864 lines
24 KiB
C
864 lines
24 KiB
C
/* Direct3D ExecuteBuffer
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(c) 1998 Lionel ULMER
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This files contains the implementation of Direct3DExecuteBuffer. */
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#include <string.h>
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#include "config.h"
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#include "windef.h"
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#include "winerror.h"
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#include "wine/obj_base.h"
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#include "heap.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "debug.h"
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#include "d3d_private.h"
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DEFAULT_DEBUG_CHANNEL(ddraw)
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#ifdef HAVE_MESAGL
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/* Structure to store the 'semi transformed' vertices */
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typedef struct {
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D3DVALUE x;
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D3DVALUE y;
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D3DVALUE z;
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D3DVALUE w;
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D3DVALUE nx;
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D3DVALUE ny;
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D3DVALUE nz;
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D3DVALUE u;
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D3DVALUE v;
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} OGL_Vertex;
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typedef struct {
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D3DVALUE x;
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D3DVALUE y;
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D3DVALUE z;
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D3DVALUE w;
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D3DCOLOR c;
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D3DCOLOR sc;
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D3DVALUE u;
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D3DVALUE v;
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} OGL_LVertex;
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static ICOM_VTABLE(IDirect3DExecuteBuffer) executebuffer_vtable;
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/*******************************************************************************
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* ExecuteBuffer static functions
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*/
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void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
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}
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void _dump_executedata(LPD3DEXECUTEDATA lpData) {
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DUMP("dwSize : %ld\n", lpData->dwSize);
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DUMP("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
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DUMP("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
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DUMP("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
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_dump_d3dstatus(&(lpData->dsStatus));
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}
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#define DO_VERTEX(index) \
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{ \
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glTexCoord2f(vx[index].u, \
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vx[index].v); \
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glNormal3f(vx[index].nx, \
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vx[index].ny, \
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vx[index].nz); \
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glVertex4f(vx[index].x, \
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vx[index].y, \
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vx[index].z, \
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vx[index].w); \
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\
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TRACE(ddraw, " V: %f %f %f %f (%f %f %f) (%f %f)\n", \
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vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
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vx[index].nx, vx[index].ny, vx[index].nz, \
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vx[index].u, vx[index].v); \
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}
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#define DO_LVERTEX(index) \
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{ \
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DWORD col = l_vx[index].c; \
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\
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glColor3f(((col >> 16) & 0xFF) / 255.0, \
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((col >> 8) & 0xFF) / 255.0, \
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((col >> 0) & 0xFF) / 255.0); \
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glTexCoord2f(l_vx[index].u, \
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l_vx[index].v); \
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glVertex4f(l_vx[index].x, \
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l_vx[index].y, \
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l_vx[index].z, \
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l_vx[index].w); \
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\
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TRACE(ddraw, " LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
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l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
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((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
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l_vx[index].u, l_vx[index].v); \
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}
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#define DO_TLVERTEX(index) \
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{ \
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D3DTLVERTEX *vx = &(tl_vx[index]); \
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DWORD col = vx->c.color; \
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\
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glColor3f(((col >> 16) & 0xFF) / 255.0, \
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((col >> 8) & 0xFF) / 255.0, \
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((col >> 0) & 0xFF) / 255.0); \
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glTexCoord2f(vx->u.tu, vx->v.tv); \
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if (vx->r.rhw < 0.01) \
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glVertex3f(vx->x.sx, \
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vx->y.sy, \
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vx->z.sz); \
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else \
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glVertex4f(vx->x.sx / vx->r.rhw, \
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vx->y.sy / vx->r.rhw, \
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vx->z.sz / vx->r.rhw, \
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1.0 / vx->r.rhw); \
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TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
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vx->x.sx, vx->y.sy, vx->z.sz, \
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((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
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vx->u.tu, vx->v.tv, vx->r.rhw); \
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}
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#define TRIANGLE_LOOP(macro) \
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{ \
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glBegin(GL_TRIANGLES); { \
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for (i = 0; i < count; i++) { \
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LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
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\
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TRACE(ddraw, " v1: %d v2: %d v3: %d\n", \
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ci->v1.v1, ci->v2.v2, ci->v3.v3); \
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TRACE(ddraw, " Flags : "); \
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if (TRACE_ON(ddraw)) { \
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/* Wireframe */ \
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
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DUMP("EDGEENABLE1 "); \
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
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DUMP("EDGEENABLE2 "); \
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
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DUMP("EDGEENABLE3 "); \
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\
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/* Strips / Fans */ \
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if (ci->wFlags == D3DTRIFLAG_EVEN) \
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DUMP("EVEN "); \
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if (ci->wFlags == D3DTRIFLAG_ODD) \
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DUMP("ODD "); \
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if (ci->wFlags == D3DTRIFLAG_START) \
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DUMP("START "); \
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if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
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DUMP("STARTFLAT(%d) ", ci->wFlags); \
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DUMP("\n"); \
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} \
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\
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/* Draw the triangle */ \
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macro(ci->v1.v1); \
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macro(ci->v2.v2); \
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macro(ci->v3.v3); \
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\
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instr += size; \
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} \
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} glEnd(); \
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}
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static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
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LPDIRECT3DDEVICE dev,
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LPDIRECT3DVIEWPORT vp) {
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IDirect3DExecuteBufferImpl* ilpBuff=(IDirect3DExecuteBufferImpl*)lpBuff;
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IDirect3DViewport2Impl* ivp=(IDirect3DViewport2Impl*)vp;
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/* DWORD bs = ilpBuff->desc.dwBufferSize; */
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DWORD vs = ilpBuff->data.dwVertexOffset;
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/* DWORD vc = ilpBuff->data.dwVertexCount; */
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DWORD is = ilpBuff->data.dwInstructionOffset;
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/* DWORD il = ilpBuff->data.dwInstructionLength; */
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void *instr = ilpBuff->desc.lpData + is;
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OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
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TRACE(ddraw, "ExecuteData : \n");
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if (TRACE_ON(ddraw))
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_dump_executedata(&(ilpBuff->data));
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ENTER_GL();
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while (1) {
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LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
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BYTE size;
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WORD count;
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count = current->wCount;
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size = current->bSize;
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instr += sizeof(D3DINSTRUCTION);
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switch (current->bOpcode) {
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case D3DOP_POINT: {
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TRACE(ddraw, "POINT-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_LINE: {
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TRACE(ddraw, "LINE-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_TRIANGLE: {
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int i;
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float z_inv_matrix[16] = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, -1.0, 0.0,
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0.0, 0.0, 1.0, 1.0
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};
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OGL_Vertex *vx = (OGL_Vertex *) ilpBuff->vertex_data;
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OGL_LVertex *l_vx = (OGL_LVertex *) ilpBuff->vertex_data;
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D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) ilpBuff->vertex_data;
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TRACE(ddraw, "TRIANGLE (%d)\n", count);
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switch (ilpBuff->vertex_type) {
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case D3DVT_VERTEX:
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/* This time, there is lighting */
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glEnable(GL_LIGHTING);
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/* Use given matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity(); /* The model transformation was done during the
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transformation phase */
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glMatrixMode(GL_PROJECTION);
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TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
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dump_mat(odev->proj_mat);
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TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
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dump_mat(odev->view_mat);
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glLoadMatrixf((float *) z_inv_matrix);
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glMultMatrixf((float *) odev->proj_mat);
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glMultMatrixf((float *) odev->view_mat);
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break;
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case D3DVT_LVERTEX:
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/* No lighting */
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glDisable(GL_LIGHTING);
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/* Use given matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity(); /* The model transformation was done during the
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transformation phase */
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glMatrixMode(GL_PROJECTION);
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TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
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dump_mat(odev->proj_mat);
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TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
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dump_mat(odev->view_mat);
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glLoadMatrixf((float *) z_inv_matrix);
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glMultMatrixf((float *) odev->proj_mat);
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glMultMatrixf((float *) odev->view_mat);
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break;
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case D3DVT_TLVERTEX: {
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GLdouble height, width, minZ, maxZ;
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/* First, disable lighting */
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glDisable(GL_LIGHTING);
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/* Then do not put any transformation matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (ivp == NULL) {
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ERR(ddraw, "No current viewport !\n");
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/* Using standard values */
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height = 640.0;
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width = 480.0;
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minZ = -10.0;
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maxZ = 10.0;
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} else {
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height = (GLdouble) ivp->viewport.vp1.dwHeight;
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width = (GLdouble) ivp->viewport.vp1.dwWidth;
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minZ = (GLdouble) ivp->viewport.vp1.dvMinZ;
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maxZ = (GLdouble) ivp->viewport.vp1.dvMaxZ;
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if (minZ == maxZ) {
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/* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
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minZ = 0.0;
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maxZ = 1.0;
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}
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}
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glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
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} break;
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default:
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ERR(ddraw, "Unhandled vertex type !\n");
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break;
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}
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switch (ilpBuff->vertex_type) {
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case D3DVT_VERTEX:
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TRIANGLE_LOOP(DO_VERTEX);
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break;
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case D3DVT_LVERTEX:
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TRIANGLE_LOOP(DO_LVERTEX);
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break;
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case D3DVT_TLVERTEX:
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TRIANGLE_LOOP(DO_TLVERTEX);
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break;
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default:
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ERR(ddraw, "Unhandled vertex type !\n");
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}
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} break;
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case D3DOP_MATRIXLOAD: {
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TRACE(ddraw, "MATRIXLOAD-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_MATRIXMULTIPLY: {
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int i;
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TRACE(ddraw, "MATRIXMULTIPLY (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
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LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
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LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
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LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
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TRACE(ddraw, " Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
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ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
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/* Do the multiplication..
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As I am VERY lazy, I let OpenGL do the multiplication for me */
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glMatrixMode(GL_PROJECTION);
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/* Save the current matrix */
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glPushMatrix();
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/* Load Matrix one and do the multiplication */
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glLoadMatrixf((float *) c);
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glMultMatrixf((float *) b);
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glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
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/* Restore the current matrix */
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glPopMatrix();
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instr += size;
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}
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} break;
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case D3DOP_STATETRANSFORM: {
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int i;
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TRACE(ddraw, "STATETRANSFORM (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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/* Handle the state transform */
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switch (ci->t.dtstTransformStateType) {
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case D3DTRANSFORMSTATE_WORLD: {
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TRACE(ddraw, " WORLD (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
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odev->world_mat = (D3DMATRIX*) ci->v.dwArg[0];
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} break;
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case D3DTRANSFORMSTATE_VIEW: {
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TRACE(ddraw, " VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
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odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0];
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} break;
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case D3DTRANSFORMSTATE_PROJECTION: {
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TRACE(ddraw, " PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
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odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0];
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} break;
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default:
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ERR(ddraw, " Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType);
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break;
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}
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instr += size;
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}
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} break;
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case D3DOP_STATELIGHT: {
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int i;
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TRACE(ddraw, "STATELIGHT (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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/* Handle the state transform */
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switch (ci->t.dlstLightStateType) {
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case D3DLIGHTSTATE_MATERIAL: {
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IDirect3DMaterial2Impl* mat = (IDirect3DMaterial2Impl*) ci->v.dwArg[0];
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TRACE(ddraw, " MATERIAL\n");
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if (mat != NULL) {
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mat->activate(mat);
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} else {
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TRACE(ddraw, " bad Material Handle\n");
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}
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} break ;
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case D3DLIGHTSTATE_AMBIENT: {
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float light[4];
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DWORD dwLightState = ci->v.dwArg[0];
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TRACE(ddraw, " AMBIENT\n");
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light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
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light[1] = ((dwLightState >> 8) & 0xFF) / 255.0;
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light[2] = ((dwLightState >> 0) & 0xFF) / 255.0;
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light[3] = 1.0;
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
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TRACE(ddraw, " R:%02lx G:%02lx B:%02lx A:%02lx\n",
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((dwLightState >> 16) & 0xFF),
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((dwLightState >> 8) & 0xFF),
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((dwLightState >> 0) & 0xFF),
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((dwLightState >> 24) & 0xFF));
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} break ;
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case D3DLIGHTSTATE_COLORMODEL: {
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TRACE(ddraw, " COLORMODEL\n");
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} break ;
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case D3DLIGHTSTATE_FOGMODE: {
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TRACE(ddraw, " FOGMODE\n");
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} break ;
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case D3DLIGHTSTATE_FOGSTART: {
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TRACE(ddraw, " FOGSTART\n");
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} break ;
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case D3DLIGHTSTATE_FOGEND: {
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TRACE(ddraw, " FOGEND\n");
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} break ;
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case D3DLIGHTSTATE_FOGDENSITY: {
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TRACE(ddraw, " FOGDENSITY\n");
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} break ;
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default:
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ERR(ddraw, " Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType);
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break;
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}
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instr += size;
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}
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} break;
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case D3DOP_STATERENDER: {
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int i;
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TRACE(ddraw, "STATERENDER (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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/* Handle the state transform */
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set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0], &(odev->rs));
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instr += size;
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}
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} break;
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case D3DOP_PROCESSVERTICES: {
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int i;
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TRACE(ddraw, "PROCESSVERTICES (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
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TRACE(ddraw, " Start : %d Dest : %d Count : %ld\n",
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ci->wStart, ci->wDest, ci->dwCount);
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TRACE(ddraw, " Flags : ");
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if (TRACE_ON(ddraw)) {
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if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
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DUMP("COPY ");
|
|
if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
|
|
DUMP("NOCOLOR ");
|
|
if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
|
|
DUMP("OPMASK ");
|
|
if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
|
|
DUMP("TRANSFORM ");
|
|
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
|
|
DUMP("TRANSFORMLIGHT ");
|
|
if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
|
|
DUMP("UPDATEEXTENTS ");
|
|
DUMP("\n");
|
|
}
|
|
|
|
/* This is where doing Direct3D on top on OpenGL is quite difficult.
|
|
This method transforms a set of vertices using the CURRENT state
|
|
(lighting, projection, ...) but does not rasterize them.
|
|
They will oinly be put on screen later (with the POINT / LINE and
|
|
TRIANGLE op-codes). The problem is that you can have a triangle
|
|
with each point having been transformed using another state...
|
|
|
|
In this implementation, I will emulate only ONE thing : each
|
|
vertex can have its own "WORLD" transformation (this is used in the
|
|
TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
|
|
execute buffer use the same state.
|
|
|
|
If I find applications that change other states, I will try to do a
|
|
more 'fine-tuned' state emulation (but I may become quite tricky if
|
|
it changes a light position in the middle of a triangle).
|
|
|
|
In this case, a 'direct' approach (i.e. without using OpenGL, but
|
|
writing our own 3D rasterizer) would be easier. */
|
|
|
|
/* The current method (with the hypothesis that only the WORLD matrix
|
|
will change between two points) is like this :
|
|
- I transform 'manually' all the vertices with the current WORLD
|
|
matrix and store them in the vertex buffer
|
|
- during the rasterization phase, the WORLD matrix will be set to
|
|
the Identity matrix */
|
|
|
|
/* Enough for the moment */
|
|
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
|
|
int nb;
|
|
D3DVERTEX *src = ((LPD3DVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
|
|
OGL_Vertex *dst = ((OGL_Vertex *) (ilpBuff->vertex_data)) + ci->wDest;
|
|
D3DMATRIX *mat = odev->world_mat;
|
|
|
|
TRACE(ddraw, " World Matrix : (%p)\n", mat);
|
|
dump_mat(mat);
|
|
|
|
ilpBuff->vertex_type = D3DVT_VERTEX;
|
|
|
|
for (nb = 0; nb < ci->dwCount; nb++) {
|
|
/* For the moment, no normal transformation... */
|
|
dst->nx = src->nx.nx;
|
|
dst->ny = src->ny.ny;
|
|
dst->nz = src->nz.nz;
|
|
|
|
dst->u = src->u.tu;
|
|
dst->v = src->v.tv;
|
|
|
|
/* Now, the matrix multiplication */
|
|
dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
|
|
dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
|
|
dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
|
|
dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
|
|
|
|
src++;
|
|
dst++;
|
|
}
|
|
} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
|
|
int nb;
|
|
D3DLVERTEX *src = ((LPD3DLVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
|
|
OGL_LVertex *dst = ((OGL_LVertex *) (ilpBuff->vertex_data)) + ci->wDest;
|
|
D3DMATRIX *mat = odev->world_mat;
|
|
|
|
TRACE(ddraw, " World Matrix : (%p)\n", mat);
|
|
dump_mat(mat);
|
|
|
|
ilpBuff->vertex_type = D3DVT_LVERTEX;
|
|
|
|
for (nb = 0; nb < ci->dwCount; nb++) {
|
|
dst->c = src->c.color;
|
|
dst->sc = src->s.specular;
|
|
dst->u = src->u.tu;
|
|
dst->v = src->v.tv;
|
|
|
|
/* Now, the matrix multiplication */
|
|
dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
|
|
dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
|
|
dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
|
|
dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
|
|
|
|
src++;
|
|
dst++;
|
|
}
|
|
} else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
|
|
D3DTLVERTEX *src = ((LPD3DTLVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
|
|
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (ilpBuff->vertex_data)) + ci->wDest;
|
|
|
|
ilpBuff->vertex_type = D3DVT_TLVERTEX;
|
|
|
|
memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
|
|
} else {
|
|
ERR(ddraw, "Unhandled vertex processing !\n");
|
|
}
|
|
|
|
instr += size;
|
|
}
|
|
} break;
|
|
|
|
case D3DOP_TEXTURELOAD: {
|
|
TRACE(ddraw, "TEXTURELOAD-s (%d)\n", count);
|
|
|
|
instr += count * size;
|
|
} break;
|
|
|
|
case D3DOP_EXIT: {
|
|
TRACE(ddraw, "EXIT (%d)\n", count);
|
|
/* We did this instruction */
|
|
instr += size;
|
|
/* Exit this loop */
|
|
goto end_of_buffer;
|
|
} break;
|
|
|
|
case D3DOP_BRANCHFORWARD: {
|
|
int i;
|
|
TRACE(ddraw, "BRANCHFORWARD (%d)\n", count);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
LPD3DBRANCH ci = (LPD3DBRANCH) instr;
|
|
|
|
if ((ilpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
|
|
if (!ci->bNegate) {
|
|
TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
|
|
}
|
|
} else {
|
|
if (ci->bNegate) {
|
|
TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
|
|
}
|
|
}
|
|
|
|
instr += size;
|
|
}
|
|
} break;
|
|
|
|
case D3DOP_SPAN: {
|
|
TRACE(ddraw, "SPAN-s (%d)\n", count);
|
|
|
|
instr += count * size;
|
|
} break;
|
|
|
|
case D3DOP_SETSTATUS: {
|
|
int i;
|
|
TRACE(ddraw, "SETSTATUS (%d)\n", count);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
LPD3DSTATUS ci = (LPD3DSTATUS) instr;
|
|
|
|
ilpBuff->data.dsStatus = *ci;
|
|
|
|
instr += size;
|
|
}
|
|
} break;
|
|
|
|
default:
|
|
ERR(ddraw, "Unhandled OpCode !!!\n");
|
|
/* Try to save ... */
|
|
instr += count * size;
|
|
break;
|
|
}
|
|
}
|
|
|
|
end_of_buffer:
|
|
LEAVE_GL();
|
|
}
|
|
|
|
/*******************************************************************************
|
|
* ExecuteBuffer Creation functions
|
|
*/
|
|
LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(IDirect3DDeviceImpl* d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
|
|
{
|
|
IDirect3DExecuteBufferImpl* eb;
|
|
|
|
eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBufferImpl));
|
|
eb->ref = 1;
|
|
eb->lpvtbl = &executebuffer_vtable;
|
|
eb->d3ddev = d3ddev;
|
|
|
|
/* Initializes memory */
|
|
eb->desc = *lpDesc;
|
|
|
|
/* No buffer given */
|
|
if (!(eb->desc.dwFlags & D3DDEB_LPDATA))
|
|
eb->desc.lpData = NULL;
|
|
|
|
/* No buffer size given */
|
|
if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE))
|
|
eb->desc.dwBufferSize = 0;
|
|
|
|
/* Create buffer if asked */
|
|
if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) {
|
|
eb->need_free = TRUE;
|
|
eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize);
|
|
} else {
|
|
eb->need_free = FALSE;
|
|
}
|
|
|
|
/* No vertices for the moment */
|
|
eb->vertex_data = NULL;
|
|
|
|
eb->desc.dwFlags |= D3DDEB_LPDATA;
|
|
|
|
eb->execute = execute;
|
|
|
|
return (LPDIRECT3DEXECUTEBUFFER)eb;
|
|
}
|
|
|
|
/*******************************************************************************
|
|
* IDirect3ExecuteBuffer methods
|
|
*/
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBufferImpl_QueryInterface(LPDIRECT3DEXECUTEBUFFER iface,
|
|
REFIID riid,
|
|
LPVOID* ppvObj)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
char xrefiid[50];
|
|
|
|
WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
|
|
FIXME(ddraw, "(%p)->(%s,%p): stub\n", This, xrefiid,ppvObj);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
static ULONG WINAPI IDirect3DExecuteBufferImpl_AddRef(LPDIRECT3DEXECUTEBUFFER iface)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
TRACE(ddraw, "(%p)->()incrementing from %lu.\n", This, This->ref );
|
|
|
|
return ++(This->ref);
|
|
}
|
|
|
|
|
|
|
|
static ULONG WINAPI IDirect3DExecuteBufferImpl_Release(LPDIRECT3DEXECUTEBUFFER iface)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
FIXME( ddraw, "(%p)->() decrementing from %lu.\n", This, This->ref );
|
|
|
|
if (!--(This->ref)) {
|
|
if ((This->desc.lpData != NULL) && This->need_free)
|
|
HeapFree(GetProcessHeap(),0,This->desc.lpData);
|
|
|
|
if (This->vertex_data != NULL)
|
|
HeapFree(GetProcessHeap(),0,This->vertex_data);
|
|
|
|
HeapFree(GetProcessHeap(),0,This);
|
|
return 0;
|
|
}
|
|
|
|
return This->ref;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Initialize(LPDIRECT3DEXECUTEBUFFER iface,
|
|
LPDIRECT3DDEVICE lpDirect3DDevice,
|
|
LPD3DEXECUTEBUFFERDESC lpDesc)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
FIXME(ddraw, "(%p)->(%p,%p): stub\n", This, lpDirect3DDevice, lpDesc);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Lock(LPDIRECT3DEXECUTEBUFFER iface,
|
|
LPD3DEXECUTEBUFFERDESC lpDesc)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
TRACE(ddraw, "(%p)->(%p)\n", This, lpDesc);
|
|
|
|
/* Copies the buffer description */
|
|
*lpDesc = This->desc;
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Unlock(LPDIRECT3DEXECUTEBUFFER iface)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
TRACE(ddraw, "(%p)->()\n", This);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBufferImpl_SetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
|
|
LPD3DEXECUTEDATA lpData)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
DWORD nbvert;
|
|
|
|
TRACE(ddraw, "(%p)->(%p)\n", This, lpData);
|
|
|
|
This->data = *lpData;
|
|
|
|
/* Get the number of vertices in the execute buffer */
|
|
nbvert = This->data.dwVertexCount;
|
|
|
|
/* Prepares the transformed vertex buffer */
|
|
if (This->vertex_data != NULL)
|
|
HeapFree(GetProcessHeap(), 0, This->vertex_data);
|
|
This->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex));
|
|
|
|
|
|
if (TRACE_ON(ddraw)) {
|
|
_dump_executedata(lpData);
|
|
}
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBufferImpl_GetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
|
|
LPD3DEXECUTEDATA lpData)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
TRACE(ddraw, "(%p)->(%p): stub\n", This, lpData);
|
|
|
|
*lpData = This->data;
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Validate(LPDIRECT3DEXECUTEBUFFER iface,
|
|
LPDWORD lpdwOffset,
|
|
LPD3DVALIDATECALLBACK lpFunc,
|
|
LPVOID lpUserArg,
|
|
DWORD dwReserved)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", This, lpdwOffset, lpFunc, lpUserArg, dwReserved);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Optimize(LPDIRECT3DEXECUTEBUFFER iface,
|
|
DWORD dwReserved)
|
|
{
|
|
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
|
|
TRACE(ddraw, "(%p)->(%lu)\n", This, dwReserved);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
|
|
/*******************************************************************************
|
|
* IDirect3DLight VTable
|
|
*/
|
|
static ICOM_VTABLE(IDirect3DExecuteBuffer) executebuffer_vtable =
|
|
{
|
|
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
|
|
/*** IUnknown methods ***/
|
|
IDirect3DExecuteBufferImpl_QueryInterface,
|
|
IDirect3DExecuteBufferImpl_AddRef,
|
|
IDirect3DExecuteBufferImpl_Release,
|
|
/*** IDirect3DExecuteBuffer methods ***/
|
|
IDirect3DExecuteBufferImpl_Initialize,
|
|
IDirect3DExecuteBufferImpl_Lock,
|
|
IDirect3DExecuteBufferImpl_Unlock,
|
|
IDirect3DExecuteBufferImpl_SetExecuteData,
|
|
IDirect3DExecuteBufferImpl_GetExecuteData,
|
|
IDirect3DExecuteBufferImpl_Validate,
|
|
IDirect3DExecuteBufferImpl_Optimize
|
|
};
|
|
|
|
#endif /* HAVE_MESAGL */
|