1096 lines
46 KiB
C
1096 lines
46 KiB
C
/*
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* WINED3D draw functions
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006, 2008 Henri Verbeet
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
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#define GLINFO_LOCATION This->adapter->gl_info
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#include <stdio.h>
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#include <math.h>
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/* GL locking is done by the caller */
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static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
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UINT min_vertex_idx, UINT max_vertex_idx, UINT count, UINT idx_size,
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const void *idx_data, UINT start_idx)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (idx_size)
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{
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TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, primitive_type, count, min_vertex_idx);
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#if 1
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glDrawElements(primitive_type, count,
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idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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(const char *)idx_data + (idx_size * start_idx));
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checkGLcall("glDrawElements");
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#else
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glDrawRangeElements(primitive_type, min_vertex_idx, max_vertex_idx, count,
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idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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(const char *)idx_data + (idx_size * start_idx));
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checkGLcall("glDrawRangeElements");
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#endif
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}
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else
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{
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TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, primitive_type, start_idx, count);
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glDrawArrays(primitive_type, start_idx, count);
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checkGLcall("glDrawArrays");
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}
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}
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/*
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* Actually draw using the supplied information.
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* Slower GL version which extracts info about each vertex in turn
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*/
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/* GL locking is done by the caller */
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static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT NumVertexes,
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GLenum glPrimType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
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{
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struct wined3d_context *context = context_get_current();
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unsigned int textureNo = 0;
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const WORD *pIdxBufS = NULL;
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const DWORD *pIdxBufL = NULL;
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UINT vx_index;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const UINT *streamOffset = This->stateBlock->streamOffset;
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long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
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BOOL pixelShader = use_ps(This->stateBlock);
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BOOL specular_fog = FALSE;
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UINT texture_stages = GL_LIMITS(texture_stages);
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const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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const struct wined3d_stream_info_element *element;
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UINT num_untracked_materials;
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DWORD tex_mask = 0;
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TRACE("Using slow vertex array code\n");
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/* Variable Initialization */
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if (idxSize != 0) {
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/* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
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* If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
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* idxData will be != NULL
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*/
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if(idxData == NULL) {
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idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
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}
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if (idxSize == 2) pIdxBufS = idxData;
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else pIdxBufL = idxData;
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} else if (idxData) {
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ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
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return;
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}
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/* Start drawing in GL */
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VTRACE(("glBegin(%x)\n", glPrimType));
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glBegin(glPrimType);
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element = &si->elements[WINED3D_FFP_POSITION];
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if (element->data) position = element->data + streamOffset[element->stream_idx];
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element = &si->elements[WINED3D_FFP_NORMAL];
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if (element->data) normal = element->data + streamOffset[element->stream_idx];
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else glNormal3f(0, 0, 0);
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element = &si->elements[WINED3D_FFP_DIFFUSE];
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if (element->data) diffuse = element->data + streamOffset[element->stream_idx];
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else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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num_untracked_materials = context->num_untracked_materials;
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if (num_untracked_materials && element->format_desc->format != WINED3DFMT_A8R8G8B8)
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FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format_desc->format));
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element = &si->elements[WINED3D_FFP_SPECULAR];
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if (element->data)
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{
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specular = element->data + streamOffset[element->stream_idx];
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/* special case where the fog density is stored in the specular alpha channel */
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if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
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&& (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
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|| si->elements[WINED3D_FFP_POSITION].format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
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&& This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
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{
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if (GL_SUPPORT(EXT_FOG_COORD))
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{
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if (element->format_desc->format == WINED3DFMT_A8R8G8B8) specular_fog = TRUE;
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else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format_desc->format));
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}
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else
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{
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static BOOL warned;
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if (!warned)
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{
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/* TODO: Use the fog table code from old ddraw */
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FIXME("Implement fog for transformed vertices in software\n");
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warned = TRUE;
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}
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}
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}
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}
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else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
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{
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GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
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}
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for (textureNo = 0; textureNo < texture_stages; ++textureNo)
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{
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int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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int texture_idx = This->texUnitMap[textureNo];
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
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{
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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continue;
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}
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if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
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if (texture_idx == -1) continue;
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if (coordIdx > 7)
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{
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TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
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continue;
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}
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else if (coordIdx < 0)
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{
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FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
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continue;
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}
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element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
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if (element->data)
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{
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texCoords[coordIdx] = element->data + streamOffset[element->stream_idx];
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tex_mask |= (1 << textureNo);
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}
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else
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{
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TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
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if (GL_SUPPORT(ARB_MULTITEXTURE))
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
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else
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glTexCoord4f(0, 0, 0, 1);
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}
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}
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/* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
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* Guess it's not necessary(we crash then anyway) and would only eat CPU time
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*/
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/* For each primitive */
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for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
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UINT texture, tmp_tex_mask;
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/* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
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* function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
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*/
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/* For indexed data, we need to go a few more strides in */
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if (idxData != NULL) {
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/* Indexed so work out the number of strides to skip */
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if (idxSize == 2) {
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VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
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SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
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} else {
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VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
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SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
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}
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}
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tmp_tex_mask = tex_mask;
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for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
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{
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int coord_idx;
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const void *ptr;
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int texture_idx;
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if (!(tmp_tex_mask & 1)) continue;
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coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
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ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
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texture_idx = This->texUnitMap[texture];
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multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format_desc->emit_idx](
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GL_TEXTURE0_ARB + texture_idx, ptr);
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}
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/* Diffuse -------------------------------- */
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if (diffuse) {
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const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
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diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format_desc->emit_idx](ptrToCoords);
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if (num_untracked_materials)
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{
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DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
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unsigned char i;
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float color[4];
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color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
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color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
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color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
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color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
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for (i = 0; i < num_untracked_materials; ++i)
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{
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glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
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}
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}
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}
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/* Specular ------------------------------- */
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if (specular) {
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const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
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specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format_desc->emit_idx](ptrToCoords);
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if (specular_fog)
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{
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DWORD specularColor = *(const DWORD *)ptrToCoords;
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GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
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}
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}
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/* Normal -------------------------------- */
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if (normal != NULL) {
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const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
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normal_funcs[si->elements[WINED3D_FFP_NORMAL].format_desc->emit_idx](ptrToCoords);
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}
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/* Position -------------------------------- */
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if (position) {
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const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
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position_funcs[si->elements[WINED3D_FFP_POSITION].format_desc->emit_idx](ptrToCoords);
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}
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/* For non indexed mode, step onto next parts */
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if (idxData == NULL) {
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++SkipnStrides;
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}
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}
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glEnd();
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checkGLcall("glEnd and previous calls");
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}
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/* GL locking is done by the caller */
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static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr)
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{
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switch(format)
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{
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case WINED3DFMT_R32_FLOAT:
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GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
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break;
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case WINED3DFMT_R32G32_FLOAT:
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GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
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break;
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case WINED3DFMT_R32G32B32_FLOAT:
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GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
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break;
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case WINED3DFMT_R32G32B32A32_FLOAT:
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GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
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break;
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case WINED3DFMT_R8G8B8A8_UINT:
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GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
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break;
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case WINED3DFMT_A8R8G8B8:
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if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
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{
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const DWORD *src = ptr;
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DWORD c = *src & 0xff00ff00;
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c |= (*src & 0xff0000) >> 16;
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c |= (*src & 0xff) << 16;
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GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
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break;
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}
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/* else fallthrough */
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case WINED3DFMT_R8G8B8A8_UNORM:
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GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
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break;
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case WINED3DFMT_R16G16_SINT:
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GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
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break;
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case WINED3DFMT_R16G16B16A16_SINT:
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GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
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break;
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case WINED3DFMT_R16G16_SNORM:
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{
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GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
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GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
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break;
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}
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case WINED3DFMT_R16G16_UNORM:
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{
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GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
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GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
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break;
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}
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case WINED3DFMT_R16G16B16A16_SNORM:
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GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
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break;
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case WINED3DFMT_R16G16B16A16_UNORM:
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GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
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break;
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case WINED3DFMT_R10G10B10A2_UINT:
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FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
|
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/*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
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break;
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case WINED3DFMT_R10G10B10A2_SNORM:
|
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FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
|
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/*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
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break;
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|
|
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case WINED3DFMT_R16G16_FLOAT:
|
|
/* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
|
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* byte float according to the IEEE standard
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*/
|
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if (GL_SUPPORT(NV_HALF_FLOAT)) {
|
|
/* Not supported by GL_ARB_half_float_vertex */
|
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GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
|
|
} else {
|
|
float x = float_16_to_32(((const unsigned short *)ptr) + 0);
|
|
float y = float_16_to_32(((const unsigned short *)ptr) + 1);
|
|
GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
|
|
}
|
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break;
|
|
case WINED3DFMT_R16G16B16A16_FLOAT:
|
|
if (GL_SUPPORT(NV_HALF_FLOAT)) {
|
|
/* Not supported by GL_ARB_half_float_vertex */
|
|
GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
|
|
} else {
|
|
float x = float_16_to_32(((const unsigned short *)ptr) + 0);
|
|
float y = float_16_to_32(((const unsigned short *)ptr) + 1);
|
|
float z = float_16_to_32(((const unsigned short *)ptr) + 2);
|
|
float w = float_16_to_32(((const unsigned short *)ptr) + 3);
|
|
GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
|
|
GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
|
|
const WORD *pIdxBufS = NULL;
|
|
const DWORD *pIdxBufL = NULL;
|
|
UINT vx_index;
|
|
int i;
|
|
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
|
|
const BYTE *ptr;
|
|
|
|
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 = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
|
|
}
|
|
|
|
if (idxSize == 2) pIdxBufS = idxData;
|
|
else pIdxBufL = idxData;
|
|
} else if (idxData) {
|
|
ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
|
|
return;
|
|
}
|
|
|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimitiveType));
|
|
glBegin(glPrimitiveType);
|
|
|
|
for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
|
|
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] + stateblock->loadBaseVertexIndex;
|
|
} else {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
|
}
|
|
}
|
|
|
|
for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
|
|
if(!si->elements[i].data) continue;
|
|
|
|
ptr = si->elements[i].data +
|
|
si->elements[i].stride * SkipnStrides +
|
|
stateblock->streamOffset[si->elements[i].stream_idx];
|
|
|
|
send_attribute(This, si->elements[i].format_desc->format, i, ptr);
|
|
}
|
|
SkipnStrides++;
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si,
|
|
UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex,
|
|
UINT startIdx)
|
|
{
|
|
UINT numInstances = 0, i;
|
|
int numInstancedAttribs = 0, j;
|
|
UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 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);
|
|
|
|
/* First, figure out how many instances we have to draw */
|
|
for(i = 0; i < MAX_STREAMS; i++) {
|
|
/* Look at the streams and take the first one which matches */
|
|
if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
|
|
/* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
|
|
if(stateblock->streamFreq[i] == 0){
|
|
numInstances = 1;
|
|
} else {
|
|
numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
|
|
}
|
|
break; /* break, because only the first suitable value is interesting */
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
|
|
{
|
|
if (stateblock->streamFlags[si->elements[i].stream_idx] & 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++) {
|
|
const BYTE *ptr = si->elements[instancedData[j]].data +
|
|
si->elements[instancedData[j]].stride * i +
|
|
stateblock->streamOffset[si->elements[instancedData[j]].stream_idx];
|
|
if (si->elements[instancedData[j]].buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb =
|
|
(struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx];
|
|
ptr += (long) buffer_get_sysmem(vb);
|
|
}
|
|
|
|
send_attribute(This, si->elements[instancedData[j]].format_desc->format, instancedData[j], ptr);
|
|
}
|
|
|
|
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
checkGLcall("glDrawElements");
|
|
}
|
|
}
|
|
|
|
static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_info *s)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
|
|
{
|
|
struct wined3d_stream_info_element *e = &s->elements[i];
|
|
if (e->buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
|
e->buffer_object = 0;
|
|
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Routine common to the draw primitive and draw indexed primitive routines */
|
|
void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
|
|
UINT StartIdx, UINT idxSize, const void *idxData, UINT minIndex)
|
|
{
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *target;
|
|
struct wined3d_context *context;
|
|
unsigned int i;
|
|
|
|
if (!index_count) return;
|
|
|
|
if (This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE])
|
|
{
|
|
/* 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];
|
|
if (target)
|
|
{
|
|
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Signals other modules that a drawing is in progress and the stateblock finalized */
|
|
This->isInDraw = TRUE;
|
|
|
|
context = ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
|
|
|
|
if (This->stencilBufferTarget) {
|
|
/* Note that this depends on the ActivateContext call above to set
|
|
* This->render_offscreen properly. We don't currently take the
|
|
* Z-compare function into account, but we could skip loading the
|
|
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
|
|
* that we never copy the stencil data.*/
|
|
DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
|
if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
|
|
|| This->stateBlock->renderState[WINED3DRS_ZENABLE])
|
|
surface_load_ds_location(This->stencilBufferTarget, context, location);
|
|
if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
|
|
surface_modify_ds_location(This->stencilBufferTarget, location);
|
|
}
|
|
|
|
/* Ok, we will be updating the screen from here onwards so grab the lock */
|
|
ENTER_GL();
|
|
{
|
|
GLenum glPrimType = This->stateBlock->gl_primitive_type;
|
|
BOOL emulation = FALSE;
|
|
const struct wined3d_stream_info *stream_info = &This->strided_streams;
|
|
struct wined3d_stream_info stridedlcl;
|
|
|
|
if (!numberOfVertices) numberOfVertices = index_count;
|
|
|
|
if (!use_vs(This->stateBlock))
|
|
{
|
|
if (!This->strided_streams.position_transformed && context->num_untracked_materials
|
|
&& This->stateBlock->renderState[WINED3DRS_LIGHTING])
|
|
{
|
|
static BOOL warned;
|
|
if (!warned) {
|
|
FIXME("Using software emulation because not all material properties could be tracked\n");
|
|
warned = TRUE;
|
|
} else {
|
|
TRACE("Using software emulation because not all material properties could be tracked\n");
|
|
}
|
|
emulation = TRUE;
|
|
}
|
|
else if (context->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
|
|
*/
|
|
static BOOL warned;
|
|
if (!warned) {
|
|
FIXME("Using software emulation because manual fog coordinates are provided\n");
|
|
warned = TRUE;
|
|
} else {
|
|
TRACE("Using software emulation because manual fog coordinates are provided\n");
|
|
}
|
|
emulation = TRUE;
|
|
}
|
|
|
|
if(emulation) {
|
|
stream_info = &stridedlcl;
|
|
memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
|
|
remove_vbos(This, &stridedlcl);
|
|
}
|
|
}
|
|
|
|
if (This->useDrawStridedSlow || emulation) {
|
|
/* Immediate mode drawing */
|
|
if (use_vs(This->stateBlock))
|
|
{
|
|
static BOOL warned;
|
|
if (!warned) {
|
|
FIXME("Using immediate mode with vertex shaders for half float emulation\n");
|
|
warned = TRUE;
|
|
} else {
|
|
TRACE("Using immediate mode with vertex shaders for half float emulation\n");
|
|
}
|
|
drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
|
|
} else {
|
|
drawStridedSlow(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
|
|
}
|
|
} else if(This->instancedDraw) {
|
|
/* Instancing emulation with mixing immediate mode and arrays */
|
|
drawStridedInstanced(iface, &This->strided_streams, index_count,
|
|
glPrimType, idxData, idxSize, minIndex, StartIdx);
|
|
} else {
|
|
drawStridedFast(iface, glPrimType, minIndex, minIndex + numberOfVertices - 1,
|
|
index_count, idxSize, idxData, StartIdx);
|
|
}
|
|
}
|
|
|
|
/* Finished 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->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
|
|
sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
|
|
TRACE("Saving screenshot %s\n", buffer);
|
|
IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
|
|
IWineD3DSurface_UnlockRect(This->render_targets[0]);
|
|
|
|
#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_%ld_%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(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 #%ld\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 == 0.0f) 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 cache 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 problem 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 = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
|
|
struct wined3d_stream_info stream_info;
|
|
struct wined3d_stream_info_element *e;
|
|
const BYTE *data;
|
|
const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
|
|
DWORD vtxStride;
|
|
GLenum feedback_type;
|
|
GLfloat *feedbuffer;
|
|
|
|
/* 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, NULL, CTXUSAGE_BLIT);
|
|
|
|
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
|
|
* Beware of vbos
|
|
*/
|
|
device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
|
|
|
|
e = &stream_info.elements[WINED3D_FFP_POSITION];
|
|
if (e->buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb;
|
|
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
|
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
|
}
|
|
vtxStride = e->stride;
|
|
data = e->data +
|
|
vtxStride * info->Stride * info->StartVertexOffsetHeight +
|
|
vtxStride * info->StartVertexOffsetWidth;
|
|
|
|
/* Not entirely sure about what happens with transformed vertices */
|
|
if (stream_info.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++) {
|
|
const float *v = (const 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;
|
|
|
|
ENTER_GL();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
checkGLcall("glMatrixMode(GL_PROJECTION)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIndentity()");
|
|
glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
|
|
glTranslatef(0.0f, 0.0f, 0.5f);
|
|
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) {
|
|
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
|
|
static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
|
|
static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
|
|
static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
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");
|
|
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");
|
|
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");
|
|
|
|
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");
|
|
}
|
|
|
|
/* 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,
|
|
0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
|
|
0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
|
|
(const GLfloat *)data);
|
|
checkGLcall("glMap2f");
|
|
if(patch->has_texcoords) {
|
|
glMap2f(GL_MAP2_TEXTURE_COORD_4,
|
|
0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
|
|
0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
|
|
(const GLfloat *)data);
|
|
checkGLcall("glMap2f");
|
|
}
|
|
glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
|
|
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");
|
|
|
|
i = glRenderMode(GL_RENDER);
|
|
if(i == -1) {
|
|
LEAVE_GL();
|
|
ERR("Feedback failed. Expected %d elements back\n", buffer_size);
|
|
HeapFree(GetProcessHeap(), 0, feedbuffer);
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
} else if(i != buffer_size) {
|
|
LEAVE_GL();
|
|
ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
|
|
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] - 0.5f) * 4.0f * 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] - 0.5f) * 4.0f * 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] - 0.5f) * 4.0f * 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 */
|
|
static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
|
|
static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
|
|
static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
|
|
glLightfv(GL_LIGHT0, GL_POSITION, x);
|
|
glLightfv(GL_LIGHT1, GL_POSITION, y);
|
|
glLightfv(GL_LIGHT2, GL_POSITION, z);
|
|
checkGLcall("Setting up reverse light directions");
|
|
|
|
glRenderMode(GL_FEEDBACK);
|
|
checkGLcall("glRenderMode(GL_FEEDBACK)");
|
|
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
|
checkGLcall("glEvalMesh2");
|
|
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] == 0.0f)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
|
|
if(patch->mem[i + 4] == 0.0f)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
|
|
if(patch->mem[i + 5] == 0.0f)
|
|
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] == 0.0f)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
|
|
if(patch->mem[i + 4] == 0.0f)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
|
|
if(patch->mem[i + 5] == 0.0f)
|
|
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] == 0.0f)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
|
|
if(patch->mem[i + 4] == 0.0f)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
|
|
if(patch->mem[i + 5] == 0.0f)
|
|
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.position.format = WINED3DFMT_R32G32B32_FLOAT;
|
|
patch->strided.position.lpData = (BYTE *) patch->mem;
|
|
patch->strided.position.dwStride = vtxStride;
|
|
|
|
if(patch->has_normals) {
|
|
patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
|
|
patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
|
patch->strided.normal.dwStride = vtxStride;
|
|
}
|
|
if(patch->has_texcoords) {
|
|
patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
|
patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
|
if(patch->has_normals) {
|
|
patch->strided.texCoords[0].lpData += 3 * sizeof(float);
|
|
}
|
|
patch->strided.texCoords[0].dwStride = vtxStride;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|