Use vertex arrays when possible.
This commit is contained in:
parent
2d6a3fcc22
commit
1eaee42399
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@ -836,42 +836,36 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
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return DD_OK;
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}
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static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
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static GLenum convert_D3D_ptype_to_GL(D3DPRIMITIVETYPE d3dpt)
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{
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switch (d3dpt) {
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case D3DPT_POINTLIST:
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TRACE("Start POINTS\n");
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glBegin(GL_POINTS);
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break;
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TRACE(" primitive type is POINTS\n");
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return GL_POINTS;
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case D3DPT_LINELIST:
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TRACE("Start LINES\n");
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glBegin(GL_LINES);
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break;
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TRACE(" primitive type is LINES\n");
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return GL_LINES;
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case D3DPT_LINESTRIP:
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TRACE("Start LINE_STRIP\n");
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glBegin(GL_LINE_STRIP);
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break;
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TRACE(" primitive type is LINE_STRIP\n");
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return GL_LINE_STRIP;
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case D3DPT_TRIANGLELIST:
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TRACE("Start TRIANGLES\n");
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glBegin(GL_TRIANGLES);
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break;
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TRACE(" primitive type is TRIANGLES\n");
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return GL_TRIANGLES;
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case D3DPT_TRIANGLESTRIP:
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TRACE("Start TRIANGLE_STRIP\n");
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glBegin(GL_TRIANGLE_STRIP);
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break;
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TRACE(" primitive type is TRIANGLE_STRIP\n");
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return GL_TRIANGLE_STRIP;
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case D3DPT_TRIANGLEFAN:
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TRACE("Start TRIANGLE_FAN\n");
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glBegin(GL_TRIANGLE_FAN);
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break;
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TRACE(" primitive type is TRIANGLE_FAN\n");
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return GL_TRIANGLE_FAN;
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default:
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FIXME("Unhandled primitive %08x\n", d3dpt);
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break;
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return GL_POINTS;
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}
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}
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@ -1305,7 +1299,8 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
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BOOLEAN vertex_lighted = FALSE;
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IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
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int num_active_stages = 0;
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int num_tex_index = ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT);
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/* I put the trace before the various locks... So as to better understand where locks occur :-) */
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if (TRACE_ON(ddraw)) {
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TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
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@ -1356,167 +1351,228 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
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draw_primitive_handle_GL_state(This,
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(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
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vertex_lighted);
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draw_primitive_start_GL(d3dptPrimitiveType);
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/* Some fast paths first before the generic case.... */
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if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) {
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int index;
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for (index = 0; index < dwIndexCount; index++) {
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int i = (dwIndices == NULL) ? index : dwIndices[index];
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D3DVALUE *normal =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
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D3DVALUE *tex_coord =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
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D3DVALUE *position =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
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handle_normal(normal);
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handle_texture(tex_coord);
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handle_xyz(position);
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TRACE_(ddraw_geom)(" %f %f %f / %f %f %f (%f %f)\n",
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position[0], position[1], position[2],
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normal[0], normal[1], normal[2],
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tex_coord[0], tex_coord[1]);
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/* First, see if we can use the OpenGL vertex arrays... This is very limited
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for now to some 'special' cases where we can do a direct mapping between D3D
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types and GL types.
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Note that in the future all calls will go through vertex arrays but the arrays
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will be generated by this function. */
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if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) && /* Standard XYZ vertices */
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(((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == 0) || /* Either no colours */
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(((d3dvtVertexType & D3DFVF_DIFFUSE) != 0) && /* Or diffuse only but the Alpha component is not used */
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(This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == FALSE) &&
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(This->state_block.render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1] == FALSE)))) {
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int tex_stage;
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TRACE(" using GL vertex arrays for performance !\n");
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/* First, the vertices (we are sure we have some :-) */
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, lpD3DDrawPrimStrideData->position.dwStride, lpD3DDrawPrimStrideData->position.lpvData);
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/* Then the normals */
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if (d3dvtVertexType & D3DFVF_NORMAL) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, lpD3DDrawPrimStrideData->normal.dwStride, lpD3DDrawPrimStrideData->normal.lpvData);
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}
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} else if ((d3dvtVertexType == D3DFVF_TLVERTEX) && (num_active_stages <= 1)) {
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int index;
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for (index = 0; index < dwIndexCount; index++) {
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int i = (dwIndices == NULL) ? index : dwIndices[index];
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DWORD *color_d =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
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DWORD *color_s =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
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D3DVALUE *tex_coord =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
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D3DVALUE *position =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
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handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE);
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handle_texture(tex_coord);
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handle_xyzrhw(position);
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TRACE_(ddraw_geom)(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
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position[0], position[1], position[2], position[3],
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(*color_d >> 16) & 0xFF,
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(*color_d >> 8) & 0xFF,
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(*color_d >> 0) & 0xFF,
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(*color_d >> 24) & 0xFF,
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(*color_s >> 16) & 0xFF,
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(*color_s >> 8) & 0xFF,
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(*color_s >> 0) & 0xFF,
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(*color_s >> 24) & 0xFF,
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tex_coord[0], tex_coord[1]);
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}
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} else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) ||
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((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) {
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/* This is the 'slow path' but that should support all possible vertex formats out there...
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Note that people should write a fast path for all vertex formats out there...
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*/
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int index;
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int num_tex_index = ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT);
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static const D3DVALUE no_index[] = { 0.0, 0.0, 0.0, 0.0 };
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for (index = 0; index < dwIndexCount; index++) {
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int i = (dwIndices == NULL) ? index : dwIndices[index];
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int tex_stage;
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if (d3dvtVertexType & D3DFVF_NORMAL) {
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D3DVALUE *normal =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
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handle_normal(normal);
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/* Then the diffuse colour */
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if (d3dvtVertexType & D3DFVF_DIFFUSE) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(3, GL_UNSIGNED_BYTE, lpD3DDrawPrimStrideData->normal.dwStride,
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((char *) lpD3DDrawPrimStrideData->diffuse.lpvData));
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}
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/* Then the various textures */
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for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
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int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
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if (tex_index >= num_tex_index) {
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WARN("Default texture coordinate not handled in the vertex array path !!!\n");
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tex_index = num_tex_index - 1;
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}
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if ((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) {
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DWORD *color_d =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
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DWORD *color_s =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
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handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, vertex_lighted);
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} else {
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if (d3dvtVertexType & D3DFVF_SPECULAR) {
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DWORD *color_s =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
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handle_specular(&(This->state_block), color_s, vertex_lighted);
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} else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
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DWORD *color_d =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
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handle_diffuse(&(This->state_block), color_d, vertex_lighted);
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}
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if (GL_extensions.glClientActiveTexture) {
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GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
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}
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for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
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int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
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if (tex_index >= num_tex_index) {
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handle_textures((D3DVALUE *) no_index, tex_stage);
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} else {
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D3DVALUE *tex_coord =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
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i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
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handle_textures(tex_coord, tex_stage);
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}
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}
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if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
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D3DVALUE *position =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
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handle_xyz(position);
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} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
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D3DVALUE *position =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
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handle_xyzrhw(position);
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}
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if (TRACE_ON(ddraw_geom)) {
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int tex_index;
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if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
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D3DVALUE *position =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
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TRACE_(ddraw_geom)(" %f %f %f", position[0], position[1], position[2]);
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} else if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
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D3DVALUE *position =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
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TRACE_(ddraw_geom)(" %f %f %f %f", position[0], position[1], position[2], position[3]);
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}
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if (d3dvtVertexType & D3DFVF_NORMAL) {
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D3DVALUE *normal =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
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TRACE_(ddraw_geom)(" / %f %f %f", normal[0], normal[1], normal[2]);
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}
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if (d3dvtVertexType & D3DFVF_DIFFUSE) {
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DWORD *color_d =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
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TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
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(*color_d >> 16) & 0xFF,
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(*color_d >> 8) & 0xFF,
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(*color_d >> 0) & 0xFF,
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(*color_d >> 24) & 0xFF);
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}
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if (d3dvtVertexType & D3DFVF_SPECULAR) {
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DWORD *color_s =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
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TRACE_(ddraw_geom)(" / %02lx %02lx %02lx %02lx",
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(*color_s >> 16) & 0xFF,
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(*color_s >> 8) & 0xFF,
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(*color_s >> 0) & 0xFF,
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(*color_s >> 24) & 0xFF);
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}
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for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
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D3DVALUE *tex_coord =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData) +
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i * lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride);
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TRACE_(ddraw_geom)(" / %f %f", tex_coord[0], tex_coord[1]);
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}
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TRACE_(ddraw_geom)("\n");
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride,
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lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData);
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}
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if (dwIndices != NULL) {
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glDrawElements(convert_D3D_ptype_to_GL(d3dptPrimitiveType), dwIndexCount, GL_UNSIGNED_SHORT, dwIndices);
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} else {
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glDrawArrays(convert_D3D_ptype_to_GL(d3dptPrimitiveType), 0, dwIndexCount);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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if (d3dvtVertexType & D3DFVF_NORMAL) {
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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if (d3dvtVertexType & D3DFVF_DIFFUSE) {
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glDisableClientState(GL_COLOR_ARRAY);
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}
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for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
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if (GL_extensions.glClientActiveTexture) {
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GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
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}
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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} else {
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ERR(" matrix weighting not handled yet....\n");
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glBegin(convert_D3D_ptype_to_GL(d3dptPrimitiveType));
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/* Some fast paths first before the generic case.... */
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if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) {
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int index;
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for (index = 0; index < dwIndexCount; index++) {
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int i = (dwIndices == NULL) ? index : dwIndices[index];
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D3DVALUE *normal =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->normal.lpvData) + i * lpD3DDrawPrimStrideData->normal.dwStride);
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D3DVALUE *tex_coord =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
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D3DVALUE *position =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
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handle_normal(normal);
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handle_texture(tex_coord);
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handle_xyz(position);
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TRACE_(ddraw_geom)(" %f %f %f / %f %f %f (%f %f)\n",
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position[0], position[1], position[2],
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normal[0], normal[1], normal[2],
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tex_coord[0], tex_coord[1]);
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}
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} else if ((d3dvtVertexType == D3DFVF_TLVERTEX) && (num_active_stages <= 1)) {
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int index;
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for (index = 0; index < dwIndexCount; index++) {
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int i = (dwIndices == NULL) ? index : dwIndices[index];
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DWORD *color_d =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
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DWORD *color_s =
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(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
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D3DVALUE *tex_coord =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->textureCoords[0].lpvData) + i * lpD3DDrawPrimStrideData->textureCoords[0].dwStride);
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D3DVALUE *position =
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(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
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handle_diffuse_and_specular(&(This->state_block), glThis->fog_table, color_d, color_s, TRUE);
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handle_texture(tex_coord);
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handle_xyzrhw(position);
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TRACE_(ddraw_geom)(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
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position[0], position[1], position[2], position[3],
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(*color_d >> 16) & 0xFF,
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(*color_d >> 8) & 0xFF,
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(*color_d >> 0) & 0xFF,
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(*color_d >> 24) & 0xFF,
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(*color_s >> 16) & 0xFF,
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(*color_s >> 8) & 0xFF,
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(*color_s >> 0) & 0xFF,
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(*color_s >> 24) & 0xFF,
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tex_coord[0], tex_coord[1]);
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}
|
||||
} 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");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue