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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/drawprim.c@ 33252

Last change on this file since 33252 was 28475, checked in by vboxsync, 15 years ago

crOpenGL: update to wine 1.1.43

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1/*
2 * WINED3D draw functions
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
11 *
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
16 *
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
21 *
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 */
26
27/*
28 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
29 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
30 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
31 * a choice of LGPL license versions is made available with the language indicating
32 * that LGPLv2 or any later version may be used, or where a choice of which version
33 * of the LGPL is applied is otherwise unspecified.
34 */
35
36#include "config.h"
37#include "wined3d_private.h"
38
39WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
40#define GLINFO_LOCATION This->adapter->gl_info
41
42#include <stdio.h>
43#include <math.h>
44
45#define ceilf ceil
46
47/* GL locking is done by the caller */
48static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
49 UINT count, UINT idx_size, const void *idx_data, UINT start_idx)
50{
51 if (idx_size)
52 {
53 TRACE("(%p) : glElements(%x, %d, ...)\n", iface, primitive_type, count);
54
55 glDrawElements(primitive_type, count,
56 idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
57 (const char *)idx_data + (idx_size * start_idx));
58 checkGLcall("glDrawElements");
59 }
60 else
61 {
62 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", iface, primitive_type, start_idx, count);
63
64 glDrawArrays(primitive_type, start_idx, count);
65 checkGLcall("glDrawArrays");
66 }
67}
68
69/*
70 * Actually draw using the supplied information.
71 * Slower GL version which extracts info about each vertex in turn
72 */
73
74/* GL locking is done by the caller */
75static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context *context,
76 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
77 const void *idxData, UINT idxSize, UINT startIdx)
78{
79 unsigned int textureNo = 0;
80 const WORD *pIdxBufS = NULL;
81 const DWORD *pIdxBufL = NULL;
82 UINT vx_index;
83 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
84 const UINT *streamOffset = This->stateBlock->streamOffset;
85 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
86 BOOL pixelShader = use_ps(This->stateBlock);
87 BOOL specular_fog = FALSE;
88 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
89 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
90 const struct wined3d_gl_info *gl_info = context->gl_info;
91 UINT texture_stages = gl_info->limits.texture_stages;
92 const struct wined3d_stream_info_element *element;
93 UINT num_untracked_materials;
94 DWORD tex_mask = 0;
95
96 TRACE("Using slow vertex array code\n");
97
98 /* Variable Initialization */
99 if (idxSize != 0) {
100 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
101 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
102 * idxData will be != NULL
103 */
104 if(idxData == NULL) {
105 idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
106 }
107
108 if (idxSize == 2) pIdxBufS = idxData;
109 else pIdxBufL = idxData;
110 } else if (idxData) {
111 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
112 return;
113 }
114
115 /* Start drawing in GL */
116 glBegin(glPrimType);
117
118 if (si->use_map & (1 << WINED3D_FFP_POSITION))
119 {
120 element = &si->elements[WINED3D_FFP_POSITION];
121 position = element->data + streamOffset[element->stream_idx];
122 }
123
124 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
125 {
126 element = &si->elements[WINED3D_FFP_NORMAL];
127 normal = element->data + streamOffset[element->stream_idx];
128 }
129 else
130 {
131 glNormal3f(0, 0, 0);
132 }
133
134 num_untracked_materials = context->num_untracked_materials;
135 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
136 {
137 element = &si->elements[WINED3D_FFP_DIFFUSE];
138 diffuse = element->data + streamOffset[element->stream_idx];
139
140 if (num_untracked_materials && element->format_desc->format != WINED3DFMT_B8G8R8A8_UNORM)
141 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format_desc->format));
142 }
143 else
144 {
145 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
146 }
147
148 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
149 {
150 element = &si->elements[WINED3D_FFP_SPECULAR];
151 specular = element->data + streamOffset[element->stream_idx];
152
153 /* special case where the fog density is stored in the specular alpha channel */
154 if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
155 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
156 || si->elements[WINED3D_FFP_POSITION].format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
157 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
158 {
159 if (gl_info->supported[EXT_FOG_COORD])
160 {
161 if (element->format_desc->format == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
162 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format_desc->format));
163 }
164 else
165 {
166 static BOOL warned;
167
168 if (!warned)
169 {
170 /* TODO: Use the fog table code from old ddraw */
171 FIXME("Implement fog for transformed vertices in software\n");
172 warned = TRUE;
173 }
174 }
175 }
176 }
177 else if (gl_info->supported[EXT_SECONDARY_COLOR])
178 {
179 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
180 }
181
182 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
183 {
184 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
185 DWORD texture_idx = This->texUnitMap[textureNo];
186
187 if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
188 {
189 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
190 continue;
191 }
192
193 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
194
195 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
196
197 if (coordIdx > 7)
198 {
199 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
200 continue;
201 }
202 else if (coordIdx < 0)
203 {
204 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
205 continue;
206 }
207
208 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
209 {
210 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
211 texCoords[coordIdx] = element->data + streamOffset[element->stream_idx];
212 tex_mask |= (1 << textureNo);
213 }
214 else
215 {
216 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
217 if (gl_info->supported[ARB_MULTITEXTURE])
218 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
219 else
220 glTexCoord4f(0, 0, 0, 1);
221 }
222 }
223
224 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
225 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
226 */
227
228 /* For each primitive */
229 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
230 UINT texture, tmp_tex_mask;
231 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
232 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
233 */
234
235 /* For indexed data, we need to go a few more strides in */
236 if (idxData != NULL) {
237
238 /* Indexed so work out the number of strides to skip */
239 if (idxSize == 2)
240 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
241 else
242 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
243 }
244
245 tmp_tex_mask = tex_mask;
246 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
247 {
248 int coord_idx;
249 const void *ptr;
250 DWORD texture_idx;
251
252 if (!(tmp_tex_mask & 1)) continue;
253
254 coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
255 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
256
257 texture_idx = This->texUnitMap[texture];
258 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format_desc->emit_idx](
259 GL_TEXTURE0_ARB + texture_idx, ptr);
260 }
261
262 /* Diffuse -------------------------------- */
263 if (diffuse) {
264 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
265
266 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format_desc->emit_idx](ptrToCoords);
267 if (num_untracked_materials)
268 {
269 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
270 unsigned char i;
271 float color[4];
272
273 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
274 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
275 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
276 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
277
278 for (i = 0; i < num_untracked_materials; ++i)
279 {
280 glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
281 }
282 }
283 }
284
285 /* Specular ------------------------------- */
286 if (specular) {
287 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
288
289 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format_desc->emit_idx](ptrToCoords);
290
291 if (specular_fog)
292 {
293 DWORD specularColor = *(const DWORD *)ptrToCoords;
294 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
295 }
296 }
297
298 /* Normal -------------------------------- */
299 if (normal != NULL) {
300 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
301 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format_desc->emit_idx](ptrToCoords);
302 }
303
304 /* Position -------------------------------- */
305 if (position) {
306 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
307 position_funcs[si->elements[WINED3D_FFP_POSITION].format_desc->emit_idx](ptrToCoords);
308 }
309
310 /* For non indexed mode, step onto next parts */
311 if (idxData == NULL) {
312 ++SkipnStrides;
313 }
314 }
315
316 glEnd();
317 checkGLcall("glEnd and previous calls");
318}
319
320/* GL locking is done by the caller */
321static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr)
322{
323 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
324
325 switch(format)
326 {
327 case WINED3DFMT_R32_FLOAT:
328 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
329 break;
330 case WINED3DFMT_R32G32_FLOAT:
331 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
332 break;
333 case WINED3DFMT_R32G32B32_FLOAT:
334 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
335 break;
336 case WINED3DFMT_R32G32B32A32_FLOAT:
337 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
338 break;
339
340 case WINED3DFMT_R8G8B8A8_UINT:
341 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
342 break;
343 case WINED3DFMT_B8G8R8A8_UNORM:
344 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
345 {
346 const DWORD *src = ptr;
347 DWORD c = *src & 0xff00ff00;
348 c |= (*src & 0xff0000) >> 16;
349 c |= (*src & 0xff) << 16;
350 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
351 break;
352 }
353 /* else fallthrough */
354 case WINED3DFMT_R8G8B8A8_UNORM:
355 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
356 break;
357
358 case WINED3DFMT_R16G16_SINT:
359 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
360 break;
361 case WINED3DFMT_R16G16B16A16_SINT:
362 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
363 break;
364
365 case WINED3DFMT_R16G16_SNORM:
366 {
367 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
368 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
369 break;
370 }
371 case WINED3DFMT_R16G16_UNORM:
372 {
373 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
374 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
375 break;
376 }
377 case WINED3DFMT_R16G16B16A16_SNORM:
378 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
379 break;
380 case WINED3DFMT_R16G16B16A16_UNORM:
381 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
382 break;
383
384 case WINED3DFMT_R10G10B10A2_UINT:
385 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
386 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
387 break;
388 case WINED3DFMT_R10G10B10A2_SNORM:
389 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
390 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
391 break;
392
393 case WINED3DFMT_R16G16_FLOAT:
394 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
395 * byte float according to the IEEE standard
396 */
397 if (gl_info->supported[NV_HALF_FLOAT])
398 {
399 /* Not supported by GL_ARB_half_float_vertex */
400 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
401 }
402 else
403 {
404 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
405 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
406 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
407 }
408 break;
409 case WINED3DFMT_R16G16B16A16_FLOAT:
410 if (gl_info->supported[NV_HALF_FLOAT])
411 {
412 /* Not supported by GL_ARB_half_float_vertex */
413 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
414 }
415 else
416 {
417 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
418 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
419 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
420 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
421 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
422 }
423 break;
424
425 default:
426 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
427 break;
428 }
429}
430
431/* GL locking is done by the caller */
432static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
433 GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT startIdx)
434{
435 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
436 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
437 const WORD *pIdxBufS = NULL;
438 const DWORD *pIdxBufL = NULL;
439 UINT vx_index;
440 int i;
441 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
442 const BYTE *ptr;
443
444 if (idxSize != 0) {
445 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
446 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
447 * idxData will be != NULL
448 */
449 if(idxData == NULL) {
450 idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
451 }
452
453 if (idxSize == 2) pIdxBufS = idxData;
454 else pIdxBufL = idxData;
455 } else if (idxData) {
456 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
457 return;
458 }
459
460 /* Start drawing in GL */
461 glBegin(glPrimitiveType);
462
463 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
464 if (idxData != NULL) {
465
466 /* Indexed so work out the number of strides to skip */
467 if (idxSize == 2)
468 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
469 else
470 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
471 }
472
473 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
474 {
475 if (!(si->use_map & (1 << i))) continue;
476
477 ptr = si->elements[i].data +
478 si->elements[i].stride * SkipnStrides +
479 stateblock->streamOffset[si->elements[i].stream_idx];
480
481 send_attribute(This, si->elements[i].format_desc->format, i, ptr);
482 }
483 SkipnStrides++;
484 }
485
486 glEnd();
487}
488
489/* GL locking is done by the caller */
490static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si,
491 UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize,
492 UINT startIdx)
493{
494 UINT numInstances = 0, i;
495 int numInstancedAttribs = 0, j;
496 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
497 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
498 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
499
500 if (idxSize == 0) {
501 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
502 * We don't support this for now
503 *
504 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
505 * But the StreamSourceFreq value has a different meaning in that situation.
506 */
507 FIXME("Non-indexed instanced drawing is not supported\n");
508 return;
509 }
510
511 TRACE("(%p) : glElements(%x, %d, ...)\n", This, glPrimitiveType, numberOfVertices);
512
513 /* First, figure out how many instances we have to draw */
514 for(i = 0; i < MAX_STREAMS; i++) {
515 /* Look at the streams and take the first one which matches */
516 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
517 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
518 if(stateblock->streamFreq[i] == 0){
519 numInstances = 1;
520 } else {
521 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
522 }
523 break; /* break, because only the first suitable value is interesting */
524 }
525 }
526
527 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
528 {
529 if (!(si->use_map & (1 << i))) continue;
530
531 if (stateblock->streamFlags[si->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
532 {
533 instancedData[numInstancedAttribs] = i;
534 numInstancedAttribs++;
535 }
536 }
537
538 /* now draw numInstances instances :-) */
539 for(i = 0; i < numInstances; i++) {
540 /* Specify the instanced attributes using immediate mode calls */
541 for(j = 0; j < numInstancedAttribs; j++) {
542 const BYTE *ptr = si->elements[instancedData[j]].data +
543 si->elements[instancedData[j]].stride * i +
544 stateblock->streamOffset[si->elements[instancedData[j]].stream_idx];
545 if (si->elements[instancedData[j]].buffer_object)
546 {
547 struct wined3d_buffer *vb =
548 (struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx];
549 ptr += (long) buffer_get_sysmem(vb);
550 }
551
552 send_attribute(This, si->elements[instancedData[j]].format_desc->format, instancedData[j], ptr);
553 }
554
555 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
556 (const char *)idxData+(idxSize * startIdx));
557 checkGLcall("glDrawElements");
558 }
559}
560
561static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_info *s)
562{
563 unsigned int i;
564
565 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
566 {
567 struct wined3d_stream_info_element *e;
568
569 if (!(s->use_map & (1 << i))) continue;
570
571 e = &s->elements[i];
572 if (e->buffer_object)
573 {
574 struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
575 e->buffer_object = 0;
576 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
577 }
578 }
579}
580
581/* Routine common to the draw primitive and draw indexed primitive routines */
582void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT idxSize, const void *idxData)
583{
584
585 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
586 IWineD3DSurfaceImpl *target;
587 struct wined3d_context *context;
588 unsigned int i;
589
590 if (!index_count) return;
591
592 if (This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE])
593 {
594 /* Invalidate the back buffer memory so LockRect will read it the next time */
595 for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
596 {
597 target = (IWineD3DSurfaceImpl *)This->render_targets[i];
598 if (target)
599 {
600 IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
601 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
602 }
603 }
604 }
605
606 /* Signals other modules that a drawing is in progress and the stateblock finalized */
607 This->isInDraw = TRUE;
608
609 context = context_acquire(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
610 if (!context->valid)
611 {
612 context_release(context);
613 WARN("Invalid context, skipping draw.\n");
614 return;
615 }
616
617 if (This->stencilBufferTarget) {
618 /* Note that this depends on the context_acquire() call above to set
619 * This->render_offscreen properly. We don't currently take the
620 * Z-compare function into account, but we could skip loading the
621 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
622 * that we never copy the stencil data.*/
623 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
624 if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
625 || This->stateBlock->renderState[WINED3DRS_ZENABLE])
626 surface_load_ds_location(This->stencilBufferTarget, context, location);
627 if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
628 surface_modify_ds_location(This->stencilBufferTarget, location);
629 }
630
631 /* Ok, we will be updating the screen from here onwards so grab the lock */
632 ENTER_GL();
633 {
634 GLenum glPrimType = This->stateBlock->gl_primitive_type;
635 BOOL emulation = FALSE;
636 const struct wined3d_stream_info *stream_info = &This->strided_streams;
637 struct wined3d_stream_info stridedlcl;
638
639 if (!use_vs(This->stateBlock))
640 {
641 if (!This->strided_streams.position_transformed && context->num_untracked_materials
642 && This->stateBlock->renderState[WINED3DRS_LIGHTING])
643 {
644 static BOOL warned;
645 if (!warned) {
646 FIXME("Using software emulation because not all material properties could be tracked\n");
647 warned = TRUE;
648 } else {
649 TRACE("Using software emulation because not all material properties could be tracked\n");
650 }
651 emulation = TRUE;
652 }
653 else if (context->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE])
654 {
655 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
656 * to a float in the vertex buffer
657 */
658 static BOOL warned;
659 if (!warned) {
660 FIXME("Using software emulation because manual fog coordinates are provided\n");
661 warned = TRUE;
662 } else {
663 TRACE("Using software emulation because manual fog coordinates are provided\n");
664 }
665 emulation = TRUE;
666 }
667
668 if(emulation) {
669 stream_info = &stridedlcl;
670 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
671 remove_vbos(This, &stridedlcl);
672 }
673 }
674
675 if (This->useDrawStridedSlow || emulation) {
676 /* Immediate mode drawing */
677 if (use_vs(This->stateBlock))
678 {
679 static BOOL warned;
680 if (!warned) {
681 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
682 warned = TRUE;
683 } else {
684 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
685 }
686 drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, StartIdx);
687 } else {
688 drawStridedSlow(iface, context, stream_info, index_count,
689 glPrimType, idxData, idxSize, StartIdx);
690 }
691 } else if(This->instancedDraw) {
692 /* Instancing emulation with mixing immediate mode and arrays */
693 drawStridedInstanced(iface, &This->strided_streams, index_count,
694 glPrimType, idxData, idxSize, StartIdx);
695 } else {
696 drawStridedFast(iface, glPrimType, index_count, idxSize, idxData, StartIdx);
697 }
698 }
699
700 /* Finished updating the screen, restore lock */
701 LEAVE_GL();
702
703 for(i = 0; i < This->num_buffer_queries; i++)
704 {
705 wined3d_event_query_issue(This->buffer_queries[i], This);
706 }
707
708 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
709
710 context_release(context);
711
712 TRACE("Done all gl drawing\n");
713
714 /* Diagnostics */
715#ifdef SHOW_FRAME_MAKEUP
716 {
717 static long int primCounter = 0;
718 /* NOTE: set primCounter to the value reported by drawprim
719 before you want to to write frame makeup to /tmp */
720 if (primCounter >= 0) {
721 WINED3DLOCKED_RECT r;
722 char buffer[80];
723 IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
724 sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
725 TRACE("Saving screenshot %s\n", buffer);
726 IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
727 IWineD3DSurface_UnlockRect(This->render_targets[0]);
728
729#ifdef SHOW_TEXTURE_MAKEUP
730 {
731 IWineD3DSurface *pSur;
732 int textureNo;
733 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
734 if (This->stateBlock->textures[textureNo] != NULL) {
735 sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
736 TRACE("Saving texture %s\n", buffer);
737 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
738 IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
739 IWineD3DSurface_SaveSnapshot(pSur, buffer);
740 IWineD3DSurface_Release(pSur);
741 } else {
742 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
743 }
744 }
745 }
746 }
747#endif
748 }
749 TRACE("drawprim #%ld\n", primCounter);
750 ++primCounter;
751 }
752#endif
753
754 /* Control goes back to the device, stateblock values may change again */
755 This->isInDraw = FALSE;
756}
757
758static void normalize_normal(float *n) {
759 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
760 if (length == 0.0f) return;
761 length = sqrt(length);
762 n[0] = n[0] / length;
763 n[1] = n[1] / length;
764 n[2] = n[2] / length;
765}
766
767/* Tesselates a high order rectangular patch into single triangles using gl evaluators
768 *
769 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
770 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
771 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
772 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
773 * in drawprim.
774 *
775 * To read back, the opengl feedback mode is used. This creates a problem because we want
776 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
777 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
778 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
779 * them to [-1.0;+1.0] and set the viewport up to scale them back.
780 *
781 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
782 * resulting colors back to the normals.
783 *
784 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
785 * does not restore it because normally a draw follows immediately afterwards. The caller is
786 * responsible of taking care that either the gl states are restored, or the context activated
787 * for drawing to reset the lastWasBlit flag.
788 */
789HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
790 struct WineD3DRectPatch *patch) {
791 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
792 float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
793 struct wined3d_stream_info stream_info;
794 struct wined3d_stream_info_element *e;
795 struct wined3d_context *context;
796 const BYTE *data;
797 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
798 DWORD vtxStride;
799 GLenum feedback_type;
800 GLfloat *feedbuffer;
801
802 /* Simply activate the context for blitting. This disables all the things we don't want and
803 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
804 * patch (as opposed to normal draws) will most likely need different changes anyway. */
805 context = context_acquire(This, NULL, CTXUSAGE_BLIT);
806
807 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
808 * Beware of vbos
809 */
810 device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
811
812 e = &stream_info.elements[WINED3D_FFP_POSITION];
813 if (e->buffer_object)
814 {
815 struct wined3d_buffer *vb;
816 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
817 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
818 }
819 vtxStride = e->stride;
820 data = e->data +
821 vtxStride * info->Stride * info->StartVertexOffsetHeight +
822 vtxStride * info->StartVertexOffsetWidth;
823
824 /* Not entirely sure about what happens with transformed vertices */
825 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
826
827 if(vtxStride % sizeof(GLfloat)) {
828 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
829 * I don't see how the stride could not be a multiple of 4, but make sure
830 * to check it
831 */
832 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
833 }
834 if(info->Basis != WINED3DBASIS_BEZIER) {
835 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
836 }
837 if(info->Degree != WINED3DDEGREE_CUBIC) {
838 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
839 }
840
841 /* First, get the boundary cube of the input data */
842 for(j = 0; j < info->Height; j++) {
843 for(i = 0; i < info->Width; i++) {
844 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
845 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
846 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
847 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
848 if(v[2] < neg_z) neg_z = v[2];
849 }
850 }
851
852 /* This needs some improvements in the vertex decl code */
853 FIXME("Cannot find data to generate. Only generating position and normals\n");
854 patch->has_normals = TRUE;
855 patch->has_texcoords = FALSE;
856
857 ENTER_GL();
858
859 glMatrixMode(GL_PROJECTION);
860 checkGLcall("glMatrixMode(GL_PROJECTION)");
861 glLoadIdentity();
862 checkGLcall("glLoadIndentity()");
863 glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
864 glTranslatef(0.0f, 0.0f, 0.5f);
865 checkGLcall("glScalef");
866 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
867 checkGLcall("glViewport");
868
869 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
870 * our feedback buffer parser
871 */
872 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
873 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
874 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
875 if(patch->has_normals) {
876 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
877 static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
878 static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
879 static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
880 static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
881 glEnable(GL_LIGHTING);
882 checkGLcall("glEnable(GL_LIGHTING)");
883 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
884 checkGLcall("glLightModel for MODEL_AMBIENT");
885 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
886
887 for (i = 3; i < context->gl_info->limits.lights; ++i)
888 {
889 glDisable(GL_LIGHT0 + i);
890 checkGLcall("glDisable(GL_LIGHT0 + i)");
891 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
892 }
893
894 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
895 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
896 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
897 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
898 glLightfv(GL_LIGHT0, GL_POSITION, red);
899 glEnable(GL_LIGHT0);
900 checkGLcall("Setting up light 1");
901 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
902 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
903 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
904 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
905 glLightfv(GL_LIGHT1, GL_POSITION, green);
906 glEnable(GL_LIGHT1);
907 checkGLcall("Setting up light 2");
908 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
909 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
910 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
911 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
912 glLightfv(GL_LIGHT2, GL_POSITION, blue);
913 glEnable(GL_LIGHT2);
914 checkGLcall("Setting up light 3");
915
916 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
917 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
918 glDisable(GL_COLOR_MATERIAL);
919 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
920 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
921 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
922 checkGLcall("Setting up materials");
923 }
924
925 /* Enable the needed maps.
926 * GL_MAP2_VERTEX_3 is needed for positional data.
927 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
928 * GL_MAP2_TEXTURE_COORD_4 for texture coords
929 */
930 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
931 out_vertex_size = 3 /* position */;
932 d3d_out_vertex_size = 3;
933 glEnable(GL_MAP2_VERTEX_3);
934 if(patch->has_normals && patch->has_texcoords) {
935 FIXME("Texcoords not handled yet\n");
936 feedback_type = GL_3D_COLOR_TEXTURE;
937 out_vertex_size += 8;
938 d3d_out_vertex_size += 7;
939 glEnable(GL_AUTO_NORMAL);
940 glEnable(GL_MAP2_TEXTURE_COORD_4);
941 } else if(patch->has_texcoords) {
942 FIXME("Texcoords not handled yet\n");
943 feedback_type = GL_3D_COLOR_TEXTURE;
944 out_vertex_size += 7;
945 d3d_out_vertex_size += 4;
946 glEnable(GL_MAP2_TEXTURE_COORD_4);
947 } else if(patch->has_normals) {
948 feedback_type = GL_3D_COLOR;
949 out_vertex_size += 4;
950 d3d_out_vertex_size += 3;
951 glEnable(GL_AUTO_NORMAL);
952 } else {
953 feedback_type = GL_3D;
954 }
955 checkGLcall("glEnable vertex attrib generation");
956
957 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
958 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
959 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
960
961 glMap2f(GL_MAP2_VERTEX_3,
962 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
963 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
964 (const GLfloat *)data);
965 checkGLcall("glMap2f");
966 if(patch->has_texcoords) {
967 glMap2f(GL_MAP2_TEXTURE_COORD_4,
968 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
969 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
970 (const GLfloat *)data);
971 checkGLcall("glMap2f");
972 }
973 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
974 checkGLcall("glMapGrid2f");
975
976 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
977 checkGLcall("glFeedbackBuffer");
978 glRenderMode(GL_FEEDBACK);
979
980 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
981 checkGLcall("glEvalMesh2");
982
983 i = glRenderMode(GL_RENDER);
984 if(i == -1) {
985 LEAVE_GL();
986 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
987 HeapFree(GetProcessHeap(), 0, feedbuffer);
988 context_release(context);
989 return WINED3DERR_DRIVERINTERNALERROR;
990 } else if(i != buffer_size) {
991 LEAVE_GL();
992 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
993 HeapFree(GetProcessHeap(), 0, feedbuffer);
994 context_release(context);
995 return WINED3DERR_DRIVERINTERNALERROR;
996 } else {
997 TRACE("Got %d elements as expected\n", i);
998 }
999
1000 HeapFree(GetProcessHeap(), 0, patch->mem);
1001 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1002 i = 0;
1003 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1004 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1005 ERR("Unexpected token: %f\n", feedbuffer[j]);
1006 continue;
1007 }
1008 if(feedbuffer[j + 1] != 3) {
1009 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1010 continue;
1011 }
1012 /* Somehow there are different ideas about back / front facing, so fix up the
1013 * vertex order
1014 */
1015 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1016 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1017 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
1018 if(patch->has_normals) {
1019 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1020 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1021 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1022 }
1023 i += d3d_out_vertex_size;
1024
1025 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1026 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1027 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
1028 if(patch->has_normals) {
1029 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1030 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1031 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1032 }
1033 i += d3d_out_vertex_size;
1034
1035 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1036 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1037 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
1038 if(patch->has_normals) {
1039 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1040 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1041 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1042 }
1043 i += d3d_out_vertex_size;
1044 }
1045
1046 if(patch->has_normals) {
1047 /* Now do the same with reverse light directions */
1048 static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
1049 static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
1050 static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
1051 glLightfv(GL_LIGHT0, GL_POSITION, x);
1052 glLightfv(GL_LIGHT1, GL_POSITION, y);
1053 glLightfv(GL_LIGHT2, GL_POSITION, z);
1054 checkGLcall("Setting up reverse light directions");
1055
1056 glRenderMode(GL_FEEDBACK);
1057 checkGLcall("glRenderMode(GL_FEEDBACK)");
1058 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1059 checkGLcall("glEvalMesh2");
1060 i = glRenderMode(GL_RENDER);
1061 checkGLcall("glRenderMode(GL_RENDER)");
1062
1063 i = 0;
1064 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1065 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1066 ERR("Unexpected token: %f\n", feedbuffer[j]);
1067 continue;
1068 }
1069 if(feedbuffer[j + 1] != 3) {
1070 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1071 continue;
1072 }
1073 if(patch->mem[i + 3] == 0.0f)
1074 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1075 if(patch->mem[i + 4] == 0.0f)
1076 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1077 if(patch->mem[i + 5] == 0.0f)
1078 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1079 normalize_normal(patch->mem + i + 3);
1080 i += d3d_out_vertex_size;
1081
1082 if(patch->mem[i + 3] == 0.0f)
1083 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1084 if(patch->mem[i + 4] == 0.0f)
1085 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1086 if(patch->mem[i + 5] == 0.0f)
1087 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1088 normalize_normal(patch->mem + i + 3);
1089 i += d3d_out_vertex_size;
1090
1091 if(patch->mem[i + 3] == 0.0f)
1092 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1093 if(patch->mem[i + 4] == 0.0f)
1094 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1095 if(patch->mem[i + 5] == 0.0f)
1096 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1097 normalize_normal(patch->mem + i + 3);
1098 i += d3d_out_vertex_size;
1099 }
1100 }
1101
1102 glDisable(GL_MAP2_VERTEX_3);
1103 glDisable(GL_AUTO_NORMAL);
1104 glDisable(GL_MAP2_NORMAL);
1105 glDisable(GL_MAP2_TEXTURE_COORD_4);
1106 checkGLcall("glDisable vertex attrib generation");
1107 LEAVE_GL();
1108
1109 context_release(context);
1110
1111 HeapFree(GetProcessHeap(), 0, feedbuffer);
1112
1113 vtxStride = 3 * sizeof(float);
1114 if(patch->has_normals) {
1115 vtxStride += 3 * sizeof(float);
1116 }
1117 if(patch->has_texcoords) {
1118 vtxStride += 4 * sizeof(float);
1119 }
1120 memset(&patch->strided, 0, sizeof(patch->strided));
1121 patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
1122 patch->strided.position.lpData = (BYTE *) patch->mem;
1123 patch->strided.position.dwStride = vtxStride;
1124
1125 if(patch->has_normals) {
1126 patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
1127 patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1128 patch->strided.normal.dwStride = vtxStride;
1129 }
1130 if(patch->has_texcoords) {
1131 patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
1132 patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1133 if(patch->has_normals) {
1134 patch->strided.texCoords[0].lpData += 3 * sizeof(float);
1135 }
1136 patch->strided.texCoords[0].dwStride = vtxStride;
1137 }
1138
1139 return WINED3D_OK;
1140}
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