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d3d_private.h

/* Direct3D private include file
 * Copyright (c) 1998-2004 Lionel ULMER
 * Copyright (c) 2002-2004 Christian Costa
 *
 * This file contains all the structure that are not exported
 * through d3d.h and all common macros.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#ifndef __GRAPHICS_WINE_D3D_PRIVATE_H
#define __GRAPHICS_WINE_D3D_PRIVATE_H

/* THIS FILE MUST NOT CONTAIN X11 or MESA DEFINES */

#include <stdarg.h>

#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "d3d.h"

#define MAX_TEXTURES 8
#define MAX_LIGHTS  16

#define HIGHEST_RENDER_STATE         152
#define HIGHEST_TEXTURE_STAGE_STATE   24

/*****************************************************************************
 * Predeclare the interface implementation structures
 */
typedef struct IDirect3DLightImpl IDirect3DLightImpl;
typedef struct IDirect3DMaterialImpl IDirect3DMaterialImpl;
typedef struct IDirect3DViewportImpl IDirect3DViewportImpl;
typedef struct IDirect3DExecuteBufferImpl IDirect3DExecuteBufferImpl;
typedef struct IDirect3DVertexBufferImpl IDirect3DVertexBufferImpl;

#include "ddraw_private.h"

typedef struct STATEBLOCKFLAGS {
   BOOL render_state[HIGHEST_RENDER_STATE];
   BOOL texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
} STATEBLOCKFLAGS;

typedef struct STATEBLOCK {
   STATEBLOCKFLAGS set_flags; 
   DWORD render_state[HIGHEST_RENDER_STATE];
   DWORD texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
} STATEBLOCK;


/*****************************************************************************
 * IDirect3DLight implementation structure
 */
struct IDirect3DLightImpl
{
    ICOM_VFIELD_MULTI(IDirect3DLight);
    DWORD ref;
    /* IDirect3DLight fields */
    IDirectDrawImpl *d3d;
    /* If this light is active for one viewport, put the viewport here */
    IDirect3DViewportImpl *active_viewport;

    D3DLIGHT2 light;
    D3DLIGHT7 light7;

    DWORD dwLightIndex;

    /* Chained list used for adding / removing from viewports */
    IDirect3DLightImpl *next;

    /* Activation function */
    void (*activate)(IDirect3DLightImpl*);
    void (*desactivate)(IDirect3DLightImpl*);
    void (*update)(IDirect3DLightImpl*);
};

/*****************************************************************************
 * IDirect3DMaterial implementation structure
 */
struct IDirect3DMaterialImpl
{
    ICOM_VFIELD_MULTI(IDirect3DMaterial3);
    ICOM_VFIELD_MULTI(IDirect3DMaterial2);
    ICOM_VFIELD_MULTI(IDirect3DMaterial);
    DWORD  ref;
    /* IDirect3DMaterial2 fields */
    IDirectDrawImpl *d3d;
    IDirect3DDeviceImpl *active_device;

    D3DMATERIAL mat;

    void (*activate)(IDirect3DMaterialImpl* this);
};

/*****************************************************************************
 * IDirect3DViewport implementation structure
 */
struct IDirect3DViewportImpl
{
    ICOM_VFIELD_MULTI(IDirect3DViewport3);
    DWORD ref;
    /* IDirect3DViewport fields */
    IDirectDrawImpl *d3d;
    /* If this viewport is active for one device, put the device here */
    IDirect3DDeviceImpl *active_device;

    DWORD num_lights;
    DWORD map_lights;

    int use_vp2;
    union {
        D3DVIEWPORT vp1;
      D3DVIEWPORT2 vp2;
    } viewports;

    /* Activation function */
    void (*activate)(IDirect3DViewportImpl*);

    /* Field used to chain viewports together */
    IDirect3DViewportImpl *next;

    /* Lights list */
    IDirect3DLightImpl *lights;

    /* Background material */
    IDirect3DMaterialImpl *background;
};

/*****************************************************************************
 * IDirect3DExecuteBuffer implementation structure
 */
struct IDirect3DExecuteBufferImpl
{
    ICOM_VFIELD_MULTI(IDirect3DExecuteBuffer);
    DWORD ref;
    /* IDirect3DExecuteBuffer fields */
    IDirectDrawImpl *d3d;
    IDirect3DDeviceImpl* d3ddev;

    D3DEXECUTEBUFFERDESC desc;
    D3DEXECUTEDATA data;

    /* This buffer will store the transformed vertices */
    void* vertex_data;
    WORD* indices;
    int nb_indices;

    /* This flags is set to TRUE if we allocated ourselves the
       data buffer */
    BOOL need_free;

    void (*execute)(IDirect3DExecuteBufferImpl* this,
                    IDirect3DDeviceImpl* dev,
                    IDirect3DViewportImpl* vp);
};

/* Internal structure to store the state of the clipping planes */
typedef struct d3d7clippingplane 
{
    D3DVALUE plane[4];
} d3d7clippingplane;

/*****************************************************************************
 * IDirect3DDevice implementation structure
 */

#define WORLDMAT_CHANGED (0x00000001 <<  0)
#define VIEWMAT_CHANGED  (0x00000001 <<  1)
#define PROJMAT_CHANGED  (0x00000001 <<  2)
#define TEXMAT0_CHANGED  (0x00000001 <<  3)
#define TEXMAT1_CHANGED  (0x00000001 <<  4)
#define TEXMAT2_CHANGED  (0x00000001 <<  5)
#define TEXMAT3_CHANGED  (0x00000001 <<  6)
#define TEXMAT4_CHANGED  (0x00000001 <<  7)
#define TEXMAT5_CHANGED  (0x00000001 <<  8)
#define TEXMAT6_CHANGED  (0x00000001 <<  9)
#define TEXMAT7_CHANGED  (0x00000001 << 10)

struct IDirect3DDeviceImpl
{
    ICOM_VFIELD_MULTI(IDirect3DDevice7);
    ICOM_VFIELD_MULTI(IDirect3DDevice3);
    ICOM_VFIELD_MULTI(IDirect3DDevice2);
    ICOM_VFIELD_MULTI(IDirect3DDevice);
    DWORD  ref;

    /* Version of the Direct3D object from which the device has been created */
    DWORD version;

    /* IDirect3DDevice fields */
    IDirectDrawImpl *d3d;
    IDirectDrawSurfaceImpl *surface;

    IDirect3DViewportImpl *viewport_list;
    IDirect3DViewportImpl *current_viewport;
    D3DVIEWPORT7 active_viewport;

    IDirectDrawSurfaceImpl *current_texture[MAX_TEXTURES];
    IDirectDrawSurfaceImpl *current_zbuffer;
    
    /* Current transformation matrices */
    D3DMATRIX *world_mat;
    D3DMATRIX *view_mat;
    D3DMATRIX *proj_mat;
    D3DMATRIX *tex_mat[MAX_TEXTURES];
    BOOLEAN tex_mat_is_identity[MAX_TEXTURES];
    
    /* Current material used in D3D7 mode */
    D3DMATERIAL7 current_material;

    /* Light state */
    DWORD material;

    /* Light parameters */
    DWORD active_lights, set_lights;
    D3DLIGHT7 light_parameters[MAX_LIGHTS];

    /* clipping planes */
    DWORD max_clipping_planes;
    d3d7clippingplane *clipping_planes;
    
    void (*set_context)(IDirect3DDeviceImpl*);
    HRESULT (*clear)(IDirect3DDeviceImpl *This,
                 DWORD dwCount,
                 LPD3DRECT lpRects,
                 DWORD dwFlags,
                 DWORD dwColor,
                 D3DVALUE dvZ,
                 DWORD dwStencil);
    void (*matrices_updated)(IDirect3DDeviceImpl *This, DWORD matrices);
    void (*set_matrices)(IDirect3DDeviceImpl *This, DWORD matrices,
                   D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat);
    void (*flush_to_framebuffer)(IDirect3DDeviceImpl *This, LPCRECT pRect, IDirectDrawSurfaceImpl *surf);

    STATEBLOCK state_block;

    /* Used to prevent locks and rendering to overlap */
    CRITICAL_SECTION crit;
};

/*****************************************************************************
 * IDirect3DVertexBuffer implementation structure
 */
struct IDirect3DVertexBufferImpl
{
    ICOM_VFIELD_MULTI(IDirect3DVertexBuffer7);
    ICOM_VFIELD_MULTI(IDirect3DVertexBuffer);
    DWORD ref;
    IDirectDrawImpl *d3d;
    D3DVERTEXBUFFERDESC desc;
    LPVOID *vertices;
    DWORD vertex_buffer_size;

    BOOLEAN processed;
};

/* Various dump and helper functions */
extern const char *_get_renderstate(D3DRENDERSTATETYPE type);
extern void dump_D3DMATERIAL7(LPD3DMATERIAL7 lpMat);
extern void dump_D3DCOLORVALUE(D3DCOLORVALUE *lpCol);
extern void dump_D3DLIGHT7(LPD3DLIGHT7 lpLight);
extern void dump_DPFLAGS(DWORD dwFlags);
extern void dump_D3DMATRIX(D3DMATRIX *mat);
extern void dump_D3DVECTOR(D3DVECTOR *lpVec);
extern void dump_flexible_vertex(DWORD d3dvtVertexType);
extern DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
extern void convert_FVF_to_strided_data(DWORD d3dvtVertexType, LPVOID lpvVertices, D3DDRAWPRIMITIVESTRIDEDDATA *strided, DWORD dwStartVertex);
extern void dump_D3DVOP(DWORD dwVertexOp);
extern void dump_D3DPV(DWORD dwFlags);
extern void multiply_matrix(LPD3DMATRIX,LPD3DMATRIX,LPD3DMATRIX);

extern const float id_mat[16];

#endif /* __GRAPHICS_WINE_D3D_PRIVATE_H */

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