Update and clean-up draw_primitive_strided_7.
Make draw_primitive_7 based on draw_primitive_strided_7.
This commit is contained in:
parent
3542c9c4d5
commit
3da729eab6
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@ -930,12 +930,30 @@ typedef struct {
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float tu1, tv1;
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} D3DFVF_TLVERTEX_1;
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typedef struct {
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float x, y, z, rhw;
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} VERTEX_COORDS;
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typedef struct {
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float nx,ny,nz;
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} NORMAL_COORDS;
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typedef struct {
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float u,v;
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} TEXTURE_COORDS;
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#define GET_COMPONENT(cpnt,i,type) ((type*)(lpD3DDrawPrimStrideData->cpnt.lpvData+i*lpD3DDrawPrimStrideData->cpnt.dwStride))
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#define GET_POSITION(i) GET_COMPONENT(position,i,VERTEX_COORDS)
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#define GET_NORMAL(i) GET_COMPONENT(normal,i,NORMAL_COORDS)
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#define GET_DIFFUSE(i) *GET_COMPONENT(diffuse,i,DWORD)
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#define GET_SPECULAR(i) *GET_COMPONENT(specular,i,DWORD)
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#define GET_TEXTURE(i,n) GET_COMPONENT(textureCoords[n],i,TEXTURE_COORDS)
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/* These are the various handler used in the generic path */
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static void handle_xyz(char *vertex, int offset, int extra) {
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glVertex3fv((float *) (vertex + offset));
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inline static void handle_xyz(float *coords) {
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glVertex3fv(coords);
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}
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static void handle_xyzrhw(char *vertex, int offset, int extra) {
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float *coords = (float *) (vertex + offset);
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inline static void handle_xyzrhw(float *coords) {
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if (coords[3] < 0.00001)
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glVertex3f(coords[0], coords[1], coords[2]);
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else
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@ -944,190 +962,27 @@ static void handle_xyzrhw(char *vertex, int offset, int extra) {
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coords[2] / coords[3],
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1.0 / coords[3]);
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}
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static void handle_normal(char *vertex, int offset, int extra) {
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glNormal3fv((float *) (vertex + offset));
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inline static void handle_normal(float *coords) {
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glNormal3fv(coords);
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}
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static void handle_specular(char *vertex, int offset, int extra) {
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inline static void handle_specular(DWORD color) {
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/* Specular not handled yet properly... */
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}
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static void handle_diffuse(char *vertex, int offset, int extra) {
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DWORD color = *((DWORD *) (vertex + offset));
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inline static void handle_diffuse(DWORD color) {
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glColor4ub((color >> 16) & 0xFF,
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(color >> 8) & 0xFF,
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(color >> 0) & 0xFF,
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(color >> 24) & 0xFF);
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}
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static void handle_texture(char *vertex, int offset, int extra) {
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if (extra == 0xFF) {
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inline static void handle_texture(float *coords, int stage, int single) {
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if (single) {
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/* Special case for single texture... */
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glTexCoord2fv((float *) (vertex + offset));
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glTexCoord2fv(coords);
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} else {
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/* Multitexturing not handled yet */
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}
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}
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static void draw_primitive_7(IDirect3DDeviceImpl *This,
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D3DPRIMITIVETYPE d3dptPrimitiveType,
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DWORD d3dvtVertexType,
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LPVOID lpvVertices,
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DWORD dwVertexCount,
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LPWORD dwIndices,
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DWORD dwIndexCount,
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DWORD dwFlags)
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{
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IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
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if (TRACE_ON(ddraw)) {
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TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
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}
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ENTER_GL();
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draw_primitive_handle_GL_state(glThis,
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(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
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(d3dvtVertexType & D3DFVF_NORMAL) == 0);
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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) {
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D3DFVF_VERTEX_1 *vertices = (D3DFVF_VERTEX_1 *) lpvVertices;
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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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glNormal3fv(&(vertices[i].nx));
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glTexCoord2fv(&(vertices[i].tu1));
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glVertex3fv(&(vertices[i].x));
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TRACE(" %f %f %f / %f %f %f (%f %f)\n",
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vertices[i].x, vertices[i].y, vertices[i].z,
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vertices[i].nx, vertices[i].ny, vertices[i].nz,
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vertices[i].tu1, vertices[i].tv1);
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}
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} else if (d3dvtVertexType == D3DFVF_TLVERTEX) {
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D3DFVF_TLVERTEX_1 *vertices = (D3DFVF_TLVERTEX_1 *) lpvVertices;
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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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glColor4ub((vertices[i].diffuse >> 16) & 0xFF,
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(vertices[i].diffuse >> 8) & 0xFF,
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(vertices[i].diffuse >> 0) & 0xFF,
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(vertices[i].diffuse >> 24) & 0xFF);
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/* Todo : handle specular... */
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glTexCoord2fv(&(vertices[i].tu1));
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if (vertices[i].rhw < 0.00001)
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glVertex3f(vertices[i].x, vertices[i].y, vertices[i].z);
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else
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glVertex4f(vertices[i].x / vertices[i].rhw,
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vertices[i].y / vertices[i].rhw,
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vertices[i].z / vertices[i].rhw,
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1.0 / vertices[i].rhw);
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TRACE(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
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vertices[i].x, vertices[i].y, vertices[i].z, vertices[i].rhw,
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(vertices[i].diffuse >> 16) & 0xFF,
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(vertices[i].diffuse >> 8) & 0xFF,
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(vertices[i].diffuse >> 0) & 0xFF,
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(vertices[i].diffuse >> 24) & 0xFF,
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(vertices[i].specular >> 16) & 0xFF,
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(vertices[i].specular >> 8) & 0xFF,
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(vertices[i].specular >> 0) & 0xFF,
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(vertices[i].specular >> 24) & 0xFF,
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vertices[i].tu1, vertices[i].tv1);
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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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DWORD elements;
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DWORD size;
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char *vertices = (char *) lpvVertices;
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int index;
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int current_offset = 0;
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int current_position = 0;
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D3DFVF_GENERIC *handler;
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if ((glThis->last_vertex_format != d3dvtVertexType) ||
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(glThis->handler == NULL)) {
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if (glThis->handler == NULL) HeapFree(GetProcessHeap(), 0, glThis->handler);
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size = get_flexible_vertex_size(d3dvtVertexType, &elements);
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glThis->handler = handler = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, elements * sizeof(D3DFVF_GENERIC));
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glThis->last_vertex_format = d3dvtVertexType;
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glThis->last_vertex_format_size = size;
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glThis->last_vertex_format_elements = elements;
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if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
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handler[elements - 1].handler = handle_xyz;
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handler[elements - 1].offset = current_offset;
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current_offset += 3 * sizeof(D3DVALUE);
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} else {
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handler[elements - 1].handler = handle_xyzrhw;
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handler[elements - 1].offset = current_offset;
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current_offset += 4 * sizeof(D3DVALUE);
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}
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if (d3dvtVertexType & D3DFVF_NORMAL) {
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handler[current_position].handler = handle_normal;
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handler[current_position].offset = current_offset;
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current_position += 1;
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current_offset += 3 * sizeof(D3DVALUE);
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}
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if (d3dvtVertexType & D3DFVF_DIFFUSE) {
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handler[current_position].handler = handle_diffuse;
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handler[current_position].offset = current_offset;
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current_position += 1;
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current_offset += sizeof(DWORD);
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}
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if (d3dvtVertexType & D3DFVF_SPECULAR) {
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handler[current_position].handler = handle_specular;
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handler[current_position].offset = current_offset;
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current_position += 1;
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current_offset += sizeof(DWORD);
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}
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if (((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT) == 1) {
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handler[current_position].handler = handle_texture;
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handler[current_position].offset = current_offset;
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handler[current_position].extra = 0xFF;
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current_position += 1;
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current_offset += 2 * sizeof(D3DVALUE);
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} else {
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int tex_index;
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for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
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handler[current_position].handler = handle_texture;
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handler[current_position].offset = current_offset;
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handler[current_position].extra = tex_index;
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current_position += 1;
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current_offset += 2 * sizeof(D3DVALUE);
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}
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}
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} else {
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handler = glThis->handler;
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size = glThis->last_vertex_format_size;
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elements = glThis->last_vertex_format_elements;
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}
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WARN(" using draw_primitive generic path - for better performance, add a fast path for your vertex case !\n");
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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 elt;
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char *vertex = vertices + (i * size);
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for (elt = 0; elt < elements; elt++) {
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handler[elt].handler(vertex, handler[elt].offset, handler[elt].extra);
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}
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}
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} else {
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ERR(" matrix weighting not handled yet....\n");
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}
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glEnd();
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LEAVE_GL();
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TRACE("End\n");
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}
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#define CPNT(cpnt,i,n,type) ((type*)(lpD3DDrawPrimStrideData->cpnt.lpvData+i*lpD3DDrawPrimStrideData->cpnt.dwStride))[n]
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static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
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D3DPRIMITIVETYPE d3dptPrimitiveType,
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DWORD d3dvtVertexType,
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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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glNormal3f(CPNT(normal,i,0,D3DVALUE),CPNT(normal,i,1,D3DVALUE),CPNT(normal,i,2,D3DVALUE));
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glTexCoord2f(CPNT(textureCoords[1],i,0,D3DVALUE),CPNT(textureCoords[1],i,1,D3DVALUE));
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glVertex3f(CPNT(position,i,0,D3DVALUE),CPNT(position,i,1,D3DVALUE),CPNT(position,i,2,D3DVALUE));
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TRACE(" %f %f %f / %f %f %f (%f %f)\n",
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CPNT(position,i,0,D3DVALUE),CPNT(position,i,1,D3DVALUE),CPNT(position,i,2,D3DVALUE),
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CPNT(normal,i,0,D3DVALUE),CPNT(normal,i,1,D3DVALUE),CPNT(normal,i,2,D3DVALUE),
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CPNT(textureCoords[1],i,0,D3DVALUE),CPNT(textureCoords[1],i,1,D3DVALUE));
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glNormal3fv(&GET_NORMAL(i)->nx);
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glTexCoord2fv(&GET_TEXTURE(i,0)->u);
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glVertex3fv(&GET_POSITION(i)->x);
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TRACE(" %f %f %f / %f %f %f (%f %f)\n",
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GET_POSITION(i)->x,GET_POSITION(i)->y,GET_POSITION(i)->z,
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GET_NORMAL(i)->nx,GET_NORMAL(i)->ny,GET_NORMAL(i)->nz,
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GET_TEXTURE(i,0)->u,GET_TEXTURE(i,0)->v);
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}
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} else if (d3dvtVertexType == D3DFVF_LVERTEX) {
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} else if (d3dvtVertexType == D3DFVF_TLVERTEX) {
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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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glColor4ub((CPNT(diffuse,i,0,DWORD) >> 16) & 0xFF,
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(CPNT(diffuse,i,0,DWORD) >> 8) & 0xFF,
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(CPNT(diffuse,i,0,DWORD) >> 0) & 0xFF,
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(CPNT(diffuse,i,0,DWORD) >> 24) & 0xFF);
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glColor4ub((GET_DIFFUSE(i) >> 16) & 0xFF,
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(GET_DIFFUSE(i) >> 8) & 0xFF,
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(GET_DIFFUSE(i) >> 0) & 0xFF,
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(GET_DIFFUSE(i) >> 24) & 0xFF);
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/* Todo : handle specular... */
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glTexCoord2f(CPNT(textureCoords[1],i,0,D3DVALUE),CPNT(textureCoords[1],i,1,D3DVALUE));
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glVertex3f(CPNT(position,i,0,D3DVALUE),CPNT(position,i,1,D3DVALUE),CPNT(position,i,2,D3DVALUE));
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TRACE(" %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
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CPNT(position,i,0,D3DVALUE),CPNT(position,i,1,D3DVALUE),CPNT(position,i,2,D3DVALUE),
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(CPNT(diffuse,i,0,DWORD) >> 16) & 0xFF,
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(CPNT(diffuse,i,0,DWORD) >> 8) & 0xFF,
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(CPNT(diffuse,i,0,DWORD) >> 0) & 0xFF,
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(CPNT(diffuse,i,0,DWORD) >> 24) & 0xFF,
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(CPNT(specular,i,0,DWORD) >> 16) & 0xFF,
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(CPNT(specular,i,0,DWORD) >> 8) & 0xFF,
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(CPNT(specular,i,0,DWORD) >> 0) & 0xFF,
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(CPNT(specular,i,0,DWORD) >> 24) & 0xFF,
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CPNT(textureCoords[0],i,0,D3DVALUE),CPNT(textureCoords[0],i,1,D3DVALUE));
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glTexCoord2fv(&GET_TEXTURE(i,0)->u);
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if (GET_POSITION(i)->rhw < 0.00001)
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glVertex3fv(&GET_POSITION(i)->x);
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else {
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glVertex4f(GET_POSITION(i)->x / GET_POSITION(i)->rhw,
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GET_POSITION(i)->y / GET_POSITION(i)->rhw,
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GET_POSITION(i)->z / GET_POSITION(i)->rhw,
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1.0 / GET_POSITION(i)->rhw);
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}
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TRACE(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
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GET_POSITION(i)->x,GET_POSITION(i)->y,GET_POSITION(i)->z,GET_POSITION(i)->rhw,
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(GET_DIFFUSE(i) >> 16) & 0xFF,
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(GET_DIFFUSE(i) >> 8) & 0xFF,
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(GET_DIFFUSE(i) >> 0) & 0xFF,
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(GET_DIFFUSE(i) >> 24) & 0xFF,
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(GET_SPECULAR(i) >> 16) & 0xFF,
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(GET_SPECULAR(i) >> 8) & 0xFF,
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(GET_SPECULAR(i) >> 0) & 0xFF,
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(GET_SPECULAR(i) >> 24) & 0xFF,
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GET_TEXTURE(i,0)->u,GET_TEXTURE(i,0)->v);
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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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for (index = 0; index < dwIndexCount; index++) {
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int i = (dwIndices == NULL) ? index : dwIndices[index];
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if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
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handle_xyz(&GET_POSITION(i)->x);
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} else {
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handle_xyzrhw(&GET_POSITION(i)->x);
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}
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if (d3dvtVertexType & D3DFVF_NORMAL) {
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handle_normal(&GET_NORMAL(i)->nx);
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}
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if (d3dvtVertexType & D3DFVF_DIFFUSE) {
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handle_diffuse(GET_DIFFUSE(i));
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}
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if (d3dvtVertexType & D3DFVF_SPECULAR) {
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/* Todo : handle specular... */
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}
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if (((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT) == 1) {
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/* Special case for single texture... */
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handle_texture(&GET_TEXTURE(i,0)->u,0,1);
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} else {
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int tex_index;
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for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
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/* Multitexturing not handled yet */
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}
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}
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}
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} else {
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ERR(" matrix weighting not handled yet....\n");
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}
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glEnd();
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@ -1196,7 +1091,51 @@ static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
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TRACE("End\n");
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}
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#undef CPNT
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static void draw_primitive_7(IDirect3DDeviceImpl *This,
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D3DPRIMITIVETYPE d3dptPrimitiveType,
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DWORD d3dvtVertexType,
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LPVOID lpvVertices,
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DWORD dwVertexCount,
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LPWORD dwIndices,
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DWORD dwIndexCount,
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DWORD dwFlags)
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{
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D3DDRAWPRIMITIVESTRIDEDDATA strided;
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int current_offset = 0;
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int tex_index;
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if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
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strided.position.lpvData = lpvVertices;
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current_offset += 3 * sizeof(D3DVALUE);
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} else {
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strided.position.lpvData = lpvVertices;
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current_offset += 4 * sizeof(D3DVALUE);
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}
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if (d3dvtVertexType & D3DFVF_NORMAL) {
|
||||
strided.normal.lpvData = lpvVertices + current_offset;
|
||||
current_offset += 3 * sizeof(D3DVALUE);
|
||||
}
|
||||
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
|
||||
strided.diffuse.lpvData = lpvVertices + current_offset;
|
||||
current_offset += sizeof(DWORD);
|
||||
}
|
||||
if (d3dvtVertexType & D3DFVF_SPECULAR) {
|
||||
strided.specular.lpvData = lpvVertices + current_offset;
|
||||
current_offset += sizeof(DWORD);
|
||||
}
|
||||
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
|
||||
strided.textureCoords[tex_index].lpvData = lpvVertices + current_offset;
|
||||
current_offset += 2*sizeof(D3DVALUE);
|
||||
}
|
||||
strided.position.dwStride = current_offset;
|
||||
strided.normal.dwStride = current_offset;
|
||||
strided.diffuse.dwStride = current_offset;
|
||||
strided.specular.dwStride = current_offset;
|
||||
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++)
|
||||
strided.textureCoords[tex_index].dwStride = current_offset;
|
||||
|
||||
draw_primitive_strided_7(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
|
||||
}
|
||||
|
||||
HRESULT WINAPI
|
||||
GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive(LPDIRECT3DDEVICE7 iface,
|
||||
|
|
Loading…
Reference in New Issue