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 | #define ceilf ceil
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45 |
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46 | /* GL locking is done by the caller */
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47 | static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
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48 | UINT min_vertex_idx, UINT max_vertex_idx, UINT count, UINT idx_size,
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49 | const void *idx_data, UINT start_idx)
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50 | {
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51 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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52 |
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53 | if (idx_size)
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54 | {
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55 | TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, primitive_type, count, min_vertex_idx);
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56 |
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57 | #if 1
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58 | glDrawElements(primitive_type, count,
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59 | idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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60 | (const char *)idx_data + (idx_size * start_idx));
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61 | checkGLcall("glDrawElements");
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62 | #else
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63 | glDrawRangeElements(primitive_type, min_vertex_idx, max_vertex_idx, count,
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64 | idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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65 | (const char *)idx_data + (idx_size * start_idx));
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66 | checkGLcall("glDrawRangeElements");
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67 | #endif
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68 | }
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69 | else
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70 | {
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71 | TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, primitive_type, start_idx, count);
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72 |
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73 | glDrawArrays(primitive_type, start_idx, count);
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74 | checkGLcall("glDrawArrays");
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75 | }
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76 | }
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77 |
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78 | /*
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79 | * Actually draw using the supplied information.
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80 | * Slower GL version which extracts info about each vertex in turn
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81 | */
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82 |
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83 | /* GL locking is done by the caller */
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84 | static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context *context,
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85 | const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
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86 | const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
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87 | {
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88 | unsigned int textureNo = 0;
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89 | const WORD *pIdxBufS = NULL;
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90 | const DWORD *pIdxBufL = NULL;
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91 | UINT vx_index;
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92 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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93 | const UINT *streamOffset = This->stateBlock->streamOffset;
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94 | long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
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95 | BOOL pixelShader = use_ps(This->stateBlock);
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96 | BOOL specular_fog = FALSE;
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97 | UINT texture_stages = GL_LIMITS(texture_stages);
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98 | const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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99 | const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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100 | const struct wined3d_stream_info_element *element;
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101 | UINT num_untracked_materials;
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102 | DWORD tex_mask = 0;
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103 |
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104 | TRACE("Using slow vertex array code\n");
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105 |
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106 | /* Variable Initialization */
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107 | if (idxSize != 0) {
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108 | /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
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109 | * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
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110 | * idxData will be != NULL
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111 | */
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112 | if(idxData == NULL) {
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113 | idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
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114 | }
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115 |
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116 | if (idxSize == 2) pIdxBufS = idxData;
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117 | else pIdxBufL = idxData;
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118 | } else if (idxData) {
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119 | ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
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120 | return;
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121 | }
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122 |
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123 | /* Start drawing in GL */
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124 | VTRACE(("glBegin(%x)\n", glPrimType));
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125 | glBegin(glPrimType);
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126 |
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127 | element = &si->elements[WINED3D_FFP_POSITION];
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128 | if (element->data) position = element->data + streamOffset[element->stream_idx];
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129 |
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130 | element = &si->elements[WINED3D_FFP_NORMAL];
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131 | if (element->data) normal = element->data + streamOffset[element->stream_idx];
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132 | else glNormal3f(0, 0, 0);
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133 |
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134 | element = &si->elements[WINED3D_FFP_DIFFUSE];
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135 | if (element->data) diffuse = element->data + streamOffset[element->stream_idx];
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136 | else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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137 | num_untracked_materials = context->num_untracked_materials;
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138 | if (num_untracked_materials && element->format_desc->format != WINED3DFMT_A8R8G8B8)
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139 | FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format_desc->format));
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140 |
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141 | element = &si->elements[WINED3D_FFP_SPECULAR];
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142 | if (element->data)
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143 | {
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144 | specular = element->data + streamOffset[element->stream_idx];
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145 |
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146 | /* special case where the fog density is stored in the specular alpha channel */
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147 | if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
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148 | && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
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149 | || si->elements[WINED3D_FFP_POSITION].format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
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150 | && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
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151 | {
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152 | if (GL_SUPPORT(EXT_FOG_COORD))
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153 | {
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154 | if (element->format_desc->format == WINED3DFMT_A8R8G8B8) specular_fog = TRUE;
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155 | else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format_desc->format));
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156 | }
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157 | else
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158 | {
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159 | static BOOL warned;
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160 |
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161 | if (!warned)
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162 | {
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163 | /* TODO: Use the fog table code from old ddraw */
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164 | FIXME("Implement fog for transformed vertices in software\n");
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165 | warned = TRUE;
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166 | }
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167 | }
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168 | }
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169 | }
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170 | else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
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171 | {
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172 | GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
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173 | }
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174 |
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175 | for (textureNo = 0; textureNo < texture_stages; ++textureNo)
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176 | {
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177 | int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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178 | int texture_idx = This->texUnitMap[textureNo];
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179 |
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180 | if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
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181 | {
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182 | FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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183 | continue;
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184 | }
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185 |
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186 | if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
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187 |
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188 | if (texture_idx == -1) continue;
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189 |
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190 | if (coordIdx > 7)
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191 | {
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192 | TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
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193 | continue;
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194 | }
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195 | else if (coordIdx < 0)
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196 | {
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197 | FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
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198 | continue;
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199 | }
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200 |
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201 | element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
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202 | if (element->data)
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203 | {
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204 | texCoords[coordIdx] = element->data + streamOffset[element->stream_idx];
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205 | tex_mask |= (1 << textureNo);
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206 | }
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207 | else
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208 | {
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209 | TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
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210 | if (GL_SUPPORT(ARB_MULTITEXTURE))
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211 | GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
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212 | else
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213 | glTexCoord4f(0, 0, 0, 1);
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214 | }
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215 | }
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216 |
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217 | /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
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218 | * Guess it's not necessary(we crash then anyway) and would only eat CPU time
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219 | */
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220 |
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221 | /* For each primitive */
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222 | for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
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223 | UINT texture, tmp_tex_mask;
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224 | /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
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225 | * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
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226 | */
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227 |
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228 | /* For indexed data, we need to go a few more strides in */
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229 | if (idxData != NULL) {
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230 |
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231 | /* Indexed so work out the number of strides to skip */
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232 | if (idxSize == 2) {
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233 | VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
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234 | SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
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235 | } else {
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236 | VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
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237 | SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
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238 | }
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239 | }
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240 |
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241 | tmp_tex_mask = tex_mask;
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242 | for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
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243 | {
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244 | int coord_idx;
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245 | const void *ptr;
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246 | int texture_idx;
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247 |
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248 | if (!(tmp_tex_mask & 1)) continue;
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249 |
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250 | coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
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251 | ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
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252 |
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253 | texture_idx = This->texUnitMap[texture];
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254 | multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format_desc->emit_idx](
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255 | GL_TEXTURE0_ARB + texture_idx, ptr);
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256 | }
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257 |
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258 | /* Diffuse -------------------------------- */
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259 | if (diffuse) {
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260 | const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
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261 |
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262 | diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format_desc->emit_idx](ptrToCoords);
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263 | if (num_untracked_materials)
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264 | {
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265 | DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
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266 | unsigned char i;
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267 | float color[4];
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268 |
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269 | color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
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270 | color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
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271 | color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
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272 | color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
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273 |
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274 | for (i = 0; i < num_untracked_materials; ++i)
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275 | {
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276 | glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
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277 | }
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278 | }
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279 | }
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280 |
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281 | /* Specular ------------------------------- */
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282 | if (specular) {
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283 | const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
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284 |
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285 | specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format_desc->emit_idx](ptrToCoords);
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286 |
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287 | if (specular_fog)
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288 | {
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289 | DWORD specularColor = *(const DWORD *)ptrToCoords;
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290 | GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
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291 | }
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292 | }
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293 |
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294 | /* Normal -------------------------------- */
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295 | if (normal != NULL) {
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296 | const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
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297 | normal_funcs[si->elements[WINED3D_FFP_NORMAL].format_desc->emit_idx](ptrToCoords);
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298 | }
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299 |
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300 | /* Position -------------------------------- */
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301 | if (position) {
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302 | const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
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303 | position_funcs[si->elements[WINED3D_FFP_POSITION].format_desc->emit_idx](ptrToCoords);
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304 | }
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305 |
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306 | /* For non indexed mode, step onto next parts */
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307 | if (idxData == NULL) {
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308 | ++SkipnStrides;
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309 | }
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310 | }
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311 |
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312 | glEnd();
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313 | checkGLcall("glEnd and previous calls");
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314 | }
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315 |
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316 | /* GL locking is done by the caller */
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317 | static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr)
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318 | {
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319 | switch(format)
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320 | {
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321 | case WINED3DFMT_R32_FLOAT:
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322 | GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
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323 | break;
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324 | case WINED3DFMT_R32G32_FLOAT:
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325 | GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
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326 | break;
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327 | case WINED3DFMT_R32G32B32_FLOAT:
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328 | GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
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329 | break;
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330 | case WINED3DFMT_R32G32B32A32_FLOAT:
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331 | GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
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332 | break;
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333 |
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334 | case WINED3DFMT_R8G8B8A8_UINT:
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335 | GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
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336 | break;
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337 | case WINED3DFMT_A8R8G8B8:
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338 | if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
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339 | {
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340 | const DWORD *src = ptr;
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341 | DWORD c = *src & 0xff00ff00;
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342 | c |= (*src & 0xff0000) >> 16;
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343 | c |= (*src & 0xff) << 16;
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344 | GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
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345 | break;
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346 | }
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347 | /* else fallthrough */
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348 | case WINED3DFMT_R8G8B8A8_UNORM:
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349 | GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
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350 | break;
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351 |
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352 | case WINED3DFMT_R16G16_SINT:
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353 | GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
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354 | break;
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355 | case WINED3DFMT_R16G16B16A16_SINT:
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356 | GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
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357 | break;
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358 |
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359 | case WINED3DFMT_R16G16_SNORM:
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360 | {
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361 | GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
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362 | GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
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363 | break;
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364 | }
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365 | case WINED3DFMT_R16G16_UNORM:
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366 | {
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367 | GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
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368 | GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
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369 | break;
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370 | }
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371 | case WINED3DFMT_R16G16B16A16_SNORM:
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372 | GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
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373 | break;
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374 | case WINED3DFMT_R16G16B16A16_UNORM:
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375 | GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
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376 | break;
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377 |
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378 | case WINED3DFMT_R10G10B10A2_UINT:
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379 | FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
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380 | /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
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381 | break;
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382 | case WINED3DFMT_R10G10B10A2_SNORM:
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383 | FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
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384 | /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
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385 | break;
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386 |
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387 | case WINED3DFMT_R16G16_FLOAT:
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388 | /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
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389 | * byte float according to the IEEE standard
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390 | */
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391 | if (GL_SUPPORT(NV_HALF_FLOAT)) {
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392 | /* Not supported by GL_ARB_half_float_vertex */
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393 | GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
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394 | } else {
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395 | float x = float_16_to_32(((const unsigned short *)ptr) + 0);
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396 | float y = float_16_to_32(((const unsigned short *)ptr) + 1);
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397 | GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
|
---|
398 | }
|
---|
399 | break;
|
---|
400 | case WINED3DFMT_R16G16B16A16_FLOAT:
|
---|
401 | if (GL_SUPPORT(NV_HALF_FLOAT)) {
|
---|
402 | /* Not supported by GL_ARB_half_float_vertex */
|
---|
403 | GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
|
---|
404 | } else {
|
---|
405 | float x = float_16_to_32(((const unsigned short *)ptr) + 0);
|
---|
406 | float y = float_16_to_32(((const unsigned short *)ptr) + 1);
|
---|
407 | float z = float_16_to_32(((const unsigned short *)ptr) + 2);
|
---|
408 | float w = float_16_to_32(((const unsigned short *)ptr) + 3);
|
---|
409 | GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
|
---|
410 | }
|
---|
411 | break;
|
---|
412 |
|
---|
413 | default:
|
---|
414 | ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
|
---|
415 | break;
|
---|
416 | }
|
---|
417 | }
|
---|
418 |
|
---|
419 | /* GL locking is done by the caller */
|
---|
420 | static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
|
---|
421 | GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
|
---|
422 | {
|
---|
423 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
424 | long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
|
---|
425 | const WORD *pIdxBufS = NULL;
|
---|
426 | const DWORD *pIdxBufL = NULL;
|
---|
427 | UINT vx_index;
|
---|
428 | int i;
|
---|
429 | IWineD3DStateBlockImpl *stateblock = This->stateBlock;
|
---|
430 | const BYTE *ptr;
|
---|
431 |
|
---|
432 | if (idxSize != 0) {
|
---|
433 | /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
|
---|
434 | * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
|
---|
435 | * idxData will be != NULL
|
---|
436 | */
|
---|
437 | if(idxData == NULL) {
|
---|
438 | idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
|
---|
439 | }
|
---|
440 |
|
---|
441 | if (idxSize == 2) pIdxBufS = idxData;
|
---|
442 | else pIdxBufL = idxData;
|
---|
443 | } else if (idxData) {
|
---|
444 | ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
|
---|
445 | return;
|
---|
446 | }
|
---|
447 |
|
---|
448 | /* Start drawing in GL */
|
---|
449 | VTRACE(("glBegin(%x)\n", glPrimitiveType));
|
---|
450 | glBegin(glPrimitiveType);
|
---|
451 |
|
---|
452 | for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
|
---|
453 | if (idxData != NULL) {
|
---|
454 |
|
---|
455 | /* Indexed so work out the number of strides to skip */
|
---|
456 | if (idxSize == 2) {
|
---|
457 | VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
---|
458 | SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
---|
459 | } else {
|
---|
460 | VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
---|
461 | SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
---|
462 | }
|
---|
463 | }
|
---|
464 |
|
---|
465 | for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
|
---|
466 | if(!si->elements[i].data) continue;
|
---|
467 |
|
---|
468 | ptr = si->elements[i].data +
|
---|
469 | si->elements[i].stride * SkipnStrides +
|
---|
470 | stateblock->streamOffset[si->elements[i].stream_idx];
|
---|
471 |
|
---|
472 | send_attribute(This, si->elements[i].format_desc->format, i, ptr);
|
---|
473 | }
|
---|
474 | SkipnStrides++;
|
---|
475 | }
|
---|
476 |
|
---|
477 | glEnd();
|
---|
478 | }
|
---|
479 |
|
---|
480 | /* GL locking is done by the caller */
|
---|
481 | static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si,
|
---|
482 | UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex,
|
---|
483 | UINT startIdx)
|
---|
484 | {
|
---|
485 | UINT numInstances = 0, i;
|
---|
486 | int numInstancedAttribs = 0, j;
|
---|
487 | UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
|
---|
488 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
489 | IWineD3DStateBlockImpl *stateblock = This->stateBlock;
|
---|
490 |
|
---|
491 | if (idxSize == 0) {
|
---|
492 | /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
|
---|
493 | * We don't support this for now
|
---|
494 | *
|
---|
495 | * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
|
---|
496 | * But the StreamSourceFreq value has a different meaning in that situation.
|
---|
497 | */
|
---|
498 | FIXME("Non-indexed instanced drawing is not supported\n");
|
---|
499 | return;
|
---|
500 | }
|
---|
501 |
|
---|
502 | TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
|
---|
503 |
|
---|
504 | /* First, figure out how many instances we have to draw */
|
---|
505 | for(i = 0; i < MAX_STREAMS; i++) {
|
---|
506 | /* Look at the streams and take the first one which matches */
|
---|
507 | if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
|
---|
508 | /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
|
---|
509 | if(stateblock->streamFreq[i] == 0){
|
---|
510 | numInstances = 1;
|
---|
511 | } else {
|
---|
512 | numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
|
---|
513 | }
|
---|
514 | break; /* break, because only the first suitable value is interesting */
|
---|
515 | }
|
---|
516 | }
|
---|
517 |
|
---|
518 | for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
|
---|
519 | {
|
---|
520 | if (stateblock->streamFlags[si->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
|
---|
521 | {
|
---|
522 | instancedData[numInstancedAttribs] = i;
|
---|
523 | numInstancedAttribs++;
|
---|
524 | }
|
---|
525 | }
|
---|
526 |
|
---|
527 | /* now draw numInstances instances :-) */
|
---|
528 | for(i = 0; i < numInstances; i++) {
|
---|
529 | /* Specify the instanced attributes using immediate mode calls */
|
---|
530 | for(j = 0; j < numInstancedAttribs; j++) {
|
---|
531 | const BYTE *ptr = si->elements[instancedData[j]].data +
|
---|
532 | si->elements[instancedData[j]].stride * i +
|
---|
533 | stateblock->streamOffset[si->elements[instancedData[j]].stream_idx];
|
---|
534 | if (si->elements[instancedData[j]].buffer_object)
|
---|
535 | {
|
---|
536 | struct wined3d_buffer *vb =
|
---|
537 | (struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx];
|
---|
538 | ptr += (long) buffer_get_sysmem(vb);
|
---|
539 | }
|
---|
540 |
|
---|
541 | send_attribute(This, si->elements[instancedData[j]].format_desc->format, instancedData[j], ptr);
|
---|
542 | }
|
---|
543 |
|
---|
544 | glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
---|
545 | (const char *)idxData+(idxSize * startIdx));
|
---|
546 | checkGLcall("glDrawElements");
|
---|
547 | }
|
---|
548 | }
|
---|
549 |
|
---|
550 | static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_info *s)
|
---|
551 | {
|
---|
552 | unsigned int i;
|
---|
553 |
|
---|
554 | for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
|
---|
555 | {
|
---|
556 | struct wined3d_stream_info_element *e = &s->elements[i];
|
---|
557 | if (e->buffer_object)
|
---|
558 | {
|
---|
559 | struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
---|
560 | e->buffer_object = 0;
|
---|
561 | e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
---|
562 | }
|
---|
563 | }
|
---|
564 | }
|
---|
565 |
|
---|
566 | /* Routine common to the draw primitive and draw indexed primitive routines */
|
---|
567 | void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
|
---|
568 | UINT StartIdx, UINT idxSize, const void *idxData, UINT minIndex)
|
---|
569 | {
|
---|
570 |
|
---|
571 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
572 | IWineD3DSurfaceImpl *target;
|
---|
573 | struct wined3d_context *context;
|
---|
574 | unsigned int i;
|
---|
575 |
|
---|
576 | if (!index_count) return;
|
---|
577 |
|
---|
578 | if (This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE])
|
---|
579 | {
|
---|
580 | /* Invalidate the back buffer memory so LockRect will read it the next time */
|
---|
581 | for (i = 0; i < GL_LIMITS(buffers); ++i)
|
---|
582 | {
|
---|
583 | target = (IWineD3DSurfaceImpl *)This->render_targets[i];
|
---|
584 | if (target)
|
---|
585 | {
|
---|
586 | IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
|
---|
587 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
|
---|
588 | }
|
---|
589 | }
|
---|
590 | }
|
---|
591 |
|
---|
592 | /* Signals other modules that a drawing is in progress and the stateblock finalized */
|
---|
593 | This->isInDraw = TRUE;
|
---|
594 |
|
---|
595 | context = ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
|
---|
596 |
|
---|
597 | if (This->stencilBufferTarget) {
|
---|
598 | /* Note that this depends on the ActivateContext call above to set
|
---|
599 | * This->render_offscreen properly. We don't currently take the
|
---|
600 | * Z-compare function into account, but we could skip loading the
|
---|
601 | * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
|
---|
602 | * that we never copy the stencil data.*/
|
---|
603 | DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
---|
604 | if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
|
---|
605 | || This->stateBlock->renderState[WINED3DRS_ZENABLE])
|
---|
606 | surface_load_ds_location(This->stencilBufferTarget, context, location);
|
---|
607 | if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
|
---|
608 | surface_modify_ds_location(This->stencilBufferTarget, location);
|
---|
609 | }
|
---|
610 |
|
---|
611 | /* Ok, we will be updating the screen from here onwards so grab the lock */
|
---|
612 | ENTER_GL();
|
---|
613 | {
|
---|
614 | GLenum glPrimType = This->stateBlock->gl_primitive_type;
|
---|
615 | BOOL emulation = FALSE;
|
---|
616 | const struct wined3d_stream_info *stream_info = &This->strided_streams;
|
---|
617 | struct wined3d_stream_info stridedlcl;
|
---|
618 |
|
---|
619 | if (!numberOfVertices) numberOfVertices = index_count;
|
---|
620 |
|
---|
621 | if (!use_vs(This->stateBlock))
|
---|
622 | {
|
---|
623 | if (!This->strided_streams.position_transformed && context->num_untracked_materials
|
---|
624 | && This->stateBlock->renderState[WINED3DRS_LIGHTING])
|
---|
625 | {
|
---|
626 | static BOOL warned;
|
---|
627 | if (!warned) {
|
---|
628 | FIXME("Using software emulation because not all material properties could be tracked\n");
|
---|
629 | warned = TRUE;
|
---|
630 | } else {
|
---|
631 | TRACE("Using software emulation because not all material properties could be tracked\n");
|
---|
632 | }
|
---|
633 | emulation = TRUE;
|
---|
634 | }
|
---|
635 | else if (context->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE])
|
---|
636 | {
|
---|
637 | /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
|
---|
638 | * to a float in the vertex buffer
|
---|
639 | */
|
---|
640 | static BOOL warned;
|
---|
641 | if (!warned) {
|
---|
642 | FIXME("Using software emulation because manual fog coordinates are provided\n");
|
---|
643 | warned = TRUE;
|
---|
644 | } else {
|
---|
645 | TRACE("Using software emulation because manual fog coordinates are provided\n");
|
---|
646 | }
|
---|
647 | emulation = TRUE;
|
---|
648 | }
|
---|
649 |
|
---|
650 | if(emulation) {
|
---|
651 | stream_info = &stridedlcl;
|
---|
652 | memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
|
---|
653 | remove_vbos(This, &stridedlcl);
|
---|
654 | }
|
---|
655 | }
|
---|
656 |
|
---|
657 | if (This->useDrawStridedSlow || emulation) {
|
---|
658 | /* Immediate mode drawing */
|
---|
659 | if (use_vs(This->stateBlock))
|
---|
660 | {
|
---|
661 | static BOOL warned;
|
---|
662 | if (!warned) {
|
---|
663 | FIXME("Using immediate mode with vertex shaders for half float emulation\n");
|
---|
664 | warned = TRUE;
|
---|
665 | } else {
|
---|
666 | TRACE("Using immediate mode with vertex shaders for half float emulation\n");
|
---|
667 | }
|
---|
668 | drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
|
---|
669 | } else {
|
---|
670 | drawStridedSlow(iface, context, stream_info, index_count,
|
---|
671 | glPrimType, idxData, idxSize, minIndex, StartIdx);
|
---|
672 | }
|
---|
673 | } else if(This->instancedDraw) {
|
---|
674 | /* Instancing emulation with mixing immediate mode and arrays */
|
---|
675 | drawStridedInstanced(iface, &This->strided_streams, index_count,
|
---|
676 | glPrimType, idxData, idxSize, minIndex, StartIdx);
|
---|
677 | } else {
|
---|
678 | drawStridedFast(iface, glPrimType, minIndex, minIndex + numberOfVertices - 1,
|
---|
679 | index_count, idxSize, idxData, StartIdx);
|
---|
680 | }
|
---|
681 | }
|
---|
682 |
|
---|
683 | /* Finished updating the screen, restore lock */
|
---|
684 | LEAVE_GL();
|
---|
685 | TRACE("Done all gl drawing\n");
|
---|
686 |
|
---|
687 | /* Diagnostics */
|
---|
688 | #ifdef SHOW_FRAME_MAKEUP
|
---|
689 | {
|
---|
690 | static long int primCounter = 0;
|
---|
691 | /* NOTE: set primCounter to the value reported by drawprim
|
---|
692 | before you want to to write frame makeup to /tmp */
|
---|
693 | if (primCounter >= 0) {
|
---|
694 | WINED3DLOCKED_RECT r;
|
---|
695 | char buffer[80];
|
---|
696 | IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
|
---|
697 | sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
|
---|
698 | TRACE("Saving screenshot %s\n", buffer);
|
---|
699 | IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
|
---|
700 | IWineD3DSurface_UnlockRect(This->render_targets[0]);
|
---|
701 |
|
---|
702 | #ifdef SHOW_TEXTURE_MAKEUP
|
---|
703 | {
|
---|
704 | IWineD3DSurface *pSur;
|
---|
705 | int textureNo;
|
---|
706 | for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
|
---|
707 | if (This->stateBlock->textures[textureNo] != NULL) {
|
---|
708 | sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
|
---|
709 | TRACE("Saving texture %s\n", buffer);
|
---|
710 | if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
|
---|
711 | IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
|
---|
712 | IWineD3DSurface_SaveSnapshot(pSur, buffer);
|
---|
713 | IWineD3DSurface_Release(pSur);
|
---|
714 | } else {
|
---|
715 | FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
|
---|
716 | }
|
---|
717 | }
|
---|
718 | }
|
---|
719 | }
|
---|
720 | #endif
|
---|
721 | }
|
---|
722 | TRACE("drawprim #%ld\n", primCounter);
|
---|
723 | ++primCounter;
|
---|
724 | }
|
---|
725 | #endif
|
---|
726 |
|
---|
727 | /* Control goes back to the device, stateblock values may change again */
|
---|
728 | This->isInDraw = FALSE;
|
---|
729 | }
|
---|
730 |
|
---|
731 | static void normalize_normal(float *n) {
|
---|
732 | float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
|
---|
733 | if (length == 0.0f) return;
|
---|
734 | length = sqrt(length);
|
---|
735 | n[0] = n[0] / length;
|
---|
736 | n[1] = n[1] / length;
|
---|
737 | n[2] = n[2] / length;
|
---|
738 | }
|
---|
739 |
|
---|
740 | /* Tesselates a high order rectangular patch into single triangles using gl evaluators
|
---|
741 | *
|
---|
742 | * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
|
---|
743 | * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
|
---|
744 | * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
|
---|
745 | * attributes to numbered shader attributes, so we have to store them and rebind them as needed
|
---|
746 | * in drawprim.
|
---|
747 | *
|
---|
748 | * To read back, the opengl feedback mode is used. This creates a problem because we want
|
---|
749 | * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
|
---|
750 | * Thus disable lighting and set identity matrices to get unmodified colors and positions.
|
---|
751 | * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
|
---|
752 | * them to [-1.0;+1.0] and set the viewport up to scale them back.
|
---|
753 | *
|
---|
754 | * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
|
---|
755 | * resulting colors back to the normals.
|
---|
756 | *
|
---|
757 | * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
|
---|
758 | * does not restore it because normally a draw follows immediately afterwards. The caller is
|
---|
759 | * responsible of taking care that either the gl states are restored, or the context activated
|
---|
760 | * for drawing to reset the lastWasBlit flag.
|
---|
761 | */
|
---|
762 | HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
|
---|
763 | struct WineD3DRectPatch *patch) {
|
---|
764 | unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
|
---|
765 | float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
|
---|
766 | struct wined3d_stream_info stream_info;
|
---|
767 | struct wined3d_stream_info_element *e;
|
---|
768 | const BYTE *data;
|
---|
769 | const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
|
---|
770 | DWORD vtxStride;
|
---|
771 | GLenum feedback_type;
|
---|
772 | GLfloat *feedbuffer;
|
---|
773 |
|
---|
774 | /* Simply activate the context for blitting. This disables all the things we don't want and
|
---|
775 | * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
|
---|
776 | * patch (as opposed to normal draws) will most likely need different changes anyway. */
|
---|
777 | ActivateContext(This, NULL, CTXUSAGE_BLIT);
|
---|
778 |
|
---|
779 | /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
|
---|
780 | * Beware of vbos
|
---|
781 | */
|
---|
782 | device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
|
---|
783 |
|
---|
784 | e = &stream_info.elements[WINED3D_FFP_POSITION];
|
---|
785 | if (e->buffer_object)
|
---|
786 | {
|
---|
787 | struct wined3d_buffer *vb;
|
---|
788 | vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
---|
789 | e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
---|
790 | }
|
---|
791 | vtxStride = e->stride;
|
---|
792 | data = e->data +
|
---|
793 | vtxStride * info->Stride * info->StartVertexOffsetHeight +
|
---|
794 | vtxStride * info->StartVertexOffsetWidth;
|
---|
795 |
|
---|
796 | /* Not entirely sure about what happens with transformed vertices */
|
---|
797 | if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
|
---|
798 |
|
---|
799 | if(vtxStride % sizeof(GLfloat)) {
|
---|
800 | /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
|
---|
801 | * I don't see how the stride could not be a multiple of 4, but make sure
|
---|
802 | * to check it
|
---|
803 | */
|
---|
804 | ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
|
---|
805 | }
|
---|
806 | if(info->Basis != WINED3DBASIS_BEZIER) {
|
---|
807 | FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
|
---|
808 | }
|
---|
809 | if(info->Degree != WINED3DDEGREE_CUBIC) {
|
---|
810 | FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
|
---|
811 | }
|
---|
812 |
|
---|
813 | /* First, get the boundary cube of the input data */
|
---|
814 | for(j = 0; j < info->Height; j++) {
|
---|
815 | for(i = 0; i < info->Width; i++) {
|
---|
816 | const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
|
---|
817 | if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
|
---|
818 | if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
|
---|
819 | if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
|
---|
820 | if(v[2] < neg_z) neg_z = v[2];
|
---|
821 | }
|
---|
822 | }
|
---|
823 |
|
---|
824 | /* This needs some improvements in the vertex decl code */
|
---|
825 | FIXME("Cannot find data to generate. Only generating position and normals\n");
|
---|
826 | patch->has_normals = TRUE;
|
---|
827 | patch->has_texcoords = FALSE;
|
---|
828 |
|
---|
829 | ENTER_GL();
|
---|
830 |
|
---|
831 | glMatrixMode(GL_PROJECTION);
|
---|
832 | checkGLcall("glMatrixMode(GL_PROJECTION)");
|
---|
833 | glLoadIdentity();
|
---|
834 | checkGLcall("glLoadIndentity()");
|
---|
835 | glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
|
---|
836 | glTranslatef(0.0f, 0.0f, 0.5f);
|
---|
837 | checkGLcall("glScalef");
|
---|
838 | glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
|
---|
839 | checkGLcall("glViewport");
|
---|
840 |
|
---|
841 | /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
|
---|
842 | * our feedback buffer parser
|
---|
843 | */
|
---|
844 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
---|
845 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
|
---|
846 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
|
---|
847 | if(patch->has_normals) {
|
---|
848 | static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
---|
849 | static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
|
---|
850 | static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
|
---|
851 | static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
|
---|
852 | static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
---|
853 | glEnable(GL_LIGHTING);
|
---|
854 | checkGLcall("glEnable(GL_LIGHTING)");
|
---|
855 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
|
---|
856 | checkGLcall("glLightModel for MODEL_AMBIENT");
|
---|
857 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
|
---|
858 |
|
---|
859 | for(i = 3; i < GL_LIMITS(lights); i++) {
|
---|
860 | glDisable(GL_LIGHT0 + i);
|
---|
861 | checkGLcall("glDisable(GL_LIGHT0 + i)");
|
---|
862 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
|
---|
863 | }
|
---|
864 |
|
---|
865 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
|
---|
866 | glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
|
---|
867 | glLightfv(GL_LIGHT0, GL_SPECULAR, black);
|
---|
868 | glLightfv(GL_LIGHT0, GL_AMBIENT, black);
|
---|
869 | glLightfv(GL_LIGHT0, GL_POSITION, red);
|
---|
870 | glEnable(GL_LIGHT0);
|
---|
871 | checkGLcall("Setting up light 1");
|
---|
872 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
|
---|
873 | glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
|
---|
874 | glLightfv(GL_LIGHT1, GL_SPECULAR, black);
|
---|
875 | glLightfv(GL_LIGHT1, GL_AMBIENT, black);
|
---|
876 | glLightfv(GL_LIGHT1, GL_POSITION, green);
|
---|
877 | glEnable(GL_LIGHT1);
|
---|
878 | checkGLcall("Setting up light 2");
|
---|
879 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
|
---|
880 | glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
|
---|
881 | glLightfv(GL_LIGHT2, GL_SPECULAR, black);
|
---|
882 | glLightfv(GL_LIGHT2, GL_AMBIENT, black);
|
---|
883 | glLightfv(GL_LIGHT2, GL_POSITION, blue);
|
---|
884 | glEnable(GL_LIGHT2);
|
---|
885 | checkGLcall("Setting up light 3");
|
---|
886 |
|
---|
887 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
|
---|
888 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
|
---|
889 | glDisable(GL_COLOR_MATERIAL);
|
---|
890 | glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
|
---|
891 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
|
---|
892 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
|
---|
893 | checkGLcall("Setting up materials");
|
---|
894 | }
|
---|
895 |
|
---|
896 | /* Enable the needed maps.
|
---|
897 | * GL_MAP2_VERTEX_3 is needed for positional data.
|
---|
898 | * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
|
---|
899 | * GL_MAP2_TEXTURE_COORD_4 for texture coords
|
---|
900 | */
|
---|
901 | num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
|
---|
902 | out_vertex_size = 3 /* position */;
|
---|
903 | d3d_out_vertex_size = 3;
|
---|
904 | glEnable(GL_MAP2_VERTEX_3);
|
---|
905 | if(patch->has_normals && patch->has_texcoords) {
|
---|
906 | FIXME("Texcoords not handled yet\n");
|
---|
907 | feedback_type = GL_3D_COLOR_TEXTURE;
|
---|
908 | out_vertex_size += 8;
|
---|
909 | d3d_out_vertex_size += 7;
|
---|
910 | glEnable(GL_AUTO_NORMAL);
|
---|
911 | glEnable(GL_MAP2_TEXTURE_COORD_4);
|
---|
912 | } else if(patch->has_texcoords) {
|
---|
913 | FIXME("Texcoords not handled yet\n");
|
---|
914 | feedback_type = GL_3D_COLOR_TEXTURE;
|
---|
915 | out_vertex_size += 7;
|
---|
916 | d3d_out_vertex_size += 4;
|
---|
917 | glEnable(GL_MAP2_TEXTURE_COORD_4);
|
---|
918 | } else if(patch->has_normals) {
|
---|
919 | feedback_type = GL_3D_COLOR;
|
---|
920 | out_vertex_size += 4;
|
---|
921 | d3d_out_vertex_size += 3;
|
---|
922 | glEnable(GL_AUTO_NORMAL);
|
---|
923 | } else {
|
---|
924 | feedback_type = GL_3D;
|
---|
925 | }
|
---|
926 | checkGLcall("glEnable vertex attrib generation");
|
---|
927 |
|
---|
928 | buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
|
---|
929 | + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
|
---|
930 | feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
|
---|
931 |
|
---|
932 | glMap2f(GL_MAP2_VERTEX_3,
|
---|
933 | 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
|
---|
934 | 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
|
---|
935 | (const GLfloat *)data);
|
---|
936 | checkGLcall("glMap2f");
|
---|
937 | if(patch->has_texcoords) {
|
---|
938 | glMap2f(GL_MAP2_TEXTURE_COORD_4,
|
---|
939 | 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
|
---|
940 | 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
|
---|
941 | (const GLfloat *)data);
|
---|
942 | checkGLcall("glMap2f");
|
---|
943 | }
|
---|
944 | glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
|
---|
945 | checkGLcall("glMapGrid2f");
|
---|
946 |
|
---|
947 | glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
|
---|
948 | checkGLcall("glFeedbackBuffer");
|
---|
949 | glRenderMode(GL_FEEDBACK);
|
---|
950 |
|
---|
951 | glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
---|
952 | checkGLcall("glEvalMesh2");
|
---|
953 |
|
---|
954 | i = glRenderMode(GL_RENDER);
|
---|
955 | if(i == -1) {
|
---|
956 | LEAVE_GL();
|
---|
957 | ERR("Feedback failed. Expected %d elements back\n", buffer_size);
|
---|
958 | HeapFree(GetProcessHeap(), 0, feedbuffer);
|
---|
959 | return WINED3DERR_DRIVERINTERNALERROR;
|
---|
960 | } else if(i != buffer_size) {
|
---|
961 | LEAVE_GL();
|
---|
962 | ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
|
---|
963 | HeapFree(GetProcessHeap(), 0, feedbuffer);
|
---|
964 | return WINED3DERR_DRIVERINTERNALERROR;
|
---|
965 | } else {
|
---|
966 | TRACE("Got %d elements as expected\n", i);
|
---|
967 | }
|
---|
968 |
|
---|
969 | HeapFree(GetProcessHeap(), 0, patch->mem);
|
---|
970 | patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
|
---|
971 | i = 0;
|
---|
972 | for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
|
---|
973 | if(feedbuffer[j] != GL_POLYGON_TOKEN) {
|
---|
974 | ERR("Unexpected token: %f\n", feedbuffer[j]);
|
---|
975 | continue;
|
---|
976 | }
|
---|
977 | if(feedbuffer[j + 1] != 3) {
|
---|
978 | ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
|
---|
979 | continue;
|
---|
980 | }
|
---|
981 | /* Somehow there are different ideas about back / front facing, so fix up the
|
---|
982 | * vertex order
|
---|
983 | */
|
---|
984 | patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
|
---|
985 | patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
|
---|
986 | patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
|
---|
987 | if(patch->has_normals) {
|
---|
988 | patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
|
---|
989 | patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
|
---|
990 | patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
|
---|
991 | }
|
---|
992 | i += d3d_out_vertex_size;
|
---|
993 |
|
---|
994 | patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
|
---|
995 | patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
|
---|
996 | patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
|
---|
997 | if(patch->has_normals) {
|
---|
998 | patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
|
---|
999 | patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
|
---|
1000 | patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
|
---|
1001 | }
|
---|
1002 | i += d3d_out_vertex_size;
|
---|
1003 |
|
---|
1004 | patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
|
---|
1005 | patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
|
---|
1006 | patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
|
---|
1007 | if(patch->has_normals) {
|
---|
1008 | patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
|
---|
1009 | patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
|
---|
1010 | patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
|
---|
1011 | }
|
---|
1012 | i += d3d_out_vertex_size;
|
---|
1013 | }
|
---|
1014 |
|
---|
1015 | if(patch->has_normals) {
|
---|
1016 | /* Now do the same with reverse light directions */
|
---|
1017 | static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
|
---|
1018 | static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
|
---|
1019 | static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
|
---|
1020 | glLightfv(GL_LIGHT0, GL_POSITION, x);
|
---|
1021 | glLightfv(GL_LIGHT1, GL_POSITION, y);
|
---|
1022 | glLightfv(GL_LIGHT2, GL_POSITION, z);
|
---|
1023 | checkGLcall("Setting up reverse light directions");
|
---|
1024 |
|
---|
1025 | glRenderMode(GL_FEEDBACK);
|
---|
1026 | checkGLcall("glRenderMode(GL_FEEDBACK)");
|
---|
1027 | glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
---|
1028 | checkGLcall("glEvalMesh2");
|
---|
1029 | i = glRenderMode(GL_RENDER);
|
---|
1030 | checkGLcall("glRenderMode(GL_RENDER)");
|
---|
1031 |
|
---|
1032 | i = 0;
|
---|
1033 | for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
|
---|
1034 | if(feedbuffer[j] != GL_POLYGON_TOKEN) {
|
---|
1035 | ERR("Unexpected token: %f\n", feedbuffer[j]);
|
---|
1036 | continue;
|
---|
1037 | }
|
---|
1038 | if(feedbuffer[j + 1] != 3) {
|
---|
1039 | ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
|
---|
1040 | continue;
|
---|
1041 | }
|
---|
1042 | if(patch->mem[i + 3] == 0.0f)
|
---|
1043 | patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
|
---|
1044 | if(patch->mem[i + 4] == 0.0f)
|
---|
1045 | patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
|
---|
1046 | if(patch->mem[i + 5] == 0.0f)
|
---|
1047 | patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
|
---|
1048 | normalize_normal(patch->mem + i + 3);
|
---|
1049 | i += d3d_out_vertex_size;
|
---|
1050 |
|
---|
1051 | if(patch->mem[i + 3] == 0.0f)
|
---|
1052 | patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
|
---|
1053 | if(patch->mem[i + 4] == 0.0f)
|
---|
1054 | patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
|
---|
1055 | if(patch->mem[i + 5] == 0.0f)
|
---|
1056 | patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
|
---|
1057 | normalize_normal(patch->mem + i + 3);
|
---|
1058 | i += d3d_out_vertex_size;
|
---|
1059 |
|
---|
1060 | if(patch->mem[i + 3] == 0.0f)
|
---|
1061 | patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
|
---|
1062 | if(patch->mem[i + 4] == 0.0f)
|
---|
1063 | patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
|
---|
1064 | if(patch->mem[i + 5] == 0.0f)
|
---|
1065 | patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
|
---|
1066 | normalize_normal(patch->mem + i + 3);
|
---|
1067 | i += d3d_out_vertex_size;
|
---|
1068 | }
|
---|
1069 | }
|
---|
1070 |
|
---|
1071 | glDisable(GL_MAP2_VERTEX_3);
|
---|
1072 | glDisable(GL_AUTO_NORMAL);
|
---|
1073 | glDisable(GL_MAP2_NORMAL);
|
---|
1074 | glDisable(GL_MAP2_TEXTURE_COORD_4);
|
---|
1075 | checkGLcall("glDisable vertex attrib generation");
|
---|
1076 | LEAVE_GL();
|
---|
1077 |
|
---|
1078 | HeapFree(GetProcessHeap(), 0, feedbuffer);
|
---|
1079 |
|
---|
1080 | vtxStride = 3 * sizeof(float);
|
---|
1081 | if(patch->has_normals) {
|
---|
1082 | vtxStride += 3 * sizeof(float);
|
---|
1083 | }
|
---|
1084 | if(patch->has_texcoords) {
|
---|
1085 | vtxStride += 4 * sizeof(float);
|
---|
1086 | }
|
---|
1087 | memset(&patch->strided, 0, sizeof(&patch->strided));
|
---|
1088 | patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
|
---|
1089 | patch->strided.position.lpData = (BYTE *) patch->mem;
|
---|
1090 | patch->strided.position.dwStride = vtxStride;
|
---|
1091 |
|
---|
1092 | if(patch->has_normals) {
|
---|
1093 | patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
|
---|
1094 | patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
---|
1095 | patch->strided.normal.dwStride = vtxStride;
|
---|
1096 | }
|
---|
1097 | if(patch->has_texcoords) {
|
---|
1098 | patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
---|
1099 | patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
---|
1100 | if(patch->has_normals) {
|
---|
1101 | patch->strided.texCoords[0].lpData += 3 * sizeof(float);
|
---|
1102 | }
|
---|
1103 | patch->strided.texCoords[0].dwStride = vtxStride;
|
---|
1104 | }
|
---|
1105 |
|
---|
1106 | return WINED3D_OK;
|
---|
1107 | }
|
---|