D3DVALUE) (-(right + left) / (right - left));
f._12 = 0.f;
f._22 = (D3DVALUE) (2.0 / (top - bottom));
f._32 = 0.f;
f._42 = (D3DVALUE) (-(top + bottom) / (top - bottom));
f._13 = 0.f;
f._23 = 0.f;
f._33 = (D3DVALUE) (-1.0 / (zFar - zNear));
f._43 = (D3DVALUE) (-zNear / (zFar - zNear));
f._14 = 0.f;
f._24 = 0.f;
f._34 = 0.f;
f._44 = 1.f;
g.m_d3ddev->MultiplyTransform(g.m_matrixMode, &f);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_inversedirty = TRUE;
}
static void APIENTRY d3dPolygonMode (GLenum face, GLenum mode)
{
face;
int statevalue=-1;
switch(mode) {
case GL_POINT:
statevalue=D3DFILL_POINT;
break;
case GL_LINE:
statevalue=D3DFILL_WIREFRAME;
break;
case GL_FILL:
statevalue=D3DFILL_SOLID;
break;
}
if(statevalue >= 0) {
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_FILLMODE, (DWORD)statevalue);
}
}
static void APIENTRY d3dPolygonOffset (GLfloat factor, GLfloat units)
{
factor;
g.m_zbias = (DWORD) -units;
}
static void APIENTRY d3dPopMatrix (void)
{
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
{
GLListManip<D3DMATRIX> m(&g.m_matrixStack[0]);
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_WORLD, &(m()));
m.remove();
g.m_inversedirty = TRUE;
}
else if (g.m_matrixMode == D3DTRANSFORMSTATE_PROJECTION)
{
GLListManip<D3DMATRIX> m(&g.m_matrixStack[1]);
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &(m()));
m.remove();
}
else
{
GLListManip<D3DMATRIX> m(&g.m_matrixStack[2]);
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_TEXTURE0, &(m()));
g.m_curtexmatrix = m();
m.remove();
//if (g.m_matrixStack[2].length() == 0 && !g.m_texgen[0])
//g.m_d3ddev->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
}
}
static void APIENTRY d3dPushMatrix (void)
{
if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
{
//if (g.m_matrixStack[2].length() == 0 && !g.m_texgen[0])
//g.m_d3ddev->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
g.m_matrixStack[2].prepend(g.m_curtexmatrix);
}
else
{
D3DMATRIX m;
g.m_d3ddev->GetTransform(g.m_matrixMode, &m);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_matrixStack[0].prepend(m);
else
g.m_matrixStack[1].prepend(m);
}
}
static void APIENTRY d3dRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
static double PI = 4. * atan(1.);
D3DMATRIX f;
double ra = angle * PI / 180.f;
float ca = (float) cos(ra);
float sa = (float) sin(ra);
if (x == 1.f)
{
f._11 = 1.f; f._21 = 0.f; f._31 = 0.f; f._41 = 0.f;
f._12 = 0.f; f._22 = ca; f._32 = -sa; f._42 = 0.f;
f._13 = 0.f; f._23 = sa; f._33 = ca; f._43 = 0.f;
f._14 = 0.f; f._24 = 0.f; f._34 = 0.f; f._44 = 1.f;
}
else if (y == 1.f)
{
f._11 = ca; f._21 = 0.f; f._31 = sa; f._41 = 0.f;
f._12 = 0.f; f._22 = 1.f; f._32 = 0.f; f._42 = 0.f;
f._13 = -sa; f._23 = 0.f; f._33 = ca; f._43 = 0.f;
f._14 = 0.f; f._24 = 0.f; f._34 = 0.f; f._44 = 1.f;
}
else if (z == 1.f)
{
f._11 = ca; f._21 = -sa; f._31 = 0.f; f._41 = 0.f;
f._12 = sa; f._22 = ca; f._32 = 0.f; f._42 = 0.f;
f._13 = 0.f; f._23 = 0.f; f._33 = 1.f; f._43 = 0.f;
f._14 = 0.f; f._24 = 0.f; f._34 = 0.f; f._44 = 1.f;
}
else
return;
if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_TEXTURE0,&g.m_curtexmatrix);
g.m_d3ddev->MultiplyTransform(g.m_matrixMode, &f);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_inversedirty = TRUE;
else if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_TEXTURE0, &g.m_curtexmatrix);
}
static void APIENTRY d3dScalef (GLfloat x, GLfloat y, GLfloat z)
{
D3DMATRIX f;
f._11 = x; f._21 = 0.f; f._31 = 0.f; f._41 = 0.f;
f._12 = 0.f; f._22 = y; f._32 = 0.f; f._42 = 0.f;
f._13 = 0.f; f._23 = 0.f; f._33 = z; f._43 = 0.f;
f._14 = 0.f; f._24 = 0.f; f._34 = 0.f; f._44 = 1.f;
if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_TEXTURE0,&g.m_curtexmatrix);
g.m_d3ddev->MultiplyTransform(g.m_matrixMode, &f);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_inversedirty = TRUE;
else if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_TEXTURE0, &g.m_curtexmatrix);
}
static void APIENTRY d3dScissor (GLint x, GLint y, GLsizei width, GLsizei height)
{
g.m_scix = x;
g.m_sciy = y;
g.m_sciw = width;
g.m_scih = height;
g.m_updvwp = TRUE;
}
static void APIENTRY d3dSelectTextureSGIS(GLenum target)
{
g.m_curtgt = target == GL_TEXTURE0_SGIS ? 0 : 1;
}
static void APIENTRY d3dShadeModel (GLenum mode)
{
if(mode == GL_SMOOTH)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
else
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT);
}
static void APIENTRY d3dTexCoord2f (GLfloat s, GLfloat t)
{
g.m_tu = s;
g.m_tv = t;
}
static void APIENTRY d3dTexCoordPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
if (size == 2 && type == GL_FLOAT)
{
g.m_texcoordary[g.m_client_active_texture_arb] = (GLfloat *) pointer;
if (stride)
g.m_texcoordstride[g.m_client_active_texture_arb] = stride;
else
g.m_texcoordstride[g.m_client_active_texture_arb] = 8;
}
else
{
char buf[128];
dSprintf(buf,128,"Wrapper: TexCoord array not supported (size: %d type: %x stride: %d)\n",
size, type, stride);
OutputDebugString(buf);
}
}
static void APIENTRY d3dTexEnvf (GLenum target, GLenum pname, GLfloat param)
{
target;
if(pname == GL_TEXTURE_ENV_MODE) {
g.m_blendmode[g.m_curtgt] = (int)param;
g.m_texHandleValid = FALSE;
}
else
OutputDebugString("Wrapper: GL_TEXTURE_ENV_COLOR not implemented\n");
}
static void APIENTRY d3dTexEnvi (GLenum target, GLenum pname, GLint param)
{
d3dTexEnvf(target,pname,(GLfloat) param);
}
static void APIENTRY d3dTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei glwidth, GLsizei glheight, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
target;
border;
format;
type;
DWORD width, height;
TexInfo &ti = g.m_tex[g.m_curstagebinding[g.m_curtgt]];
/* See if texture needs to be subsampled */
if(g.m_subsample) {
if(glwidth > 256 || glheight > 256) {
if(glwidth > glheight) {
width = 256;
height = (glheight * 256) / glwidth;
}
else {
height = 256;
width = (glwidth * 256) / glheight;
}
}
else {
width = glwidth;
height = glheight;
}
}
else {
width = glwidth;
height = glheight;
}
/* See if texture needs to be square */
if(g.m_makeSquare) {
if(height > width) {
width = height;
}
else {
height = width;
}
}
if(level == 0) {
LPDIRECTDRAWSURFACE7 ddsurf;
D3DX_SURFACEFORMAT fmt;
switch(internalformat) {
case 1:
case GL_LUMINANCE:
fmt = g.m_ddLuminanceSurfFormat;
break;
case GL_RGB5:
case GL_RGB5_A1:
fmt = g.m_ddFiveBitSurfFormat;
break;
case 4:
case GL_RGBA4:
fmt = g.m_ddFourBitAlphaSurfFormat;
break;
case GL_RGB:
fmt = g.m_ddEightBitSurfFormat;
break;
case GL_RGBA:
fmt = g.m_ddEightBitAlphaSurfFormat;
break;
case GL_ALPHA:
fmt = g.m_ddAlphaSurfFormat;
break;
default:
OutputDebugString("Wrapper: Unimplemented internalformat\n");
break;
}
DWORD flags = D3DX_TEXTURE_NOMIPMAP;
HRESULT ddrval = D3DXCreateTexture(g.m_d3ddev,
&flags,
(DWORD*)&width, (DWORD*)&height, &fmt,
NULL, // Palette
&ddsurf,
NULL);
if (ddrval != DD_OK)
{
OutputDebugString("Wrapper: CreateTexture failed\n");
return;
}
LoadSurface(ddsurf, internalformat, glwidth, glheight, width, height, (const DWORD*)pixels);
if(ti.m_ddsurf != 0) {
ti.m_ddsurf->Release();
}
ti.m_dwStage = g.m_curtgt;
ti.m_fmt = fmt;
ti.m_internalformat = internalformat;
ti.m_width = width;
ti.m_height = height;
ti.m_ddsurf = ddsurf;
ti.m_oldwidth = glwidth;
ti.m_oldheight = glheight;
if(ti.m_block == 0)
{
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (g.m_curtgt, D3DTSS_ADDRESSU,ti.m_addu);
g.m_d3ddev->SetTextureStageState (g.m_curtgt, D3DTSS_ADDRESSV,ti.m_addv);
g.m_d3ddev->SetTextureStageState (g.m_curtgt, D3DTSS_MAGFILTER,ti.m_magmode);
g.m_d3ddev->SetTextureStageState (g.m_curtgt, D3DTSS_MINFILTER,ti.m_minmode);
g.m_d3ddev->SetTextureStageState (g.m_curtgt, D3DTSS_MIPFILTER,ti.m_mipmode);
g.m_d3ddev->SetTexture(g.m_curtgt, ti.m_ddsurf);
g.m_d3ddev->EndStateBlock(&ti.m_block);
ti.m_capture = FALSE;
}
else
{
ti.m_capture = TRUE;
}
}
else if(level == 1 && g.m_usemipmap) { // oops, a mipmap
LPDIRECTDRAWSURFACE7 ddsurf;
DWORD flags = 0;
HRESULT ddrval = D3DXCreateTexture(g.m_d3ddev,
&flags,
(DWORD*)&ti.m_width, (DWORD*)&ti.m_height, &ti.m_fmt,
NULL, // Palette
&ddsurf,
NULL);
if (ddrval != DD_OK) {
OutputDebugString("Wrapper: CreateSurface for texture failed\n");
return;
}
ddsurf->Blt(NULL, ti.m_ddsurf, NULL, DDBLT_WAIT, NULL);
ti.m_ddsurf->Release();
ti.m_ddsurf = ddsurf;
DDSURFACEDESC2 ddsd;
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP;
LPDIRECTDRAWSURFACE7 lpDDSTmp;
ti.m_ddsurf->GetAttachedSurface(&ddsd.ddsCaps, &lpDDSTmp);
LoadSurface(lpDDSTmp, internalformat, glwidth, glheight, width, height, (const DWORD*)pixels);
lpDDSTmp->Release();
ti.m_capture = TRUE;
}
else if(g.m_usemipmap) {
LPDIRECTDRAWSURFACE7 ddsurf = ti.m_ddsurf;
ddsurf->AddRef();
for(int i = 0; i < level; ++i) {
DDSURFACEDESC2 ddsd;
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP;
LPDIRECTDRAWSURFACE7 lpDDSTmp;
HRESULT ddrval = ddsurf->GetAttachedSurface(&ddsd.ddsCaps, &lpDDSTmp);
ddsurf->Release();
if (ddrval == DDERR_NOTFOUND) {
return;
}
ddsurf = lpDDSTmp;
}
LoadSurface(ddsurf, internalformat, glwidth, glheight, width, height, (const DWORD*)pixels);
ddsurf->Release();
}
g.m_texHandleValid = FALSE;
}
static void APIENTRY d3dTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
target;
format;
type;
TexInfo &ti = g.m_tex[g.m_curstagebinding[g.m_curtgt]];
LPDIRECTDRAWSURFACE7 ddsurf = ti.m_ddsurf;
RECT subimage;
if (!ddsurf)
{
// We haven't got a surface -- so just do a glTexImage2D
// NOTE: this won't work for a mip-mapped texture
d3dTexImage2D(target,level,format,width,height,0,format,type,pixels);
return;
}
for(int i = 0; i < level; ++i) {
DDSURFACEDESC2 ddsd;
HRESULT ddrval;
memset(&ddsd.ddsCaps, 0, sizeof(ddsd.ddsCaps));
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP;
LPDIRECTDRAWSURFACE7 lpDDSTmp;
ddrval = ddsurf->GetAttachedSurface(&ddsd.ddsCaps, &lpDDSTmp);
if (ddrval == DDERR_NOTFOUND)
return;
ddsurf = lpDDSTmp;
ddsurf->Release();
}
xoffset = (xoffset * ti.m_width) / ti.m_oldwidth;
yoffset = (yoffset * ti.m_height) / ti.m_oldheight;
SetRect(&subimage, xoffset, yoffset,
(width * ti.m_width) / ti.m_oldwidth + xoffset,
(height * ti.m_height) / ti.m_oldheight + yoffset);
if (DD_OK != LoadSubSurface(ddsurf, ti.m_internalformat, width, height, (const DWORD*)pixels, &subimage)) {
OutputDebugString("Wrapper: LoadSubSurface Failure.\n");
return;
}
}
static void APIENTRY d3dTexParameterf (GLenum target, GLenum pname, GLfloat param)
{
target;
switch(pname) {
case GL_TEXTURE_MIN_FILTER:
switch((int)param) {
case GL_NEAREST:
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_minmode = D3DTFN_POINT;
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_mipmode = D3DTFP_NONE;
break;
case GL_LINEAR:
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_minmode = D3DTFN_LINEAR;
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_mipmode = D3DTFP_NONE;
break;
case GL_NEAREST_MIPMAP_NEAREST:
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_minmode = D3DTFN_POINT;
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_mipmode = D3DTFP_POINT;
break;
case GL_NEAREST_MIPMAP_LINEAR:
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_minmode = D3DTFN_POINT;
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_mipmode = D3DTFP_LINEAR;
break;
case GL_LINEAR_MIPMAP_NEAREST:
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_minmode = D3DTFN_LINEAR;
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_mipmode = D3DTFP_POINT;
break;
case GL_LINEAR_MIPMAP_LINEAR:
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_minmode = D3DTFN_LINEAR;
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_mipmode = D3DTFP_LINEAR;
break;
}
break;
case GL_TEXTURE_MAG_FILTER:
if((int)param == GL_NEAREST)
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_magmode = D3DTFG_POINT;
else
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_magmode = D3DTFG_LINEAR;
break;
case GL_TEXTURE_WRAP_S:
if((int)param == GL_CLAMP)
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_addu = D3DTADDRESS_CLAMP;
else
//GL_REPEAT falls here
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_addu = D3DTADDRESS_WRAP;
break;
case GL_TEXTURE_WRAP_T:
if((int)param == GL_CLAMP)
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_addv = D3DTADDRESS_CLAMP;
else
//GL_REPEAT falls here
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_addv = D3DTADDRESS_WRAP;
break;
}
g.m_tex[g.m_curstagebinding[g.m_curtgt]].m_capture = TRUE;
g.m_texHandleValid = FALSE;
}
static void APIENTRY d3dTexParameteri (GLenum target, GLenum pname, GLint param)
{
d3dTexParameterf(target,pname,(GLfloat) param);
}
static void APIENTRY d3dTranslatef (GLfloat x, GLfloat y, GLfloat z)
{
D3DMATRIX f;
f._11 = 1.f; f._21 = 0.f; f._31 = 0.f; f._41 = x;
f._12 = 0.f; f._22 = 1.f; f._32 = 0.f; f._42 = y;
f._13 = 0.f; f._23 = 0.f; f._33 = 1.f; f._43 = z;
f._14 = 0.f; f._24 = 0.f; f._34 = 0.f; f._44 = 1.f;
if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_TEXTURE0,&g.m_curtexmatrix);
g.m_d3ddev->MultiplyTransform(g.m_matrixMode, &f);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_inversedirty = TRUE;
else if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_TEXTURE0, &g.m_curtexmatrix);
}
static void APIENTRY d3dUnlockArraysEXT()
{
g.m_lckfirst = 0;
g.m_lckcount = 0;
}
static void APIENTRY d3dVertex2f (GLfloat x, GLfloat y)
{
y;
if (g.m_nfv[g.m_comp] + g.m_vcnt[g.m_comp] >= (VBUFSIZE - MAXVERTSPERPRIM))
{
if (g.m_prim == GL_TRIANGLES)
{
if (g.m_vcnt[g.m_comp] % 3 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
else if (g.m_prim == GL_QUADS)
{
if (g.m_vcnt[g.m_comp] % 4 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
else if (g.m_prim == GL_LINES)
{
if (g.m_vcnt[g.m_comp] % 2 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
}
#ifdef _X86_
__asm
{
mov ecx, g.m_comp;
mov edi, g.m_verts;
lea esi, x;
mov eax, g.m_vcnt[ecx * 4];
lea edx, [eax + 1];
mov g.m_vcnt[ecx * 4], edx;
lea edx, [ecx * 8 + 28];
mul edx;
cld;
add edi, eax;
xor eax, eax;
movsd;
movsd;
stosd;
lea esi, g.m_nx;
lea ecx, [ecx * 2 + 4];
rep movsd;
}
#else
D3DVALUE *d3dv = &(((D3DVALUE*)g.m_verts)[g.m_vcnt[g.m_comp]++ * (g.m_comp * 2 + 7)]);
*(d3dv++) = x;
*(d3dv++) = y;
*(d3dv++) = 0.f;
memcpy(d3dv, &g.m_nx, (sizeof(D3DVALUE)*3 + sizeof(D3DCOLOR) + g.m_comp*sizeof(D3DVALUE)*2));
#endif
}
static void APIENTRY d3dVertex2i (GLint x, GLint y)
{
d3dVertex2f((GLfloat) x, (GLfloat) y);
}
static void APIENTRY d3dVertex3f (GLfloat x, GLfloat y, GLfloat z)
{
y;
z;
if (g.m_nfv[g.m_comp] + g.m_vcnt[g.m_comp] >= (VBUFSIZE - MAXVERTSPERPRIM))
{
if (g.m_prim == GL_TRIANGLES)
{
if (g.m_vcnt[g.m_comp] % 3 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
else if(g.m_prim == GL_QUADS)
{
if (g.m_vcnt[g.m_comp] % 4 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
else if (g.m_prim == GL_LINES)
{
if (g.m_vcnt[g.m_comp] % 2 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
}
#ifdef _X86_
__asm
{
mov ecx, g.m_comp;
mov edi, g.m_verts;
lea esi, x;
mov eax, g.m_vcnt[ecx * 4];
lea edx, [eax + 1];
mov g.m_vcnt[ecx * 4], edx;
lea edx, [ecx * 8 + 28];
mul edx;
cld;
add edi, eax;
movsd;
movsd;
movsd;
lea esi, g.m_nx;
lea ecx, [ecx * 2 + 4];
rep movsd;
}
#else
D3DVALUE *d3dv = &(((D3DVALUE*)g.m_verts)[g.m_vcnt[g.m_comp]++ * (g.m_comp * 2 + 7)]);
*(d3dv++) = x;
*(d3dv++) = y;
*(d3dv++) = z;
memcpy(d3dv, &g.m_nx, (sizeof(D3DVALUE)*3 + sizeof(D3DCOLOR) + g.m_comp*sizeof(D3DVALUE)*2));
#endif
}
static void APIENTRY d3dVertex3fv (const GLfloat *v)
{
if(g.m_nfv[g.m_comp] + g.m_vcnt[g.m_comp] >= (VBUFSIZE - MAXVERTSPERPRIM))
{
if(g.m_prim == GL_TRIANGLES)
{
if(g.m_vcnt[g.m_comp] % 3 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
else if(g.m_prim == GL_QUADS)
{
if(g.m_vcnt[g.m_comp] % 4 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
else if(g.m_prim == GL_LINES)
{
if(g.m_vcnt[g.m_comp] % 2 == 0)
{
d3dEnd();
d3dBegin(g.m_prim);
}
}
}
#ifdef _X86_
__asm
{
mov ecx, g.m_comp;
mov edi, g.m_verts;
mov esi, v;
mov eax, g.m_vcnt[ecx * 4];
lea edx, [eax + 1];
mov g.m_vcnt[ecx * 4], edx;
lea edx, [ecx * 8 + 28];
mul edx;
cld;
add edi, eax;
movsd;
movsd;
movsd;
lea esi, g.m_nx;
lea ecx, [ecx * 2 + 4];
rep movsd;
}
#else
D3DVALUE *d3dv = &(((D3DVALUE*)g.m_verts)[g.m_vcnt[g.m_comp]++ * (g.m_comp * 2 + 7)]);
*(d3dv++) = *(v++);
*(d3dv++) = *(v++);
*(d3dv++) = *(v++);
memcpy(d3dv, &g.m_nx, (sizeof(D3DVALUE)*3 + sizeof(D3DCOLOR) + g.m_comp*sizeof(D3DVALUE)*2));
#endif
}
static void APIENTRY d3dVertexPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
if (size == 3 && type == GL_FLOAT)
{
g.m_vertexary = (GLfloat *) pointer;
if (stride)
g.m_vertexstride = stride;
else
g.m_vertexstride = 12;
}
else
{
char buf[128];
dSprintf(buf,128,"Wrapper: Vertex array not supported (size: %d type: %x stride: %d)\n",
size, type, stride);
OutputDebugString(buf);
}
}
static void APIENTRY d3dRecti (GLint x1, GLint y1, GLint x2, GLint y2)
{
d3dBegin(GL_POLYGON);
d3dVertex2f((GLfloat) x1, (GLfloat) y1);
d3dVertex2f((GLfloat) x2, (GLfloat) y1);
d3dVertex2f((GLfloat) x2, (GLfloat) y2);
d3dVertex2f((GLfloat) x1, (GLfloat) y2);
d3dEnd();
}
static void APIENTRY d3dMultMatrixf (const GLfloat *m)
{
if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_TEXTURE0,&g.m_curtexmatrix);
g.m_d3ddev->MultiplyTransform(g.m_matrixMode, (LPD3DMATRIX) m);
if (g.m_matrixMode == D3DTRANSFORMSTATE_WORLD)
g.m_inversedirty = TRUE;
else if (g.m_matrixMode == D3DTRANSFORMSTATE_TEXTURE0)
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_TEXTURE0, &g.m_curtexmatrix);
}
static GLboolean APIENTRY d3dIsEnabled (GLenum cap)
{
DWORD enabled;
switch (cap)
{
case GL_BLEND:
g.m_d3ddev->GetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, &enabled);
break;
case GL_TEXTURE_2D:
if (g.m_curtgt == 0)
enabled = g.m_texturing;
else
enabled = g.m_mtex;
break;
case GL_TEXTURE_COORD_ARRAY:
enabled = g.m_usetexcoordary[g.m_client_active_texture_arb];
break;
case GL_COLOR_ARRAY:
enabled = g.m_usecolorary;
break;
case GL_VERTEX_ARRAY:
enabled = g.m_usevertexary;
break;
case GL_NORMAL_ARRAY:
enabled = g.m_usenormalary;
break;
case GL_FOG_COORDINATE_ARRAY_EXT:
enabled = g.m_usefogary;
break;
case GL_LIGHTING:
enabled = false;
break;
case GL_LIGHT0:
enabled = false;
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: unsupported glIsEnabled query: %x", cap);
OutputDebugString(buf);
enabled = false;
}
break;
}
return enabled;
}
static void APIENTRY d3dGetTexEnviv (GLenum target, GLenum pname, GLint *params)
{
target;
if (pname == GL_TEXTURE_ENV_MODE)
*params = g.m_blendmode[g.m_curtgt];
else
OutputDebugString("Wrapper: GL_TEXTURE_ENV_COLOR not implemented\n");
}
static void APIENTRY d3dFrontFace (GLenum mode)
{
g.m_frontFace = mode;
if (g.m_cullEnabled == TRUE)
{
DWORD statevalue;
if ((g.m_cullMode == GL_BACK && mode == GL_CCW) ||
(g.m_cullMode == GL_FRONT && mode == GL_CW))
statevalue=D3DCULL_CW;
else
statevalue=D3DCULL_CCW;
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_CULLMODE, statevalue);
}
}
static void APIENTRY d3dTexGeni (GLenum coord, GLenum pname, GLint param)
{
coord;
pname;
g.m_texgenmode[g.m_curtgt] = param;
if (g.m_texgen[g.m_curtgt] && param == GL_OBJECT_LINEAR)
{
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXCOORDINDEX,
g.m_curtgt | D3DTSS_TCI_CAMERASPACEPOSITION);
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
}
else
{
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXCOORDINDEX,
g.m_curtgt);
g.m_d3ddev->SetTextureStageState(g.m_curtgt, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
}
}
static void APIENTRY d3dTexGenfv (GLenum coord, GLenum pname, const GLfloat *params)
{
pname;
switch (coord)
{
case GL_S:
dMemcpy(g.m_texgenplane[g.m_curtgt][0],params,sizeof(GLfloat)*4);
g.m_objectdirty[g.m_curtgt] = TRUE;
break;
case GL_T:
dMemcpy(g.m_texgenplane[g.m_curtgt][1],params,sizeof(GLfloat)*4);
g.m_objectdirty[g.m_curtgt] = TRUE;
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: TexGen coordinate unsupported: %x\n", coord);
OutputDebugString(buf);
}
break;
}
}
static void APIENTRY d3dDrawArrays (GLenum mode, GLint first, GLsizei count)
{
if (count == 0)
return;
if (g.m_usefogary)
{
g.m_comp = 2;
if (g.m_nfv[3] > (VBUFSIZE - count)) // check if space available
{
g.m_fmtvbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[3] = 0;
}
else
{
g.m_fmtvbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeFMTVertex*)g.m_verts)[g.m_nfv[3]]);
}
}
else if (g.m_texturing)
if (g.m_mtex)
{
g.m_comp = 2;
if (g.m_nfv[2] > (VBUFSIZE - count)) // check if space available
{
g.m_mtvbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[2] = 0;
}
else
{
g.m_mtvbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeMTVertex*)g.m_verts)[g.m_nfv[2]]);
}
}
else
{
g.m_comp = 1;
if (g.m_nfv[1] > (VBUFSIZE - count)) // check if space available
{
g.m_tvbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[1] = 0;
}
else
{
g.m_tvbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeTVertex*)g.m_verts)[g.m_nfv[1]]);
}
}
else
{
g.m_comp = 0;
if (g.m_nfv[0] > (VBUFSIZE - count)) // check if space available
{
g.m_vbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[0] = 0;
}
else
{
g.m_vbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeVertex*)g.m_verts)[g.m_nfv[0]]);
}
}
GLsizei i;
unsigned last = first+count - 1;
unsigned dstride = 7 + g.m_usefogary + g.m_comp*2;
if (g.m_texturing)
{
if (g.m_usetexcoordary[0])
{
unsigned char *tex0 = &((unsigned char *) g.m_texcoordary[0])[first*g.m_texcoordstride[0]];
D3DVALUE *data = (D3DVALUE *) g.m_verts+7 + g.m_usefogary;
for (i = 0; i < count; ++i)
{
memcpy(data,tex0,2*sizeof(GLfloat));
tex0 += g.m_texcoordstride[0];
data += dstride;
}
}
else
{
D3DVALUE *data = (D3DVALUE *) g.m_verts+7 + g.m_usefogary;
for (i = 0; i < count; ++i)
{
memcpy(data,&g.m_tu,2*sizeof(GLfloat));
data += dstride;
}
}
if (g.m_mtex)
if (g.m_usetexcoordary[1])
{
unsigned char *tex1 = &((unsigned char *) g.m_texcoordary[1])[first*g.m_texcoordstride[1]];
D3DVALUE *data = (D3DVALUE *) g.m_verts+9 + g.m_usefogary;
for (i = 0; i < count; ++i)
{
memcpy(data,tex1,2*sizeof(GLfloat));
tex1 += g.m_texcoordstride[1];
data += dstride;
}
}
else
{
D3DVALUE *data = (D3DVALUE *) g.m_verts+9 + g.m_usefogary;
for (i = 0; i < count; ++i)
{
memcpy(data,&g.m_tu2,2*sizeof(GLfloat));
data += dstride;
}
}
}
if (g.m_usenormalary)
{
unsigned char *nml = &((unsigned char *) g.m_normalary)[first*g.m_normalstride];
D3DVALUE *data = (D3DVALUE *) g.m_verts+3;
for (i = 0; i < count; ++i)
{
memcpy(data,nml,3*sizeof(GLfloat));
nml += g.m_normalstride;
data += dstride;
}
}
if (g.m_usecolorary)
{
if (g.m_colortype == GL_UNSIGNED_BYTE)
{
#ifdef _X86_
DWORD ustride = (dstride-1) * 4;
_asm
{
mov esi, first;
mov ecx, last;
mov edx, 0x00FF00FF;
mov ebx, g.m_colorary;
mov edi, g.m_verts;
add edi, 24;
sub ecx, esi;
lea esi, [ebx + esi * 4];
inc ecx;
cld;
lp1: lodsd;
mov ebx, eax;
and eax, edx;
not edx;
rol eax, 16;
and ebx, edx;
not edx;
or eax, ebx;
stosd;
add edi, ustride;
loop lp1;
}
#else
GLubyte *clr = &((GLubyte *) g.m_colorary)[first*g.m_colorstride];
D3DCOLOR *data = (D3DCOLOR *) g.m_verts+6;
for (i = 0; i < count; i++)
{
data[0] = RGBA_MAKE(clr[0],clr[1],clr[2],clr[3]);
clr += g.m_colorstride;
data += dstride;
}
#endif
}
else
{
GLubyte *clr = &((GLubyte *) g.m_colorary)[first*g.m_colorstride];
D3DCOLOR *data = (D3DCOLOR *) g.m_verts+6;
for (i = 0; i < count; ++i)
{
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
mov ebx, clr;
fld [ebx];
fld [ebx + 4];
fld [ebx + 8];
fld [ebx + 12];
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov data, eax;
}
#else
GLfloat *fclr = (GLfloat *) clr;
R = (unsigned int)(fclr[0] * two55);
G = (unsigned int)(fclr[1] * two55);
B = (unsigned int)(fclr[2] * two55);
A = (unsigned int)(fclr[3] * two55);
if (R > 255)
R = 255;
if (G > 255)
G = 255;
if (B > 255)
B = 255;
if (A > 255)
A = 255;
data[0] = RGBA_MAKE(R, G, B, A);
#endif
clr += g.m_colorstride;
data += dstride;
}
}
}
else
{
D3DCOLOR *data = (D3DCOLOR *) g.m_verts+6;
for (i = 0; i < count; ++i)
{
memcpy(data,&g.m_color,sizeof(D3DCOLOR));
data += dstride;
}
}
if (g.m_usefogary)
{
unsigned char *fog = &((unsigned char *) g.m_fogary)[first*g.m_fogstride];
D3DCOLOR *data = (D3DCOLOR *) g.m_verts+7;
for (i = 0; i < count; ++i)
{
static float two55 = 255.f;
unsigned int A;
A = (unsigned int) (((GLfloat *) fog)[0] * two55);
if (A > 255)
A = 255;
data[0] = (255-A) << 24;
fog += g.m_fogstride;
data += dstride;
}
}
AssertFatal(g.m_usevertexary, "We're always using a vertex array...right?");
{
unsigned char *vtx = &((unsigned char *) g.m_vertexary)[first*g.m_vertexstride];
D3DVALUE *data = (D3DVALUE *) g.m_verts;
for (i = 0; i < count; ++i)
{
memcpy(data,vtx,3*sizeof(GLfloat));
vtx += g.m_vertexstride;
data += dstride;
}
}
QuakeSetTexturingState();
if (g.m_usefogary)
{
g.m_fmtvbuf->Unlock();
if (mode == GL_TRIANGLES)
{
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLELIST, g.m_fmtvbuf, g.m_nfv[3], count, 0);
g.m_nfv[3] += count;
}
else
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",mode);
OutputDebugString(buf);
}
}
else if (g.m_texturing)
if (g.m_mtex)
{
g.m_mtvbuf->Unlock();
switch (mode)
{
case GL_LINES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINELIST, g.m_mtvbuf, g.m_nfv[2], count, 0);
g.m_nfv[2] += count;
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLELIST, g.m_mtvbuf, g.m_nfv[2], count, 0);
g.m_nfv[2] += count;
break;
case GL_TRIANGLE_STRIP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_mtvbuf, g.m_nfv[2], count, 0);
g.m_nfv[2] += count;
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_mtvbuf, g.m_nfv[2], count, 0);
g.m_nfv[2] += count;
break;
case GL_QUADS:
for (i = 0; i < count; i += 4)
{
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_mtvbuf, g.m_nfv[2], 4, 0);
g.m_nfv[2] += 4;
}
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",mode);
OutputDebugString(buf);
}
}
}
else
{
g.m_tvbuf->Unlock();
switch (mode)
{
case GL_LINES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINELIST, g.m_tvbuf, g.m_nfv[1], count, 0);
g.m_nfv[1] += count;
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLELIST, g.m_tvbuf, g.m_nfv[1], count, 0);
g.m_nfv[1] += count;
break;
case GL_TRIANGLE_STRIP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_tvbuf, g.m_nfv[1], count, 0);
g.m_nfv[1] += count;
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_tvbuf, g.m_nfv[1], count, 0);
g.m_nfv[1] += count;
break;
case GL_QUADS:
for (i = 0; i < count; i += 4)
{
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_tvbuf, g.m_nfv[1], 4, 0);
g.m_nfv[1] += 4;
}
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",mode);
OutputDebugString(buf);
}
}
}
else
{
g.m_vbuf->Unlock();
switch (mode)
{
case GL_LINES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_LINELIST, g.m_vbuf, g.m_nfv[0], count, 0);
g.m_nfv[0] += count;
break;
case GL_TRIANGLES:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLELIST, g.m_vbuf, g.m_nfv[0], count, 0);
g.m_nfv[0] += count;
break;
case GL_TRIANGLE_STRIP:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLESTRIP, g.m_vbuf, g.m_nfv[0], count, 0);
g.m_nfv[0] += count;
break;
case GL_POLYGON:
case GL_TRIANGLE_FAN:
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_vbuf, g.m_nfv[0], count, 0);
g.m_nfv[0] += count;
break;
case GL_QUADS:
for (i = 0; i < count; i += 4)
{
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLEFAN, g.m_vbuf, g.m_nfv[0], 4, 0);
g.m_nfv[0] += 4;
}
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unimplemented primitive type: %x\n",mode);
OutputDebugString(buf);
}
}
}
#if 0
if (g.m_usefogary)
{
if (g.m_nfv[0] > (VBUFSIZE - count)) // check if space available
{
g.m_vbuf->Lock(DDLOCK_WAIT | DDLOCK_OKTOSWAP, &g.m_verts, 0);
g.m_nfv[0] = 0;
}
else
{
g.m_vbuf->Lock(DDLOCK_WAIT | DDLOCK_NOOVERWRITE, &g.m_verts, 0);
g.m_verts = &(((QuakeVertex*)g.m_verts)[g.m_nfv[0]]);
}
{
GLubyte *fog = &((GLubyte *) g.m_fogary)[first*g.m_fogstride];
D3DCOLOR *data = (D3DCOLOR *) g.m_verts+6;
for (i = 0; i < count; ++i)
{
static float two55 = 255.f;
unsigned int A;
//#ifdef _X86_
//#if 0
DWORD maskedfog = g.m_fogcolor & 0xFFFFFF;
__asm {
mov ebx, fog;
fld [ebx];
fld two55;
fmulp st(1), st(0);
fistp A;
mov edx, A;
cmp edx, 255;
jle pt5;
mov edx, 255;
pt5: shl edx, 24;
or edx, maskedfog;
mov data, eax;
}
//#else
GLfloat *fclr = (GLfloat *) fog;
A = (unsigned int) (fclr[0] * two55);
if (A > 255)
A = 255;
data[0] = (A << 24) | (g.m_fogcolor & 0xFFFFFF);
//#endif
fog += g.m_fogstride;
data += 7;
}
}
{
unsigned char *vtx = &((unsigned char *) g.m_vertexary)[first*g.m_vertexstride];
D3DVALUE *data = (D3DVALUE *) g.m_verts;
for (i = 0; i < count; ++i)
{
memcpy(data,vtx,3*sizeof(GLfloat));
vtx += g.m_vertexstride;
data += 7;
}
}
DWORD blend;
DWORD src;
DWORD dst;
g.m_d3ddev->GetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, &blend);
g.m_d3ddev->GetRenderState(D3DRENDERSTATE_SRCBLEND, &src);
g.m_d3ddev->GetRenderState(D3DRENDERSTATE_DESTBLEND, &dst);
if (!blend)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
if (src != D3DBLEND_SRCALPHA)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
if (dst != D3DBLEND_INVSRCALPHA)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_DISABLE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_DISABLE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
g.m_vbuf->Unlock();
if (mode == GL_TRIANGLES)
{
g.m_d3ddev->DrawPrimitiveVB(D3DPT_TRIANGLELIST, g.m_vbuf, g.m_nfv[0], count, 0);
g.m_nfv[0] += count;
}
else
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unsupported fog coordinate primitive: %x\n", mode);
OutputDebugString(buf);
}
if (!blend)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
if (src != D3DBLEND_SRCALPHA)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_SRCBLEND, src);
if (dst != D3DBLEND_INVSRCALPHA)
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_DESTBLEND, dst);
}
#endif
}
static void APIENTRY d3dTexEnvfv (GLenum target, GLenum pname, const GLfloat *params)
{
target;
pname;
params;
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
mov ebx, params;
fld [ebx];
fld [ebx + 4];
fld [ebx + 8];
fld [ebx + 12];
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov g.m_envcolor, eax;
}
#else
R = (unsigned int) (params[0] * two55);
G = (unsigned int) (params[1] * two55);
B = (unsigned int) (params[2] * two55);
A = (unsigned int) (params[3] * two55);
if (R > 255)
R = 255;
if (G > 255)
G = 255;
if (B > 255)
B = 255;
if (A > 255)
A = 255;
g.m_envcolor = RGBA_MAKE(R, G, B, A);
#endif
}
static void APIENTRY d3dTexCoord2fv (const GLfloat *v)
{
g.m_tu = v[0];
g.m_tv = v[1];
}
static void APIENTRY d3dNormalPointer (GLenum type, GLsizei stride, const GLvoid *pointer)
{
type;
if (stride)
g.m_normalstride = stride;
else
g.m_normalstride = 12;
g.m_normalary = (const GLfloat *) pointer;
}
static void APIENTRY d3dMaterialfv (GLenum face, GLenum pname, const GLfloat *params)
{
face;
pname;
params;
switch (pname)
{
case GL_AMBIENT:
break;
case GL_DIFFUSE:
case GL_AMBIENT_AND_DIFFUSE:
{
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
mov ebx, params;
fld [ebx];
fld [ebx + 4];
fld [ebx + 8];
fld [ebx + 12];
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov g.m_color, eax;
}
#else
R = (unsigned int)(params[0] * two55);
G = (unsigned int)(params[1] * two55);
B = (unsigned int)(params[2] * two55);
A = (unsigned int)(params[3] * two55);
if (R > 255)
R = 255;
if (G > 255)
G = 255;
if (B > 255)
B = 255;
if (A > 255)
A = 255;
g.m_color = RGBA_MAKE(R, G, B, A);
#endif
}
break;
default:
{
char buf[64];
dSprintf(buf,64,"Wrapper: Materialfv pname not supported: %x\n", pname);
OutputDebugString(buf);
}
break;
}
}
static void APIENTRY d3dLightf (GLenum light, GLenum pname, GLfloat param)
{
GLenum i = light - GL_LIGHT0;
switch (pname)
{
case GL_SPOT_CUTOFF:
if (param >= 180.0)
{
g.m_lights[i].dltType = (g.m_lights[i].dltType == D3DLIGHT_DIRECTIONAL) ? D3DLIGHT_DIRECTIONAL : D3DLIGHT_POINT;
g.m_lights[i].dvTheta = g.m_lights[i].dvPhi = M_PI/2.0;
}
else
{
g.m_lights[i].dltType = (g.m_lights[i].dltType == D3DLIGHT_DIRECTIONAL) ? D3DLIGHT_DIRECTIONAL : D3DLIGHT_SPOT;
g.m_lights[i].dvTheta = g.m_lights[i].dvPhi = mDegToRad(param*2.0);
}
break;
case GL_CONSTANT_ATTENUATION:
g.m_lights[i].dvAttenuation0 = param;
break;
case GL_LINEAR_ATTENUATION:
g.m_lights[i].dvAttenuation1 = param;
break;
case GL_QUADRATIC_ATTENUATION:
g.m_lights[i].dvAttenuation2 = param;
break;
}
D3DLIGHT7 &peak = g.m_lights[i];
g.m_d3ddev->SetLight(i,&g.m_lights[i]);
}
static void APIENTRY d3dLightfv (GLenum light, GLenum pname, const GLfloat *params)
{
GLenum i = light - GL_LIGHT0;
switch (pname)
{
case GL_POSITION:
{
D3DXMATRIX world;
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) &world);
if (params[3] == 0.0)
{
D3DXVECTOR4 mdir(params), wdir, tdir(0,0,1,0);
g.m_lights[i].dltType = D3DLIGHT_DIRECTIONAL;
D3DXVec4Transform(&wdir,&mdir,&world);
dMemcpy(&g.m_lights[i].dvDirection,wdir,sizeof(GLfloat)*3);
}
else
{
D3DXVECTOR4 mpos(params), wpos;
g.m_lights[i].dltType = (g.m_lights[i].dvPhi == M_2PI) ? D3DLIGHT_POINT : D3DLIGHT_SPOT;
D3DXVec4Transform(&wpos,&mpos,&world);
dMemcpy(&g.m_lights[i].dvPosition,wpos,sizeof(GLfloat)*3);
}
}
break;
case GL_SPOT_DIRECTION:
{
D3DXMATRIX world;
D3DXVECTOR4 mdir(params), wdir;
g.m_d3ddev->GetTransform(D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) &world);
D3DXVec4Transform(&wdir,&mdir,&world);
dMemcpy(&g.m_lights[i].dvDirection,wdir,sizeof(GLfloat)*3);
}
break;
case GL_DIFFUSE:
dMemcpy(&g.m_lights[i].dcvDiffuse,params,sizeof(GLfloat)*3);
break;
case GL_AMBIENT:
dMemcpy(&g.m_lights[i].dcvAmbient,params,sizeof(GLfloat)*3);
break;
case GL_SPECULAR:
dMemcpy(&g.m_lights[i].dcvSpecular,params,sizeof(GLfloat)*3);
break;
}
D3DLIGHT7 &peak = g.m_lights[i];
g.m_d3ddev->SetLight(i,&g.m_lights[i]);
}
static void APIENTRY d3dLightModelfv (GLenum pname, const GLfloat *params)
{
if (pname == GL_LIGHT_MODEL_AMBIENT)
{
DWORD ambient;
static float two55 = 255.f;
unsigned int R, G, B, A;
#ifdef _X86_
__asm {
mov ebx, params;
fld [ebx];
fld [ebx + 4];
fld [ebx + 8];
fld [ebx + 12];
fld two55;
fmul st(1), st(0);
fmul st(2), st(0);
fmul st(3), st(0);
fmulp st(4), st(0);
fistp A;
fistp B;
fistp G;
fistp R;
mov edx, A;
cmp edx, 255;
jle pt1;
mov edx, 255;
pt1: mov eax, B;
cmp eax, 255;
jle pt2;
mov eax, 255;
pt2: mov ebx, G;
cmp ebx, 255;
jle pt3;
mov ebx, 255;
pt3: mov ecx, R;
cmp ecx, 255;
jle pt4;
mov ecx, 255;
pt4: shl ebx, 8;
shl ecx, 16;
shl edx, 24;
or eax, ebx;
or ecx, edx;
or eax, ecx;
mov ambient, eax;
}
#else
R = (unsigned int) (params[0] * two55);
G = (unsigned int) (params[1] * two55);
B = (unsigned int) (params[2] * two55);
A = (unsigned int) (params[3] * two55);
if (R > 255)
R = 255;
if (G > 255)
G = 255;
if (B > 255)
B = 255;
if (A > 255)
A = 255;
ambient = RGBA_MAKE(R, G, B, A);
#endif
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_AMBIENT, ambient);
}
else
{
char buf[64];
dSprintf(buf,64,"Wrapper: Unsupported LightModelfv pname: %x\n", pname);
OutputDebugString(buf);
}
}
static void APIENTRY d3dFogCoordPointerEXT(GLenum type, GLsizei stride, void *pointer)
{
if (type == GL_FLOAT)
{
if (stride)
g.m_fogstride = stride;
else
g.m_fogstride = 4;
g.m_fogary = (GLfloat *) pointer;
}
else
OutputDebugString("Wrapper: Unsupported FogCoordPointerEXT array type\n");
}
static void APIENTRY d3dPointSize (GLfloat size)
{
size;
}
static int WINAPI wd3dChoosePixelFormat(HDC hdc, CONST PIXELFORMATDESCRIPTOR *ppfd)
{
hdc;
ppfd;
return 1;
}
static LRESULT CALLBACK MyMsgHandler(
HWND hwnd, // handle to window
UINT uMsg, // message identifier
WPARAM wParam, // first message parameter
LPARAM lParam // second message parameter
)
{
if(uMsg == WM_CHAR)
{
if(wParam == 0x2F)
{
++g.m_lod;
if(g.m_lod == 8)
g.m_lod = 0;
int changedLOD = 0;
static char str[256];
for(int i = 0; i < MAXGLTEXHANDLES; ++i)
{
if(g.m_tex[i].m_ddsurf != 0)
{
DDSURFACEDESC2 surfdesc;
surfdesc.dwSize = sizeof(DDSURFACEDESC2);
g.m_tex[i].m_ddsurf->GetSurfaceDesc(&surfdesc);
if(surfdesc.dwMipMapCount != 0)
{
if(g.m_lod >= surfdesc.dwMipMapCount)
g.m_tex[i].m_ddsurf->SetLOD(surfdesc.dwMipMapCount - 1);
else
{
g.m_tex[i].m_ddsurf->SetLOD(g.m_lod);
++changedLOD;
}
}
}
}
_itoa(changedLOD, str, 10);
OutputDebugString(str);
OutputDebugString("\n");
return 0;
}
}
return CallWindowProc(g.m_wndproc, hwnd, uMsg, wParam, lParam);
}
static HGLRC WINAPI wd3dCreateContext(HDC hdc)
{
g.m_hdc = hdc;
g.m_hwnd = WindowFromDC(g.m_hdc);
RECT rect;
GetClientRect(g.m_hwnd, &rect);
g.m_winWidth = (USHORT)rect.right;
g.m_winHeight = (USHORT)rect.bottom;
g.m_vwx = rect.left;
g.m_vwy = rect.top;
g.m_vww = rect.right - rect.left;
g.m_vwh = rect.bottom - rect.top;
HRESULT hr = D3DXInitialize();
if(FAILED(hr))
{
return 0;
}
DWORD DeviceType = D3DX_DEFAULT;
// Check registry key to see if we need to do software emulation
HKEY hKey;
if(ERROR_SUCCESS == RegOpenKey(HKEY_LOCAL_MACHINE, RESPATH_QUAKE, &hKey)) {
DWORD dwType;
DWORD dwValue;
DWORD dwSize = 4;
if (ERROR_SUCCESS == RegQueryValueEx( hKey, "Emulation", NULL, &dwType, (LPBYTE) &dwValue, &dwSize) &&
dwType == REG_DWORD &&
dwValue != 0) {
DeviceType = D3DX_HWLEVEL_2D;
}
RegCloseKey( hKey );
}
D3DX_VIDMODEDESC VidMode;
hr = D3DXGetCurrentVideoMode(DeviceType, &VidMode);
if(FAILED(hr))
{
D3DXUninitialize();
return 0;
}
// See if the window is full screen
if( (DWORD)rect.right == VidMode.width && (DWORD)rect.bottom == VidMode.height )
{
// We are full screen
hr = D3DXCreateContextEx(DeviceType, D3DX_CONTEXT_FULLSCREEN, g.m_hwnd, g.m_hwnd,
VidMode.bpp, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT,
VidMode.width, VidMode.height, VidMode.refreshRate, &g.m_pD3DX);
}
else
{
hr = D3DXCreateContext(DeviceType, 0, g.m_hwnd, D3DX_DEFAULT, D3DX_DEFAULT, &g.m_pD3DX);
}
if(FAILED(hr))
{
D3DXUninitialize();
return 0;
}
// Keep a copy of the device
g.m_d3ddev = g.m_pD3DX->GetD3DDevice();
if(g.m_d3ddev == NULL)
{
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
g.m_d3ddev->GetCaps(&g.m_dd);
if(FAILED(hr))
{
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
// Check registry key to see if we need to turn off mipmapping
if(ERROR_SUCCESS == RegOpenKey(HKEY_LOCAL_MACHINE, RESPATH_QUAKE, &hKey)) {
DWORD dwType;
DWORD dwValue;
DWORD dwSize = 4;
if (ERROR_SUCCESS == RegQueryValueEx( hKey, "DisableMipMap", NULL, &dwType, (LPBYTE) &dwValue, &dwSize) &&
dwType == REG_DWORD &&
dwValue != 0) {
g.m_usemipmap = FALSE;
OutputDebugString("Wrapper: Mipmapping disabled\n");
}
else {
g.m_usemipmap = TRUE;
}
RegCloseKey( hKey );
}
else {
g.m_usemipmap = TRUE;
}
// Enumerate texture formats and find the right ones to use
DWORD texfmts = D3DXGetMaxSurfaceFormats(DeviceType, NULL, D3DX_SC_COLORTEXTURE);
// Look for a four bit alpha surface
BOOLEAN found = FALSE;
DWORD i;
for(i = 0; i < texfmts; ++i)
{
hr = D3DXGetSurfaceFormat(DeviceType, NULL, D3DX_SC_COLORTEXTURE, i, &g.m_ddFourBitAlphaSurfFormat);
if( FAILED(hr) )
{
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
if(g.m_ddFourBitAlphaSurfFormat == D3DX_SF_A4R4G4B4)
{
found = TRUE;
break;
}
}
if ( found == FALSE )
{
OutputDebugString("Wrapper: Unable to find 4444 texture.\n");
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
// Look for a eight bit alpha surface
found = FALSE;
for(i = 0; i < texfmts; ++i)
{
hr = D3DXGetSurfaceFormat(DeviceType, NULL, D3DX_SC_COLORTEXTURE, i, &g.m_ddEightBitAlphaSurfFormat);
if( FAILED(hr) )
{
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
if(g.m_ddEightBitAlphaSurfFormat == D3DX_SF_A8R8G8B8)
{
found = TRUE;
break;
}
}
if ( found == FALSE )
{
OutputDebugString("Wrapper: Not using 8888 texture\n");
g.m_ddEightBitAlphaSurfFormat = g.m_ddFourBitAlphaSurfFormat;
}
// Look for a surface
found = FALSE;
for(i = 0; i < texfmts; ++i)
{
hr = D3DXGetSurfaceFormat(DeviceType, NULL, D3DX_SC_COLORTEXTURE, i, &g.m_ddFiveBitSurfFormat);
if( FAILED(hr) )
{
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
if(g.m_ddFiveBitSurfFormat == D3DX_SF_R5G5B5 || g.m_ddFiveBitSurfFormat == D3DX_SF_R5G6B5)
{
found = TRUE;
break;
}
}
if ( found == FALSE )
{
OutputDebugString("Wrapper: Unable to find 555 or 565 texture.\n");
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
// Look for a 8-bit surface
found = FALSE;
for(i = 0; i < texfmts; ++i)
{
hr = D3DXGetSurfaceFormat(DeviceType, NULL, D3DX_SC_COLORTEXTURE, i, &g.m_ddEightBitSurfFormat);
if( FAILED(hr) )
{
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
if(g.m_ddEightBitSurfFormat == D3DX_SF_X8R8G8B8)
{
found = TRUE;
break;
}
}
if ( found == FALSE )
{
OutputDebugString("Wrapper: Not using 888 texture\n");
g.m_ddEightBitSurfFormat = g.m_ddEightBitAlphaSurfFormat;
}
// Look for a luminance surface
found = FALSE;
for(i = 0; i < texfmts; ++i)
{
hr = D3DXGetSurfaceFormat(DeviceType, NULL, D3DX_SC_COLORTEXTURE, i, &g.m_ddLuminanceSurfFormat);
if( FAILED(hr) )
{
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
if(g.m_ddLuminanceSurfFormat == D3DX_SF_L8)
{
found = TRUE;
break;
}
}
if ( found == FALSE )
{
OutputDebugString("Wrapper: Not using luminance texture\n");
g.m_ddLuminanceSurfFormat = g.m_ddEightBitSurfFormat;
}
// Look for an alpha surface
found = FALSE;
for(i = 0; i < texfmts; ++i)
{
hr = D3DXGetSurfaceFormat(DeviceType, NULL, D3DX_SC_COLORTEXTURE, i, &g.m_ddAlphaSurfFormat);
if( FAILED(hr) )
{
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
if(g.m_ddAlphaSurfFormat == D3DX_SF_A8)
{
found = TRUE;
break;
}
}
if ( found == FALSE )
{
OutputDebugString("Wrapper: Not using alpha texture\n");
g.m_ddAlphaSurfFormat = g.m_ddEightBitSurfFormat;
}
// Do misc init stuff
if(g.m_dd.dwMaxTextureWidth < 512 || g.m_dd.dwMaxTextureHeight < 512) {
g.m_subsample = TRUE;
OutputDebugString("Wrapper: Subsampling textures to 256 x 256\n");
}
else
g.m_subsample = FALSE;
if(g.m_dd.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY) {
g.m_makeSquare = TRUE;
OutputDebugString("Wrapper: Forcing all textures to be square\n");
}
else
g.m_makeSquare = FALSE;
if(g.m_dd.wMaxSimultaneousTextures > 1) {
g.m_usemtex = TRUE;
OutputDebugString("Wrapper: Multitexturing enabled\n");
}
else {
g.m_usemtex = FALSE;
OutputDebugString("Wrapper: Multitexturing not available with this driver\n");
}
if(!(g.m_dd.dpcTriCaps.dwTextureFilterCaps & D3DPTFILTERCAPS_LINEARMIPLINEAR) &&
!(g.m_dd.dpcTriCaps.dwTextureFilterCaps & D3DPTFILTERCAPS_LINEARMIPNEAREST) &&
!(g.m_dd.dpcTriCaps.dwTextureFilterCaps & D3DPTFILTERCAPS_MIPLINEAR) &&
!(g.m_dd.dpcTriCaps.dwTextureFilterCaps & D3DPTFILTERCAPS_MIPNEAREST)) {
g.m_usemipmap = FALSE;
OutputDebugString("Wrapper: Mipmapping disabled\n");
}
if (!(g.m_dd.dwVertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS))
{
g.m_usedirectional = FALSE;
OutputDebugString("Wrapper: Directional lights disabled\n");
}
else
g.m_usedirectional = TRUE;
if(ERROR_SUCCESS == RegOpenKey(HKEY_LOCAL_MACHINE, RESPATH_QUAKE, &hKey)) {
DWORD dwType;
DWORD dwValue;
DWORD dwSize = 4;
if (ERROR_SUCCESS == RegQueryValueEx( hKey, "DoFlip", NULL, &dwType, (LPBYTE) &dwValue, &dwSize) &&
dwType == REG_DWORD &&
dwValue != 0) {
g.m_doFlip = TRUE;
}
else {
g.m_doFlip = FALSE;
}
RegCloseKey( hKey );
}
else {
g.m_doFlip = FALSE;
}
// Create vertex buffers
// Get a D3D ptr to create the vertex buffer.
LPDIRECT3D7 pD3D = g.m_pD3DX->GetD3D();
if( pD3D == NULL )
{
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
D3DVERTEXBUFFERDESC vbufdesc;
vbufdesc.dwSize = sizeof(D3DVERTEXBUFFERDESC);
vbufdesc.dwCaps = D3DVBCAPS_WRITEONLY;
if (!(g.m_dd.dwDevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT))
vbufdesc.dwCaps = D3DVBCAPS_SYSTEMMEMORY;
vbufdesc.dwFVF = QUAKEVFMT;
vbufdesc.dwNumVertices = VBUFSIZE;
hr = pD3D->CreateVertexBuffer(&vbufdesc, &g.m_vbuf, 0);
if( FAILED(hr) )
{
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
vbufdesc.dwFVF = QUAKETVFMT;
hr = pD3D->CreateVertexBuffer(&vbufdesc, &g.m_tvbuf, 0);
if( FAILED(hr) )
{
g.m_vbuf->Release();
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
vbufdesc.dwFVF = QUAKEMTVFMT;
hr = pD3D->CreateVertexBuffer(&vbufdesc, &g.m_mtvbuf, 0);
if( FAILED(hr) )
{
g.m_tvbuf->Release();
g.m_vbuf->Release();
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
vbufdesc.dwFVF = QUAKEFMTVFMT;
hr = pD3D->CreateVertexBuffer(&vbufdesc, &g.m_fmtvbuf, 0);
if( FAILED(hr) )
{
g.m_mtvbuf->Release();
g.m_tvbuf->Release();
g.m_vbuf->Release();
g.m_d3ddev->Release();
g.m_pD3DX->Release();
D3DXUninitialize();
return 0;
}
// Done with D3D
pD3D->Release();
// Some more init stuff
g.m_cullMode = GL_BACK;
g.m_cullEnabled = FALSE;
g.m_texHandleValid = FALSE;
g.m_texturing = FALSE;
g.m_updvwp = TRUE;
g.m_blendmode[0] = GL_MODULATE;
g.m_blendmode[1] = GL_MODULATE;
g.m_nfv[0] = g.m_nfv[1] = g.m_nfv[2] = g.m_nfv[3] = 0;
g.m_curtgt = 0;
g.m_client_active_texture_arb = 0;
g.m_nx = 0.0;
g.m_ny = 0.0;
g.m_nz = 1.0;
g.m_color = 0xFFFFFFFF;
g.m_tu = g.m_tv = g.m_tu2 = g.m_tv2 = 0.f;
g.m_clearColor = 0;
g.m_clearDepth = 1.f;
g.m_usecolorary = FALSE;
g.m_usetexcoordary[0] = FALSE;
g.m_usetexcoordary[1] = FALSE;
g.m_usevertexary = FALSE;
g.m_scix = 0;
g.m_sciy = 0;
g.m_sciw = g.m_winWidth;
g.m_scih = g.m_winHeight;
g.m_lckfirst = 0;
g.m_lckcount = 0;
g.m_numIndices = 1024;
g.m_wIndices = new WORD[g.m_numIndices];
g.m_frontFace = GL_CCW;
g.m_usenormalary = FALSE;
g.m_normalstride = 0;
g.m_texcoordstride[0] = 0;
g.m_texcoordstride[1] = 0;
g.m_texgen[0] = FALSE;
g.m_texgen[1] = FALSE;
g.m_texgenmode[0] = GL_EYE_LINEAR;
g.m_texgenmode[0] = GL_EYE_LINEAR;
g.m_texgenplane[0][0][0] = 1.0;
g.m_texgenplane[0][0][1] = 0.0;
g.m_texgenplane[0][0][2] = 0.0;
g.m_texgenplane[0][0][3] = 0.0;
g.m_texgenplane[0][1][0] = 0.0;
g.m_texgenplane[0][1][1] = 1.0;
g.m_texgenplane[0][1][2] = 0.0;
g.m_texgenplane[0][1][3] = 0.0;
g.m_texgenplane[1][0][0] = 1.0;
g.m_texgenplane[1][0][1] = 0.0;
g.m_texgenplane[1][0][2] = 0.0;
g.m_texgenplane[1][0][3] = 0.0;
g.m_texgenplane[1][1][0] = 0.0;
g.m_texgenplane[1][1][1] = 1.0;
g.m_texgenplane[1][1][2] = 0.0;
g.m_texgenplane[1][1][3] = 0.0;
g.m_inversedirty = TRUE;
g.m_objectdirty[0] = TRUE;
g.m_objectdirty[1] = TRUE;
g.m_envcolor = 0;
g.m_colorstride = 0;
g.m_colortype = GL_FLOAT;
g.m_spherecoords = new GLfloat[100];
g.m_zbias = 0;
g.m_fogcolor = 0;
g.m_usefogary = FALSE;
g.m_fogstride = 0;
// Initialize the structure.
ZeroMemory(g.m_lights, sizeof(D3DLIGHT7));
// Set up for a white point light.
g.m_lights[0].dltType = D3DLIGHT_DIRECTIONAL;
g.m_lights[0].dcvDiffuse.r = 1.0f;
g.m_lights[0].dcvDiffuse.g = 1.0f;
g.m_lights[0].dcvDiffuse.b = 1.0f;
g.m_lights[0].dcvAmbient.r = 0.0f;
g.m_lights[0].dcvAmbient.g = 0.0f;
g.m_lights[0].dcvAmbient.b = 0.0f;
g.m_lights[0].dcvSpecular.r = 1.0f;
g.m_lights[0].dcvSpecular.g = 1.0f;
g.m_lights[0].dcvSpecular.b = 1.0f;
// Position it high in the scene, and behind the viewer.
// (Remember, these coordinates are in world space, so
// the "viewer" could be anywhere in world space, too.
// For the purposes of this example, assume the viewer
// is at the origin of world space.)
g.m_lights[0].dvPosition.x = 0.0f;
g.m_lights[0].dvPosition.y = 0.0f;
g.m_lights[0].dvPosition.z = 1.0f;
g.m_lights[0].dvDirection.x = 0.0f;
g.m_lights[0].dvDirection.y = 0.0f;
g.m_lights[0].dvDirection.z = -1.0f;
// Don't attenuate.
g.m_lights[0].dvAttenuation0 = 1.0f;
g.m_lights[0].dvRange = D3DLIGHT_RANGE_MAX;
g.m_lights[0].dvTheta = g.m_lights[0].dvPhi = M_PI/4.0;
for (i = 1; i < 8; ++i)
{
D3DLIGHT7 &d3dLight = g.m_lights[i];
// Initialize the structure.
ZeroMemory(&d3dLight, sizeof(D3DLIGHT7));
// Set up for a white point light.
d3dLight.dltType = D3DLIGHT_DIRECTIONAL;
d3dLight.dcvDiffuse.r = 0.0f;
d3dLight.dcvDiffuse.g = 0.0f;
d3dLight.dcvDiffuse.b = 0.0f;
d3dLight.dcvAmbient.r = 0.0f;
d3dLight.dcvAmbient.g = 0.0f;
d3dLight.dcvAmbient.b = 0.0f;
d3dLight.dcvSpecular.r = 0.0f;
d3dLight.dcvSpecular.g = 0.0f;
d3dLight.dcvSpecular.b = 0.0f;
// Position it high in the scene, and behind the viewer.
// (Remember, these coordinates are in world space, so
// the "viewer" could be anywhere in world space, too.
// For the purposes of this example, assume the viewer
// is at the origin of world space.)
d3dLight.dvPosition.x = 0.0f;
d3dLight.dvPosition.y = 0.0f;
d3dLight.dvPosition.z = 1.0f;
d3dLight.dvDirection.x = 0.0f;
d3dLight.dvDirection.y = 0.0f;
d3dLight.dvDirection.z = -1.0f;
// Don't attenuate.
d3dLight.dvAttenuation0 = 1.0f;
d3dLight.dvRange = D3DLIGHT_RANGE_MAX;
d3dLight.dvTheta = d3dLight.dvPhi = M_PI/2.0;
}
g.m_curtexmatrix._11 = 1.0f; g.m_curtexmatrix._12 = 0.0f; g.m_curtexmatrix._13 = 0.0f; g.m_curtexmatrix._14 = 0.0f;
g.m_curtexmatrix._21 = 0.0f; g.m_curtexmatrix._22 = 1.0f; g.m_curtexmatrix._23 = 0.0f; g.m_curtexmatrix._24 = 0.0f;
g.m_curtexmatrix._31 = 0.0f; g.m_curtexmatrix._32 = 0.0f; g.m_curtexmatrix._33 = 1.0f; g.m_curtexmatrix._34 = 0.0f;
g.m_curtexmatrix._41 = 0.0f; g.m_curtexmatrix._42 = 0.0f; g.m_curtexmatrix._43 = 0.0f; g.m_curtexmatrix._44 = 1.0f;
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_TEXTURE0,&g.m_curtexmatrix);
GLListManip<GLuint> freeTextures(&g.m_freeTextures);
for(i = 0; i < MAXGLTEXHANDLES; ++i) {
g.m_tex[i].m_ddsurf = 0;
g.m_tex[i].m_block = 0;
g.m_tex[i].m_capture = FALSE;
g.m_tex[i].m_dwStage = 0;
g.m_tex[i].m_minmode = D3DTFN_POINT;
g.m_tex[i].m_magmode = D3DTFG_LINEAR;
g.m_tex[i].m_mipmode = D3DTFP_LINEAR;
g.m_tex[i].m_addu = D3DTADDRESS_WRAP;
g.m_tex[i].m_addv = D3DTADDRESS_WRAP;
if (i)
freeTextures.insert(i);
}
D3DMATRIX unity;
unity._11 = 1.0f; unity._12 = 0.0f; unity._13 = 0.0f; unity._14 = 0.0f;
unity._21 = 0.0f; unity._22 = 1.0f; unity._23 = 0.0f; unity._24 = 0.0f;
unity._31 = 0.0f; unity._32 = 0.0f; unity._33 = 1.0f; unity._34 = 0.0f;
unity._41 = 0.0f; unity._42 = 0.0f; unity._43 = 0.0f; unity._44 = 1.0f;
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_VIEW, &unity);
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_WORLD, &unity);
g.m_d3ddev->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &unity);
g.m_curtex[0] = NULL;
g.m_curtex[1] = NULL;
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE);
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_SPECULARENABLE, FALSE);
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TRUE);
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_CLIPPING, TRUE);
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_LIGHTING, FALSE);
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_AMBIENT, 0x32323219);
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_AMBIENTMATERIALSOURCE, D3DMCS_COLOR1);
g.m_d3ddev->SetRenderState(D3DRENDERSTATE_EXTENTS, FALSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_TEXCOORDINDEX,0);
if(g.m_usemtex == TRUE)
g.m_d3ddev->SetTextureStageState (1, D3DTSS_TEXCOORDINDEX,1);
// Create shaders
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][0]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][1]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][2]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][3]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][4]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][5]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][6]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][7]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g.m_d3ddev->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g.m_d3ddev->EndStateBlock(&g.m_shaders[0][8]);
if(g.m_usemtex)
{
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[1][0]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
g.m_d3ddev->EndStateBlock(&g.m_shaders[1][1]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_MODULATE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[1][2]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_MODULATE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g.m_d3ddev->EndStateBlock(&g.m_shaders[1][3]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[1][4]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[1][5]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_MODULATE);
// following stage state to speedup software rasterizer
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
g.m_d3ddev->EndStateBlock(&g.m_shaders[1][6]);
g.m_d3ddev->BeginStateBlock();
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE | D3DTA_COMPLEMENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_MODULATE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
g.m_d3ddev->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g.m_d3ddev->EndStateBlock(&g.m_shaders[1][7]);
}
// Hook into message loop
// g.m_wndproc = (WNDPROC)SetWindowLong(g.m_hwnd, GWL_WNDPROC, (LONG)MyMsgHandler);
// g.m_lod = 0;
// Start a scene
g.m_d3ddev->BeginScene();
return (HGLRC)1;
}
static BOOL WINAPI wd3dDeleteContext(HGLRC hglrc)
{
hglrc;
g.m_d3ddev->EndScene();
SetWindowLong(g.m_hwnd, GWL_WNDPROC, (LONG)g.m_wndproc);
int i;
for(i = 0; i < MAXGLTEXHANDLES; ++i){
if(g.m_tex[i].m_ddsurf != 0) {
g.m_tex[i].m_ddsurf->Release();
g.m_tex[i].m_ddsurf = 0;
if(g.m_tex[i].m_block != 0)
{
g.m_d3ddev->DeleteStateBlock(g.m_tex[i].m_block);
g.m_tex[i].m_block = 0;
}
g.m_tex[i].m_capture = FALSE;
}
}
GLListManip<GLuint> freeTextures(&g.m_freeTextures);
while (g.m_freeTextures.length())
freeTextures.remove();
for(i = 0; i < 8; ++i)
g.m_d3ddev->DeleteStateBlock(g.m_shaders[0][i]);
if(g.m_usemtex)
{
for(i = 0; i < 8; ++i)
g.m_d3ddev->DeleteStateBlock(g.m_shaders[1][i]);
}
g.m_vbuf->Release();
g.m_vbuf = 0;
g.m_mtvbuf->Release();
g.m_mtvbuf = 0;
g.m_tvbuf->Release();
g.m_tvbuf = 0;
g.m_d3ddev->Release();
g.m_d3ddev = 0;
g.m_pD3DX->Release();
g.m_pD3DX = 0;
D3DXUninitialize();
delete[] g.m_wIndices;
g.m_wIndices = 0;
return TRUE;
}
static int WINAPI wd3dDescribePixelFormat(HDC hdc, INT iPixelFormat, UINT nBytes, PIXELFORMATDESCRIPTOR *ppfd)
{
hdc;
iPixelFormat;
nBytes;
HRESULT hr = D3DXInitialize();
if (FAILED(hr))
return 0;
D3DX_VIDMODEDESC VidMode;
hr = D3DXGetCurrentVideoMode(D3DX_DEFAULT, &VidMode);
if (FAILED(hr))
{
D3DXUninitialize();
return 0;
}
D3DXUninitialize();
ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);
ppfd->nVersion = 1;
ppfd->dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_GENERIC_ACCELERATED;
ppfd->iPixelType = PFD_TYPE_RGBA;
ppfd->cColorBits = (unsigned char)VidMode.bpp;
ppfd->cAccumBits = 0;
ppfd->cAccumRedBits = 0;
ppfd->cAccumGreenBits = 0;
ppfd->cAccumBlueBits = 0;
ppfd->cAccumAlphaBits = 0;
ppfd->cStencilBits = 0;
ppfd->cAuxBuffers = 0;
ppfd->iLayerType = 0;
ppfd->bReserved = 0;
ppfd->dwLayerMask = 0;
ppfd->dwVisibleMask = 0;
ppfd->dwDamageMask = 0;
if(VidMode.bpp == 16)
{
ppfd->cRedBits = 5;
ppfd->cRedShift = 11;
ppfd->cGreenBits = 6;
ppfd->cGreenShift = 5;
ppfd->cBlueBits = 5;
ppfd->cBlueShift = 0;
ppfd->cAlphaBits = 0;
ppfd->cAlphaShift = 0;
ppfd->cDepthBits = 16;
}
else if(VidMode.bpp == 24 || VidMode.bpp == 32)
{
ppfd->cRedBits = 8;
ppfd->cRedShift = 16;
ppfd->cGreenBits = 8;
ppfd->cGreenShift = 8;
ppfd->cBlueBits = 8;
ppfd->cBlueShift = 0;
ppfd->cAlphaBits = 0;
ppfd->cAlphaShift = 0;
ppfd->cDepthBits = VidMode.bpp;
}
else
{
return 0;
}
return 1;
}
static HGLRC WINAPI wd3dGetCurrentContext(VOID)
{
return (HGLRC)1;
}
static HDC WINAPI wd3dGetCurrentDC(VOID)
{
return g.m_hdc;
}
static int WINAPI wd3dGetPixelFormat(HDC hdc)
{
hdc;
return 1;
}
static PROC WINAPI wd3dGetProcAddress(LPCSTR str)
{
if(strcmp(str, "glMTexCoord2fSGIS") == 0)
return (PROC)d3dMTexCoord2fSGIS;
else if(strcmp(str, "glSelectTextureSGIS") == 0)
return (PROC)d3dSelectTextureSGIS;
else if(strcmp(str, "glActiveTextureARB") == 0)
return (PROC)d3dActiveTextureARB;
else if(strcmp(str, "glClientActiveTextureARB") == 0)
return (PROC)d3dClientActiveTextureARB;
else if(strcmp(str, "glMultiTexCoord2fARB") == 0)
return (PROC)d3dMultiTexCoord2fARB;
else if(strcmp(str, "glMultiTexCoord2fvARB") == 0)
return (PROC)d3dMultiTexCoord2fvARB;
else if(strcmp(str, "glLockArraysEXT") == 0)
return (PROC)d3dLockArraysEXT;
else if(strcmp(str, "glUnlockArraysEXT") == 0)
return (PROC)d3dUnlockArraysEXT;
else
{
OutputDebugString("Wrapper: Unimplemented function ");
OutputDebugString(str);
OutputDebugString("\n");
}
return NULL;
}
static BOOL WINAPI wd3dMakeCurrent(HDC hdc, HGLRC hglrc)
{
hdc;
hglrc;
return TRUE;
}
static BOOL WINAPI wd3dSetPixelFormat(HDC hdc, int iPixelFormat, CONST PIXELFORMATDESCRIPTOR *ppfd)
{
hdc;
iPixelFormat;
ppfd;
return TRUE;
}
static BOOL WINAPI wd3dSwapBuffers(HDC hdc)
{
hdc;
#ifdef USEICECAP
static unsigned nframes = 0;
++nframes;
if(nframes == 1000)
{
OutputDebugString("Started profiling\n");
StartCAP();
}
if(nframes == 1500)
{
StopCAP();
OutputDebugString("stopped profiling\n");
}
#endif
g.m_d3ddev->EndScene();
g.m_pD3DX->UpdateFrame(g.m_doFlip ? 0 : D3DX_UPDATE_NOVSYNC);
//g.m_pD3DX->UpdateFrame(D3DX_UPDATE_NOVSYNC);
//LPDIRECTDRAW7 pDD = g.m_pD3DX->GetDD();
//pDD->GetSurfaceFromDC(hdc,&g.m_ddsurface);
//g.m_ddsurface->Flip(NULL,0);
g.m_d3ddev->BeginScene();
return TRUE;
}
//////////////////////////////////////////// NOT USED by QuakeGL ///////////////////////////////////////////////////////
#define DODPFS
static void DPF(char *str)
{
OutputDebugString(str);
OutputDebugString("\n");
}
static void APIENTRY d3dAccum (GLenum op, GLfloat value)
{
op;
value;
#ifdef DODPFS
DPF("glAccum");
#endif //DODPFS
}
static GLboolean APIENTRY d3dAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences)
{
n;
textures;
residences;
GLboolean dummy = FALSE;
#ifdef DODPFS
DPF("glAreTexturesResident");
#endif //DODPFS
return dummy;
}
static void APIENTRY d3dBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
{
width;
height;
xorig;
yorig;
xmove;
ymove;
bitmap;
#ifdef DODPFS
DPF("glBitmap");
#endif //DODPFS
}
static void APIENTRY d3dCallList (GLuint list)
{
list;
#ifdef DODPFS
DPF("glCallList");
#endif //DODPFS
}
static void APIENTRY d3dCallLists (GLsizei n, GLenum type, const GLvoid *lists)
{
n;
type;
lists;
#ifdef DODPFS
DPF("glCallLists");
#endif //DODPFS
}
static void APIENTRY d3dClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
red;
green;
blue;
alpha;
#ifdef DODPFS
DPF("glClearAccum");
#endif //DODPFS
}
static void APIENTRY d3dClearIndex (GLfloat c)
{
c;
#ifdef DODPFS
DPF("glClearIndex");
#endif //DODPFS
}
static void APIENTRY d3dClearStencil (GLint s)
{
s;
#ifdef DODPFS
DPF("glClearStencil");
#endif //DODPFS
}
static void APIENTRY d3dColor3b (GLbyte red, GLbyte green, GLbyte blue)
{
red;
green;
blue;
#ifdef DODPFS
DPF("glColor3b");
#endif //DODPFS
}
static void APIENTRY d3dColor3bv (const GLbyte *v)
{
v;
#ifdef DODPFS
DPF("glColor3bv");
#endif //DODPFS
}
static void APIENTRY d3dColor3d (GLdouble red, GLdouble green, GLdouble blue)
{
red;
green;
blue;
#ifdef DODPFS
DPF("glColor3d");
#endif //DODPFS
}
static void APIENTRY d3dColor3dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glColor3dv");
#endif //DODPFS
}
static void APIENTRY d3dColor3fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glColor3fv");
#endif //DODPFS
}
static void APIENTRY d3dColor3i (GLint red, GLint green, GLint blue)
{
red;
green;
blue;
#ifdef DODPFS
DPF("glColor3i");
#endif //DODPFS
}
static void APIENTRY d3dColor3iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glColor3iv");
#endif //DODPFS
}
static void APIENTRY d3dColor3s (GLshort red, GLshort green, GLshort blue)
{
red;
green;
blue;
#ifdef DODPFS
DPF("glColor3s");
#endif //DODPFS
}
static void APIENTRY d3dColor3sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glColor3sv");
#endif //DODPFS
}
static void APIENTRY d3dColor3ui (GLuint red, GLuint green, GLuint blue)
{
red;
green;
blue;
#ifdef DODPFS
DPF("glColor3ui");
#endif //DODPFS
}
static void APIENTRY d3dColor3uiv (const GLuint *v)
{
v;
#ifdef DODPFS
DPF("glColor3uiv");
#endif //DODPFS
}
static void APIENTRY d3dColor3us (GLushort red, GLushort green, GLushort blue)
{
red;
green;
blue;
#ifdef DODPFS
DPF("glColor3us");
#endif //DODPFS
}
static void APIENTRY d3dColor3usv (const GLushort *v)
{
v;
#ifdef DODPFS
DPF("glColor3usv");
#endif //DODPFS
}
static void APIENTRY d3dColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
{
red;
green;
blue;
alpha;
#ifdef DODPFS
DPF("glColor4b");
#endif //DODPFS
}
static void APIENTRY d3dColor4bv (const GLbyte *v)
{
v;
#ifdef DODPFS
DPF("glColor4bv");
#endif //DODPFS
}
static void APIENTRY d3dColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
{
red;
green;
blue;
alpha;
#ifdef DODPFS
DPF("glColor4d");
#endif //DODPFS
}
static void APIENTRY d3dColor4dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glColor4dv");
#endif //DODPFS
}
static void APIENTRY d3dColor4i (GLint red, GLint green, GLint blue, GLint alpha)
{
red;
green;
blue;
alpha;
#ifdef DODPFS
DPF("glColor4i");
#endif //DODPFS
}
static void APIENTRY d3dColor4iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glColor4iv");
#endif //DODPFS
}
static void APIENTRY d3dColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha)
{
red;
green;
blue;
alpha;
#ifdef DODPFS
DPF("glColor4s");
#endif //DODPFS
}
static void APIENTRY d3dColor4sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glColor4sv");
#endif //DODPFS
}
static void APIENTRY d3dColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha)
{
red;
green;
blue;
alpha;
#ifdef DODPFS
DPF("glColor4ui");
#endif //DODPFS
}
static void APIENTRY d3dColor4uiv (const GLuint *v)
{
v;
#ifdef DODPFS
DPF("glColor4uiv");
#endif //DODPFS
}
static void APIENTRY d3dColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha)
{
red;
green;
blue;
alpha;
#ifdef DODPFS
DPF("glColor4us");
#endif //DODPFS
}
static void APIENTRY d3dColor4usv (const GLushort *v)
{
v;
#ifdef DODPFS
DPF("glColor4usv");
#endif //DODPFS
}
static void APIENTRY d3dColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
red;
green;
blue;
alpha;
#ifdef DODPFS
DPF("glColorMask");
#endif //DODPFS
}
static void APIENTRY d3dColorMaterial (GLenum face, GLenum mode)
{
face;
mode;
#ifdef DODPFS
DPF("glColorMaterial");
#endif //DODPFS
}
static void APIENTRY d3dCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
{
x;
y;
width;
height;
type;
#ifdef DODPFS
DPF("glCopyPixels");
#endif //DODPFS
}
static void APIENTRY d3dCopyTexImage1D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border)
{
target;
level;
internalFormat;
x;
y;
width;
border;
#ifdef DODPFS
DPF("glCopyTexImage1D");
#endif //DODPFS
}
static void APIENTRY d3dCopyTexImage2D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
target;
level;
internalFormat;
x;
y;
width;
height;
border;
#ifdef DODPFS
DPF("glCopyTexImage2D");
#endif //DODPFS
}
static void APIENTRY d3dCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
target;
level;
xoffset;
x;
y;
width;
#ifdef DODPFS
DPF("glCopyTexSubImage1D");
#endif //DODPFS
}
static void APIENTRY d3dCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
target;
level;
xoffset;
yoffset;
x;
y;
width;
height;
#ifdef DODPFS
DPF("glCopyTexSubImage2D");
#endif //DODPFS
}
static void APIENTRY d3dDeleteLists (GLuint list, GLsizei range)
{
list;
range;
#ifdef DODPFS
DPF("glDeleteLists");
#endif //DODPFS
}
static void APIENTRY d3dDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
width;
height;
format;
type;
pixels;
#ifdef DODPFS
DPF("glDrawPixels");
#endif //DODPFS
}
static void APIENTRY d3dEdgeFlag (GLboolean flag)
{
flag;
#ifdef DODPFS
DPF("glEdgeFlag");
#endif //DODPFS
}
static void APIENTRY d3dEdgeFlagPointer (GLsizei stride, const GLvoid *pointer)
{
stride;
pointer;
#ifdef DODPFS
DPF("glEdgeFlagPointer");
#endif //DODPFS
}
static void APIENTRY d3dEdgeFlagv (const GLboolean *flag)
{
flag;
#ifdef DODPFS
DPF("glEdgeFlagv");
#endif //DODPFS
}
static void APIENTRY d3dEndList (void)
{
#ifdef DODPFS
DPF("d3dEndList");
#endif //DODPFS
}
static void APIENTRY d3dEvalCoord1d (GLdouble u)
{
u;
#ifdef DODPFS
DPF("glEvalCoord1d");
#endif //DODPFS
}
static void APIENTRY d3dEvalCoord1dv (const GLdouble *u)
{
u;
#ifdef DODPFS
DPF("glEvalCoord1dv");
#endif //DODPFS
}
static void APIENTRY d3dEvalCoord1f (GLfloat u)
{
u;
#ifdef DODPFS
DPF("glEvalCoord1f");
#endif //DODPFS
}
static void APIENTRY d3dEvalCoord1fv (const GLfloat *u)
{
u;
#ifdef DODPFS
DPF("glEvalCoord1fv");
#endif //DODPFS
}
static void APIENTRY d3dEvalCoord2d (GLdouble u, GLdouble v)
{
u;
v;
#ifdef DODPFS
DPF("glEvalCoord2d");
#endif //DODPFS
}
static void APIENTRY d3dEvalCoord2dv (const GLdouble *u)
{
u;
#ifdef DODPFS
DPF("glEvalCoord2dv");
#endif //DODPFS
}
static void APIENTRY d3dEvalCoord2f (GLfloat u, GLfloat v)
{
u;
v;
#ifdef DODPFS
DPF("glEvalCoord2f");
#endif //DODPFS
}
static void APIENTRY d3dEvalCoord2fv (const GLfloat *u)
{
u;
#ifdef DODPFS
DPF("glEvalCoord2fv");
#endif //DODPFS
}
static void APIENTRY d3dEvalMesh1 (GLenum mode, GLint i1, GLint i2)
{
mode;
i1;
i2;
#ifdef DODPFS
DPF("glEvalMesh1");
#endif //DODPFS
}
static void APIENTRY d3dEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
{
mode;
i1;
i2;
j1;
j2;
#ifdef DODPFS
DPF("glEvalMesh2");
#endif //DODPFS
}
static void APIENTRY d3dEvalPoint1 (GLint i)
{
i;
#ifdef DODPFS
DPF("glEvalPoint1");
#endif //DODPFS
}
static void APIENTRY d3dEvalPoint2 (GLint i, GLint j)
{
i;
j;
#ifdef DODPFS
DPF("glEvalPoint2");
#endif //DODPFS
}
static void APIENTRY d3dFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer)
{
size;
type;
buffer;
#ifdef DODPFS
DPF("glFeedbackBuffer");
#endif //DODPFS
}
static void APIENTRY d3dFinish (void)
{
#ifdef DODPFS
//DPF("glFinish()");
#endif //DODPFS
}
static void APIENTRY d3dFlush (void)
{
#ifdef DODPFS
DPF("glFlush");
#endif //DODPFS
}
static void APIENTRY d3dFogiv (GLenum pname, const GLint *params)
{
pname;
params;
#ifdef DODPFS
DPF("glFogiv");
#endif //DODPFS
}
static GLuint APIENTRY d3dGenLists (GLsizei range)
{
range;
GLuint dummy = 0;
#ifdef DODPFS
DPF("glGenLists");
#endif //DODPFS
return dummy;
}
static void APIENTRY d3dGetBooleanv (GLenum pname, GLboolean *params)
{
pname;
params;
#ifdef DODPFS
DPF("glGetBooleanv");
#endif //DODPFS
}
static void APIENTRY d3dGetClipPlane (GLenum plane, GLdouble *equation)
{
plane;
equation;
#ifdef DODPFS
DPF("glGetClipPlane");
#endif //DODPFS
}
static void APIENTRY d3dGetLightfv (GLenum light, GLenum pname, GLfloat *params)
{
light;
pname;
params;
#ifdef DODPFS
DPF("glGetLightfv");
#endif //DODPFS
}
static void APIENTRY d3dGetLightiv (GLenum light, GLenum pname, GLint *params)
{
light;
pname;
params;
#ifdef DODPFS
DPF("glGetLightiv");
#endif //DODPFS
}
static void APIENTRY d3dGetMapdv (GLenum target, GLenum query, GLdouble *v)
{
target;
query;
v;
#ifdef DODPFS
DPF("glGetMapdv");
#endif //DODPFS
}
static void APIENTRY d3dGetMapfv (GLenum target, GLenum query, GLfloat *v)
{
target;
query;
v;
#ifdef DODPFS
DPF("glGetMapfv");
#endif //DODPFS
}
static void APIENTRY d3dGetMapiv (GLenum target, GLenum query, GLint *v)
{
target;
query;
v;
#ifdef DODPFS
DPF("glGetMapiv");
#endif //DODPFS
}
static void APIENTRY d3dGetMaterialfv (GLenum face, GLenum pname, GLfloat *params)
{
face;
pname;
params;
#ifdef DODPFS
DPF("glGetMaterialfv");
#endif //DODPFS
}
static void APIENTRY d3dGetMaterialiv (GLenum face, GLenum pname, GLint *params)
{
face;
pname;
params;
#ifdef DODPFS
DPF("glGetMaterialiv");
#endif //DODPFS
}
static void APIENTRY d3dGetPixelMapfv (GLenum map, GLfloat *values)
{
map;
values;
#ifdef DODPFS
DPF("glGetPixelMapfv");
#endif //DODPFS
}
static void APIENTRY d3dGetPixelMapuiv (GLenum map, GLuint *values)
{
map;
values;
#ifdef DODPFS
DPF("glGetPixelMapuiv");
#endif //DODPFS
}
static void APIENTRY d3dGetPixelMapusv (GLenum map, GLushort *values)
{
map;
values;
#ifdef DODPFS
DPF("glGetPixelMapusv");
#endif //DODPFS
}
static void APIENTRY d3dGetPointerv (GLenum pname, GLvoid* *params)
{
pname;
params;
#ifdef DODPFS
DPF("glGetPointerv");
#endif //DODPFS
}
static void APIENTRY d3dGetPolygonStipple (GLubyte *mask)
{
mask;
#ifdef DODPFS
DPF("glGetPolygonStipple");
#endif //DODPFS
}
static void APIENTRY d3dGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params)
{
target;
pname;
params;
#ifdef DODPFS
DPF("glGetTexEnvfv");
#endif //DODPFS
}
static void APIENTRY d3dGetTexGendv (GLenum coord, GLenum pname, GLdouble *params)
{
coord;
pname;
params;
#ifdef DODPFS
DPF("glGetTexGendv");
#endif //DODPFS
}
static void APIENTRY d3dGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params)
{
coord;
pname;
params;
#ifdef DODPFS
DPF("glGetTexGenfv");
#endif //DODPFS
}
static void APIENTRY d3dGetTexGeniv (GLenum coord, GLenum pname, GLint *params)
{
coord;
pname;
params;
#ifdef DODPFS
DPF("glGetTexGeniv");
#endif //DODPFS
}
static void APIENTRY d3dGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
{
target;
level;
format;
type;
pixels;
#ifdef DODPFS
DPF("glGetTexImage");
#endif //DODPFS
}
static void APIENTRY d3dGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params)
{
target;
level;
pname;
params;
#ifdef DODPFS
DPF("glGetTexLevelParameterfv");
#endif //DODPFS
}
static void APIENTRY d3dGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params)
{
target;
level;
pname;
params;
#ifdef DODPFS
DPF("glGetTexLevelParameteriv");
#endif //DODPFS
}
static void APIENTRY d3dGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params)
{
target;
pname;
params;
#ifdef DODPFS
DPF("glGetTexParameterfv");
#endif //DODPFS
}
static void APIENTRY d3dGetTexParameteriv (GLenum target, GLenum pname, GLint *params)
{
target;
pname;
params;
#ifdef DODPFS
DPF("glGetTexParameteriv");
#endif //DODPFS
}
static void APIENTRY d3dHint (GLenum target, GLenum mode)
{
target;
mode;
#ifdef DODPFS
//DPF("glHint(%X, %X)",target,mode);
DPF("glHint");
#endif //DODPFS
}
static void APIENTRY d3dIndexMask (GLuint mask)
{
mask;
#ifdef DODPFS
DPF("glIndexMask");
#endif //DODPFS
}
static void APIENTRY d3dIndexPointer (GLenum type, GLsizei stride, const GLvoid *pointer)
{
type;
stride;
pointer;
#ifdef DODPFS
DPF("glIndexPointer");
#endif //DODPFS
}
static void APIENTRY d3dIndexd (GLdouble c)
{
c;
#ifdef DODPFS
DPF("glIndexd");
#endif //DODPFS
}
static void APIENTRY d3dIndexdv (const GLdouble *c)
{
c;
#ifdef DODPFS
DPF("glIndexdv");
#endif //DODPFS
}
static void APIENTRY d3dIndexf (GLfloat c)
{
c;
#ifdef DODPFS
DPF("glIndexf");
#endif //DODPFS
}
static void APIENTRY d3dIndexfv (const GLfloat *c)
{
c;
#ifdef DODPFS
DPF("glIndexfv");
#endif //DODPFS
}
static void APIENTRY d3dIndexi (GLint c)
{
c;
#ifdef DODPFS
DPF("glIndexi");
#endif //DODPFS
}
static void APIENTRY d3dIndexiv (const GLint *c)
{
c;
#ifdef DODPFS
DPF("glIndexiv");
#endif //DODPFS
}
static void APIENTRY d3dIndexs (GLshort c)
{
c;
#ifdef DODPFS
DPF("glIndexs");
#endif //DODPFS
}
static void APIENTRY d3dIndexsv (const GLshort *c)
{
c;
#ifdef DODPFS
DPF("glIndexsv");
#endif //DODPFS
}
static void APIENTRY d3dIndexub (GLubyte c)
{
c;
#ifdef DODPFS
DPF("glIndexub");
#endif //DODPFS
}
static void APIENTRY d3dIndexubv (const GLubyte *c)
{
c;
#ifdef DODPFS
DPF("glIndexubv");
#endif //DODPFS
}
static void APIENTRY d3dInitNames (void)
{
#ifdef DODPFS
DPF("glInitNames");
#endif //DODPFS
}
static void APIENTRY d3dInterleavedArrays (GLenum format, GLsizei stride, const GLvoid *pointer)
{
format;
stride;
pointer;
#ifdef DODPFS
DPF("glInterleavedArrays");
#endif //DODPFS
}
static GLboolean APIENTRY d3dIsList (GLuint list)
{
list;
GLboolean dummy = FALSE;
#ifdef DODPFS
DPF("glIsList");
#endif //DODPFS
return dummy;
}
static GLboolean APIENTRY d3dIsTexture (GLuint texture)
{
texture;
GLboolean dummy = FALSE;
#ifdef DODPFS
DPF("glIsTexture");
#endif //DODPFS
return dummy;
}
static void APIENTRY d3dLightModelf (GLenum pname, GLfloat param)
{
pname;
param;
#ifdef DODPFS
DPF("glLightModelf");
#endif //DODPFS
}
static void APIENTRY d3dLightModeli (GLenum pname, GLint param)
{
pname;
param;
#ifdef DODPFS
DPF("glLightModeli");
#endif //DODPFS
}
static void APIENTRY d3dLightModeliv (GLenum pname, const GLint *params)
{
pname;
params;
#ifdef DODPFS
DPF("glLightModeliv");
#endif //DODPFS
}
static void APIENTRY d3dLighti (GLenum light, GLenum pname, GLint param)
{
light;
pname;
param;
#ifdef DODPFS
DPF("glLighti");
#endif //DODPFS
}
static void APIENTRY d3dLightiv (GLenum light, GLenum pname, const GLint *params)
{
light;
pname;
params;
#ifdef DODPFS
DPF("glLightiv");
#endif //DODPFS
}
static void APIENTRY d3dLineStipple (GLint factor, GLushort pattern)
{
factor;
pattern;
#ifdef DODPFS
DPF("glLineStipple");
#endif //DODPFS
}
static void APIENTRY d3dListBase (GLuint base)
{
base;
#ifdef DODPFS
DPF("glListBase");
#endif //DODPFS
}
static void APIENTRY d3dLoadMatrixd (const GLdouble *m)
{
m;
#ifdef DODPFS
DPF("glLoadMatrixd");
#endif //DODPFS
}
static void APIENTRY d3dLoadName (GLuint name)
{
name;
#ifdef DODPFS
DPF("glLoadName");
#endif //DODPFS
}
static void APIENTRY d3dLogicOp (GLenum opcode)
{
opcode;
#ifdef DODPFS
DPF("glLogicOp");
#endif //DODPFS
}
static void APIENTRY d3dMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
{
target;
u1;
u2;
stride;
order;
points;
#ifdef DODPFS
DPF("glMap1d");
#endif //DODPFS
}
static void APIENTRY d3dMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
{
target;
u1;
u2;
stride;
order;
points;
#ifdef DODPFS
DPF("glMap1f");
#endif //DODPFS
}
static void APIENTRY d3dMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
{
target;
u1;
u2;
ustride;
uorder;
v1;
v2;
vstride;
vorder;
points;
#ifdef DODPFS
DPF("glMap2d");
#endif //DODPFS
}
static void APIENTRY d3dMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
{
target;
u1;
u2;
ustride;
uorder;
v1;
v2;
vstride;
vorder;
points;
#ifdef DODPFS
DPF("glMap2f");
#endif //DODPFS
}
static void APIENTRY d3dMapGrid1d (GLint un, GLdouble u1, GLdouble u2)
{
un;
u1;
u2;
#ifdef DODPFS
DPF("glMapGrid1d");
#endif //DODPFS
}
static void APIENTRY d3dMapGrid1f (GLint un, GLfloat u1, GLfloat u2)
{
un;
u1;
u2;
#ifdef DODPFS
DPF("glMapGrid1f");
#endif //DODPFS
}
static void APIENTRY d3dMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
{
un;
u1;
u2;
vn;
v1;
v2;
#ifdef DODPFS
DPF("glMapGrid2d");
#endif //DODPFS
}
static void APIENTRY d3dMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
{
un;
u1;
u2;
vn;
v1;
v2;
#ifdef DODPFS
DPF("glMapGrid2f");
#endif //DODPFS
}
static void APIENTRY d3dMaterialf (GLenum face, GLenum pname, GLfloat param)
{
face;
pname;
param;
#ifdef DODPFS
DPF("glMaterialf");
#endif //DODPFS
}
static void APIENTRY d3dMateriali (GLenum face, GLenum pname, GLint param)
{
face;
pname;
param;
#ifdef DODPFS
DPF("glMateriali");
#endif //DODPFS
}
static void APIENTRY d3dMaterialiv (GLenum face, GLenum pname, const GLint *params)
{
face;
pname;
params;
#ifdef DODPFS
DPF("glMaterialiv");
#endif //DODPFS
}
static void APIENTRY d3dMultMatrixd (const GLdouble *m)
{
m;
#ifdef DODPFS
DPF("glMultMatrixd");
#endif //DODPFS
}
static void APIENTRY d3dNewList (GLuint list, GLenum mode)
{
list;
mode;
#ifdef DODPFS
DPF("glNewList");
#endif //DODPFS
}
static void APIENTRY d3dNormal3b (GLbyte nx, GLbyte ny, GLbyte nz)
{
nx;
ny;
nz;
#ifdef DODPFS
DPF("glNormal3b");
#endif //DODPFS
}
static void APIENTRY d3dNormal3bv (const GLbyte *v)
{
v;
#ifdef DODPFS
DPF("glNormal3bv");
#endif //DODPFS
}
static void APIENTRY d3dNormal3d (GLdouble nx, GLdouble ny, GLdouble nz)
{
nx;
ny;
nz;
#ifdef DODPFS
DPF("glNormal3d");
#endif //DODPFS
}
static void APIENTRY d3dNormal3dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glNormal3dv");
#endif //DODPFS
}
static void APIENTRY d3dNormal3f (GLfloat nx, GLfloat ny, GLfloat nz)
{
nx;
ny;
nz;
#ifdef DODPFS
DPF("glNormal3f");
#endif //DODPFS
}
static void APIENTRY d3dNormal3fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glNormal3fv");
#endif //DODPFS
}
static void APIENTRY d3dNormal3i (GLint nx, GLint ny, GLint nz)
{
nx;
ny;
nz;
#ifdef DODPFS
DPF("glNormal3i");
#endif //DODPFS
}
static void APIENTRY d3dNormal3iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glNormal3iv");
#endif //DODPFS
}
static void APIENTRY d3dNormal3s (GLshort nx, GLshort ny, GLshort nz)
{
nx;
ny;
nz;
#ifdef DODPFS
DPF("glNormal3s");
#endif //DODPFS
}
static void APIENTRY d3dNormal3sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glNormal3sv");
#endif //DODPFS
}
static void APIENTRY d3dPassThrough (GLfloat token)
{
token;
#ifdef DODPFS
DPF("glPassThrough");
#endif //DODPFS
}
static void APIENTRY d3dPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values)
{
map;
mapsize;
values;
#ifdef DODPFS
DPF("glPixelMapfv");
#endif //DODPFS
}
static void APIENTRY d3dPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values)
{
map;
mapsize;
values;
#ifdef DODPFS
DPF("glPixelMapuiv");
#endif //DODPFS
}
static void APIENTRY d3dPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values)
{
map;
mapsize;
values;
#ifdef DODPFS
DPF("glPixelMapusv");
#endif //DODPFS
}
static void APIENTRY d3dPixelStoref (GLenum pname, GLfloat param)
{
pname;
param;
#ifdef DODPFS
DPF("glPixelStoref");
#endif //DODPFS
}
static void APIENTRY d3dPixelStorei (GLenum pname, GLint param)
{
pname;
param;
#ifdef DODPFS
DPF("glPixelStorei");
#endif //DODPFS
}
static void APIENTRY d3dPixelTransferf (GLenum pname, GLfloat param)
{
pname;
param;
#ifdef DODPFS
DPF("glPixelTransferf");
#endif //DODPFS
}
static void APIENTRY d3dPixelTransferi (GLenum pname, GLint param)
{
pname;
param;
#ifdef DODPFS
DPF("glPixelTransferi");
#endif //DODPFS
}
static void APIENTRY d3dPixelZoom (GLfloat xfactor, GLfloat yfactor)
{
xfactor;
yfactor;
#ifdef DODPFS
DPF("glPixelZoom");
#endif //DODPFS
}
static void APIENTRY d3dPolygonStipple (const GLubyte *mask)
{
mask;
#ifdef DODPFS
DPF("glPolygonStipple");
#endif //DODPFS
}
static void APIENTRY d3dPopAttrib (void)
{
#ifdef DODPFS
DPF("glPopAttrib");
#endif //DODPFS
}
static void APIENTRY d3dPopClientAttrib (void)
{
#ifdef DODPFS
DPF("glPopClientAttrib");
#endif //DODPFS
}
static void APIENTRY d3dPopName (void)
{
#ifdef DODPFS
DPF("glPopName");
#endif //DODPFS
}
static void APIENTRY d3dPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities)
{
n;
textures;
priorities;
#ifdef DODPFS
DPF("glPrioritizeTextures");
#endif //DODPFS
}
static void APIENTRY d3dPushAttrib (GLbitfield mask)
{
mask;
#ifdef DODPFS
DPF("glPushAttrib");
#endif //DODPFS
}
static void APIENTRY d3dPushClientAttrib (GLbitfield mask)
{
mask;
#ifdef DODPFS
DPF("glPushClientAttrib");
#endif //DODPFS
}
static void APIENTRY d3dPushName (GLuint name)
{
name;
#ifdef DODPFS
DPF("glPushName");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos2d (GLdouble x, GLdouble y)
{
x;
y;
#ifdef DODPFS
DPF("glRasterPos2d");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos2dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos2dv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos2f (GLfloat x, GLfloat y)
{
x;
y;
#ifdef DODPFS
DPF("glRasterPos2f");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos2fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos2fv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos2i (GLint x, GLint y)
{
x;
y;
#ifdef DODPFS
DPF("glRasterPos2i");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos2iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos2iv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos2s (GLshort x, GLshort y)
{
x;
y;
#ifdef DODPFS
DPF("glRasterPos2s");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos2sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos2sv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos3d (GLdouble x, GLdouble y, GLdouble z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glRasterPos3d");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos3dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos3dv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos3f (GLfloat x, GLfloat y, GLfloat z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glRasterPos3f");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos3fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos3fv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos3i (GLint x, GLint y, GLint z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glRasterPos3i");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos3iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos3iv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos3s (GLshort x, GLshort y, GLshort z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glRasterPos3s");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos3sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos3sv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
x;
y;
z;
w;
#ifdef DODPFS
DPF("glRasterPos4d");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos4dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos4dv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
x;
y;
z;
w;
#ifdef DODPFS
DPF("glRasterPos4f");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos4fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos4fv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos4i (GLint x, GLint y, GLint z, GLint w)
{
x;
y;
z;
w;
#ifdef DODPFS
DPF("glRasterPos4i");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos4iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos4iv");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w)
{
x;
y;
z;
w;
#ifdef DODPFS
DPF("glRasterPos4s");
#endif //DODPFS
}
static void APIENTRY d3dRasterPos4sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glRasterPos4sv");
#endif //DODPFS
}
static void APIENTRY d3dReadBuffer (GLenum mode)
{
mode;
#ifdef DODPFS
//DPF("glReadBuffer(%X)",mode);
DPF("glReadBuffer");
#endif //DODPFS
}
static void APIENTRY d3dReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
x;
y;
width;
height;
format;
type;
pixels;
#ifdef DODPFS
DPF("glReadPixels");
#endif //DODPFS
}
static void APIENTRY d3dRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
{
x1;
y1;
x2;
y2;
#ifdef DODPFS
DPF("glRectd");
#endif //DODPFS
}
static void APIENTRY d3dRectdv (const GLdouble *v1, const GLdouble *v2)
{
v1;
v2;
#ifdef DODPFS
DPF("glRectdv");
#endif //DODPFS
}
static void APIENTRY d3dRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
x1;
y1;
x2;
y2;
#ifdef DODPFS
DPF("glRectf");
#endif //DODPFS
}
static void APIENTRY d3dRectfv (const GLfloat *v1, const GLfloat *v2)
{
v1;
v2;
#ifdef DODPFS
DPF("glRectfv");
#endif //DODPFS
}
static void APIENTRY d3dRectiv (const GLint *v1, const GLint *v2)
{
v1;
v2;
#ifdef DODPFS
DPF("glRectiv");
#endif //DODPFS
}
static void APIENTRY d3dRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2)
{
x1;
y1;
x2;
y2;
#ifdef DODPFS
DPF("glRects");
#endif //DODPFS
}
static void APIENTRY d3dRectsv (const GLshort *v1, const GLshort *v2)
{
v1;
v2;
#ifdef DODPFS
DPF("glRectsv");
#endif //DODPFS
}
static GLint APIENTRY d3dRenderMode (GLenum mode)
{
mode;
GLint dummy = 0;
#ifdef DODPFS
DPF("glRenderMode");
#endif //DODPFS
return dummy;
}
static void APIENTRY d3dRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
angle;
x;
y;
z;
#ifdef DODPFS
DPF("glRotated");
#endif //DODPFS
}
static void APIENTRY d3dScaled (GLdouble x, GLdouble y, GLdouble z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glScaled");
#endif //DODPFS
}
static void APIENTRY d3dSelectBuffer (GLsizei size, GLuint *buffer)
{
size;
buffer;
#ifdef DODPFS
DPF("glSelectBuffer");
#endif //DODPFS
}
static void APIENTRY d3dStencilFunc (GLenum func, GLint ref, GLuint mask)
{
func;
ref;
mask;
#ifdef DODPFS
DPF("glStencilFunc");
#endif //DODPFS
}
static void APIENTRY d3dStencilMask (GLuint mask)
{
mask;
#ifdef DODPFS
DPF("glStencilMask");
#endif //DODPFS
}
static void APIENTRY d3dStencilOp (GLenum fail, GLenum zfail, GLenum zpass)
{
fail;
zfail;
zpass;
#ifdef DODPFS
DPF("glStencilOp");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord1d (GLdouble s)
{
s;
#ifdef DODPFS
DPF("glTexCoord1d");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord1dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord1dv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord1f (GLfloat s)
{
s;
#ifdef DODPFS
DPF("glTexCoord1f");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord1fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord1fv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord1i (GLint s)
{
s;
#ifdef DODPFS
DPF("glTexCoord1i");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord1iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord1iv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord1s (GLshort s)
{
s;
#ifdef DODPFS
DPF("glTexCoord1s");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord1sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord1sv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord2d (GLdouble s, GLdouble t)
{
s;
t;
#ifdef DODPFS
DPF("glTexCoord2d");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord2dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord2dv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord2i (GLint s, GLint t)
{
s;
t;
#ifdef DODPFS
DPF("glTexCoord2i");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord2iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord2iv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord2s (GLshort s, GLshort t)
{
s;
t;
#ifdef DODPFS
DPF("glTexCoord2s");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord2sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord2sv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord3d (GLdouble s, GLdouble t, GLdouble r)
{
s;
t;
r;
#ifdef DODPFS
DPF("glTexCoord3d");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord3dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord3dv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord3f (GLfloat s, GLfloat t, GLfloat r)
{
s;
t;
r;
#ifdef DODPFS
DPF("glTexCoord3f");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord3fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord3fv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord3i (GLint s, GLint t, GLint r)
{
s;
t;
r;
#ifdef DODPFS
DPF("glTexCoord3i");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord3iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord3iv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord3s (GLshort s, GLshort t, GLshort r)
{
s;
t;
r;
#ifdef DODPFS
DPF("glTexCoord3s");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord3sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord3sv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
s;
t;
r;
q;
#ifdef DODPFS
DPF("glTexCoord4d");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord4dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord4dv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
s;
t;
r;
q;
#ifdef DODPFS
DPF("glTexCoord4f");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord4fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord4fv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord4i (GLint s, GLint t, GLint r, GLint q)
{
s;
t;
r;
q;
#ifdef DODPFS
DPF("glTexCoord4i");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord4iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord4iv");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q)
{
s;
t;
r;
q;
#ifdef DODPFS
DPF("glTexCoord4s");
#endif //DODPFS
}
static void APIENTRY d3dTexCoord4sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glTexCoord4sv");
#endif //DODPFS
}
static void APIENTRY d3dTexEnviv (GLenum target, GLenum pname, const GLint *params)
{
target;
pname;
params;
#ifdef DODPFS
DPF("glTexEnviv");
#endif //DODPFS
}
static void APIENTRY d3dTexGend (GLenum coord, GLenum pname, GLdouble param)
{
coord;
pname;
param;
#ifdef DODPFS
DPF("glTexGend");
#endif //DODPFS
}
static void APIENTRY d3dTexGendv (GLenum coord, GLenum pname, const GLdouble *params)
{
coord;
pname;
params;
#ifdef DODPFS
DPF("glTexGendv");
#endif //DODPFS
}
static void APIENTRY d3dTexGenf (GLenum coord, GLenum pname, GLfloat param)
{
coord;
pname;
param;
#ifdef DODPFS
DPF("glTexGenf");
#endif //DODPFS
}
static void APIENTRY d3dTexGeniv (GLenum coord, GLenum pname, const GLint *params)
{
coord;
pname;
params;
#ifdef DODPFS
DPF("glTexGeniv");
#endif //DODPFS
}
static void APIENTRY d3dTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
target;
level;
internalformat;
width;
border;
format;
type;
pixels;
#ifdef DODPFS
DPF("glTexImage1D");
#endif //DODPFS
}
static void APIENTRY d3dTexParameterfv (GLenum target, GLenum pname, const GLfloat *params)
{
target;
pname;
params;
#ifdef DODPFS
DPF("glTexParameterfv");
#endif //DODPFS
}
static void APIENTRY d3dTexParameteriv (GLenum target, GLenum pname, const GLint *params)
{
target;
pname;
params;
#ifdef DODPFS
DPF("glTexParameteriv");
#endif //DODPFS
}
static void APIENTRY d3dTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
{
target;
level;
xoffset;
width;
format;
type;
pixels;
#ifdef DODPFS
DPF("glTexSubImage1D");
#endif //DODPFS
}
static void APIENTRY d3dTranslated (GLdouble x, GLdouble y, GLdouble z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glTranslated");
#endif //DODPFS
}
static void APIENTRY d3dVertex2d (GLdouble x, GLdouble y)
{
x;
y;
#ifdef DODPFS
DPF("glVertex2d");
#endif //DODPFS
}
static void APIENTRY d3dVertex2dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glVertex2dv");
#endif //DODPFS
}
static void APIENTRY d3dVertex2fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glVertex2fv");
#endif //DODPFS
}
static void APIENTRY d3dVertex2iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glVertex2iv");
#endif //DODPFS
}
static void APIENTRY d3dVertex2s (GLshort x, GLshort y)
{
x;
y;
#ifdef DODPFS
DPF("glVertex2s");
#endif //DODPFS
}
static void APIENTRY d3dVertex2sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glVertex2sv");
#endif //DODPFS
}
static void APIENTRY d3dVertex3d (GLdouble x, GLdouble y, GLdouble z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glVertex3d");
#endif //DODPFS
}
static void APIENTRY d3dVertex3dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glVertex3dv");
#endif //DODPFS
}
static void APIENTRY d3dVertex3i (GLint x, GLint y, GLint z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glVertex3i");
#endif //DODPFS
}
static void APIENTRY d3dVertex3iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glVertex3iv");
#endif //DODPFS
}
static void APIENTRY d3dVertex3s (GLshort x, GLshort y, GLshort z)
{
x;
y;
z;
#ifdef DODPFS
DPF("glVertex3s");
#endif //DODPFS
}
static void APIENTRY d3dVertex3sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glVertex3sv");
#endif //DODPFS
}
static void APIENTRY d3dVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
x;
y;
z;
w;
#ifdef DODPFS
DPF("glVertex4d");
#endif //DODPFS
}
static void APIENTRY d3dVertex4dv (const GLdouble *v)
{
v;
#ifdef DODPFS
DPF("glVertex4dv");
#endif //DODPFS
}
static void APIENTRY d3dVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
x;
y;
z;
w;
#ifdef DODPFS
DPF("glVertex4f");
#endif //DODPFS
}
static void APIENTRY d3dVertex4fv (const GLfloat *v)
{
v;
#ifdef DODPFS
DPF("glVertex4fv");
#endif //DODPFS
}
static void APIENTRY d3dVertex4i (GLint x, GLint y, GLint z, GLint w)
{
x;
y;
z;
w;
#ifdef DODPFS
DPF("glVertex4i");
#endif //DODPFS
}
static void APIENTRY d3dVertex4iv (const GLint *v)
{
v;
#ifdef DODPFS
DPF("glVertex4iv");
#endif //DODPFS
}
static void APIENTRY d3dVertex4s (GLshort x, GLshort y, GLshort z, GLshort w)
{
x;
y;
z;
w;
#ifdef DODPFS
DPF("glVertex4s");
#endif //DODPFS
}
static void APIENTRY d3dVertex4sv (const GLshort *v)
{
v;
#ifdef DODPFS
DPF("glVertex4sv");
#endif //DODPFS
}
static void APIENTRY d3dFogCoordfEXT (GLfloat f)
{
f;
#ifdef DODPFS
DPF("glFogCoordfEXT");
#endif //DODPFS
}
static BOOL WINAPI wd3dCopyContext(HGLRC src, HGLRC dst, UINT mask)
{
src;
dst;
mask;
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglCopyContext");
#endif //DODPFS
return dummy;
}
static HGLRC WINAPI wd3dCreateLayerContext(HDC hdc, int iLayerPlane)
{
hdc;
iLayerPlane;
HGLRC dummy = NULL;
#ifdef DODPFS
DPF("wglCreateLayerContext");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dDescribeLayerPlane(HDC hdc, int iPixelFormat, int iLayerPlane, UINT nBytes, LPLAYERPLANEDESCRIPTOR plpd)
{
hdc;
iPixelFormat;
iLayerPlane;
nBytes;
plpd;
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglDescribeLayerPlane");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dGetDefaultProcAddress()
{
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglGetDefaultProcAddress");
#endif //DODPFS
return dummy;
}
static int WINAPI wd3dGetLayerPaletteEntries(HDC hdc, int iLayerPlane, int iStart, int cEntries, COLORREF *pcr)
{
hdc;
iLayerPlane;
iStart;
cEntries;
pcr;
int dummy = 0;
#ifdef DODPFS
DPF("wglGetLayerPaletteEntries");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dRealizeLayerPalette(HDC hdc, int iLayerPlane, BOOL bRealize)
{
hdc;
iLayerPlane;
bRealize;
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglRealizeLayerPalette");
#endif //DODPFS
return dummy;
}
static int WINAPI wd3dSetLayerPaletteEntries(HDC hdc, int iLayerPlane, int iStart, int cEntries, CONST COLORREF *pcr)
{
hdc;
iLayerPlane;
iStart;
cEntries;
pcr;
int dummy = 0;
#ifdef DODPFS
DPF("wglSetLayerPaletteEntries");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dShareLists(HGLRC hglrc1, HGLRC hglrc2)
{
hglrc1;
hglrc2;
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglShareLists");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dSwapLayerBuffers(HDC hdc, UINT fuPlanes)
{
hdc;
fuPlanes;
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglSwapLayerBuffers");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dUseFontBitmapsA(HDC hdc, DWORD first, DWORD count, DWORD listbase)
{
hdc;
first;
count;
listbase;
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglUseFontBitmapsA");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dUseFontBitmapsW()
{
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglUseFontBitmapsW");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dUseFontOutlinesA(HDC hdc, DWORD first, DWORD count, DWORD listBase, float deviation, float extrusion, int format, LPGLYPHMETRICSFLOAT lpgmf)
{
hdc;
first;
count;
listBase;
deviation;
extrusion;
format;
lpgmf;
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglUseFontOutlinesA");
#endif //DODPFS
return dummy;
}
static BOOL WINAPI wd3dUseFontOutlinesW()
{
BOOL dummy = FALSE;
#ifdef DODPFS
DPF("wglUseFontOutlinesW");
#endif //DODPFS
return dummy;
}
//////////////////////////////////////////// GLU Implementation ///////////////////////////////////////////////////////
static const GLubyte *APIENTRY
d3duErrorString(GLenum errorCode)
{
/* GLU Errors */
if (errorCode == GLU_NO_ERROR) {
return (GLubyte *) "no error";
}
else if (errorCode == GLU_INVALID_ENUM) {
return (GLubyte *) "invalid enum";
}
else if (errorCode == GLU_INVALID_VALUE) {
return (GLubyte *) "invalid value";
}
else if (errorCode == GLU_OUT_OF_MEMORY) {
return (GLubyte *) "out of memory";
}
else {
return NULL;
}
}
static const GLubyte *APIENTRY
d3duGetString(GLenum name)
{
static char *extensions = "";
static char *version = "1.0 Dynamix";
switch (name) {
case GLU_EXTENSIONS:
return (GLubyte *) extensions;
case GLU_VERSION:
return (GLubyte *) version;
default:
return NULL;
}
}
static void APIENTRY
d3duOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top)
{
d3dOrtho(left, right, bottom, top, -1.0, 1.0);
}
static void APIENTRY
d3duPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
d3dFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
static void APIENTRY
d3duPickMatrix(GLdouble x, GLdouble y,
GLdouble width, GLdouble height, GLint viewport[4])
{
GLfloat m[16];
GLfloat sx, sy;
GLfloat tx, ty;
sx = (GLfloat) (viewport[2] / width);
sy = (GLfloat) (viewport[3] / height);
tx = (GLfloat) ((viewport[2] + 2.0 * (viewport[0] - x)) / width);
ty = (GLfloat) ((viewport[3] + 2.0 * (viewport[1] - y)) / height);
#define M(row,col) m[col*4+row]
M(0, 0) = sx;
M(0, 1) = 0.0;
M(0, 2) = 0.0;
M(0, 3) = tx;
M(1, 0) = 0.0;
M(1, 1) = sy;
M(1, 2) = 0.0;
M(1, 3) = ty;
M(2, 0) = 0.0;
M(2, 1) = 0.0;
M(2, 2) = 1.0;
M(2, 3) = 0.0;
M(3, 0) = 0.0;
M(3, 1) = 0.0;
M(3, 2) = 0.0;
M(3, 3) = 1.0;
#undef M
d3dMultMatrixf(m);
}
static void APIENTRY
d3duLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez,
GLdouble centerx, GLdouble centery, GLdouble centerz,
GLdouble upx, GLdouble upy, GLdouble upz)
{
GLdouble m[16];
GLdouble x[3], y[3], z[3];
GLdouble mag;
/* Make rotation matrix */
/* Z vector */
z[0] = eyex - centerx;
z[1] = eyey - centery;
z[2] = eyez - centerz;
mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
if (mag) { /* mpichler, 19950515 */
z[0] /= mag;
z[1] /= mag;
z[2] /= mag;
}
/* Y vector */
y[0] = upx;
y[1] = upy;
y[2] = upz;
/* X vector = Y cross Z */
x[0] = y[1] * z[2] - y[2] * z[1];
x[1] = -y[0] * z[2] + y[2] * z[0];
x[2] = y[0] * z[1] - y[1] * z[0];
/* Recompute Y = Z cross X */
y[0] = z[1] * x[2] - z[2] * x[1];
y[1] = -z[0] * x[2] + z[2] * x[0];
y[2] = z[0] * x[1] - z[1] * x[0];
/* mpichler, 19950515 */
/* cross product gives area of parallelogram, which is < 1.0 for
* non-perpendicular unit-length vectors; so normalize x, y here
*/
mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
if (mag) {
x[0] /= mag;
x[1] /= mag;
x[2] /= mag;
}
mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
if (mag) {
y[0] /= mag;
y[1] /= mag;
y[2] /= mag;
}
#define M(row,col) m[col*4+row]
M(0, 0) = x[0];
M(0, 1) = x[1];
M(0, 2) = x[2];
M(0, 3) = 0.0;
M(1, 0) = y[0];
M(1, 1) = y[1];
M(1, 2) = y[2];
M(1, 3) = 0.0;
M(2, 0) = z[0];
M(2, 1) = z[1];
M(2, 2) = z[2];
M(2, 3) = 0.0;
M(3, 0) = 0.0;
M(3, 1) = 0.0;
M(3, 2) = 0.0;
M(3, 3) = 1.0;
#undef M
d3dMultMatrixd(m);
/* Translate Eye to Origin */
d3dTranslated(-eyex, -eyey, -eyez);
}
/*
* Transform a point (column vector) by a 4x4 matrix. I.e. out = m * in
* Input: m - the 4x4 matrix
* in - the 4x1 vector
* Output: out - the resulting 4x1 vector.
*/
static void
transform_point(GLdouble out[4], const GLdouble m[16], const GLdouble in[4])
{
#define M(row,col) m[col*4+row]
out[0] =
M(0, 0) * in[0] + M(0, 1) * in[1] + M(0, 2) * in[2] + M(0, 3) * in[3];
out[1] =
M(1, 0) * in[0] + M(1, 1) * in[1] + M(1, 2) * in[2] + M(1, 3) * in[3];
out[2] =
M(2, 0) * in[0] + M(2, 1) * in[1] + M(2, 2) * in[2] + M(2, 3) * in[3];
out[3] =
M(3, 0) * in[0] + M(3, 1) * in[1] + M(3, 2) * in[2] + M(3, 3) * in[3];
#undef M
}
/*
* Perform a 4x4 matrix multiplication (product = a x b).
* Input: a, b - matrices to multiply
* Output: product - product of a and b
*/
static void
matmul(GLdouble * product, const GLdouble * a, const GLdouble * b)
{
/* This matmul was contributed by Thomas Malik */
GLdouble temp[16];
GLint i;
#define A(row,col) a[(col<<2)+row]
#define B(row,col) b[(col<<2)+row]
#define T(row,col) temp[(col<<2)+row]
/* i-te Zeile */
for (i = 0; i < 4; i++) {
T(i, 0) =
A(i, 0) * B(0, 0) + A(i, 1) * B(1, 0) + A(i, 2) * B(2, 0) + A(i,
3) *
B(3, 0);
T(i, 1) =
A(i, 0) * B(0, 1) + A(i, 1) * B(1, 1) + A(i, 2) * B(2, 1) + A(i,
3) *
B(3, 1);
T(i, 2) =
A(i, 0) * B(0, 2) + A(i, 1) * B(1, 2) + A(i, 2) * B(2, 2) + A(i,
3) *
B(3, 2);
T(i, 3) =
A(i, 0) * B(0, 3) + A(i, 1) * B(1, 3) + A(i, 2) * B(2, 3) + A(i,
3) *
B(3, 3);
}
#undef A
#undef B
#undef T
memcpy(product, temp, 16 * sizeof(GLdouble));
}
/*
* Compute inverse of 4x4 transformation matrix.
* Code contributed by Jacques Leroy jle@star.be
* Return GL_TRUE for success, GL_FALSE for failure (singular matrix)
*/
static GLboolean
invert_matrix(const GLdouble * m, GLdouble * out)
{
/* NB. OpenGL Matrices are COLUMN major. */
#define SWAP_ROWS(a, b) { GLdouble *_tmp = a; (a)=(b); (b)=_tmp; }
#define MAT(m,r,c) (m)[(c)*4+(r)]
GLdouble wtmp[4][8];
GLdouble m0, m1, m2, m3, s;
GLdouble *r0, *r1, *r2, *r3;
r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
r0[0] = MAT(m, 0, 0), r0[1] = MAT(m, 0, 1),
r0[2] = MAT(m, 0, 2), r0[3] = MAT(m, 0, 3),
r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
r1[0] = MAT(m, 1, 0), r1[1] = MAT(m, 1, 1),
r1[2] = MAT(m, 1, 2), r1[3] = MAT(m, 1, 3),
r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
r2[0] = MAT(m, 2, 0), r2[1] = MAT(m, 2, 1),
r2[2] = MAT(m, 2, 2), r2[3] = MAT(m, 2, 3),
r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
r3[0] = MAT(m, 3, 0), r3[1] = MAT(m, 3, 1),
r3[2] = MAT(m, 3, 2), r3[3] = MAT(m, 3, 3),
r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
/* choose pivot - or die */
if (fabs(r3[0]) > fabs(r2[0]))
SWAP_ROWS(r3, r2);
if (fabs(r2[0]) > fabs(r1[0]))
SWAP_ROWS(r2, r1);
if (fabs(r1[0]) > fabs(r0[0]))
SWAP_ROWS(r1, r0);
if (0.0 == r0[0])
return GL_FALSE;
/* eliminate first variable */
m1 = r1[0] / r0[0];
m2 = r2[0] / r0[0];
m3 = r3[0] / r0[0];
s = r0[1];
r1[1] -= m1 * s;
r2[1] -= m2 * s;
r3[1] -= m3 * s;
s = r0[2];
r1[2] -= m1 * s;
r2[2] -= m2 * s;
r3[2] -= m3 * s;
s = r0[3];
r1[3] -= m1 * s;
r2[3] -= m2 * s;
r3[3] -= m3 * s;
s = r0[4];
if (s != 0.0) {
r1[4] -= m1 * s;
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r0[5];
if (s != 0.0) {
r1[5] -= m1 * s;
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r0[6];
if (s != 0.0) {
r1[6] -= m1 * s;
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r0[7];
if (s != 0.0) {
r1[7] -= m1 * s;
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* choose pivot - or die */
if (fabs(r3[1]) > fabs(r2[1]))
SWAP_ROWS(r3, r2);
if (fabs(r2[1]) > fabs(r1[1]))
SWAP_ROWS(r2, r1);
if (0.0 == r1[1])
return GL_FALSE;
/* eliminate second variable */
m2 = r2[1] / r1[1];
m3 = r3[1] / r1[1];
r2[2] -= m2 * r1[2];
r3[2] -= m3 * r1[2];
r2[3] -= m2 * r1[3];
r3[3] -= m3 * r1[3];
s = r1[4];
if (0.0 != s) {
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r1[5];
if (0.0 != s) {
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r1[6];
if (0.0 != s) {
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r1[7];
if (0.0 != s) {
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* choose pivot - or die */
if (fabs(r3[2]) > fabs(r2[2]))
SWAP_ROWS(r3, r2);
if (0.0 == r2[2])
return GL_FALSE;
/* eliminate third variable */
m3 = r3[2] / r2[2];
r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7];
/* last check */
if (0.0 == r3[3])
return GL_FALSE;
s = 1.0 / r3[3]; /* now back substitute row 3 */
r3[4] *= s;
r3[5] *= s;
r3[6] *= s;
r3[7] *= s;
m2 = r2[3]; /* now back substitute row 2 */
s = 1.0 / r2[2];
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
m0 = r0[3];
r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
m1 = r1[2]; /* now back substitute row 1 */
s = 1.0 / r1[1];
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
m0 = r0[1]; /* now back substitute row 0 */
s = 1.0 / r0[0];
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
MAT(out, 0, 0) = r0[4];
MAT(out, 0, 1) = r0[5], MAT(out, 0, 2) = r0[6];
MAT(out, 0, 3) = r0[7], MAT(out, 1, 0) = r1[4];
MAT(out, 1, 1) = r1[5], MAT(out, 1, 2) = r1[6];
MAT(out, 1, 3) = r1[7], MAT(out, 2, 0) = r2[4];
MAT(out, 2, 1) = r2[5], MAT(out, 2, 2) = r2[6];
MAT(out, 2, 3) = r2[7], MAT(out, 3, 0) = r3[4];
MAT(out, 3, 1) = r3[5], MAT(out, 3, 2) = r3[6];
MAT(out, 3, 3) = r3[7];
return GL_TRUE;
#undef MAT
#undef SWAP_ROWS
}
/* projection du point (objx,objy,obz) sur l'ecran (winx,winy,winz) */
static GLint APIENTRY
d3duProject(GLdouble objx, GLdouble objy, GLdouble objz,
const GLdouble model[16], const GLdouble proj[16],
const GLint viewport[4],
GLdouble * winx, GLdouble * winy, GLdouble * winz)
{
/* matrice de transformation */
GLdouble in[4], out[4];
/* initilise la matrice et le vecteur a transformer */
in[0] = objx;
in[1] = objy;
in[2] = objz;
in[3] = 1.0;
transform_point(out, model, in);
transform_point(in, proj, out);
/* d'ou le resultat normalise entre -1 et 1 */
if (in[3] == 0.0)
return GL_FALSE;
in[0] /= in[3];
in[1] /= in[3];
in[2] /= in[3];
/* en coordonnees ecran */
*winx = viewport[0] + (1 + in[0]) * viewport[2] / 2;
*winy = viewport[1] + (1 + in[1]) * viewport[3] / 2;
/* entre 0 et 1 suivant z */
*winz = (1 + in[2]) / 2;
return GL_TRUE;
}
/* transformation du point ecran (winx,winy,winz) en point objet */
static GLint APIENTRY
d3duUnProject(GLdouble winx, GLdouble winy, GLdouble winz,
const GLdouble model[16], const GLdouble proj[16],
const GLint viewport[4],
GLdouble * objx, GLdouble * objy, GLdouble * objz)
{
/* matrice de transformation */
GLdouble m[16], A[16];
GLdouble in[4], out[4];
/* transformation coordonnees normalisees entre -1 et 1 */
in[0] = (winx - viewport[0]) * 2 / viewport[2] - 1.0;
in[1] = (winy - viewport[1]) * 2 / viewport[3] - 1.0;
in[2] = 2 * winz - 1.0;
in[3] = 1.0;
/* calcul transformation inverse */
matmul(A, proj, model);
invert_matrix(A, m);
/* d'ou les coordonnees objets */
transform_point(out, m, in);
if (out[3] == 0.0)
return GL_FALSE;
*objx = out[0] / out[3];
*objy = out[1] / out[3];
*objz = out[2] / out[3];
return GL_TRUE;
}
static GLint APIENTRY
d3duScaleImage(GLenum format,
GLsizei widthin, GLsizei heightin,
GLenum typein, const void *datain,
GLsizei widthout, GLsizei heightout,
GLenum typeout, void *dataout)
{
GLint components, i, j, k;
GLfloat *tempin, *tempout;
GLfloat sx, sy;
GLint unpackrowlength, unpackalignment, unpackskiprows, unpackskippixels;
GLint packrowlength, packalignment, packskiprows, packskippixels;
GLint sizein, sizeout;
GLint rowstride, rowlen;
/* Determine number of components per pixel */
switch (format) {
case GL_COLOR_INDEX:
case GL_STENCIL_INDEX:
case GL_DEPTH_COMPONENT:
case GL_RED:
case GL_GREEN:
case GL_BLUE:
case GL_ALPHA:
case GL_LUMINANCE:
components = 1;
break;
case GL_LUMINANCE_ALPHA:
components = 2;
break;
case GL_RGB:
case GL_BGR:
components = 3;
break;
case GL_RGBA:
case GL_BGRA:
#ifdef GL_EXT_abgr
case GL_ABGR_EXT:
#endif
components = 4;
break;
default:
return GLU_INVALID_ENUM;
}
/* Determine bytes per input datum */
switch (typein) {
case GL_UNSIGNED_BYTE:
sizein = sizeof(GLubyte);
break;
case GL_BYTE:
sizein = sizeof(GLbyte);
break;
case GL_UNSIGNED_SHORT:
sizein = sizeof(GLushort);
break;
case GL_SHORT:
sizein = sizeof(GLshort);
break;
case GL_UNSIGNED_INT:
sizein = sizeof(GLuint);
break;
case GL_INT:
sizein = sizeof(GLint);
break;
case GL_FLOAT:
sizein = sizeof(GLfloat);
break;
case GL_BITMAP:
/* not implemented yet */
default:
return GL_INVALID_ENUM;
}
/* Determine bytes per output datum */
switch (typeout) {
case GL_UNSIGNED_BYTE:
sizeout = sizeof(GLubyte);
break;
case GL_BYTE:
sizeout = sizeof(GLbyte);
break;
case GL_UNSIGNED_SHORT:
sizeout = sizeof(GLushort);
break;
case GL_SHORT:
sizeout = sizeof(GLshort);
break;
case GL_UNSIGNED_INT:
sizeout = sizeof(GLuint);
break;
case GL_INT:
sizeout = sizeof(GLint);
break;
case GL_FLOAT:
sizeout = sizeof(GLfloat);
break;
case GL_BITMAP:
/* not implemented yet */
default:
return GL_INVALID_ENUM;
}
/* Get glPixelStore state */
d3dGetIntegerv(GL_UNPACK_ROW_LENGTH, &unpackrowlength);
d3dGetIntegerv(GL_UNPACK_ALIGNMENT, &unpackalignment);
d3dGetIntegerv(GL_UNPACK_SKIP_ROWS, &unpackskiprows);
d3dGetIntegerv(GL_UNPACK_SKIP_PIXELS, &unpackskippixels);
d3dGetIntegerv(GL_PACK_ROW_LENGTH, &packrowlength);
d3dGetIntegerv(GL_PACK_ALIGNMENT, &packalignment);
d3dGetIntegerv(GL_PACK_SKIP_ROWS, &packskiprows);
d3dGetIntegerv(GL_PACK_SKIP_PIXELS, &packskippixels);
/* Allocate storage for intermediate images */
tempin = (GLfloat *) malloc(widthin * heightin
* components * sizeof(GLfloat));
if (!tempin) {
return GLU_OUT_OF_MEMORY;
}
tempout = (GLfloat *) malloc(widthout * heightout
* components * sizeof(GLfloat));
if (!tempout) {
free(tempin);
return GLU_OUT_OF_MEMORY;
}
/*
* Unpack the pixel data and convert to floating point
*/
if (unpackrowlength > 0) {
rowlen = unpackrowlength;
}
else {
rowlen = widthin;
}
if (sizein >= unpackalignment) {
rowstride = components * rowlen;
}
else {
rowstride = unpackalignment / sizein
* CEILING(components * rowlen * sizein, unpackalignment);
}
switch (typein) {
case GL_UNSIGNED_BYTE:
k = 0;
for (i = 0; i < heightin; i++) {
GLubyte *ubptr = (GLubyte *) datain
+ i * rowstride
+ unpackskiprows * rowstride + unpackskippixels * components;
for (j = 0; j < widthin * components; j++) {
dummy(j, k);
tempin[k++] = (GLfloat) * ubptr++;
}
}
break;
case GL_BYTE:
k = 0;
for (i = 0; i < heightin; i++) {
GLbyte *bptr = (GLbyte *) datain
+ i * rowstride
+ unpackskiprows * rowstride + unpackskippixels * components;
for (j = 0; j < widthin * components; j++) {
dummy(j, k);
tempin[k++] = (GLfloat) * bptr++;
}
}
break;
case GL_UNSIGNED_SHORT:
k = 0;
for (i = 0; i < heightin; i++) {
GLushort *usptr = (GLushort *) datain
+ i * rowstride
+ unpackskiprows * rowstride + unpackskippixels * components;
for (j = 0; j < widthin * components; j++) {
dummy(j, k);
tempin[k++] = (GLfloat) * usptr++;
}
}
break;
case GL_SHORT:
k = 0;
for (i = 0; i < heightin; i++) {
GLshort *sptr = (GLshort *) datain
+ i * rowstride
+ unpackskiprows * rowstride + unpackskippixels * components;
for (j = 0; j < widthin * components; j++) {
dummy(j, k);
tempin[k++] = (GLfloat) * sptr++;
}
}
break;
case GL_UNSIGNED_INT:
k = 0;
for (i = 0; i < heightin; i++) {
GLuint *uiptr = (GLuint *) datain
+ i * rowstride
+ unpackskiprows * rowstride + unpackskippixels * components;
for (j = 0; j < widthin * components; j++) {
dummy(j, k);
tempin[k++] = (GLfloat) * uiptr++;
}
}
break;
case GL_INT:
k = 0;
for (i = 0; i < heightin; i++) {
GLint *iptr = (GLint *) datain
+ i * rowstride
+ unpackskiprows * rowstride + unpackskippixels * components;
for (j = 0; j < widthin * components; j++) {
dummy(j, k);
tempin[k++] = (GLfloat) * iptr++;
}
}
break;
case GL_FLOAT:
k = 0;
for (i = 0; i < heightin; i++) {
GLfloat *fptr = (GLfloat *) datain
+ i * rowstride
+ unpackskiprows * rowstride + unpackskippixels * components;
for (j = 0; j < widthin * components; j++) {
dummy(j, k);
tempin[k++] = *fptr++;
}
}
break;
default:
return GLU_INVALID_ENUM;
}
/*
* Scale the image!
*/
if (widthout > 1)
sx = (GLfloat) (widthin - 1) / (GLfloat) (widthout - 1);
else
sx = (GLfloat) (widthin - 1);
if (heightout > 1)
sy = (GLfloat) (heightin - 1) / (GLfloat) (heightout - 1);
else
sy = (GLfloat) (heightin - 1);
/*#define POINT_SAMPLE*/
#ifdef POINT_SAMPLE
for (i = 0; i < heightout; i++) {
GLint ii = i * sy;
for (j = 0; j < widthout; j++) {
GLint jj = j * sx;
GLfloat *src = tempin + (ii * widthin + jj) * components;
GLfloat *dst = tempout + (i * widthout + j) * components;
for (k = 0; k < components; k++) {
*dst++ = *src++;
}
}
}
#else
if (sx < 1.0 && sy < 1.0) {
/* magnify both width and height: use weighted sample of 4 pixels */
GLint i0, i1, j0, j1;
GLfloat alpha, beta;
GLfloat *src00, *src01, *src10, *src11;
GLfloat s1, s2;
GLfloat *dst;
for (i = 0; i < heightout; i++) {
i0 = (GLint) (i * sy);
i1 = i0 + 1;
if (i1 >= heightin)
i1 = heightin - 1;
/* i1 = (i+1) * sy - EPSILON;*/
alpha = i * sy - i0;
for (j = 0; j < widthout; j++) {
j0 = (GLint) (j * sx);
j1 = j0 + 1;
if (j1 >= widthin)
j1 = widthin - 1;
/* j1 = (j+1) * sx - EPSILON; */
beta = j * sx - j0;
/* compute weighted average of pixels in rect (i0,j0)-(i1,j1) */
src00 = tempin + (i0 * widthin + j0) * components;
src01 = tempin + (i0 * widthin + j1) * components;
src10 = tempin + (i1 * widthin + j0) * components;
src11 = tempin + (i1 * widthin + j1) * components;
dst = tempout + (i * widthout + j) * components;
for (k = 0; k < components; k++) {
s1 = (GLfloat) (*src00++ * (1.0 - beta) + *src01++ * beta);
s2 = (GLfloat) (*src10++ * (1.0 - beta) + *src11++ * beta);
*dst++ = (GLfloat) (s1 * (1.0 - alpha) + s2 * alpha);
}
}
}
}
else {
/* shrink width and/or height: use an unweighted box filter */
GLint i0, i1;
GLint j0, j1;
GLint ii, jj;
GLfloat sum, *dst;
for (i = 0; i < heightout; i++) {
i0 = (GLint) (i * sy);
i1 = i0 + 1;
if (i1 >= heightin)
i1 = heightin - 1;
/* i1 = (i+1) * sy - EPSILON; */
for (j = 0; j < widthout; j++) {
j0 = (GLint) (j * sx);
j1 = j0 + 1;
if (j1 >= widthin)
j1 = widthin - 1;
/* j1 = (j+1) * sx - EPSILON; */
dst = tempout + (i * widthout + j) * components;
/* compute average of pixels in the rectangle (i0,j0)-(i1,j1) */
for (k = 0; k < components; k++) {
sum = 0.0;
for (ii = i0; ii <= i1; ii++) {
for (jj = j0; jj <= j1; jj++) {
sum += *(tempin + (ii * widthin + jj) * components + k);
}
}
sum /= (j1 - j0 + 1) * (i1 - i0 + 1);
*dst++ = sum;
}
}
}
}
#endif
/*
* Return output image
*/
if (packrowlength > 0) {
rowlen = packrowlength;
}
else {
rowlen = widthout;
}
if (sizeout >= packalignment) {
rowstride = components * rowlen;
}
else {
rowstride = packalignment / sizeout
* CEILING(components * rowlen * sizeout, packalignment);
}
switch (typeout) {
case GL_UNSIGNED_BYTE:
k = 0;
for (i = 0; i < heightout; i++) {
GLubyte *ubptr = (GLubyte *) dataout
+ i * rowstride
+ packskiprows * rowstride + packskippixels * components;
for (j = 0; j < widthout * components; j++) {
dummy(j, k + i);
*ubptr++ = (GLubyte) tempout[k++];
}
}
break;
case GL_BYTE:
k = 0;
for (i = 0; i < heightout; i++) {
GLbyte *bptr = (GLbyte *) dataout
+ i * rowstride
+ packskiprows * rowstride + packskippixels * components;
for (j = 0; j < widthout * components; j++) {
dummy(j, k + i);
*bptr++ = (GLbyte) tempout[k++];
}
}
break;
case GL_UNSIGNED_SHORT:
k = 0;
for (i = 0; i < heightout; i++) {
GLushort *usptr = (GLushort *) dataout
+ i * rowstride
+ packskiprows * rowstride + packskippixels * components;
for (j = 0; j < widthout * components; j++) {
dummy(j, k + i);
*usptr++ = (GLushort) tempout[k++];
}
}
break;
case GL_SHORT:
k = 0;
for (i = 0; i < heightout; i++) {
GLshort *sptr = (GLshort *) dataout
+ i * rowstride
+ packskiprows * rowstride + packskippixels * components;
for (j = 0; j < widthout * components; j++) {
dummy(j, k + i);
*sptr++ = (GLshort) tempout[k++];
}
}
break;
case GL_UNSIGNED_INT:
k = 0;
for (i = 0; i < heightout; i++) {
GLuint *uiptr = (GLuint *) dataout
+ i * rowstride
+ packskiprows * rowstride + packskippixels * components;
for (j = 0; j < widthout * components; j++) {
dummy(j, k + i);
*uiptr++ = (GLuint) tempout[k++];
}
}
break;
case GL_INT:
k = 0;
for (i = 0; i < heightout; i++) {
GLint *iptr = (GLint *) dataout
+ i * rowstride
+ packskiprows * rowstride + packskippixels * components;
for (j = 0; j < widthout * components; j++) {
dummy(j, k + i);
*iptr++ = (GLint) tempout[k++];
}
}
break;
case GL_FLOAT:
k = 0;
for (i = 0; i < heightout; i++) {
GLfloat *fptr = (GLfloat *) dataout
+ i * rowstride
+ packskiprows * rowstride + packskippixels * components;
for (j = 0; j < widthout * components; j++) {
dummy(j, k + i);
*fptr++ = tempout[k++];
}
}
break;
default:
return GLU_INVALID_ENUM;
}
/* free temporary image storage */
free(tempin);
free(tempout);
return 0;
}
/*
* Return the largest k such that 2^k <= n.
*/
static GLint
ilog2(GLint n)
{
GLint k;
if (n <= 0)
return 0;
for (k = 0; n >>= 1; k++) {}
return k;
}
/*
* Find the value nearest to n which is also a power of two.
*/
static GLint
round2(GLint n)
{
GLint m;
for (m = 1; m < n; m *= 2) {}
/* m>=n */
if (m - n <= n - m / 2) {
return m;
}
else {
return m / 2;
}
}
/*
* WARNING: This function isn't finished and has never been tested!!!!
*/
static GLint APIENTRY
d3duBuild1DMipmaps(GLenum target, GLint components,
GLsizei width, GLenum format, GLenum type, const void *data)
{
target;
GLubyte *texture;
GLint levels, max_levels;
GLint new_width, max_width;
GLint i, j, k, l;
if (width < 1)
return GLU_INVALID_VALUE;
d3dGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_width);
max_levels = ilog2(max_width) + 1;
/* Compute how many mipmap images to make */
levels = ilog2(width) + 1;
if (levels > max_levels) {
levels = max_levels;
}
new_width = 1 << (levels - 1);
texture = (GLubyte *) malloc(new_width * components);
if (!texture) {
return GLU_OUT_OF_MEMORY;
}
if (width != new_width) {
/* initial rescaling */
switch (type) {
case GL_UNSIGNED_BYTE:
{
GLubyte *ub_data = (GLubyte *) data;
for (i = 0; i < new_width; i++) {
j = i * width / new_width;
for (k = 0; k < components; k++) {
texture[i * components + k] = ub_data[j * components + k];
}
}
}
break;
default:
/* Not implemented */
return GLU_ERROR;
}
}
/* generate and load mipmap images */
for (l = 0; l < levels; l++) {
d3dTexImage1D(GL_TEXTURE_1D, l, components, new_width, 0,
format, GL_UNSIGNED_BYTE, texture);
/* Scale image down to 1/2 size */
new_width = new_width / 2;
for (i = 0; i < new_width; i++) {
for (k = 0; k < components; k++) {
GLint sample1, sample2;
sample1 = (GLint) texture[i * 2 * components + k];
sample2 = (GLint) texture[(i * 2 + 1) * components + k];
texture[i * components + k] = (GLubyte) ((sample1 + sample2) / 2);
}
}
}
free(texture);
return 0;
}
/*
* Given an pixel format and datatype, return the number of bytes to
* store one pixel.
*/
static GLint
bytes_per_pixel(GLenum format, GLenum type)
{
GLint n, m;
switch (format) {
case GL_COLOR_INDEX:
case GL_STENCIL_INDEX:
case GL_DEPTH_COMPONENT:
case GL_RED:
case GL_GREEN:
case GL_BLUE:
case GL_ALPHA:
case GL_LUMINANCE:
n = 1;
break;
case GL_LUMINANCE_ALPHA:
n = 2;
break;
case GL_RGB:
case GL_BGR:
n = 3;
break;
case GL_RGBA:
case GL_BGRA:
#ifdef GL_EXT_abgr
case GL_ABGR_EXT:
#endif
n = 4;
break;
default:
n = 0;
}
switch (type) {
case GL_UNSIGNED_BYTE:
m = sizeof(GLubyte);
break;
case GL_BYTE:
m = sizeof(GLbyte);
break;
case GL_BITMAP:
m = 1;
break;
case GL_UNSIGNED_SHORT:
m = sizeof(GLushort);
break;
case GL_SHORT:
m = sizeof(GLshort);
break;
case GL_UNSIGNED_INT:
m = sizeof(GLuint);
break;
case GL_INT:
m = sizeof(GLint);
break;
case GL_FLOAT:
m = sizeof(GLfloat);
break;
default:
m = 0;
}
return n * m;
}
static GLint APIENTRY
d3duBuild2DMipmaps(GLenum target, GLint components,
GLsizei width, GLsizei height, GLenum format,
GLenum type, const void *data)
{
GLint w, h, maxsize;
void *image, *newimage;
GLint neww, newh, level, bpp;
int error;
GLboolean done;
GLint retval = 0;
GLint unpackrowlength, unpackalignment, unpackskiprows, unpackskippixels;
GLint packrowlength, packalignment, packskiprows, packskippixels;
if (width < 1 || height < 1)
return GLU_INVALID_VALUE;
d3dGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxsize);
w = round2(width);
if (w > maxsize) {
w = maxsize;
}
h = round2(height);
if (h > maxsize) {
h = maxsize;
}
bpp = bytes_per_pixel(format, type);
if (bpp == 0) {
/* probably a bad format or type enum */
return GLU_INVALID_ENUM;
}
/* Get current glPixelStore values */
d3dGetIntegerv(GL_UNPACK_ROW_LENGTH, &unpackrowlength);
d3dGetIntegerv(GL_UNPACK_ALIGNMENT, &unpackalignment);
d3dGetIntegerv(GL_UNPACK_SKIP_ROWS, &unpackskiprows);
d3dGetIntegerv(GL_UNPACK_SKIP_PIXELS, &unpackskippixels);
d3dGetIntegerv(GL_PACK_ROW_LENGTH, &packrowlength);
d3dGetIntegerv(GL_PACK_ALIGNMENT, &packalignment);
d3dGetIntegerv(GL_PACK_SKIP_ROWS, &packskiprows);
d3dGetIntegerv(GL_PACK_SKIP_PIXELS, &packskippixels);
/* set pixel packing */
d3dPixelStorei(GL_PACK_ROW_LENGTH, 0);
d3dPixelStorei(GL_PACK_ALIGNMENT, 1);
d3dPixelStorei(GL_PACK_SKIP_ROWS, 0);
d3dPixelStorei(GL_PACK_SKIP_PIXELS, 0);
done = GL_FALSE;
if (w != width || h != height) {
/* must rescale image to get "top" mipmap texture image */
image = malloc((w + 4) * h * bpp);
if (!image) {
return GLU_OUT_OF_MEMORY;
}
error = d3duScaleImage(format, width, height, type, data,
w, h, type, image);
if (error) {
retval = error;
done = GL_TRUE;
}
}
else {
image = (void *) data;
}
level = 0;
while (!done) {
if (image != data) {
/* set pixel unpacking */
d3dPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
d3dPixelStorei(GL_UNPACK_ALIGNMENT, 1);
d3dPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
d3dPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
}
d3dTexImage2D(target, level, components, w, h, 0, format, type, image);
if (w == 1 && h == 1)
break;
neww = (w < 2) ? 1 : w / 2;
newh = (h < 2) ? 1 : h / 2;
newimage = malloc((neww + 4) * newh * bpp);
if (!newimage) {
return GLU_OUT_OF_MEMORY;
}
error = d3duScaleImage(format, w, h, type, image,
neww, newh, type, newimage);
if (error) {
retval = error;
done = GL_TRUE;
}
if (image != data) {
free(image);
}
image = newimage;
w = neww;
h = newh;
level++;
}
if (image != data) {
free(image);
}
/* Restore original glPixelStore state */
d3dPixelStorei(GL_UNPACK_ROW_LENGTH, unpackrowlength);
d3dPixelStorei(GL_UNPACK_ALIGNMENT, unpackalignment);
d3dPixelStorei(GL_UNPACK_SKIP_ROWS, unpackskiprows);
d3dPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackskippixels);
d3dPixelStorei(GL_PACK_ROW_LENGTH, packrowlength);
d3dPixelStorei(GL_PACK_ALIGNMENT, packalignment);
d3dPixelStorei(GL_PACK_SKIP_ROWS, packskiprows);
d3dPixelStorei(GL_PACK_SKIP_PIXELS, packskippixels);
return retval;
}
/*
** D3DGL_Init
**
** This is responsible for binding our gl function pointers to
** the appropriate D3DGL stuff.
**
*/
#define GPA_D3D( a ) GetProcAddress( winState.hinstD3D, a )
//--------------------------------------
bool D3DGL_Init()
{
// GLU Functions
gluErrorString = d3duErrorString;
gluGetString = d3duGetString;
gluOrtho2D = d3duOrtho2D;
gluPerspective = d3duPerspective;
gluPickMatrix = d3duPickMatrix;
gluLookAt = d3duLookAt;
gluProject = d3duProject;
gluUnProject = d3duUnProject;
gluScaleImage = d3duScaleImage;
gluBuild1DMipmaps = d3duBuild1DMipmaps;
gluBuild2DMipmaps = d3duBuild2DMipmaps;
// GL Functions
glAccum = d3dAccum;
glAlphaFunc = d3dAlphaFunc;
glAreTexturesResident = d3dAreTexturesResident;
glArrayElement = d3dArrayElement;
glBegin = d3dBegin;
glBindTexture = d3dBindTexture;
glBitmap = d3dBitmap;
glBlendFunc = d3dBlendFunc;
glCallList = d3dCallList;
glCallLists = d3dCallLists;
glClear = d3dClear;
glClearAccum = d3dClearAccum;
glClearColor = d3dClearColor;
glClearDepth = d3dClearDepth;
glClearIndex = d3dClearIndex;
glClearStencil = d3dClearStencil;
glClipPlane = d3dClipPlane;
glColor3b = d3dColor3b;
glColor3bv = d3dColor3bv;
glColor3d = d3dColor3d;
glColor3dv = d3dColor3dv;
glColor3f = d3dColor3f;
glColor3fv = d3dColor3fv;
glColor3i = d3dColor3i;
glColor3iv = d3dColor3iv;
glColor3s = d3dColor3s;
glColor3sv = d3dColor3sv;
glColor3ub = d3dColor3ub;
glColor3ubv = d3dColor3ubv;
glColor3ui = d3dColor3ui;
glColor3uiv = d3dColor3uiv;
glColor3us = d3dColor3us;
glColor3usv = d3dColor3usv;
glColor4b = d3dColor4b;
glColor4bv = d3dColor4bv;
glColor4d = d3dColor4d;
glColor4dv = d3dColor4dv;
glColor4f = d3dColor4f;
glColor4fv = d3dColor4fv;
glColor4i = d3dColor4i;
glColor4iv = d3dColor4iv;
glColor4s = d3dColor4s;
glColor4sv = d3dColor4sv;
glColor4ub = d3dColor4ub;
glColor4ubv = d3dColor4ubv;
glColor4ui = d3dColor4ui;
glColor4uiv = d3dColor4uiv;
glColor4us = d3dColor4us;
glColor4usv = d3dColor4usv;
glColorMask = d3dColorMask;
glColorMaterial = d3dColorMaterial;
glColorPointer = d3dColorPointer;
glCopyPixels = d3dCopyPixels;
glCopyTexImage1D = d3dCopyTexImage1D;
glCopyTexImage2D = d3dCopyTexImage2D;
glCopyTexSubImage1D = d3dCopyTexSubImage1D;
glCopyTexSubImage2D = d3dCopyTexSubImage2D;
glCullFace = d3dCullFace;
glDeleteLists = d3dDeleteLists;
glDeleteTextures = d3dDeleteTextures;
glDepthFunc = d3dDepthFunc;
glDepthMask = d3dDepthMask;
glDepthRange = d3dDepthRange;
glDisable = d3dDisable;
glDisableClientState = d3dDisableClientState;
glDrawArrays = d3dDrawArrays;
glDrawBuffer = d3dDrawBuffer;
glDrawElements = d3dDrawElements;
glDrawPixels = d3dDrawPixels;
glEdgeFlag = d3dEdgeFlag;
glEdgeFlagPointer = d3dEdgeFlagPointer;
glEdgeFlagv = d3dEdgeFlagv;
glEnable = d3dEnable;
glEnableClientState = d3dEnableClientState;
glEnd = d3dEnd;
glEndList = d3dEndList;
glEvalCoord1d = d3dEvalCoord1d;
glEvalCoord1dv = d3dEvalCoord1dv;
glEvalCoord1f = d3dEvalCoord1f;
glEvalCoord1fv = d3dEvalCoord1fv;
glEvalCoord2d = d3dEvalCoord2d;
glEvalCoord2dv = d3dEvalCoord2dv;
glEvalCoord2f = d3dEvalCoord2f;
glEvalCoord2fv = d3dEvalCoord2fv;
glEvalMesh1 = d3dEvalMesh1;
glEvalMesh2 = d3dEvalMesh2;
glEvalPoint1 = d3dEvalPoint1;
glEvalPoint2 = d3dEvalPoint2;
glFeedbackBuffer = d3dFeedbackBuffer;
glFinish = d3dFinish;
glFlush = d3dFlush;
glFogf = d3dFogf;
glFogfv = d3dFogfv;
glFogi = d3dFogi;
glFogiv = d3dFogiv;
glFrontFace = d3dFrontFace;
glFrustum = d3dFrustum;
glGenLists = d3dGenLists;
glGenTextures = d3dGenTextures;
glGetBooleanv = d3dGetBooleanv;
glGetClipPlane = d3dGetClipPlane;
glGetDoublev = d3dGetDoublev;
glGetError = d3dGetError;
glGetFloatv = d3dGetFloatv;
glGetIntegerv = d3dGetIntegerv;
glGetLightfv = d3dGetLightfv;
glGetLightiv = d3dGetLightiv;
glGetMapdv = d3dGetMapdv;
glGetMapfv = d3dGetMapfv;
glGetMapiv = d3dGetMapiv;
glGetMaterialfv = d3dGetMaterialfv;
glGetMaterialiv = d3dGetMaterialiv;
glGetPixelMapfv = d3dGetPixelMapfv;
glGetPixelMapuiv = d3dGetPixelMapuiv;
glGetPixelMapusv = d3dGetPixelMapusv;
glGetPointerv = d3dGetPointerv;
glGetPolygonStipple = d3dGetPolygonStipple;
glGetString = d3dGetString;
glGetTexEnvfv = d3dGetTexEnvfv;
glGetTexEnviv = d3dGetTexEnviv;
glGetTexGendv = d3dGetTexGendv;
glGetTexGenfv = d3dGetTexGenfv;
glGetTexGeniv = d3dGetTexGeniv;
glGetTexImage = d3dGetTexImage;
glGetTexLevelParameterfv = d3dGetTexLevelParameterfv;
glGetTexLevelParameteriv = d3dGetTexLevelParameteriv;
glGetTexParameterfv = d3dGetTexParameterfv;
glGetTexParameteriv = d3dGetTexParameteriv;
glHint = d3dHint;
glIndexMask = d3dIndexMask;
glIndexPointer = d3dIndexPointer;
glIndexd = d3dIndexd;
glIndexdv = d3dIndexdv;
glIndexf = d3dIndexf;
glIndexfv = d3dIndexfv;
glIndexi = d3dIndexi;
glIndexiv = d3dIndexiv;
glIndexs = d3dIndexs;
glIndexsv = d3dIndexsv;
glIndexub = d3dIndexub;
glIndexubv = d3dIndexubv;
glInitNames = d3dInitNames;
glInterleavedArrays = d3dInterleavedArrays;
glIsEnabled = d3dIsEnabled;
glIsList = d3dIsList;
glIsTexture = d3dIsTexture;
glLightModelf = d3dLightModelf;
glLightModelfv = d3dLightModelfv;
glLightModeli = d3dLightModeli;
glLightModeliv = d3dLightModeliv;
glLightf = d3dLightf;
glLightfv = d3dLightfv;
glLighti = d3dLighti;
glLightiv = d3dLightiv;
glLineStipple = d3dLineStipple;
glLineWidth = d3dLineWidth;
glListBase = d3dListBase;
glLoadIdentity = d3dLoadIdentity;
glLoadMatrixd = d3dLoadMatrixd;
glLoadMatrixf = d3dLoadMatrixf;
glLoadName = d3dLoadName;
glLogicOp = d3dLogicOp;
glMap1d = d3dMap1d;
glMap1f = d3dMap1f;
glMap2d = d3dMap2d;
glMap2f = d3dMap2f;
glMapGrid1d = d3dMapGrid1d;
glMapGrid1f = d3dMapGrid1f;
glMapGrid2d = d3dMapGrid2d;
glMapGrid2f = d3dMapGrid2f;
glMaterialf = d3dMaterialf;
glMaterialfv = d3dMaterialfv;
glMateriali = d3dMateriali;
glMaterialiv = d3dMaterialiv;
glMatrixMode = d3dMatrixMode;
glMultMatrixd = d3dMultMatrixd;
glMultMatrixf = d3dMultMatrixf;
glNewList = d3dNewList;
glNormal3b = d3dNormal3b;
glNormal3bv = d3dNormal3bv;
glNormal3d = d3dNormal3d;
glNormal3dv = d3dNormal3dv;
glNormal3f = d3dNormal3f;
glNormal3fv = d3dNormal3fv;
glNormal3i = d3dNormal3i;
glNormal3iv = d3dNormal3iv;
glNormal3s = d3dNormal3s;
glNormal3sv = d3dNormal3sv;
glNormalPointer = d3dNormalPointer;
glOrtho = d3dOrtho;
glPassThrough = d3dPassThrough;
glPixelMapfv = d3dPixelMapfv;
glPixelMapuiv = d3dPixelMapuiv;
glPixelMapusv = d3dPixelMapusv;
glPixelStoref = d3dPixelStoref;
glPixelStorei = d3dPixelStorei;
glPixelTransferf = d3dPixelTransferf;
glPixelTransferi = d3dPixelTransferi;
glPixelZoom = d3dPixelZoom;
glPointSize = d3dPointSize;
glPolygonMode = d3dPolygonMode;
glPolygonOffset = d3dPolygonOffset;
glPolygonStipple = d3dPolygonStipple;
glPopAttrib = d3dPopAttrib;
glPopClientAttrib = d3dPopClientAttrib;
glPopMatrix = d3dPopMatrix;
glPopName = d3dPopName;
glPrioritizeTextures = d3dPrioritizeTextures;
glPushAttrib = d3dPushAttrib;
glPushClientAttrib = d3dPushClientAttrib;
glPushMatrix = d3dPushMatrix;
glPushName = d3dPushName;
glRasterPos2d = d3dRasterPos2d;
glRasterPos2dv = d3dRasterPos2dv;
glRasterPos2f = d3dRasterPos2f;
glRasterPos2fv = d3dRasterPos2fv;
glRasterPos2i = d3dRasterPos2i;
glRasterPos2iv = d3dRasterPos2iv;
glRasterPos2s = d3dRasterPos2s;
glRasterPos2sv = d3dRasterPos2sv;
glRasterPos3d = d3dRasterPos3d;
glRasterPos3dv = d3dRasterPos3dv;
glRasterPos3f = d3dRasterPos3f;
glRasterPos3fv = d3dRasterPos3fv;
glRasterPos3i = d3dRasterPos3i;
glRasterPos3iv = d3dRasterPos3iv;
glRasterPos3s = d3dRasterPos3s;
glRasterPos3sv = d3dRasterPos3sv;
glRasterPos4d = d3dRasterPos4d;
glRasterPos4dv = d3dRasterPos4dv;
glRasterPos4f = d3dRasterPos4f;
glRasterPos4fv = d3dRasterPos4fv;
glRasterPos4i = d3dRasterPos4i;
glRasterPos4iv = d3dRasterPos4iv;
glRasterPos4s = d3dRasterPos4s;
glRasterPos4sv = d3dRasterPos4sv;
glReadBuffer = d3dReadBuffer;
glReadPixels = d3dReadPixels;
glRectd = d3dRectd;
glRectdv = d3dRectdv;
glRectf = d3dRectf;
glRectfv = d3dRectfv;
glRecti = d3dRecti;
glRectiv = d3dRectiv;
glRects = d3dRects;
glRectsv = d3dRectsv;
glRenderMode = d3dRenderMode;
glRotated = d3dRotated;
glRotatef = d3dRotatef;
glScaled = d3dScaled;
glScalef = d3dScalef;
glScissor = d3dScissor;
glSelectBuffer = d3dSelectBuffer;
glShadeModel = d3dShadeModel;
glStencilFunc = d3dStencilFunc;
glStencilMask = d3dStencilMask;
glStencilOp = d3dStencilOp;
glTexCoord1d = d3dTexCoord1d;
glTexCoord1dv = d3dTexCoord1dv;
glTexCoord1f = d3dTexCoord1f;
glTexCoord1fv = d3dTexCoord1fv;
glTexCoord1i = d3dTexCoord1i;
glTexCoord1iv = d3dTexCoord1iv;
glTexCoord1s = d3dTexCoord1s;
glTexCoord1sv = d3dTexCoord1sv;
glTexCoord2d = d3dTexCoord2d;
glTexCoord2dv = d3dTexCoord2dv;
glTexCoord2f = d3dTexCoord2f;
glTexCoord2fv = d3dTexCoord2fv;
glTexCoord2i = d3dTexCoord2i;
glTexCoord2iv = d3dTexCoord2iv;
glTexCoord2s = d3dTexCoord2s;
glTexCoord2sv = d3dTexCoord2sv;
glTexCoord3d = d3dTexCoord3d;
glTexCoord3dv = d3dTexCoord3dv;
glTexCoord3f = d3dTexCoord3f;
glTexCoord3fv = d3dTexCoord3fv;
glTexCoord3i = d3dTexCoord3i;
glTexCoord3iv = d3dTexCoord3iv;
glTexCoord3s = d3dTexCoord3s;
glTexCoord3sv = d3dTexCoord3sv;
glTexCoord4d = d3dTexCoord4d;
glTexCoord4dv = d3dTexCoord4dv;
glTexCoord4f = d3dTexCoord4f;
glTexCoord4fv = d3dTexCoord4fv;
glTexCoord4i = d3dTexCoord4i;
glTexCoord4iv = d3dTexCoord4iv;
glTexCoord4s = d3dTexCoord4s;
glTexCoord4sv = d3dTexCoord4sv;
glTexCoordPointer = d3dTexCoordPointer;
glTexEnvf = d3dTexEnvf;
glTexEnvfv = d3dTexEnvfv;
glTexEnvi = d3dTexEnvi;
glTexEnviv = d3dTexEnviv;
glTexGend = d3dTexGend;
glTexGendv = d3dTexGendv;
glTexGenf = d3dTexGenf;
glTexGenfv = d3dTexGenfv;
glTexGeni = d3dTexGeni;
glTexGeniv = d3dTexGeniv;
glTexImage1D = d3dTexImage1D;
glTexImage2D = d3dTexImage2D;
glTexParameterf = d3dTexParameterf;
glTexParameterfv = d3dTexParameterfv;
glTexParameteri = d3dTexParameteri;
glTexParameteriv = d3dTexParameteriv;
glTexSubImage1D = d3dTexSubImage1D;
glTexSubImage2D = d3dTexSubImage2D;
glTranslated = d3dTranslated;
glTranslatef = d3dTranslatef;
glVertex2d = d3dVertex2d;
glVertex2dv = d3dVertex2dv;
glVertex2f = d3dVertex2f;
glVertex2fv = d3dVertex2fv;
glVertex2i = d3dVertex2i;
glVertex2iv = d3dVertex2iv;
glVertex2s = d3dVertex2s;
glVertex2sv = d3dVertex2sv;
glVertex3d = d3dVertex3d;
glVertex3dv = d3dVertex3dv;
glVertex3f = d3dVertex3f;
glVertex3fv = d3dVertex3fv;
glVertex3i = d3dVertex3i;
glVertex3iv = d3dVertex3iv;
glVertex3s = d3dVertex3s;
glVertex3sv = d3dVertex3sv;
glVertex4d = d3dVertex4d;
glVertex4dv = d3dVertex4dv;
glVertex4f = d3dVertex4f;
glVertex4fv = d3dVertex4fv;
glVertex4i = d3dVertex4i;
glVertex4iv = d3dVertex4iv;
glVertex4s = d3dVertex4s;
glVertex4sv = d3dVertex4sv;
glVertexPointer = d3dVertexPointer;
glViewport = d3dViewport;
qwglCopyContext = wd3dCopyContext;
qwglCreateContext = wd3dCreateContext;
qwglCreateLayerContext = wd3dCreateLayerContext;
qwglDeleteContext = wd3dDeleteContext;
qwglDescribeLayerPlane = wd3dDescribeLayerPlane;
qwglGetCurrentContext = wd3dGetCurrentContext;
qwglGetCurrentDC = wd3dGetCurrentDC;
qwglGetLayerPaletteEntries = wd3dGetLayerPaletteEntries;
qwglGetProcAddress = wd3dGetProcAddress;
qwglMakeCurrent = wd3dMakeCurrent;
qwglRealizeLayerPalette = wd3dRealizeLayerPalette;
qwglSetLayerPaletteEntries = wd3dSetLayerPaletteEntries;
qwglShareLists = wd3dShareLists;
qwglSwapLayerBuffers = wd3dSwapLayerBuffers;
qwglUseFontBitmaps = wd3dUseFontBitmapsA;
qwglUseFontOutlines = wd3dUseFontOutlinesA;
qwglChoosePixelFormat = wd3dChoosePixelFormat;
qwglDescribePixelFormat = wd3dDescribePixelFormat;
qwglGetPixelFormat = wd3dGetPixelFormat;
qwglSetPixelFormat = wd3dSetPixelFormat;
qwglSwapBuffers = wd3dSwapBuffers;
qwglSwapIntervalEXT = 0;
return true;
}
bool D3DGL_EXT_Init()
{
// Load extensions...
//
const char* pExtString = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
gGLState.primMode = 0;
// EXT_compiled_vertex_array
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_compiled_vertex_array") != NULL) {
glLockArraysEXT = d3dLockArraysEXT;
glUnlockArraysEXT = d3dUnlockArraysEXT;
gGLState.suppLockedArrays = true;
} else {
glLockArraysEXT = NULL;
glUnlockArraysEXT = NULL;
gGLState.suppLockedArrays = false;
}
// ARB_multitexture
if (pExtString && dStrstr(pExtString, (const char*)"GL_ARB_multitexture") != NULL) {
glActiveTextureARB = d3dActiveTextureARB;
glClientActiveTextureARB = d3dClientActiveTextureARB;
glMultiTexCoord2fARB = d3dMultiTexCoord2fARB;
glMultiTexCoord2fvARB = d3dMultiTexCoord2fvARB;
gGLState.suppARBMultitexture = true;
} else {
glActiveTextureARB = NULL;
glClientActiveTextureARB = NULL;
glMultiTexCoord2fARB = NULL;
glMultiTexCoord2fvARB = NULL;
gGLState.suppARBMultitexture = false;
}
// NV_vertex_array_range
glVertexArrayRangeNV = NULL;
glFlushVertexArrayRangeNV = NULL;
wglAllocateMemoryNV = NULL;
wglFreeMemoryNV = NULL;
gGLState.suppVertexArrayRange = false;
// EXT_fog_coord
if (pExtString && dStrstr(pExtString, (const char*)"GL_EXT_fog_coord") != NULL) {
glFogCoordfEXT = d3dFogCoordfEXT;
glFogCoordPointerEXT = d3dFogCoordPointerEXT;
gGLState.suppFogCoord = true;
} else {
glFogCoordfEXT = NULL;
glFogCoordPointerEXT = NULL;
gGLState.suppFogCoord = false;
}
// ARB_texture_compression
glCompressedTexImage3DARB = NULL;
glCompressedTexImage2DARB = NULL;
glCompressedTexImage1DARB = NULL;
glCompressedTexSubImage3DARB = NULL;
glCompressedTexSubImage2DARB = NULL;
glCompressedTexSubImage1DARB = NULL;
glGetCompressedTexImageARB = NULL;
gGLState.suppTextureCompression = false;
// 3DFX_texture_compression_FXT1
gGLState.suppFXT1 = false;
// EXT_texture_compression_S3TC
gGLState.suppS3TC = false;
// WGL_3DFS_gamma_control
qwglGetDeviceGammaRamp3DFX = NULL;
qwglSetDeviceGammaRamp3DFX = NULL;
// Binary states, i.e., no supporting functions
// EXT_packed_pixels
// EXT_texture_env_combine
//
gGLState.suppPackedPixels = false;
gGLState.suppTextureEnvCombine = false;
gGLState.suppEdgeClamp = false;
gGLState.suppTexEnvAdd = false;
// Anisotropic filtering
gGLState.suppTexAnisotropic = false;
Con::printf("OpenGL Init: Enabled Extensions");
if (gGLState.suppARBMultitexture) Con::printf(" ARB_multitexture");
if (gGLState.suppLockedArrays) Con::printf(" EXT_compiled_vertex_array");
if (gGLState.suppVertexArrayRange) Con::printf(" NV_vertex_array_range");
if (gGLState.suppTextureEnvCombine) Con::printf(" EXT_texture_env_combine");
if (gGLState.suppPackedPixels) Con::printf(" EXT_packed_pixels");
if (gGLState.suppFogCoord) Con::printf(" EXT_fog_coord");
if (gGLState.suppTextureCompression) Con::printf(" ARB_texture_compression");
if (gGLState.suppS3TC) Con::printf(" EXT_texture_compression_s3tc");
if (gGLState.suppFXT1) Con::printf(" 3DFX_texture_compression_FXT1");
if (gGLState.suppTexEnvAdd) Con::printf(" (ARB|EXT)_texture_env_add");
if (gGLState.suppTexAnisotropic) Con::printf(" EXT_texture_filter_anisotropic (Max anisotropy: %f)", gGLState.maxAnisotropy);
Con::warnf(ConsoleLogEntry::General, "OpenGL Init: Disabled Extensions");
if (!gGLState.suppARBMultitexture) Con::warnf(ConsoleLogEntry::General, " ARB_multitexture");
if (!gGLState.suppLockedArrays) Con::warnf(ConsoleLogEntry::General, " EXT_compiled_vertex_array");
if (!gGLState.suppVertexArrayRange) Con::warnf(ConsoleLogEntry::General, " NV_vertex_array_range");
if (!gGLState.suppTextureEnvCombine) Con::warnf(ConsoleLogEntry::General, " EXT_texture_env_combine");
if (!gGLState.suppPackedPixels) Con::warnf(ConsoleLogEntry::General, " EXT_packed_pixels");
if (!gGLState.suppFogCoord) Con::warnf(ConsoleLogEntry::General, " EXT_fog_coord");
if (!gGLState.suppTextureCompression) Con::warnf(ConsoleLogEntry::General, " ARB_texture_compression");
if (!gGLState.suppS3TC) Con::warnf(ConsoleLogEntry::General, " EXT_texture_compression_s3tc");
if (!gGLState.suppFXT1) Con::warnf(ConsoleLogEntry::General, " 3DFX_texture_compression_FXT1");
if (!gGLState.suppTexEnvAdd) Con::warnf(ConsoleLogEntry::General, " (ARB|EXT)_texture_env_add");
if (!gGLState.suppTexAnisotropic) Con::warnf(ConsoleLogEntry::General, " EXT_texture_filter_anisotropic");
Con::printf("");
// Set some console variables:
Con::setBoolVariable( "$FogCoordSupported", gGLState.suppFogCoord );
Con::setBoolVariable( "$TextureCompressionSupported", gGLState.suppTextureCompression );
Con::setBoolVariable( "$AnisotropySupported", gGLState.suppTexAnisotropic );
return true;
}
/*
** D3DGL_Shutdown
**
** This is only called during a hard shutdown of the OGL subsystem (e.g. vid_restart).
*/
void D3DGL_Shutdown()
{
// GLU Functions
gluErrorString = NULL;
gluGetString = NULL;
gluOrtho2D = NULL;
gluPerspective = NULL;
gluPickMatrix = NULL;
gluLookAt = NULL;
gluProject = NULL;
gluUnProject = NULL;
gluScaleImage = NULL;
gluBuild1DMipmaps = NULL;
gluBuild2DMipmaps = NULL;
// GL Functions
glAccum = NULL;
glAlphaFunc = NULL;
glAreTexturesResident = NULL;
glArrayElement = NULL;
glBegin = NULL;
glBindTexture = NULL;
glBitmap = NULL;
glBlendFunc = NULL;
glCallList = NULL;
glCallLists = NULL;
glClear = NULL;
glClearAccum = NULL;
glClearColor = NULL;
glClearDepth = NULL;
glClearIndex = NULL;
glClearStencil = NULL;
glClipPlane = NULL;
glColor3b = NULL;
glColor3bv = NULL;
glColor3d = NULL;
glColor3dv = NULL;
glColor3f = NULL;
glColor3fv = NULL;
glColor3i = NULL;
glColor3iv = NULL;
glColor3s = NULL;
glColor3sv = NULL;
glColor3ub = NULL;
glColor3ubv = NULL;
glColor3ui = NULL;
glColor3uiv = NULL;
glColor3us = NULL;
glColor3usv = NULL;
glColor4b = NULL;
glColor4bv = NULL;
glColor4d = NULL;
glColor4dv = NULL;
glColor4f = NULL;
glColor4fv = NULL;
glColor4i = NULL;
glColor4iv = NULL;
glColor4s = NULL;
glColor4sv = NULL;
glColor4ub = NULL;
glColor4ubv = NULL;
glColor4ui = NULL;
glColor4uiv = NULL;
glColor4us = NULL;
glColor4usv = NULL;
glColorMask = NULL;
glColorMaterial = NULL;
glColorPointer = NULL;
glCopyPixels = NULL;
glCopyTexImage1D = NULL;
glCopyTexImage2D = NULL;
glCopyTexSubImage1D = NULL;
glCopyTexSubImage2D = NULL;
glCullFace = NULL;
glDeleteLists = NULL;
glDeleteTextures = NULL;
glDepthFunc = NULL;
glDepthMask = NULL;
glDepthRange = NULL;
glDisable = NULL;
glDisableClientState = NULL;
glDrawArrays = NULL;
glDrawBuffer = NULL;
glDrawElements = NULL;
glDrawPixels = NULL;
glEdgeFlag = NULL;
glEdgeFlagPointer = NULL;
glEdgeFlagv = NULL;
glEnable = NULL;
glEnableClientState = NULL;
glEnd = NULL;
glEndList = NULL;
glEvalCoord1d = NULL;
glEvalCoord1dv = NULL;
glEvalCoord1f = NULL;
glEvalCoord1fv = NULL;
glEvalCoord2d = NULL;
glEvalCoord2dv = NULL;
glEvalCoord2f = NULL;
glEvalCoord2fv = NULL;
glEvalMesh1 = NULL;
glEvalMesh2 = NULL;
glEvalPoint1 = NULL;
glEvalPoint2 = NULL;
glFeedbackBuffer = NULL;
glFinish = NULL;
glFlush = NULL;
glFogf = NULL;
glFogfv = NULL;
glFogi = NULL;
glFogiv = NULL;
glFrontFace = NULL;
glFrustum = NULL;
glGenLists = NULL;
glGenTextures = NULL;
glGetBooleanv = NULL;
glGetClipPlane = NULL;
glGetDoublev = NULL;
glGetError = NULL;
glGetFloatv = NULL;
glGetIntegerv = NULL;
glGetLightfv = NULL;
glGetLightiv = NULL;
glGetMapdv = NULL;
glGetMapfv = NULL;
glGetMapiv = NULL;
glGetMaterialfv = NULL;
glGetMaterialiv = NULL;
glGetPixelMapfv = NULL;
glGetPixelMapuiv = NULL;
glGetPixelMapusv = NULL;
glGetPointerv = NULL;
glGetPolygonStipple = NULL;
glGetString = NULL;
glGetTexEnvfv = NULL;
glGetTexEnviv = NULL;
glGetTexGendv = NULL;
glGetTexGenfv = NULL;
glGetTexGeniv = NULL;
glGetTexImage = NULL;
glGetTexLevelParameterfv = NULL;
glGetTexLevelParameteriv = NULL;
glGetTexParameterfv = NULL;
glGetTexParameteriv = NULL;
glHint = NULL;
glIndexMask = NULL;
glIndexPointer = NULL;
glIndexd = NULL;
glIndexdv = NULL;
glIndexf = NULL;
glIndexfv = NULL;
glIndexi = NULL;
glIndexiv = NULL;
glIndexs = NULL;
glIndexsv = NULL;
glIndexub = NULL;
glIndexubv = NULL;
glInitNames = NULL;
glInterleavedArrays = NULL;
glIsEnabled = NULL;
glIsList = NULL;
glIsTexture = NULL;
glLightModelf = NULL;
glLightModelfv = NULL;
glLightModeli = NULL;
glLightModeliv = NULL;
glLightf = NULL;
glLightfv = NULL;
glLighti = NULL;
glLightiv = NULL;
glLineStipple = NULL;
glLineWidth = NULL;
glListBase = NULL;
glLoadIdentity = NULL;
glLoadMatrixd = NULL;
glLoadMatrixf = NULL;
glLoadName = NULL;
glLogicOp = NULL;
glMap1d = NULL;
glMap1f = NULL;
glMap2d = NULL;
glMap2f = NULL;
glMapGrid1d = NULL;
glMapGrid1f = NULL;
glMapGrid2d = NULL;
glMapGrid2f = NULL;
glMaterialf = NULL;
glMaterialfv = NULL;
glMateriali = NULL;
glMaterialiv = NULL;
glMatrixMode = NULL;
glMultMatrixd = NULL;
glMultMatrixf = NULL;
glNewList = NULL;
glNormal3b = NULL;
glNormal3bv = NULL;
glNormal3d = NULL;
glNormal3dv = NULL;
glNormal3f = NULL;
glNormal3fv = NULL;
glNormal3i = NULL;
glNormal3iv = NULL;
glNormal3s = NULL;
glNormal3sv = NULL;
glNormalPointer = NULL;
glOrtho = NULL;
glPassThrough = NULL;
glPixelMapfv = NULL;
glPixelMapuiv = NULL;
glPixelMapusv = NULL;
glPixelStoref = NULL;
glPixelStorei = NULL;
glPixelTransferf = NULL;
glPixelTransferi = NULL;
glPixelZoom = NULL;
glPointSize = NULL;
glPolygonMode = NULL;
glPolygonOffset = NULL;
glPolygonStipple = NULL;
glPopAttrib = NULL;
glPopClientAttrib = NULL;
glPopMatrix = NULL;
glPopName = NULL;
glPrioritizeTextures = NULL;
glPushAttrib = NULL;
glPushClientAttrib = NULL;
glPushMatrix = NULL;
glPushName = NULL;
glRasterPos2d = NULL;
glRasterPos2dv = NULL;
glRasterPos2f = NULL;
glRasterPos2fv = NULL;
glRasterPos2i = NULL;
glRasterPos2iv = NULL;
glRasterPos2s = NULL;
glRasterPos2sv = NULL;
glRasterPos3d = NULL;
glRasterPos3dv = NULL;
glRasterPos3f = NULL;
glRasterPos3fv = NULL;
glRasterPos3i = NULL;
glRasterPos3iv = NULL;
glRasterPos3s = NULL;
glRasterPos3sv = NULL;
glRasterPos4d = NULL;
glRasterPos4dv = NULL;
glRasterPos4f = NULL;
glRasterPos4fv = NULL;
glRasterPos4i = NULL;
glRasterPos4iv = NULL;
glRasterPos4s = NULL;
glRasterPos4sv = NULL;
glReadBuffer = NULL;
glReadPixels = NULL;
glRectd = NULL;
glRectdv = NULL;
glRectf = NULL;
glRectfv = NULL;
glRecti = NULL;
glRectiv = NULL;
glRects = NULL;
glRectsv = NULL;
glRenderMode = NULL;
glRotated = NULL;
glRotatef = NULL;
glScaled = NULL;
glScalef = NULL;
glScissor = NULL;
glSelectBuffer = NULL;
glShadeModel = NULL;
glStencilFunc = NULL;
glStencilMask = NULL;
glStencilOp = NULL;
glTexCoord1d = NULL;
glTexCoord1dv = NULL;
glTexCoord1f = NULL;
glTexCoord1fv = NULL;
glTexCoord1i = NULL;
glTexCoord1iv = NULL;
glTexCoord1s = NULL;
glTexCoord1sv = NULL;
glTexCoord2d = NULL;
glTexCoord2dv = NULL;
glTexCoord2f = NULL;
glTexCoord2fv = NULL;
glTexCoord2i = NULL;
glTexCoord2iv = NULL;
glTexCoord2s = NULL;
glTexCoord2sv = NULL;
glTexCoord3d = NULL;
glTexCoord3dv = NULL;
glTexCoord3f = NULL;
glTexCoord3fv = NULL;
glTexCoord3i = NULL;
glTexCoord3iv = NULL;
glTexCoord3s = NULL;
glTexCoord3sv = NULL;
glTexCoord4d = NULL;
glTexCoord4dv = NULL;
glTexCoord4f = NULL;
glTexCoord4fv = NULL;
glTexCoord4i = NULL;
glTexCoord4iv = NULL;
glTexCoord4s = NULL;
glTexCoord4sv = NULL;
glTexCoordPointer = NULL;
glTexEnvf = NULL;
glTexEnvfv = NULL;
glTexEnvi = NULL;
glTexEnviv = NULL;
glTexGend = NULL;
glTexGendv = NULL;
glTexGenf = NULL;
glTexGenfv = NULL;
glTexGeni = NULL;
glTexGeniv = NULL;
glTexImage1D = NULL;
glTexImage2D = NULL;
glTexParameterf = NULL;
glTexParameterfv = NULL;
glTexParameteri = NULL;
glTexParameteriv = NULL;
glTexSubImage1D = NULL;
glTexSubImage2D = NULL;
glTranslated = NULL;
glTranslatef = NULL;
glVertex2d = NULL;
glVertex2dv = NULL;
glVertex2f = NULL;
glVertex2fv = NULL;
glVertex2i = NULL;
glVertex2iv = NULL;
glVertex2s = NULL;
glVertex2sv = NULL;
glVertex3d = NULL;
glVertex3dv = NULL;
glVertex3f = NULL;
glVertex3fv = NULL;
glVertex3i = NULL;
glVertex3iv = NULL;
glVertex3s = NULL;
glVertex3sv = NULL;
glVertex4d = NULL;
glVertex4dv = NULL;
glVertex4f = NULL;
glVertex4fv = NULL;
glVertex4i = NULL;
glVertex4iv = NULL;
glVertex4s = NULL;
glVertex4sv = NULL;
glVertexPointer = NULL;
glViewport = NULL;
// EXT_compiled_vertex_array
glLockArraysEXT = NULL;
glUnlockArraysEXT = NULL;
// ARB_multitexture
glActiveTextureARB = NULL;
glClientActiveTextureARB = NULL;
glMultiTexCoord2fARB = NULL;
glMultiTexCoord2fvARB = NULL;
// NV_vertex_array_range
glVertexArrayRangeNV = NULL;
glFlushVertexArrayRangeNV = NULL;
wglAllocateMemoryNV = NULL;
wglFreeMemoryNV = NULL;
// EXT_fog_coord
glFogCoordfEXT = NULL;
glFogCoordPointerEXT = NULL;
/* ARB_texture_compression */
glCompressedTexImage3DARB = NULL;
glCompressedTexImage2DARB = NULL;
glCompressedTexImage1DARB = NULL;
glCompressedTexSubImage3DARB = NULL;
glCompressedTexSubImage2DARB = NULL;
glCompressedTexSubImage1DARB = NULL;
glGetCompressedTexImageARB = NULL;
qwglCopyContext = NULL;
qwglCreateContext = NULL;
qwglCreateLayerContext = NULL;
qwglDeleteContext = NULL;
qwglDescribeLayerPlane = NULL;
qwglGetCurrentContext = NULL;
qwglGetCurrentDC = NULL;
qwglGetLayerPaletteEntries = NULL;
qwglGetProcAddress = NULL;
qwglMakeCurrent = NULL;
qwglRealizeLayerPalette = NULL;
qwglSetLayerPaletteEntries = NULL;
qwglShareLists = NULL;
qwglSwapLayerBuffers = NULL;
qwglUseFontBitmaps = NULL;
qwglUseFontOutlines = NULL;
qwglChoosePixelFormat = NULL;
qwglDescribePixelFormat = NULL;
qwglGetPixelFormat = NULL;
qwglSetPixelFormat = NULL;
qwglSwapBuffers = NULL;
}