Use vertex arrays when possible.

This commit is contained in:
Lionel Ulmer 2003-11-25 00:06:33 +00:00 committed by Alexandre Julliard
parent 2d6a3fcc22
commit 1eaee42399
4 changed files with 253 additions and 179 deletions

View File

@ -836,42 +836,36 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
return DD_OK;
}
static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
static GLenum convert_D3D_ptype_to_GL(D3DPRIMITIVETYPE d3dpt)
{
switch (d3dpt) {
case D3DPT_POINTLIST:
TRACE("Start POINTS\n");
glBegin(GL_POINTS);
break;
TRACE(" primitive type is POINTS\n");
return GL_POINTS;
case D3DPT_LINELIST:
TRACE("Start LINES\n");
glBegin(GL_LINES);
break;
TRACE(" primitive type is LINES\n");
return GL_LINES;
case D3DPT_LINESTRIP:
TRACE("Start LINE_STRIP\n");
glBegin(GL_LINE_STRIP);
break;
TRACE(" primitive type is LINE_STRIP\n");
return GL_LINE_STRIP;
case D3DPT_TRIANGLELIST:
TRACE("Start TRIANGLES\n");
glBegin(GL_TRIANGLES);
break;
TRACE(" primitive type is TRIANGLES\n");
return GL_TRIANGLES;
case D3DPT_TRIANGLESTRIP:
TRACE("Start TRIANGLE_STRIP\n");
glBegin(GL_TRIANGLE_STRIP);
break;
TRACE(" primitive type is TRIANGLE_STRIP\n");
return GL_TRIANGLE_STRIP;
case D3DPT_TRIANGLEFAN:
TRACE("Start TRIANGLE_FAN\n");
glBegin(GL_TRIANGLE_FAN);
break;
TRACE(" primitive type is TRIANGLE_FAN\n");
return GL_TRIANGLE_FAN;
default:
FIXME("Unhandled primitive %08x\n", d3dpt);
break;
return GL_POINTS;
}
}
@ -1305,7 +1299,8 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
BOOLEAN vertex_lighted = FALSE;
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
int num_active_stages = 0;
int num_tex_index = ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT);
/* I put the trace before the various locks... So as to better understand where locks occur :-) */
if (TRACE_ON(ddraw)) {
TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
@ -1356,167 +1351,228 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
draw_primitive_handle_GL_state(This,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
vertex_lighted);
draw_primitive_start_GL(d3dptPrimitiveType);
/* Some fast paths first before the generic case.... */
if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) {
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
D3DVALUE *normal =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_normal(normal);
handle_texture(tex_coord);
handle_xyz(position);
TRACE_(ddraw_geom)(" %f %f %f / %f %f %f (%f %f)\n",
position[0], position[1], position[2],
normal[0], normal[1], normal[2],
tex_coord[0], tex_coord[1]);
/* First, see if we can use the OpenGL vertex arrays... This is very limited
for now to some 'special' cases where we can do a direct mapping between D3D
types and GL types.
Note that in the future all calls will go through vertex arrays but the arrays
will be generated by this function. */
if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) && /* Standard XYZ vertices */
(((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == 0) || /* Either no colours */
(((d3dvtVertexType & D3DFVF_DIFFUSE) != 0) && /* Or diffuse only but the Alpha component is not used */
(This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == FALSE) &&
(This->state_block.render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1] == FALSE)))) {
int tex_stage;
TRACE(" using GL vertex arrays for performance !\n");
/* First, the vertices (we are sure we have some :-) */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, lpD3DDrawPrimStrideData->position.dwStride, lpD3DDrawPrimStrideData->position.lpvData);
/* Then the normals */
if (d3dvtVertexType & D3DFVF_NORMAL) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, lpD3DDrawPrimStrideData->normal.dwStride, lpD3DDrawPrimStrideData->normal.lpvData);
}
} else if ((d3dvtVertexType == D3DFVF_TLVERTEX) && (num_active_stages <= 1)) {
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE);
handle_texture(tex_coord);
handle_xyzrhw(position);
TRACE_(ddraw_geom)(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
position[0], position[1], position[2], position[3],
(*color_d >> 16) & 0xFF,
(*color_d >> 8) & 0xFF,
(*color_d >> 0) & 0xFF,
(*color_d >> 24) & 0xFF,
(*color_s >> 16) & 0xFF,
(*color_s >> 8) & 0xFF,
(*color_s >> 0) & 0xFF,
(*color_s >> 24) & 0xFF,
tex_coord[0], tex_coord[1]);
}
} else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) ||
((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) {
/* This is the 'slow path' but that should support all possible vertex formats out there...
Note that people should write a fast path for all vertex formats out there...
*/
int index;
int num_tex_index = ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT);
static const D3DVALUE no_index[] = { 0.0, 0.0, 0.0, 0.0 };
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
int tex_stage;
if (d3dvtVertexType & D3DFVF_NORMAL) {
D3DVALUE *normal =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
handle_normal(normal);
/* Then the diffuse colour */
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_UNSIGNED_BYTE, lpD3DDrawPrimStrideData->normal.dwStride,
((char *) lpD3DDrawPrimStrideData->diffuse.lpvData));
}
/* Then the various textures */
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
if (tex_index >= num_tex_index) {
WARN("Default texture coordinate not handled in the vertex array path !!!\n");
tex_index = num_tex_index - 1;
}
if ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, vertex_lighted);
} else {
if (d3dvtVertexType & D3DFVF_SPECULAR) {
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
handle_specular(&(This->state_block), color_s, vertex_lighted);
} else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
handle_diffuse(&(This->state_block), color_d, vertex_lighted);
}
if (GL_extensions.glClientActiveTexture) {
GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
}
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
if (tex_index >= num_tex_index) {
handle_textures((D3DVALUE *) no_index, tex_stage);
} else {
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
handle_textures(tex_coord, tex_stage);
}
}
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_xyz(position);
} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_xyzrhw(position);
}
if (TRACE_ON(ddraw_geom)) {
int tex_index;
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
TRACE_(ddraw_geom)(" %f %f %f", position[0], position[1], position[2]);
} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
TRACE_(ddraw_geom)(" %f %f %f %f", position[0], position[1], position[2], position[3]);
}
if (d3dvtVertexType & D3DFVF_NORMAL) {
D3DVALUE *normal =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
TRACE_(ddraw_geom)(" / %f %f %f", normal[0], normal[1], normal[2]);
}
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
(*color_d >> 16) & 0xFF,
(*color_d >> 8) & 0xFF,
(*color_d >> 0) & 0xFF,
(*color_d >> 24) & 0xFF);
}
if (d3dvtVertexType & D3DFVF_SPECULAR) {
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
(*color_s >> 16) & 0xFF,
(*color_s >> 8) & 0xFF,
(*color_s >> 0) & 0xFF,
(*color_s >> 24) & 0xFF);
}
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
TRACE_(ddraw_geom)(" / %f %f", tex_coord[0], tex_coord[1]);
}
TRACE_(ddraw_geom)("\n");
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride,
lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData);
}
if (dwIndices != NULL) {
glDrawElements(convert_D3D_ptype_to_GL(d3dptPrimitiveType), dwIndexCount, GL_UNSIGNED_SHORT, dwIndices);
} else {
glDrawArrays(convert_D3D_ptype_to_GL(d3dptPrimitiveType), 0, dwIndexCount);
}
glDisableClientState(GL_VERTEX_ARRAY);
if (d3dvtVertexType & D3DFVF_NORMAL) {
glDisableClientState(GL_NORMAL_ARRAY);
}
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
glDisableClientState(GL_COLOR_ARRAY);
}
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
if (GL_extensions.glClientActiveTexture) {
GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
} else {
ERR(" matrix weighting not handled yet....\n");
glBegin(convert_D3D_ptype_to_GL(d3dptPrimitiveType));
/* Some fast paths first before the generic case.... */
if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) {
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
D3DVALUE *normal =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_normal(normal);
handle_texture(tex_coord);
handle_xyz(position);
TRACE_(ddraw_geom)(" %f %f %f / %f %f %f (%f %f)\n",
position[0], position[1], position[2],
normal[0], normal[1], normal[2],
tex_coord[0], tex_coord[1]);
}
} else if ((d3dvtVertexType == D3DFVF_TLVERTEX) && (num_active_stages <= 1)) {
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE);
handle_texture(tex_coord);
handle_xyzrhw(position);
TRACE_(ddraw_geom)(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
position[0], position[1], position[2], position[3],
(*color_d >> 16) & 0xFF,
(*color_d >> 8) & 0xFF,
(*color_d >> 0) & 0xFF,
(*color_d >> 24) & 0xFF,
(*color_s >> 16) & 0xFF,
(*color_s >> 8) & 0xFF,
(*color_s >> 0) & 0xFF,
(*color_s >> 24) & 0xFF,
tex_coord[0], tex_coord[1]);
}
} else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) ||
((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) {
/* This is the 'slow path' but that should support all possible vertex formats out there...
Note that people should write a fast path for all vertex formats out there...
*/
int index;
static const D3DVALUE no_index[] = { 0.0, 0.0, 0.0, 0.0 };
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
int tex_stage;
if (d3dvtVertexType & D3DFVF_NORMAL) {
D3DVALUE *normal =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
handle_normal(normal);
}
if ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, vertex_lighted);
} else {
if (d3dvtVertexType & D3DFVF_SPECULAR) {
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
handle_specular(&(This->state_block), color_s, vertex_lighted);
} else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
handle_diffuse(&(This->state_block), color_d, vertex_lighted);
}
}
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
if (tex_index >= num_tex_index) {
handle_textures((D3DVALUE *) no_index, tex_stage);
} else {
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
handle_textures(tex_coord, tex_stage);
}
}
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_xyz(position);
} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
handle_xyzrhw(position);
}
if (TRACE_ON(ddraw_geom)) {
int tex_index;
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
TRACE_(ddraw_geom)(" %f %f %f", position[0], position[1], position[2]);
} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
TRACE_(ddraw_geom)(" %f %f %f %f", position[0], position[1], position[2], position[3]);
}
if (d3dvtVertexType & D3DFVF_NORMAL) {
D3DVALUE *normal =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
TRACE_(ddraw_geom)(" / %f %f %f", normal[0], normal[1], normal[2]);
}
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
(*color_d >> 16) & 0xFF,
(*color_d >> 8) & 0xFF,
(*color_d >> 0) & 0xFF,
(*color_d >> 24) & 0xFF);
}
if (d3dvtVertexType & D3DFVF_SPECULAR) {
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
(*color_s >> 16) & 0xFF,
(*color_s >> 8) & 0xFF,
(*color_s >> 0) & 0xFF,
(*color_s >> 24) & 0xFF);
}
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
D3DVALUE *tex_coord =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
TRACE_(ddraw_geom)(" / %f %f", tex_coord[0], tex_coord[1]);
}
TRACE_(ddraw_geom)("\n");
}
}
} else {
ERR(" matrix weighting not handled yet....\n");
}
glEnd();
}
glEnd();
/* Whatever the case, disable the color material stuff */
glDisable(GL_COLOR_MATERIAL);
@ -4203,6 +4259,7 @@ d3ddevice_init_at_startup(void *gl_handle)
/* We query the ARB version to be the most portable we can... */
GL_extensions.glActiveTexture = pglXGetProcAddressARB("glActiveTextureARB");
GL_extensions.glMultiTexCoord2fv = pglXGetProcAddressARB("glMultiTexCoord2fv");
GL_extensions.glClientActiveTexture = pglXGetProcAddressARB("glClientActiveTextureARB");
}
}

View File

@ -40,6 +40,7 @@ GL_API_FUNCTION(glColor3ub)
GL_API_FUNCTION(glColor4ub)
GL_API_FUNCTION(glColorMask)
GL_API_FUNCTION(glColorMaterial)
GL_API_FUNCTION(glColorPointer)
GL_API_FUNCTION(glCopyPixels)
GL_API_FUNCTION(glCopyTexSubImage2D)
GL_API_FUNCTION(glCullFace)
@ -48,9 +49,13 @@ GL_API_FUNCTION(glDepthFunc)
GL_API_FUNCTION(glDepthMask)
GL_API_FUNCTION(glDepthRange)
GL_API_FUNCTION(glDisable)
GL_API_FUNCTION(glDisableClientState)
GL_API_FUNCTION(glDrawArrays)
GL_API_FUNCTION(glDrawBuffer)
GL_API_FUNCTION(glDrawElements)
GL_API_FUNCTION(glDrawPixels)
GL_API_FUNCTION(glEnable)
GL_API_FUNCTION(glEnableClientState)
GL_API_FUNCTION(glEnd)
GL_API_FUNCTION(glFlush)
GL_API_FUNCTION(glFogf)
@ -77,6 +82,7 @@ GL_API_FUNCTION(glMatrixMode)
GL_API_FUNCTION(glMultMatrixf)
GL_API_FUNCTION(glNormal3f)
GL_API_FUNCTION(glNormal3fv)
GL_API_FUNCTION(glNormalPointer)
GL_API_FUNCTION(glOrtho)
GL_API_FUNCTION(glPixelStorei)
GL_API_FUNCTION(glPolygonMode)
@ -94,6 +100,7 @@ GL_API_FUNCTION(glStencilMask)
GL_API_FUNCTION(glStencilOp)
GL_API_FUNCTION(glTexCoord2f)
GL_API_FUNCTION(glTexCoord2fv)
GL_API_FUNCTION(glTexCoordPointer)
GL_API_FUNCTION(glTexEnvf)
GL_API_FUNCTION(glTexEnvfv)
GL_API_FUNCTION(glTexEnvi)
@ -106,6 +113,7 @@ GL_API_FUNCTION(glVertex3d)
GL_API_FUNCTION(glVertex3f)
GL_API_FUNCTION(glVertex3fv)
GL_API_FUNCTION(glVertex4f)
GL_API_FUNCTION(glVertexPointer)
GL_API_FUNCTION(glViewport)
GL_API_FUNCTION(glXCreateContext)
GL_API_FUNCTION(glXDestroyContext)

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@ -82,6 +82,7 @@
#define glColor3ub pglColor3ub
#define glColor4ub pglColor4ub
#define glColorMask pglColorMask
#define glColorPointer pglColorPointer
#define glCopyPixels pglCopyPixels
#define glCopyTexSubImage2D pglCopyTexSubImage2D
#define glColorMaterial pglColorMaterial
@ -91,9 +92,13 @@
#define glDepthMask pglDepthMask
#define glDepthRange pglDepthRange
#define glDisable pglDisable
#define glDisableClientState pglDisableClientState
#define glDrawArrays pglDrawArrays
#define glDrawBuffer pglDrawBuffer
#define glDrawElements pglDrawElements
#define glDrawPixels pglDrawPixels
#define glEnable pglEnable
#define glEnableClientState pglEnableClientState
#define glEnd pglEnd
#define glFlush pglFlush
#define glFogf pglFogf
@ -120,6 +125,7 @@
#define glMultMatrixf pglMultMatrixf
#define glNormal3f pglNormal3f
#define glNormal3fv pglNormal3fv
#define glNormalPointer pglNormalPointer
#define glOrtho pglOrtho
#define glPixelStorei pglPixelStorei
#define glPolygonMode pglPolygonMode
@ -137,6 +143,7 @@
#define glStencilOp pglStencilOp
#define glTexCoord2f pglTexCoord2f
#define glTexCoord2fv pglTexCoord2fv
#define glTexCoordPointer pglTexCoordPointer
#define glTexEnvf pglTexEnvf
#define glTexEnvfv pglTexEnvfv
#define glTexEnvi pglTexEnvi
@ -149,6 +156,7 @@
#define glVertex3f pglVertex3f
#define glVertex3fv pglVertex3fv
#define glVertex4f pglVertex4f
#define glVertexPointer pglVertexPointer
#define glViewport pglViewport
#define glXCreateContext pglXCreateContext
#define glXDestroyContext pglXDestroyContext

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@ -174,6 +174,7 @@ typedef struct {
GLint max_texture_units;
void (*glActiveTexture)(GLenum texture);
void (*glMultiTexCoord2fv)(GLenum target, const GLfloat *v);
void (*glClientActiveTexture)(GLenum texture);
} GL_EXTENSIONS_LIST;
extern GL_EXTENSIONS_LIST GL_extensions;