[PATCH] WineD3D: Emulate GL_EXT_fog_coord=0A=
Stefan Doesinger
stefan at codeweavers.com
Mon Dec 15 19:21:37 CST 2008
=0A=
The main point of this patch is to move the fallback out of state.c. =
This fallback causes=0A=
problems because it ties FOGENABLE to FOGVERTEXMODE and FOGTABLEMODE=0A=
=0A=
The emulation is not perfect, but it should definitly beat our current =
handling of the lack of=0A=
this extension, which was to disable fog entirely if fog coords were =
used.=0A=
---=0A=
dlls/wined3d/context.c | 4 +=0A=
dlls/wined3d/gl_compat.c | 354 =
++++++++++++++++++++++++++++++++++++++++=0A=
dlls/wined3d/state.c | 37 ++---=0A=
dlls/wined3d/wined3d_private.h | 7 +=0A=
4 files changed, 381 insertions(+), 21 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c=0A=
index 3b5000c..11d3a3d 100644=0A=
--- a/dlls/wined3d/context.c=0A=
+++ b/dlls/wined3d/context.c=0A=
@@ -1615,3 +1615,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, =
IWineD3DSurface *target, ContextU=0A=
FIXME("Unexpected context usage requested\n");=0A=
}=0A=
}=0A=
+=0A=
+WineD3DContext *getActiveContext() {=0A=
+ return last_device->activeContext;=0A=
+}=0A=
diff --git a/dlls/wined3d/gl_compat.c b/dlls/wined3d/gl_compat.c=0A=
index 48f0fd3..9064c80 100644=0A=
--- a/dlls/wined3d/gl_compat.c=0A=
+++ b/dlls/wined3d/gl_compat.c=0A=
@@ -27,6 +27,7 @@=0A=
=0A=
WINE_DEFAULT_DEBUG_CHANNEL(gl_compat);=0A=
=0A=
+/* Start GL_ARB_multitexture emulation */=0A=
static void WINE_GLAPI wine_glMultiTexCoord1fARB(GLenum target, GLfloat =
s) {=0A=
if(target !=3D GL_TEXTURE0) {=0A=
ERR("Texture unit > 0 used, but GL_ARB_multitexture is not =
supported\n");=0A=
@@ -139,9 +140,209 @@ void WINE_GLAPI wine_glGetDoublev(GLenum pname, =
GLdouble* params) {=0A=
else old_multitex_glGetDoublev(pname, params);=0A=
}=0A=
=0A=
+/* Start GL_EXT_fogcoord emulation */=0A=
+void (WINE_GLAPI *old_fogcoord_glEnable) (GLenum cap) =3D NULL;=0A=
+void WINE_GLAPI wine_glEnable(GLenum cap) {=0A=
+ if(cap =3D=3D GL_FOG) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->fog_enabled =3D 1;=0A=
+ if(ctx->gl_fog_source !=3D GL_FRAGMENT_DEPTH_EXT) return;=0A=
+ }=0A=
+ old_fogcoord_glEnable(cap);=0A=
+}=0A=
+=0A=
+void (WINE_GLAPI *old_fogcoord_glDisable) (GLenum cap) =3D NULL;=0A=
+void WINE_GLAPI wine_glDisable(GLenum cap) {=0A=
+ if(cap =3D=3D GL_FOG) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->fog_enabled =3D 0;=0A=
+ if(ctx->gl_fog_source !=3D GL_FRAGMENT_DEPTH_EXT) return;=0A=
+ }=0A=
+ old_fogcoord_glDisable(cap);=0A=
+}=0A=
+=0A=
+void (WINE_GLAPI *old_fogcoord_glFogi) (GLenum pname, GLint param) =3D =
NULL;=0A=
+void WINE_GLAPI wine_glFogi(GLenum pname, GLint param) {=0A=
+ if(pname =3D=3D GL_FOG_COORDINATE_SOURCE_EXT) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->gl_fog_source =3D param;=0A=
+ if(param =3D=3D GL_FRAGMENT_DEPTH_EXT) {=0A=
+ if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);=0A=
+ } else {=0A=
+ WARN("Fog coords activated, but not supported. Using slow =
emulation\n");=0A=
+ old_fogcoord_glDisable(GL_FOG);=0A=
+ }=0A=
+ } else {=0A=
+ if(pname =3D=3D GL_FOG_START) {=0A=
+ getActiveContext()->fogstart =3D param;=0A=
+ } else if(pname =3D=3D GL_FOG_END) {=0A=
+ getActiveContext()->fogend =3D param;=0A=
+ }=0A=
+ old_fogcoord_glFogi(pname, param);=0A=
+ }=0A=
+}=0A=
+=0A=
+void (WINE_GLAPI *old_fogcoord_glFogiv) (GLenum pname, const GLint =
*param) =3D NULL;=0A=
+void WINE_GLAPI wine_glFogiv(GLenum pname, const GLint *param) {=0A=
+ if(pname =3D=3D GL_FOG_COORDINATE_SOURCE_EXT) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->gl_fog_source =3D *param;=0A=
+ if(*param =3D=3D GL_FRAGMENT_DEPTH_EXT) {=0A=
+ if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);=0A=
+ } else {=0A=
+ WARN("Fog coords activated, but not supported. Using slow =
emulation\n");=0A=
+ old_fogcoord_glDisable(GL_FOG);=0A=
+ }=0A=
+ } else {=0A=
+ if(pname =3D=3D GL_FOG_START) {=0A=
+ getActiveContext()->fogstart =3D *param;=0A=
+ } else if(pname =3D=3D GL_FOG_END) {=0A=
+ getActiveContext()->fogend =3D *param;=0A=
+ }=0A=
+ old_fogcoord_glFogiv(pname, param);=0A=
+ }=0A=
+}=0A=
+=0A=
+void (WINE_GLAPI *old_fogcoord_glFogf) (GLenum pname, GLfloat param) =
=3D NULL;=0A=
+void WINE_GLAPI wine_glFogf(GLenum pname, GLfloat param) {=0A=
+ if(pname =3D=3D GL_FOG_COORDINATE_SOURCE_EXT) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->gl_fog_source =3D (GLint) param;=0A=
+ if(param =3D=3D GL_FRAGMENT_DEPTH_EXT) {=0A=
+ if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);=0A=
+ } else {=0A=
+ WARN("Fog coords activated, but not supported. Using slow =
emulation\n");=0A=
+ old_fogcoord_glDisable(GL_FOG);=0A=
+ }=0A=
+ } else {=0A=
+ if(pname =3D=3D GL_FOG_START) {=0A=
+ getActiveContext()->fogstart =3D param;=0A=
+ } else if(pname =3D=3D GL_FOG_END) {=0A=
+ getActiveContext()->fogend =3D param;=0A=
+ }=0A=
+ old_fogcoord_glFogf(pname, param);=0A=
+ }=0A=
+}=0A=
+=0A=
+void (WINE_GLAPI *old_fogcoord_glFogfv) (GLenum pname, const GLfloat =
*param) =3D NULL;=0A=
+void WINE_GLAPI wine_glFogfv(GLenum pname, const GLfloat *param) {=0A=
+ if(pname =3D=3D GL_FOG_COORDINATE_SOURCE_EXT) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->gl_fog_source =3D (GLint) *param;=0A=
+ if(*param =3D=3D GL_FRAGMENT_DEPTH_EXT) {=0A=
+ if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);=0A=
+ } else {=0A=
+ WARN("Fog coords activated, but not supported. Using slow =
emulation\n");=0A=
+ old_fogcoord_glDisable(GL_FOG);=0A=
+ }=0A=
+ } else {=0A=
+ if(pname =3D=3D GL_FOG_COLOR) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->fogcolor[0] =3D param[0];=0A=
+ ctx->fogcolor[1] =3D param[1];=0A=
+ ctx->fogcolor[2] =3D param[2];=0A=
+ ctx->fogcolor[3] =3D param[3];=0A=
+ } else if(pname =3D=3D GL_FOG_START) {=0A=
+ getActiveContext()->fogstart =3D *param;=0A=
+ } else if(pname =3D=3D GL_FOG_END) {=0A=
+ getActiveContext()->fogend =3D *param;=0A=
+ }=0A=
+ old_fogcoord_glFogfv(pname, param);=0A=
+ }=0A=
+}=0A=
+=0A=
+void (WINE_GLAPI *old_fogcoord_glVertex4f) (GLfloat x, GLfloat y, =
GLfloat z, GLfloat w) =3D NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glVertex4fv) (const GLfloat *pos) =3D =
NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glVertex3f) (GLfloat x, GLfloat y, =
GLfloat z) =3D NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glVertex3fv) (const GLfloat *pos) =3D =
NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glColor4f) (GLfloat r, GLfloat g, =
GLfloat b, GLfloat a) =3D NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glColor4fv) (const GLfloat *color) =3D =
NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glColor3f) (GLfloat r, GLfloat g, =
GLfloat b) =3D NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glColor3fv) (const GLfloat *color) =3D =
NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glColor4ub) (GLubyte r, GLubyte g, =
GLubyte b, GLubyte a) =3D NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glFogCoordfEXT) (GLfloat f) =3D NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glFogCoorddEXT) (GLdouble f) =3D NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glFogCoordfvEXT) (const GLfloat *f) =3D =
NULL;=0A=
+void (WINE_GLAPI *old_fogcoord_glFogCoorddvEXT) (const GLdouble *f) =3D =
NULL;=0A=
+=0A=
+static void WINE_GLAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, =
GLfloat w) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ if(ctx->gl_fog_source =3D=3D GL_FOG_COORDINATE_EXT && =
ctx->fog_enabled) {=0A=
+ GLfloat c[4] =3D {ctx->color[0], ctx->color[1], ctx->color[2], =
ctx->color[3]};=0A=
+ GLfloat i;=0A=
+=0A=
+ i =3D (ctx->fogend - ctx->fog_coord_value) / (ctx->fogend - =
ctx->fogstart);=0A=
+ c[0] =3D i * c[0] + (1.0 - i) * ctx->fogcolor[0];=0A=
+ c[1] =3D i * c[1] + (1.0 - i) * ctx->fogcolor[1];=0A=
+ c[2] =3D i * c[2] + (1.0 - i) * ctx->fogcolor[2];=0A=
+=0A=
+ old_fogcoord_glColor4f(c[0], c[1], c[2], c[3]);=0A=
+ old_fogcoord_glVertex4f(x, y, z, w);=0A=
+ } else {=0A=
+ old_fogcoord_glVertex4f(x, y, z, w);=0A=
+ }=0A=
+}=0A=
+=0A=
+static void WINE_GLAPI wine_glVertex4fv(const GLfloat *pos) {=0A=
+ wine_glVertex4f(pos[0], pos[1], pos[2], pos[3]);=0A=
+}=0A=
+=0A=
+static void WINE_GLAPI wine_glVertex3f(GLfloat x, GLfloat y, GLfloat z) =
{=0A=
+ wine_glVertex4f(x, y, z, 1.0);=0A=
+}=0A=
+=0A=
+static void WINE_GLAPI wine_glVertex3fv(const GLfloat *pos) {=0A=
+ wine_glVertex4f(pos[0], pos[1], pos[2], 1.0);=0A=
+}=0A=
+=0A=
+static void wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->color[0] =3D r;=0A=
+ ctx->color[1] =3D g;=0A=
+ ctx->color[2] =3D b;=0A=
+ ctx->color[3] =3D a;=0A=
+ old_fogcoord_glColor4f(r, g, b, a);=0A=
+}=0A=
+=0A=
+static void wine_glColor4fv(const GLfloat *c) {=0A=
+ wine_glColor4f(c[0], c[1], c[2], c[3]);=0A=
+}=0A=
+=0A=
+static void wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) {=0A=
+ wine_glColor4f(r, g, b, 1.0);=0A=
+}=0A=
+=0A=
+static void wine_glColor3fv(const GLfloat *c) {=0A=
+ wine_glColor4f(c[0], c[1], c[2], 1.0);=0A=
+}=0A=
+=0A=
+static void wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) =
{=0A=
+ wine_glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);=0A=
+}=0A=
+=0A=
+/* In D3D the fog coord is a UBYTE, so there's no problem with using =
the single=0A=
+ * precision function=0A=
+ */=0A=
+static void wine_glFogCoordfEXT(GLfloat f) {=0A=
+ WineD3DContext *ctx =3D getActiveContext();=0A=
+ ctx->fog_coord_value =3D f;=0A=
+}=0A=
+static void wine_glFogCoorddEXT(GLdouble f) {=0A=
+ wine_glFogCoordfEXT(f);=0A=
+}=0A=
+static void wine_glFogCoordfvEXT(const GLfloat *f) {=0A=
+ wine_glFogCoordfEXT(*f);=0A=
+}=0A=
+static void wine_glFogCoorddvEXT(const GLdouble *f) {=0A=
+ wine_glFogCoordfEXT(*f);=0A=
+}=0A=
+=0A=
+/* End GL_EXT_fog_coord emulation */=0A=
+=0A=
#define GLINFO_LOCATION (*gl_info)=0A=
void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info) {=0A=
if(!GL_SUPPORT(ARB_MULTITEXTURE)) {=0A=
+ TRACE("Applying GL_ARB_multitexture emulation hooks\n");=0A=
gl_info->glActiveTextureARB =3D wine_glActiveTextureARB;=0A=
gl_info->glClientActiveTextureARB =3D =
wine_glClientActiveTextureARB;=0A=
gl_info->glMultiTexCoord1fARB =3D =
wine_glMultiTexCoord1fARB;=0A=
@@ -174,5 +375,158 @@ void add_gl_compat_wrappers(WineD3D_GL_Info =
*gl_info) {=0A=
}=0A=
gl_info->supported[ARB_MULTITEXTURE] =3D TRUE;=0A=
}=0A=
+=0A=
+ if(!GL_SUPPORT(EXT_FOG_COORD)) {=0A=
+ /* This emulation isn't perfect. There are a number of =
potential problems, but they should=0A=
+ * not matter in practise:=0A=
+ *=0A=
+ * Fog vs fragment shader: If we are using =
GL_ARB_fragment_program with the fog option, the=0A=
+ * glDisable(GL_FOG) here won't matter. However, if we have =
GL_ARB_fragment_program, it is pretty=0A=
+ * unlikely that we don't have GL_EXT_fog_coord. Besides, we =
probably have GL_ARB_vertex_program=0A=
+ * too, which would allow fog coord emulation in a fixed =
function vertex pipeline replacement.=0A=
+ *=0A=
+ * Fog vs texture: We apply the fog in the vertex color. An app =
could set up texturing settings which=0A=
+ * ignore the vertex color, thus effectively disabing our fog. =
However, in D3D this type of fog is=0A=
+ * a per-vertex fog too, so the apps shouldn't do that.=0A=
+ *=0A=
+ * Fog vs lighting: The app could in theory use D3DFOG_NONE =
table and D3DFOG_NONE vertex fog with=0A=
+ * untransformed vertices. That enables lighting and fog coords =
at the same time, and the lighting=0A=
+ * calculations could affect the already blended in fog color. =
There's nothing we can do against that,=0A=
+ * but most apps using fog color do their own lighting too and =
often even use RHW vertices. So live=0A=
+ * with it.=0A=
+ */=0A=
+ TRACE("Applying GL_ARB_fog_coord emulation hooks\n");=0A=
+=0A=
+ /* This probably means that the implementation doesn't =
advertise the extension, but implicitly supports=0A=
+ * it via the GL core version, or someone messed around in the =
extension table in directx.c. Add version-=0A=
+ * dependent loading for this extension if we ever hit this =
situation=0A=
+ */=0A=
+ if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {=0A=
+ FIXME("GL implementation supports GL_ARB_fragment_program =
but not GL_EXT_fog_coord\n");=0A=
+ FIXME("The fog coord emulation will most likely fail\n");=0A=
+ } else if(GL_SUPPORT(ARB_FRAGMENT_SHADER)) {=0A=
+ FIXME("GL implementation supports GL_ARB_fragment_shader =
but not GL_EXT_fog_coord\n");=0A=
+ FIXME("The fog coord emulation will most likely fail\n");=0A=
+ }=0A=
+=0A=
+ if(old_fogcoord_glFogi) {=0A=
+ FIXME("GL_EXT_fogcoord glFogi hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glFogi =3D glFogi;=0A=
+ glFogi =3D wine_glFogi;=0A=
+ }=0A=
+ if(old_fogcoord_glFogiv) {=0A=
+ FIXME("GL_EXT_fogcoord glFogiv hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glFogiv =3D glFogiv;=0A=
+ glFogiv =3D wine_glFogiv;=0A=
+ }=0A=
+ if(old_fogcoord_glFogf) {=0A=
+ FIXME("GL_EXT_fogcoord glFogf hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glFogf =3D glFogf;=0A=
+ glFogf =3D wine_glFogf;=0A=
+ }=0A=
+ if(old_fogcoord_glFogfv) {=0A=
+ FIXME("GL_EXT_fogcoord glFogfv hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glFogfv =3D glFogfv;=0A=
+ glFogfv =3D wine_glFogfv;=0A=
+ }=0A=
+ if(old_fogcoord_glEnable) {=0A=
+ FIXME("GL_EXT_fogcoord glEnable hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glEnable =3D glEnable;=0A=
+ glEnable =3D wine_glEnable;=0A=
+ }=0A=
+ if(old_fogcoord_glDisable) {=0A=
+ FIXME("GL_EXT_fogcoord glDisable hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glDisable =3D glDisable;=0A=
+ glDisable =3D wine_glDisable;=0A=
+ }=0A=
+=0A=
+ if(old_fogcoord_glVertex4f) {=0A=
+ FIXME("GL_EXT_fogcoord glVertex4f hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glVertex4f =3D glVertex4f;=0A=
+ glVertex4f =3D wine_glVertex4f;=0A=
+ }=0A=
+ if(old_fogcoord_glVertex4fv) {=0A=
+ FIXME("GL_EXT_fogcoord glVertex4fv hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glVertex4fv =3D glVertex4fv;=0A=
+ glVertex4fv =3D wine_glVertex4fv;=0A=
+ }=0A=
+ if(old_fogcoord_glVertex3f) {=0A=
+ FIXME("GL_EXT_fogcoord glVertex3f hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glVertex3f =3D glVertex3f;=0A=
+ glVertex3f =3D wine_glVertex3f;=0A=
+ }=0A=
+ if(old_fogcoord_glVertex3fv) {=0A=
+ FIXME("GL_EXT_fogcoord glVertex3fv hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glVertex3fv =3D glVertex3fv;=0A=
+ glVertex3fv =3D wine_glVertex3fv;=0A=
+ }=0A=
+=0A=
+ if(old_fogcoord_glColor4f) {=0A=
+ FIXME("GL_EXT_fogcoord glColor4f hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glColor4f =3D glColor4f;=0A=
+ glColor4f =3D wine_glColor4f;=0A=
+ }=0A=
+ if(old_fogcoord_glColor4fv) {=0A=
+ FIXME("GL_EXT_fogcoord glColor4fv hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glColor4fv =3D glColor4fv;=0A=
+ glColor4fv =3D wine_glColor4fv;=0A=
+ }=0A=
+ if(old_fogcoord_glColor3f) {=0A=
+ FIXME("GL_EXT_fogcoord glColor3f hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glColor3f =3D glColor3f;=0A=
+ glColor3f =3D wine_glColor3f;=0A=
+ }=0A=
+ if(old_fogcoord_glColor3fv) {=0A=
+ FIXME("GL_EXT_fogcoord glColor3fv hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glColor3fv =3D glColor3fv;=0A=
+ glColor3fv =3D wine_glColor3fv;=0A=
+ }=0A=
+ if(old_fogcoord_glColor4ub) {=0A=
+ FIXME("GL_EXT_fogcoord glColor4ub hook already applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glColor4ub =3D glColor4ub;=0A=
+ glColor4ub =3D wine_glColor4ub;=0A=
+ }=0A=
+=0A=
+ if(old_fogcoord_glFogCoordfEXT) {=0A=
+ FIXME("GL_EXT_fogcoord glFogCoordfEXT hook already =
applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glFogCoordfEXT =3D gl_info->glFogCoordfEXT;=0A=
+ gl_info->glFogCoordfEXT =3D wine_glFogCoordfEXT;=0A=
+ }=0A=
+ if(old_fogcoord_glFogCoordfvEXT) {=0A=
+ FIXME("GL_EXT_fogcoord glFogCoordfvEXT hook already =
applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glFogCoordfvEXT =3D gl_info->glFogCoordfvEXT;=0A=
+ gl_info->glFogCoordfvEXT =3D wine_glFogCoordfvEXT;=0A=
+ }=0A=
+ if(old_fogcoord_glFogCoorddEXT) {=0A=
+ FIXME("GL_EXT_fogcoord glFogCoorddEXT hook already =
applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glFogCoorddEXT =3D gl_info->glFogCoorddEXT;=0A=
+ gl_info->glFogCoorddEXT =3D wine_glFogCoorddEXT;=0A=
+ }=0A=
+ if(old_fogcoord_glFogCoorddvEXT) {=0A=
+ FIXME("GL_EXT_fogcoord glFogCoorddvEXT hook already =
applied\n");=0A=
+ } else {=0A=
+ old_fogcoord_glFogCoorddvEXT =3D gl_info->glFogCoorddvEXT;=0A=
+ gl_info->glFogCoorddvEXT =3D wine_glFogCoorddvEXT;=0A=
+ }=0A=
+ gl_info->supported[EXT_FOG_COORD] =3D TRUE;=0A=
+ }=0A=
}=0A=
#undef GLINFO_LOCATION=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index 92ec536..e066730 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -987,7 +987,7 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
fogend =3D 0.0;=0A=
}=0A=
=0A=
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {=0A=
+ if(context->fog_coord) {=0A=
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);=0A=
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT)");=0A=
context->fog_coord =3D FALSE;=0A=
@@ -1028,7 +1028,7 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", =
stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);=0A=
}=0A=
=0A=
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {=0A=
+ if(context->fog_coord) {=0A=
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);=0A=
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT)");=0A=
context->fog_coord =3D FALSE;=0A=
@@ -1048,7 +1048,7 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
if(!context->last_was_rhw) {=0A=
glFogi(GL_FOG_MODE, GL_EXP);=0A=
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");=0A=
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) =
{=0A=
+ if(context->fog_coord) {=0A=
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT);=0A=
=
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT)");=0A=
context->fog_coord =3D FALSE;=0A=
@@ -1060,7 +1060,7 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
if(!context->last_was_rhw) {=0A=
glFogi(GL_FOG_MODE, GL_EXP2);=0A=
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");=0A=
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) =
{=0A=
+ if(context->fog_coord) {=0A=
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT);=0A=
=
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT)");=0A=
context->fog_coord =3D FALSE;=0A=
@@ -1072,7 +1072,7 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
if(!context->last_was_rhw) {=0A=
glFogi(GL_FOG_MODE, GL_LINEAR);=0A=
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");=0A=
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) =
{=0A=
+ if(context->fog_coord) {=0A=
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT);=0A=
=
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT)");=0A=
context->fog_coord =3D FALSE;=0A=
@@ -1085,20 +1085,15 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
* color contains a fog factor. Set it in =
drawStridedSlow.=0A=
* Same happens with Vertexfog on transformed vertices=0A=
*/=0A=
- if(GL_SUPPORT(EXT_FOG_COORD)) {=0A=
- if(context->fog_coord =3D=3D FALSE) {=0A=
- glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FOG_COORDINATE_EXT);=0A=
- =
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FOG_COORDINATE_EXT)");=0A=
- context->fog_coord =3D TRUE;=0A=
- }=0A=
- glFogi(GL_FOG_MODE, GL_LINEAR);=0A=
- checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");=0A=
- fogstart =3D 0xff;=0A=
- fogend =3D 0x0;=0A=
- } else {=0A=
- /* Disable GL fog, handle this in software in =
drawStridedSlow */=0A=
- fogenable =3D FALSE;=0A=
+ if(context->fog_coord =3D=3D FALSE) {=0A=
+ glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FOG_COORDINATE_EXT);=0A=
+ checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FOG_COORDINATE_EXT)");=0A=
+ context->fog_coord =3D TRUE;=0A=
}=0A=
+ glFogi(GL_FOG_MODE, GL_LINEAR);=0A=
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");=0A=
+ fogstart =3D 0xff;=0A=
+ fogend =3D 0x0;=0A=
break;=0A=
}=0A=
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", =
stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);=0A=
@@ -1112,7 +1107,7 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
case WINED3DFOG_EXP:=0A=
glFogi(GL_FOG_MODE, GL_EXP);=0A=
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");=0A=
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {=0A=
+ if(context->fog_coord) {=0A=
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT);=0A=
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT)");=0A=
context->fog_coord =3D FALSE;=0A=
@@ -1122,7 +1117,7 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
case WINED3DFOG_EXP2:=0A=
glFogi(GL_FOG_MODE, GL_EXP2);=0A=
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");=0A=
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {=0A=
+ if(context->fog_coord) {=0A=
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT);=0A=
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT)");=0A=
context->fog_coord =3D FALSE;=0A=
@@ -1132,7 +1127,7 @@ static void state_fog(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCo=0A=
case WINED3DFOG_LINEAR:=0A=
glFogi(GL_FOG_MODE, GL_LINEAR);=0A=
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");=0A=
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {=0A=
+ if(context->fog_coord) {=0A=
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT);=0A=
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, =
GL_FRAGMENT_DEPTH_EXT)");=0A=
context->fog_coord =3D FALSE;=0A=
diff --git a/dlls/wined3d/wined3d_private.h =
b/dlls/wined3d/wined3d_private.h=0A=
index 20dd10c..059bf6a 100644=0A=
--- a/dlls/wined3d/wined3d_private.h=0A=
+++ b/dlls/wined3d/wined3d_private.h=0A=
@@ -800,6 +800,12 @@ struct WineD3DContext {=0A=
struct fbo_entry *current_fbo;=0A=
GLuint src_fbo;=0A=
GLuint dst_fbo;=0A=
+=0A=
+ /* Extension emulation */=0A=
+ BOOL fog_enabled;=0A=
+ GLint gl_fog_source;=0A=
+ GLfloat fog_coord_value;=0A=
+ GLfloat color[4], fogstart, fogend, fogcolor[4];=0A=
};=0A=
=0A=
typedef enum ContextUsage {=0A=
@@ -810,6 +816,7 @@ typedef enum ContextUsage {=0A=
} ContextUsage;=0A=
=0A=
void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface =
*target, ContextUsage usage);=0A=
+WineD3DContext *getActiveContext();=0A=
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, =
IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const =
WINED3DPRESENT_PARAMETERS *pPresentParms);=0A=
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);=0A=
void context_resource_released(IWineD3DDevice *iface, IWineD3DResource =
*resource, WINED3DRESOURCETYPE type);=0A=
-- =0A=
1.5.6.4=0A=
=0A=
------=_NextPart_000_0031_01C95EEE.EE9B6AC0--
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