- better support for ExecuteBuffers
This commit is contained in:
parent
c53125969e
commit
0155445059
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@ -18,6 +18,34 @@
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#ifdef HAVE_MESAGL
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/* Structure to store the 'semi transformed' vertices */
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typedef struct {
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D3DVALUE x;
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D3DVALUE y;
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D3DVALUE z;
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D3DVALUE w;
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D3DVALUE nx;
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D3DVALUE ny;
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D3DVALUE nz;
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D3DVALUE u;
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D3DVALUE v;
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} OGL_Vertex;
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typedef struct {
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D3DVALUE x;
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D3DVALUE y;
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D3DVALUE z;
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D3DVALUE w;
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D3DCOLOR c;
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D3DCOLOR sc;
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D3DVALUE u;
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D3DVALUE v;
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} OGL_LVertex;
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static IDirect3DExecuteBuffer_VTable executebuffer_vtable;
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/*******************************************************************************
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@ -36,29 +64,122 @@ void _dump_executedata(LPD3DEXECUTEDATA lpData) {
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}
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#define DO_VERTEX(index) \
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glNormal3f(tvert[index].nx.nx, \
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tvert[index].ny.ny, \
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tvert[index].nz.nz); \
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glVertex3f(tvert[index].x.x, \
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tvert[index].y.y, \
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tvert[index].z.z);
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{ \
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glTexCoord2f(vx[index].u, \
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vx[index].v); \
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glNormal3f(vx[index].nx, \
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vx[index].ny, \
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vx[index].nz); \
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glVertex4f(vx[index].x, \
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vx[index].y, \
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vx[index].z, \
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vx[index].w); \
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\
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TRACE(ddraw, " V: %f %f %f %f (%f %f %f) (%f %f)\n", \
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vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
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vx[index].nx, vx[index].ny, vx[index].nz, \
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vx[index].u, vx[index].v); \
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}
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#define DO_LVERTEX(index) \
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{ \
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DWORD col = l_vx[index].c; \
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\
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glColor3f(((col >> 16) & 0xFF) / 255.0, \
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((col >> 8) & 0xFF) / 255.0, \
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((col >> 0) & 0xFF) / 255.0); \
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glTexCoord2f(l_vx[index].u, \
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l_vx[index].v); \
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glVertex4f(l_vx[index].x, \
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l_vx[index].y, \
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l_vx[index].z, \
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l_vx[index].w); \
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\
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TRACE(ddraw, " LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
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l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
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((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
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l_vx[index].u, l_vx[index].v); \
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}
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#define DO_TLVERTEX(index) \
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{ \
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D3DTLVERTEX *vx = &(tl_vx[index]); \
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DWORD col = vx->c.color; \
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\
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glColor3f(((col >> 16) & 0xFF) / 255.0, \
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((col >> 8) & 0xFF) / 255.0, \
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((col >> 0) & 0xFF) / 255.0); \
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glTexCoord2f(vx->u.tu, vx->v.tv); \
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if (vx->r.rhw < 0.01) \
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glVertex3f(vx->x.sx, \
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vx->y.sy, \
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vx->z.sz); \
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else \
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glVertex4f(vx->x.sx / vx->r.rhw, \
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vx->y.sy / vx->r.rhw, \
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vx->z.sz / vx->r.rhw, \
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1.0 / vx->r.rhw); \
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TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
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vx->x.sx, vx->y.sy, vx->z.sz, \
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((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
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vx->u.tu, vx->v.tv, vx->r.rhw); \
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}
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#define TRIANGLE_LOOP(macro) \
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{ \
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glBegin(GL_TRIANGLES); { \
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for (i = 0; i < count; i++) { \
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LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
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\
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TRACE(ddraw, " v1: %d v2: %d v3: %d\n", \
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ci->v1.v1, ci->v2.v2, ci->v3.v3); \
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TRACE(ddraw, " Flags : "); \
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if (TRACE_ON(ddraw)) { \
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/* Wireframe */ \
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
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DUMP("EDGEENABLE1 "); \
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
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DUMP("EDGEENABLE2 "); \
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
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DUMP("EDGEENABLE3 "); \
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\
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/* Strips / Fans */ \
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if (ci->wFlags == D3DTRIFLAG_EVEN) \
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DUMP("EVEN "); \
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if (ci->wFlags == D3DTRIFLAG_ODD) \
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DUMP("ODD "); \
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if (ci->wFlags == D3DTRIFLAG_START) \
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DUMP("START "); \
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if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
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DUMP("STARTFLAT(%d) ", ci->wFlags); \
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DUMP("\n"); \
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} \
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\
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/* Draw the triangle */ \
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macro(ci->v1.v1); \
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macro(ci->v2.v2); \
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macro(ci->v3.v3); \
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\
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instr += size; \
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} \
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} glEnd(); \
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}
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static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
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LPDIRECT3DDEVICE dev,
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LPDIRECT3DVIEWPORT vp) {
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DWORD bs = lpBuff->desc.dwBufferSize;
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/* DWORD bs = lpBuff->desc.dwBufferSize; */
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DWORD vs = lpBuff->data.dwVertexOffset;
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DWORD vc = lpBuff->data.dwVertexCount;
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/* DWORD vc = lpBuff->data.dwVertexCount; */
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DWORD is = lpBuff->data.dwInstructionOffset;
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DWORD il = lpBuff->data.dwInstructionLength;
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/* DWORD il = lpBuff->data.dwInstructionLength; */
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unsigned char *instr = lpBuff->desc.lpData + is;
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LPD3DVERTEX vert = (LPD3DVERTEX) (lpBuff->desc.lpData + vs);
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LPD3DVERTEX tvert = lpBuff->vertex_data;
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void *instr = lpBuff->desc.lpData + is;
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OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
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TRACE(ddraw, "ExecuteData : \n");
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if (TRACE_ON(ddraw))
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_dump_executedata(&(lpBuff->data));
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while (1) {
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@ -85,51 +206,116 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
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case D3DOP_TRIANGLE: {
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int i;
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float z_inv_matrix[16] = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, -1.0, 0.0,
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0.0, 0.0, 1.0, 1.0
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};
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OGL_Vertex *vx = (OGL_Vertex *) lpBuff->vertex_data;
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OGL_LVertex *l_vx = (OGL_LVertex *) lpBuff->vertex_data;
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D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) lpBuff->vertex_data;
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TRACE(ddraw, "TRIANGLE (%d)\n", count);
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switch (lpBuff->vertex_type) {
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case D3DVT_VERTEX:
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/* This time, there is lighting */
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glEnable(GL_LIGHTING);
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/* Use given matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity(); /* The model transformation was done during the
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transformation phase */
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((float *) odev->proj_mat);
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TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
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dump_mat(odev->proj_mat);
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TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
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dump_mat(odev->view_mat);
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glLoadMatrixf((float *) z_inv_matrix);
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glMultMatrixf((float *) odev->proj_mat);
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glMultMatrixf((float *) odev->view_mat);
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break;
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for (i = 0; i < count; i++) {
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LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
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case D3DVT_LVERTEX:
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/* No lighting */
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glDisable(GL_LIGHTING);
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TRACE(ddraw, " v1: %d v2: %d v3: %d\n",
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ci->v1.v1, ci->v2.v2, ci->v3.v3);
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TRACE(ddraw, " Flags : ");
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if (TRACE_ON(ddraw)) {
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/* Wireframe */
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
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DUMP("EDGEENABLE1 ");
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
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DUMP("EDGEENABLE2 ");
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
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DUMP("EDGEENABLE3 ");
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/* Use given matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity(); /* The model transformation was done during the
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transformation phase */
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glMatrixMode(GL_PROJECTION);
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/* Strips / Fans */
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if (ci->wFlags == D3DTRIFLAG_EVEN)
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DUMP("EVEN ");
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if (ci->wFlags == D3DTRIFLAG_ODD)
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DUMP("ODD ");
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if (ci->wFlags == D3DTRIFLAG_START)
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DUMP("START ");
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if ((ci->wFlags > 0) && (ci->wFlags < 30))
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DUMP("STARTFLAT(%d) ", ci->wFlags);
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DUMP("\n");
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TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
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dump_mat(odev->proj_mat);
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TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
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dump_mat(odev->view_mat);
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glLoadMatrixf((float *) z_inv_matrix);
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glMultMatrixf((float *) odev->proj_mat);
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glMultMatrixf((float *) odev->view_mat);
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break;
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case D3DVT_TLVERTEX: {
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GLdouble height, width, minZ, maxZ;
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/* First, disable lighting */
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glDisable(GL_LIGHTING);
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/* Then do not put any transformation matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (vp == NULL) {
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ERR(ddraw, "No current viewport !\n");
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/* Using standard values */
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height = 640.0;
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width = 480.0;
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minZ = -10.0;
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maxZ = 10.0;
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} else {
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height = (GLdouble) vp->viewport.vp1.dwHeight;
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width = (GLdouble) vp->viewport.vp1.dwWidth;
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minZ = (GLdouble) vp->viewport.vp1.dvMinZ;
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maxZ = (GLdouble) vp->viewport.vp1.dvMaxZ;
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if (minZ == maxZ) {
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/* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
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minZ = 0.0;
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maxZ = 1.0;
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}
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}
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glBegin(GL_TRIANGLES); {
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DO_VERTEX(ci->v1.v1);
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DO_VERTEX(ci->v2.v2);
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DO_VERTEX(ci->v3.v3);
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} glEnd();
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glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
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} break;
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instr += size;
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default:
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ERR(ddraw, "Unhandled vertex type !\n");
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break;
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}
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switch (lpBuff->vertex_type) {
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case D3DVT_VERTEX:
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TRIANGLE_LOOP(DO_VERTEX);
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break;
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case D3DVT_LVERTEX:
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TRIANGLE_LOOP(DO_LVERTEX);
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break;
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case D3DVT_TLVERTEX:
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TRIANGLE_LOOP(DO_TLVERTEX);
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break;
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default:
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ERR(ddraw, "Unhandled vertex type !\n");
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}
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} break;
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case D3DOP_MATRIXLOAD: {
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@ -157,9 +343,9 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
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/* Save the current matrix */
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glPushMatrix();
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/* Load Matrix one and do the multiplication */
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glLoadMatrixf((float *) ci->hSrcMatrix1);
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glMultMatrixf((float *) ci->hSrcMatrix2);
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glGetFloatv(GL_PROJECTION_MATRIX, (float *) ci->hDestMatrix);
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glLoadMatrixf((float *) c);
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glMultMatrixf((float *) b);
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glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
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/* Restore the current matrix */
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glPopMatrix();
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@ -335,11 +521,69 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
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/* Enough for the moment */
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if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
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/* Enable lighting, so that when the rasterization will take place,
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the correct LIGHTING state is active. */
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glEnable(GL_LIGHTING);
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int nb;
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D3DVERTEX *src = ((LPD3DVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
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OGL_Vertex *dst = ((OGL_Vertex *) (lpBuff->vertex_data)) + ci->wDest;
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D3DMATRIX *mat = odev->world_mat;
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/* */
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TRACE(ddraw, " World Matrix : (%p)\n", mat);
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dump_mat(mat);
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lpBuff->vertex_type = D3DVT_VERTEX;
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for (nb = 0; nb < ci->dwCount; nb++) {
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/* For the moment, no normal transformation... */
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dst->nx = src->nx.nx;
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dst->ny = src->ny.ny;
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dst->nz = src->nz.nz;
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dst->u = src->u.tu;
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dst->v = src->v.tv;
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/* Now, the matrix multiplication */
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dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
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dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
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dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
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dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
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src++;
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dst++;
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}
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} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
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int nb;
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D3DLVERTEX *src = ((LPD3DLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
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OGL_LVertex *dst = ((OGL_LVertex *) (lpBuff->vertex_data)) + ci->wDest;
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D3DMATRIX *mat = odev->world_mat;
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TRACE(ddraw, " World Matrix : (%p)\n", mat);
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dump_mat(mat);
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lpBuff->vertex_type = D3DVT_LVERTEX;
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for (nb = 0; nb < ci->dwCount; nb++) {
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dst->c = src->c.color;
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dst->sc = src->s.specular;
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dst->u = src->u.tu;
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dst->v = src->v.tv;
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/* Now, the matrix multiplication */
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dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
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dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
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dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
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dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
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src++;
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dst++;
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}
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} else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
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D3DTLVERTEX *src = ((LPD3DTLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
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D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (lpBuff->vertex_data)) + ci->wDest;
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lpBuff->vertex_type = D3DVT_TLVERTEX;
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memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
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} else {
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ERR(ddraw, "Unhandled vertex processing !\n");
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}
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instr += size;
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@ -361,9 +605,24 @@ static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
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} break;
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case D3DOP_BRANCHFORWARD: {
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TRACE(ddraw, "BRANCHFORWARD-s (%d)\n", count);
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int i;
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TRACE(ddraw, "BRANCHFORWARD (%d)\n", count);
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instr += count * size;
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for (i = 0; i < count; i++) {
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LPD3DBRANCH ci = (LPD3DBRANCH) instr;
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if ((lpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
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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)) {
|
||||
|
|
|
@ -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 */
|
||||
|
|
Loading…
Reference in New Issue