1 | /*
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2 | * WINED3D draw functions
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3 | *
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4 | * Copyright 2002-2004 Jason Edmeades
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5 | * Copyright 2002-2004 Raphael Junqueira
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6 | * Copyright 2004 Christian Costa
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7 | * Copyright 2005 Oliver Stieber
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8 | * Copyright 2006, 2008 Henri Verbeet
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9 | * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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10 | *
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11 | * This library is free software; you can redistribute it and/or
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12 | * modify it under the terms of the GNU Lesser General Public
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13 | * License as published by the Free Software Foundation; either
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14 | * version 2.1 of the License, or (at your option) any later version.
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15 | *
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16 | * This library is distributed in the hope that it will be useful,
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17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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19 | * Lesser General Public License for more details.
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20 | *
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21 | * You should have received a copy of the GNU Lesser General Public
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22 | * License along with this library; if not, write to the Free Software
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23 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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24 | */
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25 |
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26 | /*
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27 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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28 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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29 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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30 | * a choice of LGPL license versions is made available with the language indicating
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31 | * that LGPLv2 or any later version may be used, or where a choice of which version
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32 | * of the LGPL is applied is otherwise unspecified.
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33 | */
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34 |
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35 | #include "config.h"
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36 | #include "wined3d_private.h"
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37 |
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38 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
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39 | #define GLINFO_LOCATION This->adapter->gl_info
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40 |
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41 | #include <stdio.h>
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42 | #include <math.h>
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43 |
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44 | /* Issues the glBegin call for gl given the primitive type and count */
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45 | static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
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46 | DWORD NumPrimitives,
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47 | GLenum *primType)
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48 | {
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49 | DWORD NumVertexes = NumPrimitives;
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50 |
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51 | switch (PrimitiveType) {
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52 | case WINED3DPT_POINTLIST:
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53 | TRACE("POINTS\n");
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54 | *primType = GL_POINTS;
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55 | NumVertexes = NumPrimitives;
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56 | break;
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57 |
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58 | case WINED3DPT_LINELIST:
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59 | TRACE("LINES\n");
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60 | *primType = GL_LINES;
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61 | NumVertexes = NumPrimitives * 2;
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62 | break;
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63 |
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64 | case WINED3DPT_LINESTRIP:
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65 | TRACE("LINE_STRIP\n");
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66 | *primType = GL_LINE_STRIP;
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67 | NumVertexes = NumPrimitives + 1;
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68 | break;
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69 |
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70 | case WINED3DPT_TRIANGLELIST:
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71 | TRACE("TRIANGLES\n");
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72 | *primType = GL_TRIANGLES;
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73 | NumVertexes = NumPrimitives * 3;
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74 | break;
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75 |
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76 | case WINED3DPT_TRIANGLESTRIP:
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77 | TRACE("TRIANGLE_STRIP\n");
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78 | *primType = GL_TRIANGLE_STRIP;
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79 | NumVertexes = NumPrimitives + 2;
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80 | break;
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81 |
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82 | case WINED3DPT_TRIANGLEFAN:
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83 | TRACE("TRIANGLE_FAN\n");
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84 | *primType = GL_TRIANGLE_FAN;
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85 | NumVertexes = NumPrimitives + 2;
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86 | break;
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87 |
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88 | default:
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89 | FIXME("Unhandled primitive\n");
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90 | *primType = GL_POINTS;
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91 | break;
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92 | }
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93 | return NumVertexes;
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94 | }
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95 |
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96 | static BOOL fixed_get_input(
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97 | BYTE usage, BYTE usage_idx,
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98 | unsigned int* regnum) {
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99 |
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100 | *regnum = -1;
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101 |
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102 | /* Those positions must have the order in the
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103 | * named part of the strided data */
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104 |
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105 | if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
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106 | *regnum = 0;
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107 | else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
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108 | *regnum = 1;
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109 | else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
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110 | *regnum = 2;
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111 | else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
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112 | *regnum = 3;
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113 | else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
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114 | *regnum = 4;
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115 | else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
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116 | *regnum = 5;
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117 | else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
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118 | *regnum = 6;
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119 | else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
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120 | *regnum = 7 + usage_idx;
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121 | else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
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122 | *regnum = 7 + WINED3DDP_MAXTEXCOORD;
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123 | else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
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124 | *regnum = 8 + WINED3DDP_MAXTEXCOORD;
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125 | else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
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126 | *regnum = 9 + WINED3DDP_MAXTEXCOORD;
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127 | else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
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128 | *regnum = 10 + WINED3DDP_MAXTEXCOORD;
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129 | else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
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130 | *regnum = 11 + WINED3DDP_MAXTEXCOORD;
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131 | else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
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132 | *regnum = 12 + WINED3DDP_MAXTEXCOORD;
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133 | else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
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134 | *regnum = 13 + WINED3DDP_MAXTEXCOORD;
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135 | else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
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136 | *regnum = 14 + WINED3DDP_MAXTEXCOORD;
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137 |
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138 | if (*regnum == -1) {
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139 | FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
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140 | debug_d3ddeclusage(usage), usage_idx);
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141 | return FALSE;
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142 | }
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143 | return TRUE;
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144 | }
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145 |
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146 | void primitiveDeclarationConvertToStridedData(
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147 | IWineD3DDevice *iface,
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148 | BOOL useVertexShaderFunction,
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149 | WineDirect3DVertexStridedData *strided,
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150 | BOOL *fixup) {
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151 |
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152 | /* We need to deal with frequency data!*/
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153 |
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154 | const BYTE *data = NULL;
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155 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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156 | IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
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157 | unsigned int i;
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158 | const WINED3DVERTEXELEMENT *element;
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159 | DWORD stride;
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160 | DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
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161 | const DWORD *streams = vertexDeclaration->streams;
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162 |
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163 | /* Check for transformed vertices, disable vertex shader if present */
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164 | strided->u.s.position_transformed = vertexDeclaration->position_transformed;
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165 | if(vertexDeclaration->position_transformed) {
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166 | useVertexShaderFunction = FALSE;
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167 | }
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168 |
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169 | /* Translate the declaration into strided data */
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170 | for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
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171 | GLint streamVBO = 0;
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172 | BOOL stride_used;
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173 | unsigned int idx;
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174 |
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175 | element = vertexDeclaration->pDeclarationWine + i;
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176 | TRACE("%p Element %p (%u of %u)\n", vertexDeclaration->pDeclarationWine,
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177 | element, i + 1, vertexDeclaration->declarationWNumElements - 1);
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178 |
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179 | if (This->stateBlock->streamSource[element->Stream] == NULL)
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180 | continue;
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181 |
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182 | stride = This->stateBlock->streamStride[element->Stream];
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183 | if (This->stateBlock->streamIsUP) {
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184 | TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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185 | streamVBO = 0;
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186 | data = (BYTE *)This->stateBlock->streamSource[element->Stream];
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187 | } else {
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188 | TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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189 | data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
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190 |
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191 | /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
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192 | * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
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193 | * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
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194 | * around to some big value. Hope that with the indices, the driver wraps it back internally. If
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195 | * not, drawStridedSlow is needed, including a vertex buffer path.
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196 | */
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197 | if(This->stateBlock->loadBaseVertexIndex < 0) {
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198 | WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
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199 | streamVBO = 0;
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200 | data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
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201 | if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
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202 | FIXME("System memory vertex data load offset is negative!\n");
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203 | }
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204 | }
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205 |
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206 | if(fixup) {
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207 | if( streamVBO != 0) *fixup = TRUE;
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208 | else if(*fixup && !useVertexShaderFunction &&
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209 | (element->Usage == WINED3DDECLUSAGE_COLOR ||
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210 | element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
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211 | static BOOL warned = FALSE;
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212 | if(!warned) {
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213 | /* This may be bad with the fixed function pipeline */
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214 | FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
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215 | warned = TRUE;
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216 | }
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217 | }
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218 | }
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219 | }
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220 | data += element->Offset;
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221 |
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222 | TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
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223 |
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224 | if (useVertexShaderFunction)
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225 | stride_used = vshader_get_input(This->stateBlock->vertexShader,
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226 | element->Usage, element->UsageIndex, &idx);
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227 | else
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228 | stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
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229 |
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230 | if (stride_used) {
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231 | TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
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232 | "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
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233 | useVertexShaderFunction? "shader": "fixed function", idx,
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234 | debug_d3ddeclusage(element->Usage), element->UsageIndex,
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235 | element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
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236 |
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237 | if (!useVertexShaderFunction && !vertexDeclaration->ffp_valid[i]) {
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238 | WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
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239 | debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage));
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240 | } else {
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241 | strided->u.input[idx].lpData = data;
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242 | strided->u.input[idx].dwType = element->Type;
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243 | strided->u.input[idx].dwStride = stride;
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244 | strided->u.input[idx].VBO = streamVBO;
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245 | strided->u.input[idx].streamNo = element->Stream;
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246 | }
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247 | }
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248 | }
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249 | /* Now call PreLoad on all the vertex buffers. In the very rare case
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250 | * that the buffers stopps converting PreLoad will dirtify the VDECL again.
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251 | * The vertex buffer can now use the strided structure in the device instead of finding its
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252 | * own again.
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253 | *
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254 | * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
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255 | * once in there.
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256 | */
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257 | for(i=0; i < numPreloadStreams; i++) {
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258 | IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
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259 | if(vb) {
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260 | IWineD3DVertexBuffer_PreLoad(vb);
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261 | }
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262 | }
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263 | }
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264 |
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265 | static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
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266 | const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
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267 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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268 |
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269 | if (idxSize != 0 /* This crashes sometimes!*/) {
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270 | TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
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271 | idxData = idxData == (void *)-1 ? NULL : idxData;
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272 | #if 1
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273 | glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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274 | (const char *)idxData+(idxSize * startIdx));
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275 | checkGLcall("glDrawElements");
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276 | #else /* using drawRangeElements may be faster */
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277 |
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278 | glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
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279 | idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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280 | (const char *)idxData+(idxSize * startIdx));
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281 | checkGLcall("glDrawRangeElements");
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282 | #endif
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283 |
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284 | } else {
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285 | TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, glPrimitiveType, startVertex, numberOfVertices);
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286 | glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
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287 | checkGLcall("glDrawArrays");
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288 | }
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289 |
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290 | return;
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291 | }
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292 |
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293 | /*
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294 | * Actually draw using the supplied information.
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295 | * Slower GL version which extracts info about each vertex in turn
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296 | */
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297 |
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298 | static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes,
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299 | GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
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300 | {
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301 | unsigned int textureNo = 0;
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302 | const WORD *pIdxBufS = NULL;
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303 | const DWORD *pIdxBufL = NULL;
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304 | ULONG vx_index;
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305 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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306 | const UINT *streamOffset = This->stateBlock->streamOffset;
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307 | long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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308 | BOOL pixelShader = use_ps(This);
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309 | BOOL specular_fog = FALSE;
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310 | UINT texture_stages = GL_LIMITS(texture_stages);
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311 | const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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312 | const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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313 | DWORD tex_mask = 0;
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314 |
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315 | TRACE("Using slow vertex array code\n");
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316 |
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317 | /* Variable Initialization */
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318 | if (idxSize != 0) {
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319 | /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
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320 | * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
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321 | * idxData will be != NULL
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322 | */
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323 | if(idxData == NULL) {
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324 | idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
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325 | }
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326 |
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327 | if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
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328 | else pIdxBufL = (const DWORD *) idxData;
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329 | } else if (idxData) {
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330 | ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
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331 | return;
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332 | }
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333 |
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334 | /* Start drawing in GL */
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335 | VTRACE(("glBegin(%x)\n", glPrimType));
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336 | glBegin(glPrimType);
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337 |
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338 | if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
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339 |
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340 | if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
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341 | else glNormal3f(0, 0, 0);
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342 |
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343 | if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
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344 | else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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345 | if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
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346 | FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
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347 |
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348 | if (sd->u.s.specular.lpData)
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349 | {
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350 | specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
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351 |
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352 | /* special case where the fog density is stored in the specular alpha channel */
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353 | if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
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354 | && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
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355 | || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
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356 | && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
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357 | {
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358 | if (GL_SUPPORT(EXT_FOG_COORD))
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359 | {
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360 | if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
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361 | else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
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362 | }
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363 | else
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364 | {
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365 | static BOOL warned;
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366 |
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367 | if (!warned)
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368 | {
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369 | /* TODO: Use the fog table code from old ddraw */
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370 | FIXME("Implement fog for transformed vertices in software\n");
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371 | warned = TRUE;
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372 | }
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373 | }
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374 | }
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375 | }
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376 | else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
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377 | {
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378 | GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
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379 | }
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380 |
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381 | for (textureNo = 0; textureNo < texture_stages; ++textureNo)
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382 | {
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383 | int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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384 | int texture_idx = This->texUnitMap[textureNo];
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385 |
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386 | if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
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387 | {
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388 | FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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389 | continue;
|
---|
390 | }
|
---|
391 |
|
---|
392 | if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
|
---|
393 |
|
---|
394 | if (texture_idx == -1) continue;
|
---|
395 |
|
---|
396 | if (coordIdx > 7)
|
---|
397 | {
|
---|
398 | TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
|
---|
399 | continue;
|
---|
400 | }
|
---|
401 | else if (coordIdx < 0)
|
---|
402 | {
|
---|
403 | FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
|
---|
404 | continue;
|
---|
405 | }
|
---|
406 |
|
---|
407 | if(sd->u.s.texCoords[textureNo].lpData)
|
---|
408 | {
|
---|
409 | texCoords[textureNo] =
|
---|
410 | sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
|
---|
411 | tex_mask |= (1 << textureNo);
|
---|
412 | }
|
---|
413 | else
|
---|
414 | {
|
---|
415 | TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
|
---|
416 | if (GL_SUPPORT(ARB_MULTITEXTURE))
|
---|
417 | GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
|
---|
418 | else
|
---|
419 | glTexCoord4f(0, 0, 0, 1);
|
---|
420 | }
|
---|
421 | }
|
---|
422 |
|
---|
423 | /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
|
---|
424 | * Guess it's not necessary(we crash then anyway) and would only eat CPU time
|
---|
425 | */
|
---|
426 |
|
---|
427 | /* For each primitive */
|
---|
428 | for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
|
---|
429 | UINT texture, tmp_tex_mask;
|
---|
430 | /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
|
---|
431 | * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
|
---|
432 | */
|
---|
433 |
|
---|
434 | /* For indexed data, we need to go a few more strides in */
|
---|
435 | if (idxData != NULL) {
|
---|
436 |
|
---|
437 | /* Indexed so work out the number of strides to skip */
|
---|
438 | if (idxSize == 2) {
|
---|
439 | VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
---|
440 | SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
|
---|
441 | } else {
|
---|
442 | VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
---|
443 | SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
|
---|
444 | }
|
---|
445 | }
|
---|
446 |
|
---|
447 | tmp_tex_mask = tex_mask;
|
---|
448 | for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
|
---|
449 | {
|
---|
450 | int coord_idx;
|
---|
451 | const void *ptr;
|
---|
452 |
|
---|
453 | if (!(tmp_tex_mask & 1)) continue;
|
---|
454 |
|
---|
455 | coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
|
---|
456 | ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
|
---|
457 |
|
---|
458 | if (GL_SUPPORT(ARB_MULTITEXTURE))
|
---|
459 | {
|
---|
460 | int texture_idx = This->texUnitMap[texture];
|
---|
461 | multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
|
---|
462 | }
|
---|
463 | else
|
---|
464 | {
|
---|
465 | texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](ptr);
|
---|
466 | }
|
---|
467 | }
|
---|
468 |
|
---|
469 | /* Diffuse -------------------------------- */
|
---|
470 | if (diffuse) {
|
---|
471 | const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride;
|
---|
472 |
|
---|
473 | diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords);
|
---|
474 | if(This->activeContext->num_untracked_materials) {
|
---|
475 | DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
|
---|
476 | unsigned char i;
|
---|
477 | float color[4];
|
---|
478 |
|
---|
479 | color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
|
---|
480 | color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
|
---|
481 | color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
|
---|
482 | color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
|
---|
483 |
|
---|
484 | for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
|
---|
485 | glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
|
---|
486 | }
|
---|
487 | }
|
---|
488 | }
|
---|
489 |
|
---|
490 | /* Specular ------------------------------- */
|
---|
491 | if (specular) {
|
---|
492 | const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
|
---|
493 |
|
---|
494 | specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
|
---|
495 |
|
---|
496 | if (specular_fog)
|
---|
497 | {
|
---|
498 | DWORD specularColor = *(const DWORD *)ptrToCoords;
|
---|
499 | GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
|
---|
500 | }
|
---|
501 | }
|
---|
502 |
|
---|
503 | /* Normal -------------------------------- */
|
---|
504 | if (normal != NULL) {
|
---|
505 | const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride;
|
---|
506 | normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
|
---|
507 | }
|
---|
508 |
|
---|
509 | /* Position -------------------------------- */
|
---|
510 | if (position) {
|
---|
511 | const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride;
|
---|
512 | position_funcs[sd->u.s.position.dwType](ptrToCoords);
|
---|
513 | }
|
---|
514 |
|
---|
515 | /* For non indexed mode, step onto next parts */
|
---|
516 | if (idxData == NULL) {
|
---|
517 | ++SkipnStrides;
|
---|
518 | }
|
---|
519 | }
|
---|
520 |
|
---|
521 | glEnd();
|
---|
522 | checkGLcall("glEnd and previous calls");
|
---|
523 | }
|
---|
524 |
|
---|
525 | static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
|
---|
526 | switch(type) {
|
---|
527 | case WINED3DDECLTYPE_FLOAT1:
|
---|
528 | GL_EXTCALL(glVertexAttrib1fvARB(index, (const float *)ptr));
|
---|
529 | break;
|
---|
530 | case WINED3DDECLTYPE_FLOAT2:
|
---|
531 | GL_EXTCALL(glVertexAttrib2fvARB(index, (const float *)ptr));
|
---|
532 | break;
|
---|
533 | case WINED3DDECLTYPE_FLOAT3:
|
---|
534 | GL_EXTCALL(glVertexAttrib3fvARB(index, (const float *)ptr));
|
---|
535 | break;
|
---|
536 | case WINED3DDECLTYPE_FLOAT4:
|
---|
537 | GL_EXTCALL(glVertexAttrib4fvARB(index, (const float *)ptr));
|
---|
538 | break;
|
---|
539 |
|
---|
540 | case WINED3DDECLTYPE_UBYTE4:
|
---|
541 | GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
|
---|
542 | break;
|
---|
543 | case WINED3DDECLTYPE_UBYTE4N:
|
---|
544 | case WINED3DDECLTYPE_D3DCOLOR:
|
---|
545 | GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
|
---|
546 | break;
|
---|
547 |
|
---|
548 | case WINED3DDECLTYPE_SHORT2:
|
---|
549 | GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
|
---|
550 | break;
|
---|
551 | case WINED3DDECLTYPE_SHORT4:
|
---|
552 | GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
|
---|
553 | break;
|
---|
554 |
|
---|
555 | case WINED3DDECLTYPE_SHORT2N:
|
---|
556 | {
|
---|
557 | GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
|
---|
558 | GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
|
---|
559 | break;
|
---|
560 | }
|
---|
561 | case WINED3DDECLTYPE_USHORT2N:
|
---|
562 | {
|
---|
563 | GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
|
---|
564 | GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
|
---|
565 | break;
|
---|
566 | }
|
---|
567 | case WINED3DDECLTYPE_SHORT4N:
|
---|
568 | GL_EXTCALL(glVertexAttrib4NsvARB(index, (const GLshort *)ptr));
|
---|
569 | break;
|
---|
570 | case WINED3DDECLTYPE_USHORT4N:
|
---|
571 | GL_EXTCALL(glVertexAttrib4NusvARB(index, (const GLushort *)ptr));
|
---|
572 | break;
|
---|
573 |
|
---|
574 | case WINED3DDECLTYPE_UDEC3:
|
---|
575 | FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
|
---|
576 | /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
|
---|
577 | break;
|
---|
578 | case WINED3DDECLTYPE_DEC3N:
|
---|
579 | FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
|
---|
580 | /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
|
---|
581 | break;
|
---|
582 |
|
---|
583 | case WINED3DDECLTYPE_FLOAT16_2:
|
---|
584 | /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
|
---|
585 | * byte float according to the IEEE standard
|
---|
586 | */
|
---|
587 | if (GL_SUPPORT(NV_HALF_FLOAT)) {
|
---|
588 | GL_EXTCALL(glVertexAttrib2hvNV(index, (const GLhalfNV *)ptr));
|
---|
589 | } else {
|
---|
590 | float x = float_16_to_32(((const unsigned short *)ptr) + 0);
|
---|
591 | float y = float_16_to_32(((const unsigned short *)ptr) + 1);
|
---|
592 | GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
|
---|
593 | }
|
---|
594 | break;
|
---|
595 | case WINED3DDECLTYPE_FLOAT16_4:
|
---|
596 | if (GL_SUPPORT(NV_HALF_FLOAT)) {
|
---|
597 | GL_EXTCALL(glVertexAttrib4hvNV(index, (const GLhalfNV *)ptr));
|
---|
598 | } else {
|
---|
599 | float x = float_16_to_32(((const unsigned short *)ptr) + 0);
|
---|
600 | float y = float_16_to_32(((const unsigned short *)ptr) + 1);
|
---|
601 | float z = float_16_to_32(((const unsigned short *)ptr) + 2);
|
---|
602 | float w = float_16_to_32(((const unsigned short *)ptr) + 3);
|
---|
603 | GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
|
---|
604 | }
|
---|
605 | break;
|
---|
606 |
|
---|
607 | case WINED3DDECLTYPE_UNUSED:
|
---|
608 | default:
|
---|
609 | ERR("Unexpected attribute declaration: %d\n", type);
|
---|
610 | break;
|
---|
611 | }
|
---|
612 | }
|
---|
613 |
|
---|
614 | static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
|
---|
615 | GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
|
---|
616 | {
|
---|
617 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
618 | long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
|
---|
619 | const WORD *pIdxBufS = NULL;
|
---|
620 | const DWORD *pIdxBufL = NULL;
|
---|
621 | ULONG vx_index;
|
---|
622 | int i;
|
---|
623 | IWineD3DStateBlockImpl *stateblock = This->stateBlock;
|
---|
624 | const BYTE *ptr;
|
---|
625 |
|
---|
626 | if (idxSize != 0) {
|
---|
627 | /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
|
---|
628 | * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
|
---|
629 | * idxData will be != NULL
|
---|
630 | */
|
---|
631 | if(idxData == NULL) {
|
---|
632 | idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
|
---|
633 | }
|
---|
634 |
|
---|
635 | if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
|
---|
636 | else pIdxBufL = (const DWORD *) idxData;
|
---|
637 | } else if (idxData) {
|
---|
638 | ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
|
---|
639 | return;
|
---|
640 | }
|
---|
641 |
|
---|
642 | /* Start drawing in GL */
|
---|
643 | VTRACE(("glBegin(%x)\n", glPrimitiveType));
|
---|
644 | glBegin(glPrimitiveType);
|
---|
645 |
|
---|
646 | for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
|
---|
647 | if (idxData != NULL) {
|
---|
648 |
|
---|
649 | /* Indexed so work out the number of strides to skip */
|
---|
650 | if (idxSize == 2) {
|
---|
651 | VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
---|
652 | SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
---|
653 | } else {
|
---|
654 | VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
---|
655 | SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
---|
656 | }
|
---|
657 | }
|
---|
658 |
|
---|
659 | for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
|
---|
660 | if(!sd->u.input[i].lpData) continue;
|
---|
661 |
|
---|
662 | ptr = sd->u.input[i].lpData +
|
---|
663 | sd->u.input[i].dwStride * SkipnStrides +
|
---|
664 | stateblock->streamOffset[sd->u.input[i].streamNo];
|
---|
665 |
|
---|
666 | send_attribute(This, sd->u.input[i].dwType, i, ptr);
|
---|
667 | }
|
---|
668 | SkipnStrides++;
|
---|
669 | }
|
---|
670 |
|
---|
671 | glEnd();
|
---|
672 | }
|
---|
673 |
|
---|
674 | static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd,
|
---|
675 | UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
|
---|
676 | ULONG startIdx, ULONG startVertex)
|
---|
677 | {
|
---|
678 | UINT numInstances = 0, i;
|
---|
679 | int numInstancedAttribs = 0, j;
|
---|
680 | UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
|
---|
681 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
682 | IWineD3DStateBlockImpl *stateblock = This->stateBlock;
|
---|
683 |
|
---|
684 | if (idxSize == 0) {
|
---|
685 | /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
|
---|
686 | * We don't support this for now
|
---|
687 | *
|
---|
688 | * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
|
---|
689 | * But the StreamSourceFreq value has a different meaning in that situation.
|
---|
690 | */
|
---|
691 | FIXME("Non-indexed instanced drawing is not supported\n");
|
---|
692 | return;
|
---|
693 | }
|
---|
694 |
|
---|
695 | TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
|
---|
696 | idxData = idxData == (void *)-1 ? NULL : idxData;
|
---|
697 |
|
---|
698 | /* First, figure out how many instances we have to draw */
|
---|
699 | for(i = 0; i < MAX_STREAMS; i++) {
|
---|
700 | /* Look at the streams and take the first one which matches */
|
---|
701 | if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
|
---|
702 | /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
|
---|
703 | if(stateblock->streamFreq[i] == 0){
|
---|
704 | numInstances = 1;
|
---|
705 | } else {
|
---|
706 | numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
|
---|
707 | }
|
---|
708 | break; /* break, because only the first suitable value is interesting */
|
---|
709 | }
|
---|
710 | }
|
---|
711 |
|
---|
712 | for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
|
---|
713 | if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
|
---|
714 | instancedData[numInstancedAttribs] = i;
|
---|
715 | numInstancedAttribs++;
|
---|
716 | }
|
---|
717 | }
|
---|
718 |
|
---|
719 | /* now draw numInstances instances :-) */
|
---|
720 | for(i = 0; i < numInstances; i++) {
|
---|
721 | /* Specify the instanced attributes using immediate mode calls */
|
---|
722 | for(j = 0; j < numInstancedAttribs; j++) {
|
---|
723 | const BYTE *ptr = sd->u.input[instancedData[j]].lpData +
|
---|
724 | sd->u.input[instancedData[j]].dwStride * i +
|
---|
725 | stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
|
---|
726 | if(sd->u.input[instancedData[j]].VBO) {
|
---|
727 | IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
|
---|
728 | ptr += (long) vb->resource.allocatedMemory;
|
---|
729 | }
|
---|
730 |
|
---|
731 | send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
|
---|
732 | }
|
---|
733 |
|
---|
734 | glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
---|
735 | (const char *)idxData+(idxSize * startIdx));
|
---|
736 | checkGLcall("glDrawElements");
|
---|
737 | }
|
---|
738 | }
|
---|
739 |
|
---|
740 | static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
|
---|
741 | unsigned char i;
|
---|
742 | IWineD3DVertexBufferImpl *vb;
|
---|
743 |
|
---|
744 | if(s->u.s.position.VBO) {
|
---|
745 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
|
---|
746 | s->u.s.position.VBO = 0;
|
---|
747 | s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
748 | }
|
---|
749 | if(s->u.s.blendWeights.VBO) {
|
---|
750 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
|
---|
751 | s->u.s.blendWeights.VBO = 0;
|
---|
752 | s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
753 | }
|
---|
754 | if(s->u.s.blendMatrixIndices.VBO) {
|
---|
755 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
|
---|
756 | s->u.s.blendMatrixIndices.VBO = 0;
|
---|
757 | s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
758 | }
|
---|
759 | if(s->u.s.normal.VBO) {
|
---|
760 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
|
---|
761 | s->u.s.normal.VBO = 0;
|
---|
762 | s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
763 | }
|
---|
764 | if(s->u.s.pSize.VBO) {
|
---|
765 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
|
---|
766 | s->u.s.pSize.VBO = 0;
|
---|
767 | s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
768 | }
|
---|
769 | if(s->u.s.diffuse.VBO) {
|
---|
770 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
|
---|
771 | s->u.s.diffuse.VBO = 0;
|
---|
772 | s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
773 | }
|
---|
774 | if(s->u.s.specular.VBO) {
|
---|
775 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
|
---|
776 | s->u.s.specular.VBO = 0;
|
---|
777 | s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
778 | }
|
---|
779 | for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
|
---|
780 | if(s->u.s.texCoords[i].VBO) {
|
---|
781 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
|
---|
782 | s->u.s.texCoords[i].VBO = 0;
|
---|
783 | s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
784 | }
|
---|
785 | }
|
---|
786 | if(s->u.s.position2.VBO) {
|
---|
787 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
|
---|
788 | s->u.s.position2.VBO = 0;
|
---|
789 | s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
790 | }
|
---|
791 | if(s->u.s.normal2.VBO) {
|
---|
792 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
|
---|
793 | s->u.s.normal2.VBO = 0;
|
---|
794 | s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
795 | }
|
---|
796 | if(s->u.s.tangent.VBO) {
|
---|
797 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
|
---|
798 | s->u.s.tangent.VBO = 0;
|
---|
799 | s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
800 | }
|
---|
801 | if(s->u.s.binormal.VBO) {
|
---|
802 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
|
---|
803 | s->u.s.binormal.VBO = 0;
|
---|
804 | s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
805 | }
|
---|
806 | if(s->u.s.tessFactor.VBO) {
|
---|
807 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
|
---|
808 | s->u.s.tessFactor.VBO = 0;
|
---|
809 | s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
810 | }
|
---|
811 | if(s->u.s.fog.VBO) {
|
---|
812 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
|
---|
813 | s->u.s.fog.VBO = 0;
|
---|
814 | s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
815 | }
|
---|
816 | if(s->u.s.depth.VBO) {
|
---|
817 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
|
---|
818 | s->u.s.depth.VBO = 0;
|
---|
819 | s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
820 | }
|
---|
821 | if(s->u.s.sample.VBO) {
|
---|
822 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
|
---|
823 | s->u.s.sample.VBO = 0;
|
---|
824 | s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
|
---|
825 | }
|
---|
826 | }
|
---|
827 |
|
---|
828 | /* Routine common to the draw primitive and draw indexed primitive routines */
|
---|
829 | void drawPrimitive(IWineD3DDevice *iface,
|
---|
830 | int PrimitiveType,
|
---|
831 | long NumPrimitives,
|
---|
832 | /* for Indexed: */
|
---|
833 | long StartVertexIndex,
|
---|
834 | UINT numberOfVertices,
|
---|
835 | long StartIdx,
|
---|
836 | short idxSize,
|
---|
837 | const void *idxData,
|
---|
838 | int minIndex) {
|
---|
839 |
|
---|
840 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
841 | IWineD3DSurfaceImpl *target;
|
---|
842 | unsigned int i;
|
---|
843 |
|
---|
844 | if (NumPrimitives == 0) return;
|
---|
845 |
|
---|
846 | /* Invalidate the back buffer memory so LockRect will read it the next time */
|
---|
847 | for(i = 0; i < GL_LIMITS(buffers); i++) {
|
---|
848 | target = (IWineD3DSurfaceImpl *) This->render_targets[i];
|
---|
849 | if (target) {
|
---|
850 | IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
---|
851 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
|
---|
852 | }
|
---|
853 | }
|
---|
854 |
|
---|
855 | /* Signals other modules that a drawing is in progress and the stateblock finalized */
|
---|
856 | This->isInDraw = TRUE;
|
---|
857 |
|
---|
858 | ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
|
---|
859 |
|
---|
860 | if (This->stencilBufferTarget) {
|
---|
861 | /* Note that this depends on the ActivateContext call above to set
|
---|
862 | * This->render_offscreen properly */
|
---|
863 | DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
---|
864 | surface_load_ds_location(This->stencilBufferTarget, location);
|
---|
865 | surface_modify_ds_location(This->stencilBufferTarget, location);
|
---|
866 | }
|
---|
867 |
|
---|
868 | /* Ok, we will be updating the screen from here onwards so grab the lock */
|
---|
869 | ENTER_GL();
|
---|
870 | {
|
---|
871 | GLenum glPrimType;
|
---|
872 | BOOL emulation = FALSE;
|
---|
873 | const WineDirect3DVertexStridedData *strided = &This->strided_streams;
|
---|
874 | WineDirect3DVertexStridedData stridedlcl;
|
---|
875 | /* Ok, Work out which primitive is requested and how many vertexes that
|
---|
876 | will be */
|
---|
877 | UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
---|
878 | if (numberOfVertices == 0 )
|
---|
879 | numberOfVertices = calculatedNumberOfindices;
|
---|
880 |
|
---|
881 | if(!use_vs(This)) {
|
---|
882 | if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
|
---|
883 | This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
|
---|
884 | static BOOL warned;
|
---|
885 | if (!warned) {
|
---|
886 | FIXME("Using software emulation because not all material properties could be tracked\n");
|
---|
887 | warned = TRUE;
|
---|
888 | } else {
|
---|
889 | TRACE("Using software emulation because not all material properties could be tracked\n");
|
---|
890 | }
|
---|
891 | emulation = TRUE;
|
---|
892 | }
|
---|
893 | else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
|
---|
894 | /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
|
---|
895 | * to a float in the vertex buffer
|
---|
896 | */
|
---|
897 | static BOOL warned;
|
---|
898 | if (!warned) {
|
---|
899 | FIXME("Using software emulation because manual fog coordinates are provided\n");
|
---|
900 | warned = TRUE;
|
---|
901 | } else {
|
---|
902 | TRACE("Using software emulation because manual fog coordinates are provided\n");
|
---|
903 | }
|
---|
904 | emulation = TRUE;
|
---|
905 | }
|
---|
906 |
|
---|
907 | if(emulation) {
|
---|
908 | strided = &stridedlcl;
|
---|
909 | memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
|
---|
910 | remove_vbos(This, &stridedlcl);
|
---|
911 | }
|
---|
912 | }
|
---|
913 |
|
---|
914 | if (This->useDrawStridedSlow || emulation) {
|
---|
915 | /* Immediate mode drawing */
|
---|
916 | if(use_vs(This)) {
|
---|
917 | static BOOL warned;
|
---|
918 | if (!warned) {
|
---|
919 | FIXME("Using immediate mode with vertex shaders for half float emulation\n");
|
---|
920 | warned = TRUE;
|
---|
921 | } else {
|
---|
922 | TRACE("Using immediate mode with vertex shaders for half float emulation\n");
|
---|
923 | }
|
---|
924 | drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
|
---|
925 | idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
|
---|
926 | } else {
|
---|
927 | drawStridedSlow(iface, strided, calculatedNumberOfindices,
|
---|
928 | glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
|
---|
929 | }
|
---|
930 | } else if(This->instancedDraw) {
|
---|
931 | /* Instancing emulation with mixing immediate mode and arrays */
|
---|
932 | drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
|
---|
933 | idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
|
---|
934 | } else {
|
---|
935 | drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
|
---|
936 | idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
|
---|
937 | }
|
---|
938 | }
|
---|
939 |
|
---|
940 | /* Finished updating the screen, restore lock */
|
---|
941 | LEAVE_GL();
|
---|
942 | TRACE("Done all gl drawing\n");
|
---|
943 |
|
---|
944 | /* Diagnostics */
|
---|
945 | #ifdef SHOW_FRAME_MAKEUP
|
---|
946 | {
|
---|
947 | static long int primCounter = 0;
|
---|
948 | /* NOTE: set primCounter to the value reported by drawprim
|
---|
949 | before you want to to write frame makeup to /tmp */
|
---|
950 | if (primCounter >= 0) {
|
---|
951 | WINED3DLOCKED_RECT r;
|
---|
952 | char buffer[80];
|
---|
953 | IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
|
---|
954 | sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
|
---|
955 | TRACE("Saving screenshot %s\n", buffer);
|
---|
956 | IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
|
---|
957 | IWineD3DSurface_UnlockRect(This->render_targets[0]);
|
---|
958 |
|
---|
959 | #ifdef SHOW_TEXTURE_MAKEUP
|
---|
960 | {
|
---|
961 | IWineD3DSurface *pSur;
|
---|
962 | int textureNo;
|
---|
963 | for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
|
---|
964 | if (This->stateBlock->textures[textureNo] != NULL) {
|
---|
965 | sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
|
---|
966 | TRACE("Saving texture %s\n", buffer);
|
---|
967 | if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
|
---|
968 | IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
|
---|
969 | IWineD3DSurface_SaveSnapshot(pSur, buffer);
|
---|
970 | IWineD3DSurface_Release(pSur);
|
---|
971 | } else {
|
---|
972 | FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
|
---|
973 | }
|
---|
974 | }
|
---|
975 | }
|
---|
976 | }
|
---|
977 | #endif
|
---|
978 | }
|
---|
979 | TRACE("drawprim #%ld\n", primCounter);
|
---|
980 | ++primCounter;
|
---|
981 | }
|
---|
982 | #endif
|
---|
983 |
|
---|
984 | /* Control goes back to the device, stateblock values may change again */
|
---|
985 | This->isInDraw = FALSE;
|
---|
986 | }
|
---|
987 |
|
---|
988 | static void normalize_normal(float *n) {
|
---|
989 | float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
|
---|
990 | if(length == 0.0) return;
|
---|
991 | length = sqrt(length);
|
---|
992 | n[0] = n[0] / length;
|
---|
993 | n[1] = n[1] / length;
|
---|
994 | n[2] = n[2] / length;
|
---|
995 | }
|
---|
996 |
|
---|
997 | /* Tesselates a high order rectangular patch into single triangles using gl evaluators
|
---|
998 | *
|
---|
999 | * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
|
---|
1000 | * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
|
---|
1001 | * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
|
---|
1002 | * attributes to numbered shader attributes, so we have to store them and rebind them as needed
|
---|
1003 | * in drawprim.
|
---|
1004 | *
|
---|
1005 | * To read back, the opengl feedback mode is used. This creates a problem because we want
|
---|
1006 | * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
|
---|
1007 | * Thus disable lighting and set identity matrices to get unmodified colors and positions.
|
---|
1008 | * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
|
---|
1009 | * them to [-1.0;+1.0] and set the viewport up to scale them back.
|
---|
1010 | *
|
---|
1011 | * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
|
---|
1012 | * resulting colors back to the normals.
|
---|
1013 | *
|
---|
1014 | * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
|
---|
1015 | * does not restore it because normally a draw follows immediately afterwards. The caller is
|
---|
1016 | * responsible of taking care that either the gl states are restored, or the context activated
|
---|
1017 | * for drawing to reset the lastWasBlit flag.
|
---|
1018 | */
|
---|
1019 | HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
|
---|
1020 | struct WineD3DRectPatch *patch) {
|
---|
1021 | unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
|
---|
1022 | float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
|
---|
1023 | WineDirect3DVertexStridedData strided;
|
---|
1024 | const BYTE *data;
|
---|
1025 | const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
|
---|
1026 | DWORD vtxStride;
|
---|
1027 | GLenum feedback_type;
|
---|
1028 | GLfloat *feedbuffer;
|
---|
1029 |
|
---|
1030 | /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
|
---|
1031 | * Beware of vbos
|
---|
1032 | */
|
---|
1033 | memset(&strided, 0, sizeof(strided));
|
---|
1034 | primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
|
---|
1035 | if(strided.u.s.position.VBO) {
|
---|
1036 | IWineD3DVertexBufferImpl *vb;
|
---|
1037 | vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
|
---|
1038 | strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
|
---|
1039 | (unsigned long) vb->resource.allocatedMemory);
|
---|
1040 | }
|
---|
1041 | vtxStride = strided.u.s.position.dwStride;
|
---|
1042 | data = strided.u.s.position.lpData +
|
---|
1043 | vtxStride * info->Stride * info->StartVertexOffsetHeight +
|
---|
1044 | vtxStride * info->StartVertexOffsetWidth;
|
---|
1045 |
|
---|
1046 | /* Not entirely sure about what happens with transformed vertices */
|
---|
1047 | if(strided.u.s.position_transformed) {
|
---|
1048 | FIXME("Transformed position in rectpatch generation\n");
|
---|
1049 | }
|
---|
1050 | if(vtxStride % sizeof(GLfloat)) {
|
---|
1051 | /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
|
---|
1052 | * I don't see how the stride could not be a multiple of 4, but make sure
|
---|
1053 | * to check it
|
---|
1054 | */
|
---|
1055 | ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
|
---|
1056 | }
|
---|
1057 | if(info->Basis != WINED3DBASIS_BEZIER) {
|
---|
1058 | FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
|
---|
1059 | }
|
---|
1060 | if(info->Degree != WINED3DDEGREE_CUBIC) {
|
---|
1061 | FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
|
---|
1062 | }
|
---|
1063 |
|
---|
1064 | /* First, get the boundary cube of the input data */
|
---|
1065 | for(j = 0; j < info->Height; j++) {
|
---|
1066 | for(i = 0; i < info->Width; i++) {
|
---|
1067 | const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
|
---|
1068 | if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
|
---|
1069 | if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
|
---|
1070 | if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
|
---|
1071 | if(v[2] < neg_z) neg_z = v[2];
|
---|
1072 | }
|
---|
1073 | }
|
---|
1074 |
|
---|
1075 | /* This needs some improvements in the vertex decl code */
|
---|
1076 | FIXME("Cannot find data to generate. Only generating position and normals\n");
|
---|
1077 | patch->has_normals = TRUE;
|
---|
1078 | patch->has_texcoords = FALSE;
|
---|
1079 |
|
---|
1080 | /* Simply activate the context for blitting. This disables all the things we don't want and
|
---|
1081 | * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
|
---|
1082 | * patch (as opposed to normal draws) will most likely need different changes anyway
|
---|
1083 | */
|
---|
1084 | ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
|
---|
1085 | ENTER_GL();
|
---|
1086 |
|
---|
1087 | glMatrixMode(GL_PROJECTION);
|
---|
1088 | checkGLcall("glMatrixMode(GL_PROJECTION)");
|
---|
1089 | glLoadIdentity();
|
---|
1090 | checkGLcall("glLoadIndentity()");
|
---|
1091 | glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
|
---|
1092 | glTranslatef(0, 0, 0.5);
|
---|
1093 | checkGLcall("glScalef");
|
---|
1094 | glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
|
---|
1095 | checkGLcall("glViewport");
|
---|
1096 |
|
---|
1097 | /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
|
---|
1098 | * our feedback buffer parser
|
---|
1099 | */
|
---|
1100 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
---|
1101 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
|
---|
1102 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
|
---|
1103 | if(patch->has_normals) {
|
---|
1104 | const GLfloat black[4] = {0, 0, 0, 0};
|
---|
1105 | const GLfloat red[4] = {1, 0, 0, 0};
|
---|
1106 | const GLfloat green[4] = {0, 1, 0, 0};
|
---|
1107 | const GLfloat blue[4] = {0, 0, 1, 0};
|
---|
1108 | const GLfloat white[4] = {1, 1, 1, 1};
|
---|
1109 | glEnable(GL_LIGHTING);
|
---|
1110 | checkGLcall("glEnable(GL_LIGHTING)");
|
---|
1111 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
|
---|
1112 | checkGLcall("glLightModel for MODEL_AMBIENT");
|
---|
1113 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
|
---|
1114 |
|
---|
1115 | for(i = 3; i < GL_LIMITS(lights); i++) {
|
---|
1116 | glDisable(GL_LIGHT0 + i);
|
---|
1117 | checkGLcall("glDisable(GL_LIGHT0 + i)");
|
---|
1118 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
|
---|
1119 | }
|
---|
1120 |
|
---|
1121 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
|
---|
1122 | glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
|
---|
1123 | glLightfv(GL_LIGHT0, GL_SPECULAR, black);
|
---|
1124 | glLightfv(GL_LIGHT0, GL_AMBIENT, black);
|
---|
1125 | glLightfv(GL_LIGHT0, GL_POSITION, red);
|
---|
1126 | glEnable(GL_LIGHT0);
|
---|
1127 | checkGLcall("Setting up light 1\n");
|
---|
1128 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
|
---|
1129 | glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
|
---|
1130 | glLightfv(GL_LIGHT1, GL_SPECULAR, black);
|
---|
1131 | glLightfv(GL_LIGHT1, GL_AMBIENT, black);
|
---|
1132 | glLightfv(GL_LIGHT1, GL_POSITION, green);
|
---|
1133 | glEnable(GL_LIGHT1);
|
---|
1134 | checkGLcall("Setting up light 2\n");
|
---|
1135 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
|
---|
1136 | glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
|
---|
1137 | glLightfv(GL_LIGHT2, GL_SPECULAR, black);
|
---|
1138 | glLightfv(GL_LIGHT2, GL_AMBIENT, black);
|
---|
1139 | glLightfv(GL_LIGHT2, GL_POSITION, blue);
|
---|
1140 | glEnable(GL_LIGHT2);
|
---|
1141 | checkGLcall("Setting up light 3\n");
|
---|
1142 |
|
---|
1143 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
|
---|
1144 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
|
---|
1145 | glDisable(GL_COLOR_MATERIAL);
|
---|
1146 | glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
|
---|
1147 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
|
---|
1148 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
|
---|
1149 | checkGLcall("Setting up materials\n");
|
---|
1150 | }
|
---|
1151 |
|
---|
1152 | /* Enable the needed maps.
|
---|
1153 | * GL_MAP2_VERTEX_3 is needed for positional data.
|
---|
1154 | * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
|
---|
1155 | * GL_MAP2_TEXTURE_COORD_4 for texture coords
|
---|
1156 | */
|
---|
1157 | num_quads = ceil(patch->numSegs[0]) * ceil(patch->numSegs[1]);
|
---|
1158 | out_vertex_size = 3 /* position */;
|
---|
1159 | d3d_out_vertex_size = 3;
|
---|
1160 | glEnable(GL_MAP2_VERTEX_3);
|
---|
1161 | if(patch->has_normals && patch->has_texcoords) {
|
---|
1162 | FIXME("Texcoords not handled yet\n");
|
---|
1163 | feedback_type = GL_3D_COLOR_TEXTURE;
|
---|
1164 | out_vertex_size += 8;
|
---|
1165 | d3d_out_vertex_size += 7;
|
---|
1166 | glEnable(GL_AUTO_NORMAL);
|
---|
1167 | glEnable(GL_MAP2_TEXTURE_COORD_4);
|
---|
1168 | } else if(patch->has_texcoords) {
|
---|
1169 | FIXME("Texcoords not handled yet\n");
|
---|
1170 | feedback_type = GL_3D_COLOR_TEXTURE;
|
---|
1171 | out_vertex_size += 7;
|
---|
1172 | d3d_out_vertex_size += 4;
|
---|
1173 | glEnable(GL_MAP2_TEXTURE_COORD_4);
|
---|
1174 | } else if(patch->has_normals) {
|
---|
1175 | feedback_type = GL_3D_COLOR;
|
---|
1176 | out_vertex_size += 4;
|
---|
1177 | d3d_out_vertex_size += 3;
|
---|
1178 | glEnable(GL_AUTO_NORMAL);
|
---|
1179 | } else {
|
---|
1180 | feedback_type = GL_3D;
|
---|
1181 | }
|
---|
1182 | checkGLcall("glEnable vertex attrib generation");
|
---|
1183 |
|
---|
1184 | buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
|
---|
1185 | + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
|
---|
1186 | feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
|
---|
1187 |
|
---|
1188 | glMap2f(GL_MAP2_VERTEX_3,
|
---|
1189 | 0, 1, vtxStride / sizeof(float), info->Width,
|
---|
1190 | 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
|
---|
1191 | (const GLfloat *)data);
|
---|
1192 | checkGLcall("glMap2f");
|
---|
1193 | if(patch->has_texcoords) {
|
---|
1194 | glMap2f(GL_MAP2_TEXTURE_COORD_4,
|
---|
1195 | 0, 1, vtxStride / sizeof(float), info->Width,
|
---|
1196 | 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
|
---|
1197 | (const GLfloat *)data);
|
---|
1198 | checkGLcall("glMap2f");
|
---|
1199 | }
|
---|
1200 | glMapGrid2f(ceil(patch->numSegs[0]), 0.0, 1.0, ceil(patch->numSegs[1]), 0.0, 1.0);
|
---|
1201 | checkGLcall("glMapGrid2f");
|
---|
1202 |
|
---|
1203 | glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
|
---|
1204 | checkGLcall("glFeedbackBuffer");
|
---|
1205 | glRenderMode(GL_FEEDBACK);
|
---|
1206 |
|
---|
1207 | glEvalMesh2(GL_FILL, 0, ceil(patch->numSegs[0]), 0, ceil(patch->numSegs[1]));
|
---|
1208 | checkGLcall("glEvalMesh2\n");
|
---|
1209 |
|
---|
1210 | i = glRenderMode(GL_RENDER);
|
---|
1211 | if(i == -1) {
|
---|
1212 | LEAVE_GL();
|
---|
1213 | ERR("Feedback failed. Expected %d elements back\n", buffer_size);
|
---|
1214 | Sleep(10000);
|
---|
1215 | HeapFree(GetProcessHeap(), 0, feedbuffer);
|
---|
1216 | return WINED3DERR_DRIVERINTERNALERROR;
|
---|
1217 | } else if(i != buffer_size) {
|
---|
1218 | LEAVE_GL();
|
---|
1219 | ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
|
---|
1220 | Sleep(10000);
|
---|
1221 | HeapFree(GetProcessHeap(), 0, feedbuffer);
|
---|
1222 | return WINED3DERR_DRIVERINTERNALERROR;
|
---|
1223 | } else {
|
---|
1224 | TRACE("Got %d elements as expected\n", i);
|
---|
1225 | }
|
---|
1226 |
|
---|
1227 | HeapFree(GetProcessHeap(), 0, patch->mem);
|
---|
1228 | patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
|
---|
1229 | i = 0;
|
---|
1230 | for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
|
---|
1231 | if(feedbuffer[j] != GL_POLYGON_TOKEN) {
|
---|
1232 | ERR("Unexpected token: %f\n", feedbuffer[j]);
|
---|
1233 | continue;
|
---|
1234 | }
|
---|
1235 | if(feedbuffer[j + 1] != 3) {
|
---|
1236 | ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
|
---|
1237 | continue;
|
---|
1238 | }
|
---|
1239 | /* Somehow there are different ideas about back / front facing, so fix up the
|
---|
1240 | * vertex order
|
---|
1241 | */
|
---|
1242 | patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
|
---|
1243 | patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
|
---|
1244 | patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
|
---|
1245 | if(patch->has_normals) {
|
---|
1246 | patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
|
---|
1247 | patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
|
---|
1248 | patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
|
---|
1249 | }
|
---|
1250 | i += d3d_out_vertex_size;
|
---|
1251 |
|
---|
1252 | patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
|
---|
1253 | patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
|
---|
1254 | patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
|
---|
1255 | if(patch->has_normals) {
|
---|
1256 | patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
|
---|
1257 | patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
|
---|
1258 | patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
|
---|
1259 | }
|
---|
1260 | i += d3d_out_vertex_size;
|
---|
1261 |
|
---|
1262 | patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
|
---|
1263 | patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
|
---|
1264 | patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
|
---|
1265 | if(patch->has_normals) {
|
---|
1266 | patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
|
---|
1267 | patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
|
---|
1268 | patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
|
---|
1269 | }
|
---|
1270 | i += d3d_out_vertex_size;
|
---|
1271 | }
|
---|
1272 |
|
---|
1273 | if(patch->has_normals) {
|
---|
1274 | /* Now do the same with reverse light directions */
|
---|
1275 | const GLfloat x[4] = {-1, 0, 0, 0};
|
---|
1276 | const GLfloat y[4] = { 0, -1, 0, 0};
|
---|
1277 | const GLfloat z[4] = { 0, 0, -1, 0};
|
---|
1278 | glLightfv(GL_LIGHT0, GL_POSITION, x);
|
---|
1279 | glLightfv(GL_LIGHT1, GL_POSITION, y);
|
---|
1280 | glLightfv(GL_LIGHT2, GL_POSITION, z);
|
---|
1281 | checkGLcall("Setting up reverse light directions\n");
|
---|
1282 |
|
---|
1283 | glRenderMode(GL_FEEDBACK);
|
---|
1284 | checkGLcall("glRenderMode(GL_FEEDBACK)");
|
---|
1285 | glEvalMesh2(GL_FILL, 0, ceil(patch->numSegs[0]), 0, ceil(patch->numSegs[1]));
|
---|
1286 | checkGLcall("glEvalMesh2\n");
|
---|
1287 | i = glRenderMode(GL_RENDER);
|
---|
1288 | checkGLcall("glRenderMode(GL_RENDER)");
|
---|
1289 |
|
---|
1290 | i = 0;
|
---|
1291 | for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
|
---|
1292 | if(feedbuffer[j] != GL_POLYGON_TOKEN) {
|
---|
1293 | ERR("Unexpected token: %f\n", feedbuffer[j]);
|
---|
1294 | continue;
|
---|
1295 | }
|
---|
1296 | if(feedbuffer[j + 1] != 3) {
|
---|
1297 | ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
|
---|
1298 | continue;
|
---|
1299 | }
|
---|
1300 | if(patch->mem[i + 3] == 0.0)
|
---|
1301 | patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
|
---|
1302 | if(patch->mem[i + 4] == 0.0)
|
---|
1303 | patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
|
---|
1304 | if(patch->mem[i + 5] == 0.0)
|
---|
1305 | patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
|
---|
1306 | normalize_normal(patch->mem + i + 3);
|
---|
1307 | i += d3d_out_vertex_size;
|
---|
1308 |
|
---|
1309 | if(patch->mem[i + 3] == 0.0)
|
---|
1310 | patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
|
---|
1311 | if(patch->mem[i + 4] == 0.0)
|
---|
1312 | patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
|
---|
1313 | if(patch->mem[i + 5] == 0.0)
|
---|
1314 | patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
|
---|
1315 | normalize_normal(patch->mem + i + 3);
|
---|
1316 | i += d3d_out_vertex_size;
|
---|
1317 |
|
---|
1318 | if(patch->mem[i + 3] == 0.0)
|
---|
1319 | patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
|
---|
1320 | if(patch->mem[i + 4] == 0.0)
|
---|
1321 | patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
|
---|
1322 | if(patch->mem[i + 5] == 0.0)
|
---|
1323 | patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
|
---|
1324 | normalize_normal(patch->mem + i + 3);
|
---|
1325 | i += d3d_out_vertex_size;
|
---|
1326 | }
|
---|
1327 | }
|
---|
1328 |
|
---|
1329 | glDisable(GL_MAP2_VERTEX_3);
|
---|
1330 | glDisable(GL_AUTO_NORMAL);
|
---|
1331 | glDisable(GL_MAP2_NORMAL);
|
---|
1332 | glDisable(GL_MAP2_TEXTURE_COORD_4);
|
---|
1333 | checkGLcall("glDisable vertex attrib generation");
|
---|
1334 | LEAVE_GL();
|
---|
1335 |
|
---|
1336 | HeapFree(GetProcessHeap(), 0, feedbuffer);
|
---|
1337 |
|
---|
1338 | vtxStride = 3 * sizeof(float);
|
---|
1339 | if(patch->has_normals) {
|
---|
1340 | vtxStride += 3 * sizeof(float);
|
---|
1341 | }
|
---|
1342 | if(patch->has_texcoords) {
|
---|
1343 | vtxStride += 4 * sizeof(float);
|
---|
1344 | }
|
---|
1345 | memset(&patch->strided, 0, sizeof(&patch->strided));
|
---|
1346 | patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
|
---|
1347 | patch->strided.u.s.position.dwStride = vtxStride;
|
---|
1348 | patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
|
---|
1349 | patch->strided.u.s.position.streamNo = 255;
|
---|
1350 |
|
---|
1351 | if(patch->has_normals) {
|
---|
1352 | patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
---|
1353 | patch->strided.u.s.normal.dwStride = vtxStride;
|
---|
1354 | patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
|
---|
1355 | patch->strided.u.s.normal.streamNo = 255;
|
---|
1356 | }
|
---|
1357 | if(patch->has_texcoords) {
|
---|
1358 | patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
---|
1359 | if(patch->has_normals) {
|
---|
1360 | patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
|
---|
1361 | }
|
---|
1362 | patch->strided.u.s.texCoords[0].dwStride = vtxStride;
|
---|
1363 | patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
|
---|
1364 | /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
|
---|
1365 | * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
|
---|
1366 | * application.
|
---|
1367 | */
|
---|
1368 | patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
|
---|
1369 | }
|
---|
1370 |
|
---|
1371 | return WINED3D_OK;
|
---|
1372 | }
|
---|