- better support for ExecuteBuffers

This commit is contained in:
Lionel Ulmer 1999-01-23 12:29:44 +00:00 committed by Alexandre Julliard
parent c53125969e
commit 0155445059
2 changed files with 322 additions and 55 deletions

View File

@ -18,6 +18,34 @@
#ifdef HAVE_MESAGL
/* Structure to store the 'semi transformed' vertices */
typedef struct {
D3DVALUE x;
D3DVALUE y;
D3DVALUE z;
D3DVALUE w;
D3DVALUE nx;
D3DVALUE ny;
D3DVALUE nz;
D3DVALUE u;
D3DVALUE v;
} OGL_Vertex;
typedef struct {
D3DVALUE x;
D3DVALUE y;
D3DVALUE z;
D3DVALUE w;
D3DCOLOR c;
D3DCOLOR sc;
D3DVALUE u;
D3DVALUE v;
} OGL_LVertex;
static IDirect3DExecuteBuffer_VTable executebuffer_vtable;
/*******************************************************************************
@ -36,29 +64,122 @@ void _dump_executedata(LPD3DEXECUTEDATA lpData) {
}
#define DO_VERTEX(index) \
glNormal3f(tvert[index].nx.nx, \
tvert[index].ny.ny, \
tvert[index].nz.nz); \
glVertex3f(tvert[index].x.x, \
tvert[index].y.y, \
tvert[index].z.z);
{ \
glTexCoord2f(vx[index].u, \
vx[index].v); \
glNormal3f(vx[index].nx, \
vx[index].ny, \
vx[index].nz); \
glVertex4f(vx[index].x, \
vx[index].y, \
vx[index].z, \
vx[index].w); \
\
TRACE(ddraw, " V: %f %f %f %f (%f %f %f) (%f %f)\n", \
vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
vx[index].nx, vx[index].ny, vx[index].nz, \
vx[index].u, vx[index].v); \
}
#define DO_LVERTEX(index) \
{ \
DWORD col = l_vx[index].c; \
\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glTexCoord2f(l_vx[index].u, \
l_vx[index].v); \
glVertex4f(l_vx[index].x, \
l_vx[index].y, \
l_vx[index].z, \
l_vx[index].w); \
\
TRACE(ddraw, " LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
l_vx[index].u, l_vx[index].v); \
}
#define DO_TLVERTEX(index) \
{ \
D3DTLVERTEX *vx = &(tl_vx[index]); \
DWORD col = vx->c.color; \
\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glTexCoord2f(vx->u.tu, vx->v.tv); \
if (vx->r.rhw < 0.01) \
glVertex3f(vx->x.sx, \
vx->y.sy, \
vx->z.sz); \
else \
glVertex4f(vx->x.sx / vx->r.rhw, \
vx->y.sy / vx->r.rhw, \
vx->z.sz / vx->r.rhw, \
1.0 / vx->r.rhw); \
TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
vx->x.sx, vx->y.sy, vx->z.sz, \
((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
vx->u.tu, vx->v.tv, vx->r.rhw); \
}
#define TRIANGLE_LOOP(macro) \
{ \
glBegin(GL_TRIANGLES); { \
for (i = 0; i < count; i++) { \
LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
\
TRACE(ddraw, " v1: %d v2: %d v3: %d\n", \
ci->v1.v1, ci->v2.v2, ci->v3.v3); \
TRACE(ddraw, " Flags : "); \
if (TRACE_ON(ddraw)) { \
/* Wireframe */ \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
DUMP("EDGEENABLE1 "); \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
DUMP("EDGEENABLE2 "); \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
DUMP("EDGEENABLE3 "); \
\
/* Strips / Fans */ \
if (ci->wFlags == D3DTRIFLAG_EVEN) \
DUMP("EVEN "); \
if (ci->wFlags == D3DTRIFLAG_ODD) \
DUMP("ODD "); \
if (ci->wFlags == D3DTRIFLAG_START) \
DUMP("START "); \
if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
DUMP("STARTFLAT(%d) ", ci->wFlags); \
DUMP("\n"); \
} \
\
/* Draw the triangle */ \
macro(ci->v1.v1); \
macro(ci->v2.v2); \
macro(ci->v3.v3); \
\
instr += size; \
} \
} glEnd(); \
}
static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
LPDIRECT3DDEVICE dev,
LPDIRECT3DVIEWPORT vp) {
DWORD bs = lpBuff->desc.dwBufferSize;
/* DWORD bs = lpBuff->desc.dwBufferSize; */
DWORD vs = lpBuff->data.dwVertexOffset;
DWORD vc = lpBuff->data.dwVertexCount;
/* DWORD vc = lpBuff->data.dwVertexCount; */
DWORD is = lpBuff->data.dwInstructionOffset;
DWORD il = lpBuff->data.dwInstructionLength;
/* DWORD il = lpBuff->data.dwInstructionLength; */
unsigned char *instr = lpBuff->desc.lpData + is;
LPD3DVERTEX vert = (LPD3DVERTEX) (lpBuff->desc.lpData + vs);
LPD3DVERTEX tvert = lpBuff->vertex_data;
void *instr = lpBuff->desc.lpData + is;
OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
TRACE(ddraw, "ExecuteData : \n");
if (TRACE_ON(ddraw))
_dump_executedata(&(lpBuff->data));
while (1) {
@ -85,51 +206,116 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
case D3DOP_TRIANGLE: {
int i;
float z_inv_matrix[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 1.0, 1.0
};
OGL_Vertex *vx = (OGL_Vertex *) lpBuff->vertex_data;
OGL_LVertex *l_vx = (OGL_LVertex *) lpBuff->vertex_data;
D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) lpBuff->vertex_data;
TRACE(ddraw, "TRIANGLE (%d)\n", count);
switch (lpBuff->vertex_type) {
case D3DVT_VERTEX:
/* This time, there is lighting */
glEnable(GL_LIGHTING);
/* Use given matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); /* The model transformation was done during the
transformation phase */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) odev->proj_mat);
TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
dump_mat(odev->proj_mat);
TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
dump_mat(odev->view_mat);
glLoadMatrixf((float *) z_inv_matrix);
glMultMatrixf((float *) odev->proj_mat);
glMultMatrixf((float *) odev->view_mat);
break;
for (i = 0; i < count; i++) {
LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
case D3DVT_LVERTEX:
/* No lighting */
glDisable(GL_LIGHTING);
TRACE(ddraw, " v1: %d v2: %d v3: %d\n",
ci->v1.v1, ci->v2.v2, ci->v3.v3);
TRACE(ddraw, " Flags : ");
if (TRACE_ON(ddraw)) {
/* Wireframe */
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
DUMP("EDGEENABLE1 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
DUMP("EDGEENABLE2 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
DUMP("EDGEENABLE3 ");
/* Use given matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); /* The model transformation was done during the
transformation phase */
glMatrixMode(GL_PROJECTION);
/* Strips / Fans */
if (ci->wFlags == D3DTRIFLAG_EVEN)
DUMP("EVEN ");
if (ci->wFlags == D3DTRIFLAG_ODD)
DUMP("ODD ");
if (ci->wFlags == D3DTRIFLAG_START)
DUMP("START ");
if ((ci->wFlags > 0) && (ci->wFlags < 30))
DUMP("STARTFLAT(%d) ", ci->wFlags);
DUMP("\n");
TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
dump_mat(odev->proj_mat);
TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
dump_mat(odev->view_mat);
glLoadMatrixf((float *) z_inv_matrix);
glMultMatrixf((float *) odev->proj_mat);
glMultMatrixf((float *) odev->view_mat);
break;
case D3DVT_TLVERTEX: {
GLdouble height, width, minZ, maxZ;
/* First, disable lighting */
glDisable(GL_LIGHTING);
/* Then do not put any transformation matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (vp == NULL) {
ERR(ddraw, "No current viewport !\n");
/* Using standard values */
height = 640.0;
width = 480.0;
minZ = -10.0;
maxZ = 10.0;
} else {
height = (GLdouble) vp->viewport.vp1.dwHeight;
width = (GLdouble) vp->viewport.vp1.dwWidth;
minZ = (GLdouble) vp->viewport.vp1.dvMinZ;
maxZ = (GLdouble) vp->viewport.vp1.dvMaxZ;
if (minZ == maxZ) {
/* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
minZ = 0.0;
maxZ = 1.0;
}
}
glBegin(GL_TRIANGLES); {
DO_VERTEX(ci->v1.v1);
DO_VERTEX(ci->v2.v2);
DO_VERTEX(ci->v3.v3);
} glEnd();
glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
} break;
instr += size;
default:
ERR(ddraw, "Unhandled vertex type !\n");
break;
}
switch (lpBuff->vertex_type) {
case D3DVT_VERTEX:
TRIANGLE_LOOP(DO_VERTEX);
break;
case D3DVT_LVERTEX:
TRIANGLE_LOOP(DO_LVERTEX);
break;
case D3DVT_TLVERTEX:
TRIANGLE_LOOP(DO_TLVERTEX);
break;
default:
ERR(ddraw, "Unhandled vertex type !\n");
}
} break;
case D3DOP_MATRIXLOAD: {
@ -157,9 +343,9 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
/* Save the current matrix */
glPushMatrix();
/* Load Matrix one and do the multiplication */
glLoadMatrixf((float *) ci->hSrcMatrix1);
glMultMatrixf((float *) ci->hSrcMatrix2);
glGetFloatv(GL_PROJECTION_MATRIX, (float *) ci->hDestMatrix);
glLoadMatrixf((float *) c);
glMultMatrixf((float *) b);
glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
/* Restore the current matrix */
glPopMatrix();
@ -335,11 +521,69 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
/* Enough for the moment */
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
/* Enable lighting, so that when the rasterization will take place,
the correct LIGHTING state is active. */
glEnable(GL_LIGHTING);
int nb;
D3DVERTEX *src = ((LPD3DVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
OGL_Vertex *dst = ((OGL_Vertex *) (lpBuff->vertex_data)) + ci->wDest;
D3DMATRIX *mat = odev->world_mat;
/* */
TRACE(ddraw, " World Matrix : (%p)\n", mat);
dump_mat(mat);
lpBuff->vertex_type = D3DVT_VERTEX;
for (nb = 0; nb < ci->dwCount; nb++) {
/* For the moment, no normal transformation... */
dst->nx = src->nx.nx;
dst->ny = src->ny.ny;
dst->nz = src->nz.nz;
dst->u = src->u.tu;
dst->v = src->v.tv;
/* Now, the matrix multiplication */
dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
int nb;
D3DLVERTEX *src = ((LPD3DLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
OGL_LVertex *dst = ((OGL_LVertex *) (lpBuff->vertex_data)) + ci->wDest;
D3DMATRIX *mat = odev->world_mat;
TRACE(ddraw, " World Matrix : (%p)\n", mat);
dump_mat(mat);
lpBuff->vertex_type = D3DVT_LVERTEX;
for (nb = 0; nb < ci->dwCount; nb++) {
dst->c = src->c.color;
dst->sc = src->s.specular;
dst->u = src->u.tu;
dst->v = src->v.tv;
/* Now, the matrix multiplication */
dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
D3DTLVERTEX *src = ((LPD3DTLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (lpBuff->vertex_data)) + ci->wDest;
lpBuff->vertex_type = D3DVT_TLVERTEX;
memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
} else {
ERR(ddraw, "Unhandled vertex processing !\n");
}
instr += size;
@ -361,9 +605,24 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
} break;
case D3DOP_BRANCHFORWARD: {
TRACE(ddraw, "BRANCHFORWARD-s (%d)\n", count);
int i;
TRACE(ddraw, "BRANCHFORWARD (%d)\n", count);
instr += count * size;
for (i = 0; i < count; i++) {
LPD3DBRANCH ci = (LPD3DBRANCH) instr;
if ((lpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
if (!ci->bNegate) {
TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
}
} else {
if (ci->bNegate) {
TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
}
}
instr += size;
}
} break;
case D3DOP_SPAN: {
@ -373,9 +632,16 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
} break;
case D3DOP_SETSTATUS: {
TRACE(ddraw, "SETSTATUS-s (%d)\n", count);
int i;
TRACE(ddraw, "SETSTATUS (%d)\n", count);
instr += count * size;
for (i = 0; i < count; i++) {
LPD3DSTATUS ci = (LPD3DSTATUS) instr;
lpBuff->data.dsStatus = *ci;
instr += size;
}
} break;
default:
@ -517,7 +783,7 @@ static HRESULT WINAPI IDirect3DExecuteBuffer_SetExecuteData(LPDIRECT3DEXECUTEBUF
/* Prepares the transformed vertex buffer */
if (this->vertex_data != NULL)
HeapFree(GetProcessHeap(), 0, this->vertex_data);
this->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(D3DVERTEX));
this->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex));
if (TRACE_ON(ddraw)) {

View File

@ -1456,7 +1456,8 @@ struct IDirect3DExecuteBuffer {
D3DEXECUTEDATA data;
/* This buffer will store the transformed vertices */
D3DVERTEX *vertex_data;
void *vertex_data;
D3DVERTEXTYPE vertex_type;
/* This flags is set to TRUE if we allocated ourselves the
data buffer */