diff --git a/graphics/d3dexecutebuffer.c b/graphics/d3dexecutebuffer.c index 5152300ced1..32c5fffbc57 100644 --- a/graphics/d3dexecutebuffer.c +++ b/graphics/d3dexecutebuffer.c @@ -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)) { diff --git a/include/d3d.h b/include/d3d.h index 14969503bc9..36377344138 100644 --- a/include/d3d.h +++ b/include/d3d.h @@ -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 */