/* * WINED3D draw functions * * Copyright 2002-2004 Jason Edmeades * Copyright 2002-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Henri Verbeet * Copyright 2007 Stefan Dösinger for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw); #define GLINFO_LOCATION This->adapter->gl_info #include #if 0 /* TODO */ extern IWineD3DVertexShaderImpl* VertexShaders[64]; extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64]; extern IWineD3DPixelShaderImpl* PixelShaders[64]; #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */ #endif /* Issues the glBegin call for gl given the primitive type and count */ static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType, DWORD NumPrimitives, GLenum *primType) { DWORD NumVertexes = NumPrimitives; switch (PrimitiveType) { case WINED3DPT_POINTLIST: TRACE("POINTS\n"); *primType = GL_POINTS; NumVertexes = NumPrimitives; break; case WINED3DPT_LINELIST: TRACE("LINES\n"); *primType = GL_LINES; NumVertexes = NumPrimitives * 2; break; case WINED3DPT_LINESTRIP: TRACE("LINE_STRIP\n"); *primType = GL_LINE_STRIP; NumVertexes = NumPrimitives + 1; break; case WINED3DPT_TRIANGLELIST: TRACE("TRIANGLES\n"); *primType = GL_TRIANGLES; NumVertexes = NumPrimitives * 3; break; case WINED3DPT_TRIANGLESTRIP: TRACE("TRIANGLE_STRIP\n"); *primType = GL_TRIANGLE_STRIP; NumVertexes = NumPrimitives + 2; break; case WINED3DPT_TRIANGLEFAN: TRACE("TRIANGLE_FAN\n"); *primType = GL_TRIANGLE_FAN; NumVertexes = NumPrimitives + 2; break; default: FIXME("Unhandled primitive\n"); *primType = GL_POINTS; break; } return NumVertexes; } static BOOL fixed_get_input( BYTE usage, BYTE usage_idx, unsigned int* regnum) { *regnum = -1; /* Those positions must have the order in the * named part of the strided data */ if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0) *regnum = 0; else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0) *regnum = 1; else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0) *regnum = 2; else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0) *regnum = 3; else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0) *regnum = 4; else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0) *regnum = 5; else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1) *regnum = 6; else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD) *regnum = 7 + usage_idx; else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1) *regnum = 7 + WINED3DDP_MAXTEXCOORD; else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1) *regnum = 8 + WINED3DDP_MAXTEXCOORD; else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0) *regnum = 9 + WINED3DDP_MAXTEXCOORD; else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0) *regnum = 10 + WINED3DDP_MAXTEXCOORD; else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0) *regnum = 11 + WINED3DDP_MAXTEXCOORD; else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0) *regnum = 12 + WINED3DDP_MAXTEXCOORD; else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0) *regnum = 13 + WINED3DDP_MAXTEXCOORD; else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0) *regnum = 14 + WINED3DDP_MAXTEXCOORD; if (*regnum < 0) { FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx); return FALSE; } return TRUE; } void primitiveDeclarationConvertToStridedData( IWineD3DDevice *iface, BOOL useVertexShaderFunction, WineDirect3DVertexStridedData *strided, BOOL *fixup) { /* We need to deal with frequency data!*/ BYTE *data = NULL; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl; int i; WINED3DVERTEXELEMENT *element; DWORD stride; int reg; DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams; DWORD *streams = vertexDeclaration->streams; /* Check for transformed vertices, disable vertex shader if present */ strided->u.s.position_transformed = vertexDeclaration->position_transformed; if(vertexDeclaration->position_transformed) { useVertexShaderFunction = FALSE; } /* Translate the declaration into strided data */ for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) { GLint streamVBO = 0; BOOL stride_used; unsigned int idx; element = vertexDeclaration->pDeclarationWine + i; TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine, element, i + 1, vertexDeclaration->declarationWNumElements - 1); if (This->stateBlock->streamSource[element->Stream] == NULL) continue; if (This->stateBlock->streamIsUP) { TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]); streamVBO = 0; data = (BYTE *)This->stateBlock->streamSource[element->Stream]; } else { TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]); data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO); if(fixup) { if( streamVBO != 0) *fixup = TRUE; else if(*fixup && !useVertexShaderFunction && (element->Usage == WINED3DDECLUSAGE_COLOR || element->Usage == WINED3DDECLUSAGE_POSITIONT)) { /* This may be bad with the fixed function pipeline */ FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n"); } } } stride = This->stateBlock->streamStride[element->Stream]; data += element->Offset; reg = element->Reg; TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex); if (useVertexShaderFunction) stride_used = vshader_get_input(This->stateBlock->vertexShader, element->Usage, element->UsageIndex, &idx); else stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx); if (stride_used) { TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, " "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n", useVertexShaderFunction? "shader": "fixed function", idx, debug_d3ddeclusage(element->Usage), element->UsageIndex, element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO); strided->u.input[idx].lpData = data; strided->u.input[idx].dwType = element->Type; strided->u.input[idx].dwStride = stride; strided->u.input[idx].VBO = streamVBO; strided->u.input[idx].streamNo = element->Stream; } } /* Now call PreLoad on all the vertex buffers. In the very rare case * that the buffers stopps converting PreLoad will dirtify the VDECL again. * The vertex buffer can now use the strided structure in the device instead of finding its * own again. * * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only * once in there. */ for(i=0; i < numPreloadStreams; i++) { IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[streams[i]]); } } static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; if (idxSize != 0 /* This crashes sometimes!*/) { TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex); idxData = idxData == (void *)-1 ? NULL : idxData; #if 1 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (const char *)idxData+(idxSize * startIdx)); checkGLcall("glDrawElements"); #else /* using drawRangeElements may be faster */ glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (const char *)idxData+(idxSize * startIdx)); checkGLcall("glDrawRangeElements"); #endif } else { /* Note first is now zero as we shuffled along earlier */ TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices); glDrawArrays(glPrimitiveType, startVertex, numberOfVertices); checkGLcall("glDrawArrays"); } return; } /* * Actually draw using the supplied information. * Slower GL version which extracts info about each vertex in turn */ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT NumVertexes, GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) { unsigned int textureNo = 0; const WORD *pIdxBufS = NULL; const DWORD *pIdxBufL = NULL; LONG vx_index; float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */ float rhw = 0.0f; /* rhw */ DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */ DWORD specularColor = 0; /* Specular Color */ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; UINT *streamOffset = This->stateBlock->streamOffset; DWORD SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex; BYTE *texCoords[WINED3DDP_MAXTEXCOORD]; BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL; TRACE("Using slow vertex array code\n"); /* Variable Initialization */ if (idxSize != 0) { /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer. * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing * idxData will be != NULL */ if(idxData == NULL) { idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory; } if (idxSize == 2) pIdxBufS = (const WORD *) idxData; else pIdxBufL = (const DWORD *) idxData; } /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer * to the strided Data in the device and might be needed intact on the next draw */ for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) { if(sd->u.s.texCoords[textureNo].lpData) { texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo]; } else { texCoords[textureNo] = NULL; } } if(sd->u.s.diffuse.lpData) { diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo]; } if(sd->u.s.specular.lpData) { specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo]; } if(sd->u.s.normal.lpData) { normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo]; } if(sd->u.s.position.lpData) { position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo]; } /* Start drawing in GL */ VTRACE(("glBegin(%x)\n", glPrimType)); glBegin(glPrimType); /* Default settings for data that is not passed */ if (sd->u.s.normal.lpData == NULL) { glNormal3f(0, 0, 1); } if(sd->u.s.diffuse.lpData == NULL) { glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } if(sd->u.s.specular.lpData == NULL) { if (GL_SUPPORT(EXT_SECONDARY_COLOR)) { GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0); } } /* We shouldn't start this function if any VBO is involved. Should I put a safety check here? * Guess it's not necessary(we crash then anyway) and would only eat CPU time */ /* For each primitive */ for (vx_index = 0; vx_index < NumVertexes; ++vx_index) { /* Initialize diffuse color */ diffuseColor = 0xFFFFFFFF; /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration */ /* For indexed data, we need to go a few more strides in */ if (idxData != NULL) { /* Indexed so work out the number of strides to skip */ if (idxSize == 2) { VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index])); SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex; } else { VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index])); SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex; } } /* Texture coords --------------------------- */ for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) { if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) { FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); continue ; } /* Query tex coords */ if (This->stateBlock->textures[textureNo] != NULL) { int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX]; float *ptrToCoords = NULL; float s = 0.0, t = 0.0, r = 0.0, q = 0.0; if (coordIdx > 7) { VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo)); continue; } else if (coordIdx < 0) { FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx); continue; } ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride)); if (texCoords[coordIdx] == NULL) { TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo); continue; } else { int texture_idx = This->texUnitMap[textureNo]; int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */ if (texture_idx == -1) continue; /* The coords to supply depend completely on the fvf / vertex shader */ switch (coordsToUse) { case 4: q = ptrToCoords[3]; /* drop through */ case 3: r = ptrToCoords[2]; /* drop through */ case 2: t = ptrToCoords[1]; /* drop through */ case 1: s = ptrToCoords[0]; } /* Projected is more 'fun' - Move the last coord to the 'q' parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */ if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) && (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) { if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) { switch (coordsToUse) { case 0: /* Drop Through */ case 1: FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n"); break; case 2: q = t; t = 0.0; coordsToUse = 4; break; case 3: q = r; r = 0.0; coordsToUse = 4; break; case 4: /* Nop here */ break; default: FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n", This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED); } } } switch (coordsToUse) { /* Supply the provided texture coords */ case WINED3DTTFF_COUNT1: VTRACE(("tex:%d, s=%f\n", textureNo, s)); if (GL_SUPPORT(ARB_MULTITEXTURE)) { GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s)); } else { glTexCoord1f(s); } break; case WINED3DTTFF_COUNT2: VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t)); if (GL_SUPPORT(ARB_MULTITEXTURE)) { GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t)); } else { glTexCoord2f(s, t); } break; case WINED3DTTFF_COUNT3: VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r)); if (GL_SUPPORT(ARB_MULTITEXTURE)) { GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r)); } else { glTexCoord3f(s, t, r); } break; case WINED3DTTFF_COUNT4: VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q)); if (GL_SUPPORT(ARB_MULTITEXTURE)) { GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q)); } else { glTexCoord4f(s, t, r, q); } break; default: FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse); } } } } /* End of textures */ /* Diffuse -------------------------------- */ if (diffuse) { DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride)); diffuseColor = ptrToCoords[0]; VTRACE(("diffuseColor=%lx\n", diffuseColor)); glColor4ub(D3DCOLOR_B_R(diffuseColor), D3DCOLOR_B_G(diffuseColor), D3DCOLOR_B_B(diffuseColor), D3DCOLOR_B_A(diffuseColor)); VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n", D3DCOLOR_B_R(diffuseColor), D3DCOLOR_B_G(diffuseColor), D3DCOLOR_B_B(diffuseColor), D3DCOLOR_B_A(diffuseColor))); if(This->activeContext->num_untracked_materials) { unsigned char i; float color[4]; color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0; color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0; color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0; color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0; for(i = 0; i < This->activeContext->num_untracked_materials; i++) { glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color); } } } /* Specular ------------------------------- */ if (specular) { DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride)); specularColor = ptrToCoords[0]; VTRACE(("specularColor=%lx\n", specularColor)); /* special case where the fog density is stored in the specular alpha channel */ if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&& This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) { if(GL_SUPPORT(EXT_FOG_COORD)) { GL_EXTCALL(glFogCoordfEXT(specularColor >> 24)); } else { static BOOL warned = FALSE; if(!warned) { /* TODO: Use the fog table code from old ddraw */ FIXME("Implement fog for transformed vertices in software\n"); warned = TRUE; } } } VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n", D3DCOLOR_B_R(specularColor), D3DCOLOR_B_G(specularColor), D3DCOLOR_B_B(specularColor))); if (GL_SUPPORT(EXT_SECONDARY_COLOR)) { GL_EXTCALL(glSecondaryColor3ubEXT)( D3DCOLOR_B_R(specularColor), D3DCOLOR_B_G(specularColor), D3DCOLOR_B_B(specularColor)); } else { /* Do not worry if specular colour missing and disable request */ VTRACE(("Specular color extensions not supplied\n")); } } /* Normal -------------------------------- */ if (normal != NULL) { float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride)); VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2])); glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]); } /* Position -------------------------------- */ if (position) { float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride)); x = ptrToCoords[0]; y = ptrToCoords[1]; z = ptrToCoords[2]; rhw = 1.0; VTRACE(("x,y,z=%f,%f,%f\n", x,y,z)); /* RHW follows, only if transformed, ie 4 floats were provided */ if (sd->u.s.position_transformed) { rhw = ptrToCoords[3]; VTRACE(("rhw=%f\n", rhw)); } if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) { VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z)); glVertex3f(x, y, z); } else { GLfloat w = 1.0 / rhw; VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw)); glVertex4f(x*w, y*w, z*w, w); } } /* For non indexed mode, step onto next parts */ if (idxData == NULL) { ++SkipnStrides; } } glEnd(); checkGLcall("glEnd and previous calls"); } static void depth_blt(IWineD3DDevice *iface, GLuint texture) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; GLint old_binding = 0; glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glDisable(GL_CULL_FACE); glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glBlendFunc(GL_ZERO, GL_ONE); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_TEXTURE_2D); This->shader_backend->shader_select_depth_blt(iface); glBegin(GL_TRIANGLE_STRIP); glVertex2f(-1.0f, -1.0f); glVertex2f(1.0f, -1.0f); glVertex2f(-1.0f, 1.0f); glVertex2f(1.0f, 1.0f); glEnd(); glBindTexture(GL_TEXTURE_2D, old_binding); glPopAttrib(); /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders, * and this seems easier and more efficient than providing the shader backend with a private * storage to read and restore the old shader settings */ This->shader_backend->shader_select(iface, use_ps(This), use_vs(This)); } static void depth_copy(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer; /* Only copy the depth buffer if there is one. */ if (!depth_stencil) return; /* TODO: Make this work for modes other than FBO */ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return; if (depth_stencil->current_renderbuffer) { FIXME("Not supported with fixed up depth stencil\n"); return; } if (This->render_offscreen) { static GLuint tmp_texture = 0; GLint old_binding = 0; TRACE("Copying onscreen depth buffer to offscreen surface\n"); if (!tmp_texture) { glGenTextures(1, &tmp_texture); } /* Note that we use depth_blt here as well, rather than glCopyTexImage2D * directly on the FBO texture. That's because we need to flip. */ GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)); glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); glBindTexture(GL_TEXTURE_2D, tmp_texture); glCopyTexImage2D(depth_stencil->glDescription.target, depth_stencil->glDescription.level, depth_stencil->glDescription.glFormatInternal, 0, 0, depth_stencil->currentDesc.Width, depth_stencil->currentDesc.Height, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); glBindTexture(GL_TEXTURE_2D, old_binding); GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo)); checkGLcall("glBindFramebuffer()"); depth_blt(iface, tmp_texture); checkGLcall("depth_blt"); } else { TRACE("Copying offscreen surface to onscreen depth buffer\n"); GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)); checkGLcall("glBindFramebuffer()"); depth_blt(iface, depth_stencil->glDescription.textureName); checkGLcall("depth_blt"); } } static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) { UINT numInstances = 0; int numInstancedAttribs = 0, i, j; UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */]; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DStateBlockImpl *stateblock = This->stateBlock; if (idxSize == 0) { /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing. * We don't support this for now * * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements. * But the StreamSourceFreq value has a different meaning in that situation. */ FIXME("Non-indexed instanced drawing is not supported\n"); return; } TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex); idxData = idxData == (void *)-1 ? NULL : idxData; /* First, figure out how many instances we have to draw */ for(i = 0; i < MAX_STREAMS; i++) { /* Look at all non-instanced streams */ if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) && stateblock->streamSource[i]) { int inst = stateblock->streamFreq[i]; if(numInstances && inst != numInstances) { ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst); } numInstances = inst; } } for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) { if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) { instancedData[numInstancedAttribs] = i; numInstancedAttribs++; } } /* now draw numInstances instances :-) */ for(i = 0; i < numInstances; i++) { /* Specify the instanced attributes using immediate mode calls */ for(j = 0; j < numInstancedAttribs; j++) { BYTE *ptr = sd->u.input[instancedData[j]].lpData + sd->u.input[instancedData[j]].dwStride * i + stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo]; if(sd->u.input[instancedData[j]].VBO) { IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo]; ptr += (long) vb->resource.allocatedMemory; } switch(sd->u.input[instancedData[j]].dwType) { case WINED3DDECLTYPE_FLOAT1: GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr)); break; case WINED3DDECLTYPE_FLOAT2: GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr)); break; case WINED3DDECLTYPE_FLOAT3: GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr)); break; case WINED3DDECLTYPE_FLOAT4: GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr)); break; case WINED3DDECLTYPE_UBYTE4: GL_EXTCALL(glVertexAttrib4ubvARB(instancedData[j], ptr)); break; case WINED3DDECLTYPE_UBYTE4N: case WINED3DDECLTYPE_D3DCOLOR: GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr)); break; case WINED3DDECLTYPE_SHORT2: GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr)); break; case WINED3DDECLTYPE_SHORT4: GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr)); break; case WINED3DDECLTYPE_SHORT2N: { GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1}; GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s)); break; } case WINED3DDECLTYPE_USHORT2N: { GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1}; GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s)); break; } case WINED3DDECLTYPE_SHORT4N: GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr)); break; case WINED3DDECLTYPE_USHORT4N: GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr)); break; case WINED3DDECLTYPE_UDEC3: FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n"); /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */ break; case WINED3DDECLTYPE_DEC3N: FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n"); /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */ break; case WINED3DDECLTYPE_FLOAT16_2: /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4 * byte float according to the IEEE standard */ if (GL_SUPPORT(NV_HALF_FLOAT)) { GL_EXTCALL(glVertexAttrib2hvNV(instancedData[j], (GLhalfNV *)ptr)); } else { FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n"); } break; case WINED3DDECLTYPE_FLOAT16_4: if (GL_SUPPORT(NV_HALF_FLOAT)) { GL_EXTCALL(glVertexAttrib4hvNV(instancedData[j], (GLhalfNV *)ptr)); } else { FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n"); } break; case WINED3DDECLTYPE_UNUSED: default: ERR("Unexpected declaration in instanced attributes\n"); break; } } glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (const char *)idxData+(idxSize * startIdx)); checkGLcall("glDrawElements"); } } struct coords { int x, y, z; }; void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface) { struct coords coords[4]; int low_coord; /* TODO: This could be supported for lazy unlocking */ if(!(surface->Flags & SFLAG_INTEXTURE)) { /* It is ok at init to be nowhere */ if(!(surface->Flags & SFLAG_INSYSMEM)) { ERR("Blitting surfaces from sysmem not supported yet\n"); } return; } ActivateContext(This, This->render_targets[0], CTXUSAGE_BLIT); ENTER_GL(); if(surface->glDescription.target == GL_TEXTURE_2D) { glBindTexture(GL_TEXTURE_2D, surface->glDescription.textureName); checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)"); coords[0].x = 0; coords[0].y = 0; coords[0].z = 0; coords[1].x = 0; coords[1].y = 1; coords[1].z = 0; coords[2].x = 1; coords[2].y = 1; coords[2].z = 0; coords[3].x = 1; coords[3].y = 0; coords[3].z = 0; low_coord = 0; } else { /* Must be a cube map */ glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); glEnable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glEnable(surface->glDescription.target)"); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, surface->glDescription.textureName); checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)"); switch(surface->glDescription.target) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: coords[0].x = 1; coords[0].y = -1; coords[0].z = 1; coords[1].x = 1; coords[1].y = 1; coords[1].z = 1; coords[2].x = 1; coords[2].y = 1; coords[2].z = -1; coords[3].x = 1; coords[3].y = -1; coords[3].z = -1; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; coords[1].x = -1; coords[1].y = 1; coords[1].z = 1; coords[2].x = -1; coords[2].y = 1; coords[2].z = -1; coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: coords[0].x = -1; coords[0].y = 1; coords[0].z = 1; coords[1].x = 1; coords[1].y = 1; coords[1].z = 1; coords[2].x = 1; coords[2].y = 1; coords[2].z = -1; coords[3].x = -1; coords[3].y = 1; coords[3].z = -1; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; coords[1].x = 1; coords[1].y = -1; coords[1].z = 1; coords[2].x = 1; coords[2].y = -1; coords[2].z = -1; coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: coords[0].x = -1; coords[0].y = -1; coords[0].z = 1; coords[1].x = 1; coords[1].y = -1; coords[1].z = 1; coords[2].x = 1; coords[2].y = -1; coords[2].z = 1; coords[3].x = -1; coords[3].y = -1; coords[3].z = 1; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: coords[0].x = -1; coords[0].y = -1; coords[0].z = -1; coords[1].x = 1; coords[1].y = -1; coords[1].z = -1; coords[2].x = 1; coords[2].y = -1; coords[2].z = -1; coords[3].x = -1; coords[3].y = -1; coords[3].z = -1; default: ERR("Unexpected texture target\n"); LEAVE_GL(); return; } low_coord = -1; } if(This->render_offscreen) { coords[0].y = coords[0].y == 1 ? low_coord : 1; coords[1].y = coords[1].y == 1 ? low_coord : 1; coords[2].y = coords[2].y == 1 ? low_coord : 1; coords[3].y = coords[3].y == 1 ? low_coord : 1; } glBegin(GL_QUADS); glTexCoord3iv((GLint *) &coords[0]); glVertex2i(0, 0); glTexCoord3iv((GLint *) &coords[1]); glVertex2i(0, surface->pow2Height); glTexCoord3iv((GLint *) &coords[2]); glVertex2i(surface->pow2Width, surface->pow2Height); glTexCoord3iv((GLint *) &coords[3]); glVertex2i(surface->pow2Width, 0); glEnd(); checkGLcall("glEnd"); if(surface->glDescription.target != GL_TEXTURE_2D) { glEnable(GL_TEXTURE_2D); checkGLcall("glEnable(GL_TEXTURE_2D)"); glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } LEAVE_GL(); } /* Routine common to the draw primitive and draw indexed primitive routines */ void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives, /* for Indexed: */ long StartVertexIndex, UINT numberOfVertices, long StartIdx, short idxSize, const void *idxData, int minIndex) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DSwapChain *swapchain; IWineD3DBaseTexture *texture = NULL; IWineD3DSurfaceImpl *target; int i; /* Signals other modules that a drawing is in progress and the stateblock finalized */ This->isInDraw = TRUE; /* Invalidate the back buffer memory so LockRect will read it the next time */ for(i = 0; i < GL_LIMITS(buffers); i++) { target = (IWineD3DSurfaceImpl *) This->render_targets[i]; /* TODO: Only do all that if we're going to change anything * Texture container dirtification does not work quite right yet */ if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) { swapchain = NULL; texture = NULL; if(i == 0) { IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain); /* Need the surface in the drawable! */ if(!(target->Flags & SFLAG_INDRAWABLE) && (swapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) { blt_to_drawable(This, target); } if(swapchain) { /* Onscreen target. Invalidate system memory copy and texture copy */ target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE); target->Flags |= SFLAG_INDRAWABLE; IWineD3DSwapChain_Release(swapchain); } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) { /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */ IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture); if(texture) { IWineD3DBaseTexture_SetDirty(texture, TRUE); IWineD3DTexture_Release(texture); } target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE); target->Flags |= SFLAG_INDRAWABLE; } else { /* FBO offscreen target. Invalidate system memory copy */ target->Flags &= ~SFLAG_INSYSMEM; } } else { /* Must be an fbo render target */ target->Flags &= ~SFLAG_INSYSMEM; target->Flags |= SFLAG_INTEXTURE; } } } /* Ok, we will be updating the screen from here onwards so grab the lock */ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { ENTER_GL(); apply_fbo_state(iface); LEAVE_GL(); } ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM); ENTER_GL(); if (This->depth_copy_state == WINED3D_DCS_COPY) { depth_copy(iface); } This->depth_copy_state = WINED3D_DCS_INITIAL; { GLenum glPrimType; BOOL emulation = FALSE; WineDirect3DVertexStridedData *strided = &This->strided_streams; WineDirect3DVertexStridedData stridedlcl; /* Ok, Work out which primitive is requested and how many vertexes that will be */ UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType); if (numberOfVertices == 0 ) numberOfVertices = calculatedNumberOfindices; if(!use_vs(This)) { if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials && This->stateBlock->renderState[WINED3DRS_LIGHTING]) { FIXME("Using software emulation because not all material properties could be tracked\n"); emulation = TRUE; } else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) { /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte * to a float in the vertex buffer */ FIXME("Using software emulation because manual fog coordinates are provided\n"); emulation = TRUE; } if(emulation) { IWineD3DVertexBufferImpl *vb; strided = &stridedlcl; memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl)); #define FIXVBO(type) \ if(stridedlcl.u.s.type.VBO) { \ vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[stridedlcl.u.s.type.streamNo]; \ stridedlcl.u.s.type.VBO = 0; \ stridedlcl.u.s.type.lpData = (BYTE *) ((unsigned long) stridedlcl.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \ } FIXVBO(position); FIXVBO(blendWeights); FIXVBO(blendMatrixIndices); FIXVBO(normal); FIXVBO(pSize); FIXVBO(diffuse); FIXVBO(specular); for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) FIXVBO(texCoords[i]); FIXVBO(position2); FIXVBO(normal2); FIXVBO(tangent); FIXVBO(binormal); FIXVBO(tessFactor); FIXVBO(fog); FIXVBO(depth); FIXVBO(sample); #undef FIXVBO } } if (This->useDrawStridedSlow || emulation) { /* Immediate mode drawing */ drawStridedSlow(iface, strided, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex); } else if(This->instancedDraw) { /* Instancing emulation with mixing immediate mode and arrays */ drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex); } else { /* Simple array draw call */ drawStridedFast(iface, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex); } } /* Finshed updating the screen, restore lock */ LEAVE_GL(); TRACE("Done all gl drawing\n"); /* Diagnostics */ #ifdef SHOW_FRAME_MAKEUP { static long int primCounter = 0; /* NOTE: set primCounter to the value reported by drawprim before you want to to write frame makeup to /tmp */ if (primCounter >= 0) { WINED3DLOCKED_RECT r; char buffer[80]; IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY); sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter); TRACE("Saving screenshot %s\n", buffer); IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer); IWineD3DSurface_UnlockRect(This->renderTarget); #ifdef SHOW_TEXTURE_MAKEUP { IWineD3DSurface *pSur; int textureNo; for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) { if (This->stateBlock->textures[textureNo] != NULL) { sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo); TRACE("Saving texture %s\n", buffer); if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) { IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur); IWineD3DSurface_SaveSnapshot(pSur, buffer); IWineD3DSurface_Release(pSur); } else { FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo])); } } } } #endif } TRACE("drawprim #%d\n", primCounter); ++primCounter; } #endif /* Control goes back to the device, stateblock values may change again */ This->isInDraw = FALSE; } static void normalize_normal(float *n) { float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2]; if(length == 0.0) return; length = sqrt(length); n[0] = n[0] / length; n[1] = n[1] / length; n[2] = n[2] / length; } /* Tesselates a high order rectangular patch into single triangles using gl evaluators * * The problem is that OpenGL does not offer a direct way to return the tesselated primitives, * and they can't be sent off for rendering directly either. Tesselating is slow, so we want * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated * attributes to numbered shader attributes, so we have to store them and rebind them as needed * in drawprim. * * To read back, the opengl feedback mode is used. This creates a proplem because we want * untransformed, unlit vertices, but feedback runs everything through transform and lighting. * Thus disable lighting and set identity matrices to get unmodified colors and positions. * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale * them to [-1.0;+1.0] and set the viewport up to scale them back. * * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the * resulting colors back to the normals. * * NOTE: This function activates a context for blitting, modifies matrices & viewport, but * does not restore it because normally a draw follows immediately afterwards. The caller is * responsible of taking care that either the gl states are restored, or the context activated * for drawing to reset the lastWasBlit flag. */ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) { unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size; float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0; WineDirect3DVertexStridedData strided; BYTE *data; WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo; DWORD vtxStride; GLenum feedback_type; GLfloat *feedbuffer; /* First, locate the position data. This is provided in a vertex buffer in the stateblock. * Beware of vbos */ memset(&strided, 0, sizeof(strided)); primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL); if(strided.u.s.position.VBO) { IWineD3DVertexBufferImpl *vb; vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo]; strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory); } vtxStride = strided.u.s.position.dwStride; data = strided.u.s.position.lpData + vtxStride * info->Stride * info->StartVertexOffsetHeight + vtxStride * info->StartVertexOffsetWidth; /* Not entirely sure about what happens with transformed vertices */ if(strided.u.s.position_transformed) { FIXME("Transformed position in rectpatch generation\n"); } if(vtxStride % sizeof(GLfloat)) { /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes. * I don't see how the stride could not be a multiple of 4, but make sure * to check it */ ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n"); } if(info->Basis != WINED3DBASIS_BEZIER) { FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis)); } if(info->Degree != WINED3DDEGREE_CUBIC) { FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree)); } /* First, get the boundary cube of the input data */ for(j = 0; j < info->Height; j++) { for(i = 0; i < info->Width; i++) { float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j); if(fabs(v[0]) > max_x) max_x = fabs(v[0]); if(fabs(v[1]) > max_y) max_y = fabs(v[1]); if(fabs(v[2]) > max_z) max_z = fabs(v[2]); if(v[2] < neg_z) neg_z = v[2]; } } /* This needs some improvements in the vertex decl code */ FIXME("Cannot find data to generate. Only generating position and normals\n"); patch->has_normals = TRUE; patch->has_texcoords = FALSE; /* Simply activate the context for blitting. This disables all the things we don't want and * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the * patch (as opposed to normal draws) will most likely need different changes anyway */ ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT); ENTER_GL(); glMatrixMode(GL_PROJECTION); checkGLcall("glMatrixMode(GL_PROJECTION)"); glLoadIdentity(); checkGLcall("glLoadIndentity()"); glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z)); glTranslatef(0, 0, 0.5); checkGLcall("glScalef"); glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y)); checkGLcall("glViewport"); /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse * our feedback buffer parser */ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE)); if(patch->has_normals) { float black[4] = {0, 0, 0, 0}; float red[4] = {1, 0, 0, 0}; float green[4] = {0, 1, 0, 0}; float blue[4] = {0, 0, 1, 0}; float white[4] = {1, 1, 1, 1}; glEnable(GL_LIGHTING); checkGLcall("glEnable(GL_LIGHTING)"); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); checkGLcall("glLightModel for MODEL_AMBIENT"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT)); for(i = 3; i < GL_LIMITS(lights); i++) { glDisable(GL_LIGHT0 + i); checkGLcall("glDisable(GL_LIGHT0 + i)"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i)); } IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0)); glLightfv(GL_LIGHT0, GL_DIFFUSE, red); glLightfv(GL_LIGHT0, GL_SPECULAR, black); glLightfv(GL_LIGHT0, GL_AMBIENT, black); glLightfv(GL_LIGHT0, GL_POSITION, red); glEnable(GL_LIGHT0); checkGLcall("Setting up light 1\n"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1)); glLightfv(GL_LIGHT1, GL_DIFFUSE, green); glLightfv(GL_LIGHT1, GL_SPECULAR, black); glLightfv(GL_LIGHT1, GL_AMBIENT, black); glLightfv(GL_LIGHT1, GL_POSITION, green); glEnable(GL_LIGHT1); checkGLcall("Setting up light 2\n"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2)); glLightfv(GL_LIGHT2, GL_DIFFUSE, blue); glLightfv(GL_LIGHT2, GL_SPECULAR, black); glLightfv(GL_LIGHT2, GL_AMBIENT, black); glLightfv(GL_LIGHT2, GL_POSITION, blue); glEnable(GL_LIGHT2); checkGLcall("Setting up light 3\n"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX)); glDisable(GL_COLOR_MATERIAL); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white); checkGLcall("Setting up materials\n"); } /* Enable the needed maps. * GL_MAP2_VERTEX_3 is needed for positional data. * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL. * GL_MAP2_TEXTURE_COORD_4 for texture coords */ num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]); out_vertex_size = 3 /* position */; d3d_out_vertex_size = 3; glEnable(GL_MAP2_VERTEX_3); if(patch->has_normals && patch->has_texcoords) { FIXME("Texcoords not handled yet\n"); feedback_type = GL_3D_COLOR_TEXTURE; out_vertex_size += 8; d3d_out_vertex_size += 7; glEnable(GL_AUTO_NORMAL); glEnable(GL_MAP2_TEXTURE_COORD_4); } else if(patch->has_texcoords) { FIXME("Texcoords not handled yet\n"); feedback_type = GL_3D_COLOR_TEXTURE; out_vertex_size += 7; d3d_out_vertex_size += 4; glEnable(GL_MAP2_TEXTURE_COORD_4); } else if(patch->has_normals) { feedback_type = GL_3D_COLOR; out_vertex_size += 4; d3d_out_vertex_size += 3; glEnable(GL_AUTO_NORMAL); } else { feedback_type = GL_3D; } checkGLcall("glEnable vertex attrib generation"); buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */ + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */; feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8); glMap2f(GL_MAP2_VERTEX_3, 0, 1, vtxStride / sizeof(float), info->Width, 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, (float *) data); checkGLcall("glMap2f"); if(patch->has_texcoords) { glMap2f(GL_MAP2_TEXTURE_COORD_4, 0, 1, vtxStride / sizeof(float), info->Width, 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, (float *) data); checkGLcall("glMap2f"); } glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0); checkGLcall("glMapGrid2f"); glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer); checkGLcall("glFeedbackBuffer"); glRenderMode(GL_FEEDBACK); glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1])); checkGLcall("glEvalMesh2\n"); i = glRenderMode(GL_RENDER); if(i == -1) { ERR("Feedback failed. Expected %d elements back\n", buffer_size); Sleep(10000); HeapFree(GetProcessHeap(), 0, feedbuffer); return WINED3DERR_DRIVERINTERNALERROR; } else if(i != buffer_size) { ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i); Sleep(10000); HeapFree(GetProcessHeap(), 0, feedbuffer); return WINED3DERR_DRIVERINTERNALERROR; } else { TRACE("Got %d elements as expected\n", i); } HeapFree(GetProcessHeap(), 0, patch->mem); patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8); i = 0; for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) { if(feedbuffer[j] != GL_POLYGON_TOKEN) { ERR("Unexpected token: %f\n", feedbuffer[j]); continue; } if(feedbuffer[j + 1] != 3) { ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]); continue; } /* Somehow there are different ideas about back / front facing, so fix up the * vertex order */ patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */ patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */ patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */ if(patch->has_normals) { patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5]; patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6]; patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7]; } i += d3d_out_vertex_size; patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */ patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */ patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */ if(patch->has_normals) { patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5]; patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6]; patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7]; } i += d3d_out_vertex_size; patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */ patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */ patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */ if(patch->has_normals) { patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5]; patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6]; patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7]; } i += d3d_out_vertex_size; } if(patch->has_normals) { /* Now do the same with reverse light directions */ float x[4] = {-1, 0, 0, 0}; float y[4] = { 0, -1, 0, 0}; float z[4] = { 0, 0, -1, 0}; glLightfv(GL_LIGHT0, GL_POSITION, x); glLightfv(GL_LIGHT1, GL_POSITION, y); glLightfv(GL_LIGHT2, GL_POSITION, z); checkGLcall("Setting up reverse light directions\n"); glRenderMode(GL_FEEDBACK); checkGLcall("glRenderMode(GL_FEEDBACK)"); glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1])); checkGLcall("glEvalMesh2\n"); i = glRenderMode(GL_RENDER); checkGLcall("glRenderMode(GL_RENDER)"); i = 0; for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) { if(feedbuffer[j] != GL_POLYGON_TOKEN) { ERR("Unexpected token: %f\n", feedbuffer[j]); continue; } if(feedbuffer[j + 1] != 3) { ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]); continue; } if(patch->mem[i + 3] == 0.0) patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5]; if(patch->mem[i + 4] == 0.0) patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6]; if(patch->mem[i + 5] == 0.0) patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7]; normalize_normal(patch->mem + i + 3); i += d3d_out_vertex_size; if(patch->mem[i + 3] == 0.0) patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5]; if(patch->mem[i + 4] == 0.0) patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6]; if(patch->mem[i + 5] == 0.0) patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7]; normalize_normal(patch->mem + i + 3); i += d3d_out_vertex_size; if(patch->mem[i + 3] == 0.0) patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5]; if(patch->mem[i + 4] == 0.0) patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6]; if(patch->mem[i + 5] == 0.0) patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7]; normalize_normal(patch->mem + i + 3); i += d3d_out_vertex_size; } } glDisable(GL_MAP2_VERTEX_3); glDisable(GL_AUTO_NORMAL); glDisable(GL_MAP2_NORMAL); glDisable(GL_MAP2_TEXTURE_COORD_4); checkGLcall("glDisable vertex attrib generation"); LEAVE_GL(); HeapFree(GetProcessHeap(), 0, feedbuffer); vtxStride = 3 * sizeof(float); if(patch->has_normals) { vtxStride += 3 * sizeof(float); } if(patch->has_texcoords) { vtxStride += 4 * sizeof(float); } memset(&patch->strided, 0, sizeof(&patch->strided)); patch->strided.u.s.position.lpData = (BYTE *) patch->mem; patch->strided.u.s.position.dwStride = vtxStride; patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3; patch->strided.u.s.position.streamNo = 255; if(patch->has_normals) { patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */; patch->strided.u.s.normal.dwStride = vtxStride; patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3; patch->strided.u.s.normal.streamNo = 255; } if(patch->has_texcoords) { patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */; if(patch->has_normals) { patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float); } patch->strided.u.s.texCoords[0].dwStride = vtxStride; patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4; /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which * always remains set to 0. Windows uses stream 255 here, but this is not visible to the * application. */ patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS; } return WINED3D_OK; }