2462 lines
104 KiB
C
2462 lines
104 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 Henri Verbeet
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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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WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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#include <stdio.h>
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#if 0 /* TODO */
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extern IWineD3DVertexShaderImpl* VertexShaders[64];
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extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
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extern IWineD3DPixelShaderImpl* PixelShaders[64];
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#undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
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#endif
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/* Issues the glBegin call for gl given the primitive type and count */
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static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
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DWORD NumPrimitives,
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GLenum *primType)
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{
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DWORD NumVertexes = NumPrimitives;
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switch (PrimitiveType) {
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case WINED3DPT_POINTLIST:
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TRACE("POINTS\n");
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*primType = GL_POINTS;
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NumVertexes = NumPrimitives;
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break;
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case WINED3DPT_LINELIST:
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TRACE("LINES\n");
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*primType = GL_LINES;
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NumVertexes = NumPrimitives * 2;
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break;
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case WINED3DPT_LINESTRIP:
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TRACE("LINE_STRIP\n");
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*primType = GL_LINE_STRIP;
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NumVertexes = NumPrimitives + 1;
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break;
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case WINED3DPT_TRIANGLELIST:
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TRACE("TRIANGLES\n");
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*primType = GL_TRIANGLES;
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NumVertexes = NumPrimitives * 3;
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break;
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case WINED3DPT_TRIANGLESTRIP:
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TRACE("TRIANGLE_STRIP\n");
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*primType = GL_TRIANGLE_STRIP;
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NumVertexes = NumPrimitives + 2;
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break;
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case WINED3DPT_TRIANGLEFAN:
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TRACE("TRIANGLE_FAN\n");
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*primType = GL_TRIANGLE_FAN;
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NumVertexes = NumPrimitives + 2;
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break;
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default:
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FIXME("Unhandled primitive\n");
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*primType = GL_POINTS;
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break;
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}
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return NumVertexes;
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}
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/* Ensure the appropriate material states are set up - only change
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state if really required */
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static void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
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BOOL requires_material_reset = FALSE;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (This->tracking_color == NEEDS_TRACKING && isDiffuseSupplied) {
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/* If we have not set up the material color tracking, do it now as required */
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glDisable(GL_COLOR_MATERIAL); /* Note: Man pages state must enable AFTER calling glColorMaterial! Required?*/
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checkGLcall("glDisable GL_COLOR_MATERIAL");
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TRACE("glColorMaterial Parm=%x\n", This->tracking_parm);
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glColorMaterial(GL_FRONT_AND_BACK, This->tracking_parm);
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checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
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glEnable(GL_COLOR_MATERIAL);
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checkGLcall("glEnable GL_COLOR_MATERIAL");
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This->tracking_color = IS_TRACKING;
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requires_material_reset = TRUE; /* Restore material settings as will be used */
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} else if ((This->tracking_color == IS_TRACKING && !isDiffuseSupplied) ||
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(This->tracking_color == NEEDS_TRACKING && !isDiffuseSupplied)) {
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/* If we are tracking the current color but one isn't supplied, don't! */
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glDisable(GL_COLOR_MATERIAL);
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checkGLcall("glDisable GL_COLOR_MATERIAL");
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This->tracking_color = NEEDS_TRACKING;
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requires_material_reset = TRUE; /* Restore material settings as will be used */
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} else if (This->tracking_color == IS_TRACKING && isDiffuseSupplied) {
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/* No need to reset material colors since no change to gl_color_material */
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requires_material_reset = FALSE;
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} else if (This->tracking_color == NEEDS_DISABLE) {
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glDisable(GL_COLOR_MATERIAL);
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checkGLcall("glDisable GL_COLOR_MATERIAL");
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This->tracking_color = DISABLED_TRACKING;
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requires_material_reset = TRUE; /* Restore material settings as will be used */
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}
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/* Reset the material colors which may have been tracking the color*/
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if (requires_material_reset) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->stateBlock->material.Ambient);
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checkGLcall("glMaterialfv");
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->stateBlock->material.Diffuse);
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checkGLcall("glMaterialfv");
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if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->stateBlock->material.Specular);
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checkGLcall("glMaterialfv");
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} else {
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float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
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checkGLcall("glMaterialfv");
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}
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->stateBlock->material.Emissive);
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checkGLcall("glMaterialfv");
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}
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}
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static GLfloat invymat[16] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f};
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void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
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/* If the last draw was transformed as well, no need to reapply all the matrixes */
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if ( (!This->last_was_rhw) || (This->viewport_changed) ) {
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double X, Y, height, width, minZ, maxZ;
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This->last_was_rhw = TRUE;
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This->viewport_changed = FALSE;
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/* Transformed already into viewport coordinates, so we do not need transform
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matrices. Reset all matrices to identity and leave the default matrix in world
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mode. */
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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glLoadIdentity();
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checkGLcall("glLoadIdentity");
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode(GL_PROJECTION)");
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glLoadIdentity();
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checkGLcall("glLoadIdentity");
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/* Set up the viewport to be full viewport */
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X = This->stateBlock->viewport.X;
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Y = This->stateBlock->viewport.Y;
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height = This->stateBlock->viewport.Height;
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width = This->stateBlock->viewport.Width;
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minZ = This->stateBlock->viewport.MinZ;
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maxZ = This->stateBlock->viewport.MaxZ;
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if(!This->untransformed) {
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TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
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glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
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} else {
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TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
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glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
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}
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checkGLcall("glOrtho");
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/* Window Coord 0 is the middle of the first pixel, so translate by half
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a pixel (See comment above glTranslate below) */
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glTranslatef(0.375, 0.375, 0);
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checkGLcall("glTranslatef(0.375, 0.375, 0)");
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/* D3D texture coordinates are flipped compared to OpenGL ones, so
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* render everything upside down when rendering offscreen. */
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if (This->render_offscreen) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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/* Vertex fog on transformed vertices? Use the calculated fog factor stored in the specular color */
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if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] && This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != WINED3DFOG_NONE) {
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if(GL_SUPPORT(EXT_FOG_COORD)) {
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glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
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checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
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glFogi(GL_FOG_MODE, GL_LINEAR);
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checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
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/* The dx fog range in this case is fixed to 0 - 255,
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* but in GL it still depends on the fog start and end (according to the ext)
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* Use this to turn around the fog as it's needed. That prevents some
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* calculations during drawing :-)
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*/
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glFogf(GL_FOG_START, (float) 0xff);
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checkGLcall("glFogfv GL_FOG_END");
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glFogf(GL_FOG_END, 0.0);
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checkGLcall("glFogfv GL_FOG_START");
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} else {
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/* Disable GL fog, handle this in software in drawStridedSlow */
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glDisable(GL_FOG);
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checkGLcall("glDisable(GL_FOG)");
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}
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}
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}
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}
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/* Setup views - Transformed & lit if RHW, else untransformed.
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Only unlit if Normals are supplied
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Returns: Whether to restore lighting afterwards */
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static void primitiveInitState(
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IWineD3DDevice *iface,
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WineDirect3DVertexStridedData* strided,
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BOOL useVS,
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BOOL* lighting_changed,
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BOOL* lighting_original) {
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BOOL fixed_vtx_transformed =
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(strided->u.s.position.lpData != NULL || strided->u.s.position.VBO != 0 ||
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strided->u.s.position2.lpData != NULL || strided->u.s.position2.VBO != 0) &&
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strided->u.s.position_transformed;
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BOOL fixed_vtx_lit =
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strided->u.s.normal.lpData == NULL && strided->u.s.normal.VBO == 0 &&
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strided->u.s.normal2.lpData == NULL && strided->u.s.normal2.VBO == 0;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*lighting_changed = FALSE;
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/* If no normals, DISABLE lighting otherwise, don't touch lighing as it is
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set by the appropriate render state. Note Vertex Shader output is already lit */
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if (fixed_vtx_lit || useVS) {
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*lighting_changed = TRUE;
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*lighting_original = glIsEnabled(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable(GL_LIGHTING);");
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TRACE("Disabled lighting, old state = %d\n", *lighting_original);
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}
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if (!useVS && fixed_vtx_transformed) {
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d3ddevice_set_ortho(This);
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} else {
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/* Untransformed, so relies on the view and projection matrices */
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This->untransformed = TRUE;
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if (!useVS && (This->last_was_rhw || !This->modelview_valid)) {
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/* Only reapply when have to */
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This->modelview_valid = TRUE;
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode");
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/* In the general case, the view matrix is the identity matrix */
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if (This->view_ident) {
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glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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} else {
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glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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glMultMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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}
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if (!useVS && (This->last_was_rhw || !This->proj_valid)) {
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/* Only reapply when have to */
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This->proj_valid = TRUE;
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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/* The rule is that the window coordinate 0 does not correspond to the
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beginning of the first pixel, but the center of the first pixel.
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As a consequence if you want to correctly draw one line exactly from
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the left to the right end of the viewport (with all matrices set to
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be identity), the x coords of both ends of the line would be not
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-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
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instead. */
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glLoadIdentity();
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glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
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checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
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/* D3D texture coordinates are flipped compared to OpenGL ones, so
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* render everything upside down when rendering offscreen. */
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if (This->render_offscreen) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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glMultMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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/* Vertex Shader output is already transformed, so set up identity matrices */
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if (useVS) {
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This->posFixup[1] = This->render_offscreen ? -1.0 : 1.0;
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This->posFixup[2] = 0.9 / This->stateBlock->viewport.Width;
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This->posFixup[3] = -0.9 / This->stateBlock->viewport.Height;
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}
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This->last_was_rhw = FALSE;
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/* Setup fogging */
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if (useVS && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->usesFog) {
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/* In D3D vertex shader return the 'final' fog value, while in OpenGL it is the 'input' fog value.
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* The code below 'disables' the OpenGL postprocessing by setting the formula to '1'. */
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glFogf(GL_FOG_START, 1.0f);
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glFogf(GL_FOG_END, 0.0f);
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} else if(This->stateBlock->renderState[WINED3DRS_FOGENABLE]
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&& This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != WINED3DFOG_NONE) {
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if(GL_SUPPORT(EXT_FOG_COORD)) {
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glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
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checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)\n");
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/* Reapply the fog range */
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IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
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IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
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/* Restore the fog mode */
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IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGTABLEMODE, This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]);
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} else {
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/* Enable GL_FOG again because we disabled it above */
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glEnable(GL_FOG);
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checkGLcall("glEnable(GL_FOG)");
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}
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}
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}
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}
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static BOOL fixed_get_input(
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BYTE usage, BYTE usage_idx,
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unsigned int* regnum) {
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*regnum = -1;
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/* Those positions must have the order in the
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* named part of the strided data */
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if ((usage == D3DDECLUSAGE_POSITION || usage == D3DDECLUSAGE_POSITIONT) && usage_idx == 0)
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*regnum = 0;
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else if (usage == D3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
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*regnum = 1;
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else if (usage == D3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
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*regnum = 2;
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else if (usage == D3DDECLUSAGE_NORMAL && usage_idx == 0)
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*regnum = 3;
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else if (usage == D3DDECLUSAGE_PSIZE && usage_idx == 0)
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*regnum = 4;
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else if (usage == D3DDECLUSAGE_COLOR && usage_idx == 0)
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*regnum = 5;
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else if (usage == D3DDECLUSAGE_COLOR && usage_idx == 1)
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*regnum = 6;
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else if (usage == D3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
|
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*regnum = 7 + usage_idx;
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else if ((usage == D3DDECLUSAGE_POSITION || usage == D3DDECLUSAGE_POSITIONT) && usage_idx == 1)
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*regnum = 7 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_NORMAL && usage_idx == 1)
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*regnum = 8 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_TANGENT && usage_idx == 0)
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*regnum = 9 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_BINORMAL && usage_idx == 0)
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*regnum = 10 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
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*regnum = 11 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_FOG && usage_idx == 0)
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*regnum = 12 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_DEPTH && usage_idx == 0)
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*regnum = 13 + WINED3DDP_MAXTEXCOORD;
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else if (usage == D3DDECLUSAGE_SAMPLE && usage_idx == 0)
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*regnum = 14 + WINED3DDP_MAXTEXCOORD;
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if (*regnum < 0) {
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FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
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debug_d3ddeclusage(usage), usage_idx);
|
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return FALSE;
|
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}
|
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return TRUE;
|
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}
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|
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void primitiveDeclarationConvertToStridedData(
|
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IWineD3DDevice *iface,
|
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BOOL useVertexShaderFunction,
|
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WineDirect3DVertexStridedData *strided,
|
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LONG BaseVertexIndex,
|
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BOOL *fixup) {
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|
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/* We need to deal with frequency data!*/
|
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|
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BYTE *data = NULL;
|
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
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IWineD3DVertexDeclarationImpl* vertexDeclaration = NULL;
|
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int i;
|
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WINED3DVERTEXELEMENT *element;
|
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DWORD stride;
|
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int reg;
|
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|
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/* Locate the vertex declaration */
|
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if (This->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration) {
|
|
TRACE("Using vertex declaration from shader\n");
|
|
vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
|
|
} else {
|
|
TRACE("Using vertex declaration\n");
|
|
vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
|
|
}
|
|
|
|
/* Translate the declaration into strided data */
|
|
for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
|
|
GLint streamVBO = 0;
|
|
BOOL stride_used;
|
|
unsigned int idx;
|
|
|
|
element = vertexDeclaration->pDeclarationWine + i;
|
|
TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
|
|
element, i + 1, vertexDeclaration->declarationWNumElements - 1);
|
|
|
|
if (This->stateBlock->streamSource[element->Stream] == NULL)
|
|
continue;
|
|
|
|
if (This->stateBlock->streamIsUP) {
|
|
TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
|
|
streamVBO = 0;
|
|
data = (BYTE *)This->stateBlock->streamSource[element->Stream];
|
|
if(fixup && *fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
|
|
} else {
|
|
TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
|
|
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[element->Stream]);
|
|
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
|
|
if(fixup) {
|
|
if( streamVBO != 0) *fixup = TRUE;
|
|
else if(*fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
|
|
}
|
|
}
|
|
stride = This->stateBlock->streamStride[element->Stream];
|
|
data += (BaseVertexIndex * stride);
|
|
data += element->Offset;
|
|
reg = element->Reg;
|
|
|
|
TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
|
|
|
|
if (useVertexShaderFunction)
|
|
stride_used = vshader_get_input(This->stateBlock->vertexShader,
|
|
element->Usage, element->UsageIndex, &idx);
|
|
else
|
|
stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
|
|
|
|
if (stride_used) {
|
|
TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
|
|
"stream=%u, offset=%u, stride=%u, VBO=%u]\n",
|
|
useVertexShaderFunction? "shader": "fixed function", idx,
|
|
debug_d3ddeclusage(element->Usage), element->UsageIndex,
|
|
element->Stream, element->Offset, stride, streamVBO);
|
|
|
|
strided->u.input[idx].lpData = data;
|
|
strided->u.input[idx].dwType = element->Type;
|
|
strided->u.input[idx].dwStride = stride;
|
|
strided->u.input[idx].VBO = streamVBO;
|
|
if (!useVertexShaderFunction) {
|
|
if (element->Usage == D3DDECLUSAGE_POSITION)
|
|
strided->u.s.position_transformed = FALSE;
|
|
else if (element->Usage == D3DDECLUSAGE_POSITIONT)
|
|
strided->u.s.position_transformed = TRUE;
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDirect3DVertexStridedData *strided, GLint streamVBO) {
|
|
int numBlends;
|
|
int numTextures;
|
|
int textureNo;
|
|
int coordIdxInfo = 0x00; /* Information on number of coords supplied */
|
|
int numCoords[8]; /* Holding place for WINED3DFVF_TEXTUREFORMATx */
|
|
|
|
/* Either 3 or 4 floats depending on the FVF */
|
|
/* FIXME: Can blending data be in a different stream to the position data?
|
|
and if so using the fixed pipeline how do we handle it */
|
|
if (thisFVF & WINED3DFVF_POSITION_MASK) {
|
|
strided->u.s.position.lpData = data;
|
|
strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
|
|
strided->u.s.position.dwStride = stride;
|
|
strided->u.s.position.VBO = streamVBO;
|
|
data += 3 * sizeof(float);
|
|
if (thisFVF & WINED3DFVF_XYZRHW) {
|
|
strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT4;
|
|
strided->u.s.position_transformed = TRUE;
|
|
data += sizeof(float);
|
|
} else
|
|
strided->u.s.position_transformed = FALSE;
|
|
}
|
|
|
|
/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
|
|
/** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
|
|
numBlends = 1 + (((thisFVF & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
|
|
if(thisFVF & WINED3DFVF_LASTBETA_UBYTE4) numBlends--;
|
|
|
|
if ((thisFVF & WINED3DFVF_XYZB5 ) > WINED3DFVF_XYZRHW) {
|
|
TRACE("Setting blend Weights to %p\n", data);
|
|
strided->u.s.blendWeights.lpData = data;
|
|
strided->u.s.blendWeights.dwType = WINED3DDECLTYPE_FLOAT1 + numBlends - 1;
|
|
strided->u.s.blendWeights.dwStride = stride;
|
|
strided->u.s.blendWeights.VBO = streamVBO;
|
|
data += numBlends * sizeof(FLOAT);
|
|
|
|
if (thisFVF & WINED3DFVF_LASTBETA_UBYTE4) {
|
|
strided->u.s.blendMatrixIndices.lpData = data;
|
|
strided->u.s.blendMatrixIndices.dwType = WINED3DDECLTYPE_UBYTE4;
|
|
strided->u.s.blendMatrixIndices.dwStride= stride;
|
|
strided->u.s.blendMatrixIndices.VBO = streamVBO;
|
|
data += sizeof(DWORD);
|
|
}
|
|
}
|
|
|
|
/* Normal is always 3 floats */
|
|
if (thisFVF & WINED3DFVF_NORMAL) {
|
|
strided->u.s.normal.lpData = data;
|
|
strided->u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
|
|
strided->u.s.normal.dwStride = stride;
|
|
strided->u.s.normal.VBO = streamVBO;
|
|
data += 3 * sizeof(FLOAT);
|
|
}
|
|
|
|
/* Pointsize is a single float */
|
|
if (thisFVF & WINED3DFVF_PSIZE) {
|
|
strided->u.s.pSize.lpData = data;
|
|
strided->u.s.pSize.dwType = WINED3DDECLTYPE_FLOAT1;
|
|
strided->u.s.pSize.dwStride = stride;
|
|
strided->u.s.pSize.VBO = streamVBO;
|
|
data += sizeof(FLOAT);
|
|
}
|
|
|
|
/* Diffuse is 4 unsigned bytes */
|
|
if (thisFVF & WINED3DFVF_DIFFUSE) {
|
|
strided->u.s.diffuse.lpData = data;
|
|
strided->u.s.diffuse.dwType = WINED3DDECLTYPE_SHORT4;
|
|
strided->u.s.diffuse.dwStride = stride;
|
|
strided->u.s.diffuse.VBO = streamVBO;
|
|
data += sizeof(DWORD);
|
|
}
|
|
|
|
/* Specular is 4 unsigned bytes */
|
|
if (thisFVF & WINED3DFVF_SPECULAR) {
|
|
strided->u.s.specular.lpData = data;
|
|
strided->u.s.specular.dwType = WINED3DDECLTYPE_SHORT4;
|
|
strided->u.s.specular.dwStride = stride;
|
|
strided->u.s.specular.VBO = streamVBO;
|
|
data += sizeof(DWORD);
|
|
}
|
|
|
|
/* Texture coords */
|
|
numTextures = (thisFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
|
coordIdxInfo = (thisFVF & 0x00FF0000) >> 16; /* 16 is from definition of WINED3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
|
|
|
|
/* numTextures indicates the number of texture coordinates supplied */
|
|
/* However, the first set may not be for stage 0 texture - it all */
|
|
/* depends on WINED3DTSS_TEXCOORDINDEX. */
|
|
/* The number of bytes for each coordinate set is based off */
|
|
/* WINED3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
|
|
|
|
/* So, for each supplied texture extract the coords */
|
|
for (textureNo = 0; textureNo < numTextures; ++textureNo) {
|
|
|
|
strided->u.s.texCoords[textureNo].lpData = data;
|
|
strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT1;
|
|
strided->u.s.texCoords[textureNo].dwStride = stride;
|
|
strided->u.s.texCoords[textureNo].VBO = streamVBO;
|
|
numCoords[textureNo] = coordIdxInfo & 0x03;
|
|
|
|
/* Always one set */
|
|
data += sizeof(float);
|
|
if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT1) {
|
|
strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT2;
|
|
data += sizeof(float);
|
|
if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT2) {
|
|
strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT3;
|
|
data += sizeof(float);
|
|
if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT3) {
|
|
strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT4;
|
|
data += sizeof(float);
|
|
}
|
|
}
|
|
}
|
|
coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
|
|
}
|
|
}
|
|
|
|
void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup) {
|
|
|
|
short LoopThroughTo = 0;
|
|
short nStream;
|
|
GLint streamVBO = 0;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* OK, Now to setup the data locations
|
|
For the non-created vertex shaders, the VertexShader var holds the real
|
|
FVF and only stream 0 matters
|
|
For the created vertex shaders, there is an FVF per stream */
|
|
if (!This->stateBlock->streamIsUP && !(This->stateBlock->vertexShader == NULL)) {
|
|
LoopThroughTo = MAX_STREAMS;
|
|
} else {
|
|
LoopThroughTo = 1;
|
|
}
|
|
|
|
/* Work through stream by stream */
|
|
for (nStream=0; nStream<LoopThroughTo; ++nStream) {
|
|
DWORD stride = This->stateBlock->streamStride[nStream];
|
|
BYTE *data = NULL;
|
|
DWORD thisFVF = 0;
|
|
|
|
/* Skip empty streams */
|
|
if (This->stateBlock->streamSource[nStream] == NULL) continue;
|
|
|
|
/* Retrieve appropriate FVF */
|
|
if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */
|
|
thisFVF = This->stateBlock->fvf;
|
|
/* Handle memory passed directly as well as vertex buffers */
|
|
if (This->stateBlock->streamIsUP) {
|
|
streamVBO = 0;
|
|
data = (BYTE *)This->stateBlock->streamSource[nStream];
|
|
} else {
|
|
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[nStream]);
|
|
/* GetMemory binds the VBO */
|
|
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0, &streamVBO);
|
|
if(fixup) {
|
|
if(streamVBO != 0 ) *fixup = TRUE;
|
|
}
|
|
}
|
|
} else {
|
|
#if 0 /* TODO: Vertex shader support */
|
|
thisFVF = This->stateBlock->vertexShaderDecl->fvf[nStream];
|
|
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0);
|
|
#endif
|
|
}
|
|
VTRACE(("FVF for stream %d is %lx\n", nStream, thisFVF));
|
|
if (thisFVF == 0) continue;
|
|
|
|
/* Now convert the stream into pointers */
|
|
|
|
/* Shuffle to the beginning of the vertexes to render and index from there */
|
|
data = data + (BaseVertexIndex * stride);
|
|
|
|
primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO);
|
|
}
|
|
}
|
|
|
|
#if 0 /* TODO: Software Shaders */
|
|
/* Draw a single vertex using this information */
|
|
static void draw_vertex(IWineD3DDevice *iface, /* interface */
|
|
BOOL isXYZ, float x, float y, float z, float rhw, /* xyzn position*/
|
|
BOOL isNormal, float nx, float ny, float nz, /* normal */
|
|
BOOL isDiffuse, float *dRGBA, /* 1st colors */
|
|
BOOL isSpecular, float *sRGB, /* 2ndry colors */
|
|
BOOL isPtSize, float ptSize, /* pointSize */
|
|
WINED3DVECTOR_4 *texcoords, int *numcoords) /* texture info */
|
|
{
|
|
unsigned int textureNo;
|
|
float s, t, r, q;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* Diffuse -------------------------------- */
|
|
if (isDiffuse) {
|
|
glColor4fv(dRGBA);
|
|
VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n", dRGBA[0], dRGBA[1], dRGBA[2], dRGBA[3]));
|
|
}
|
|
|
|
/* Specular Colour ------------------------------------------*/
|
|
if (isSpecular) {
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3fvEXT(sRGB));
|
|
VTRACE(("glSecondaryColor4f: r,g,b=%f,%f,%f\n", sRGB[0], sRGB[1], sRGB[2]));
|
|
} else {
|
|
VTRACE(("Specular color extensions not supplied\n"));
|
|
}
|
|
}
|
|
|
|
/* Normal -------------------------------- */
|
|
if (isNormal) {
|
|
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
|
|
glNormal3f(nx, ny, nz);
|
|
}
|
|
|
|
/* Point Size ----------------------------------------------*/
|
|
if (isPtSize) {
|
|
|
|
/* no such functionality in the fixed function GL pipeline */
|
|
FIXME("Cannot change ptSize here in openGl\n");
|
|
}
|
|
|
|
/* Texture coords --------------------------- */
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
continue ;
|
|
}
|
|
|
|
/* Query tex coords */
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
|
|
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
|
|
if (coordIdx >= MAX_TEXTURES) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
continue;
|
|
} else if (numcoords[coordIdx] == 0) {
|
|
TRACE("tex: %d - Skipping tex coords, as no data supplied or no coords supplied\n", textureNo);
|
|
continue;
|
|
} else {
|
|
|
|
/* Initialize vars */
|
|
s = 0.0f;
|
|
t = 0.0f;
|
|
r = 0.0f;
|
|
q = 0.0f;
|
|
|
|
switch (numcoords[coordIdx]) {
|
|
case 4: q = texcoords[coordIdx].w; /* drop through */
|
|
case 3: r = texcoords[coordIdx].z; /* drop through */
|
|
case 2: t = texcoords[coordIdx].y; /* drop through */
|
|
case 1: s = texcoords[coordIdx].x;
|
|
}
|
|
|
|
switch (numcoords[coordIdx]) { /* Supply the provided texture coords */
|
|
case WINED3DTTFF_COUNT1:
|
|
VTRACE(("tex:%d, s=%f\n", textureNo, s));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD1F(textureNo, s);
|
|
} else {
|
|
glTexCoord1f(s);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT2:
|
|
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD2F(textureNo, s, t);
|
|
} else {
|
|
glTexCoord2f(s, t);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT3:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD3F(textureNo, s, t, r);
|
|
} else {
|
|
glTexCoord3f(s, t, r);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT4:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD4F(textureNo, s, t, r, q);
|
|
} else {
|
|
glTexCoord4f(s, t, r, q);
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Should not get here as numCoords should be 0->4 (%x)!\n", numcoords[coordIdx]);
|
|
}
|
|
}
|
|
}
|
|
} /* End of textures */
|
|
|
|
/* Position -------------------------------- */
|
|
if (isXYZ) {
|
|
if (1.0f == rhw || rhw < 0.00001f) {
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
|
|
glVertex3f(x, y, z);
|
|
} else {
|
|
/* Cannot optimize by dividing through by rhw as rhw is required
|
|
later for perspective in the GL pipeline for vertex shaders */
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
|
|
glVertex4f(x,y,z,rhw);
|
|
}
|
|
}
|
|
}
|
|
#endif /* TODO: Software shaders */
|
|
|
|
/* This should match any arrays loaded in loadNumberedArrays. */
|
|
/* TODO: Only load / unload arrays if we have to. */
|
|
static void unloadNumberedArrays(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* disable any attribs (this is the same for both GLSL and ARB modes) */
|
|
GLint maxAttribs;
|
|
int i;
|
|
|
|
/* Leave all the attribs disabled */
|
|
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
|
|
/* MESA does not support it right not */
|
|
if (glGetError() != GL_NO_ERROR)
|
|
maxAttribs = 16;
|
|
for (i = 0; i < maxAttribs; ++i) {
|
|
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
|
|
checkGLcall("glDisableVertexAttribArrayARB(reg);");
|
|
}
|
|
}
|
|
|
|
/* TODO: Only load / unload arrays if we have to. */
|
|
static void loadNumberedArrays(
|
|
IWineD3DDevice *iface,
|
|
IWineD3DVertexShader *shader,
|
|
WineDirect3DVertexStridedData *strided) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_ATTRIBS; i++) {
|
|
|
|
if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
|
|
continue;
|
|
|
|
TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
|
|
|
|
if(curVBO != strided->u.input[i].VBO) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
|
|
checkGLcall("glBindBufferARB");
|
|
curVBO = strided->u.input[i].VBO;
|
|
}
|
|
GL_EXTCALL(glVertexAttribPointerARB(i,
|
|
WINED3D_ATR_SIZE(strided->u.input[i].dwType),
|
|
WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
|
|
WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
|
|
strided->u.input[i].dwStride,
|
|
strided->u.input[i].lpData));
|
|
GL_EXTCALL(glEnableVertexAttribArrayARB(i));
|
|
}
|
|
}
|
|
|
|
/* This should match any arrays loaded in loadVertexData. */
|
|
/* TODO: Only load / unload arrays if we have to. */
|
|
static void unloadVertexData(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int texture_idx;
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
|
}
|
|
for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
|
|
GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
}
|
|
|
|
/* TODO: Only load / unload arrays if we have to. */
|
|
static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd) {
|
|
unsigned int textureNo = 0;
|
|
unsigned int texture_idx = 0;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
|
|
|
|
TRACE("Using fast vertex array code\n");
|
|
/* Blend Data ---------------------------------------------- */
|
|
if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
|
|
(sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
|
|
|
|
|
|
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
|
|
#if 1
|
|
glEnableClientState(GL_WEIGHT_ARRAY_ARB);
|
|
checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
|
|
#endif
|
|
|
|
TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
|
|
sd->u.s.blendWeights.lpData, sd->u.s.blendWeights.dwStride);
|
|
/* FIXME("TODO\n");*/
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
|
|
#if 0
|
|
/* with this on, the normals appear to be being modified,
|
|
but the vertices aren't being translated as they should be
|
|
Maybe the world matrix aren't being setup properly? */
|
|
glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1);
|
|
#endif
|
|
|
|
|
|
VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
|
|
WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
|
|
sd->u.s.blendWeights.dwStride,
|
|
sd->u.s.blendWeights.lpData));
|
|
|
|
if(curVBO != sd->u.s.blendWeights.VBO) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
|
|
checkGLcall("glBindBufferARB");
|
|
curVBO = sd->u.s.blendWeights.VBO;
|
|
}
|
|
|
|
GL_EXTCALL(glWeightPointerARB)(
|
|
WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
|
|
WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
|
|
sd->u.s.blendWeights.dwStride,
|
|
sd->u.s.blendWeights.lpData);
|
|
|
|
checkGLcall("glWeightPointerARB");
|
|
|
|
if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
|
|
static BOOL showfixme = TRUE;
|
|
if(showfixme){
|
|
FIXME("blendMatrixIndices support\n");
|
|
showfixme = FALSE;
|
|
}
|
|
}
|
|
|
|
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
|
|
/* FIXME("TODO\n");*/
|
|
#if 0
|
|
|
|
GL_EXTCALL(glVertexWeightPointerEXT)(
|
|
WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
|
|
WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
|
|
sd->u.s.blendWeights.dwStride,
|
|
sd->u.s.blendWeights.lpData);
|
|
checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
|
|
glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
|
|
checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
|
|
#endif
|
|
|
|
} else {
|
|
/* TODO: support blends in fixupVertices */
|
|
FIXME("unsupported blending in openGl\n");
|
|
}
|
|
} else {
|
|
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
#if 0 /* TODO: Vertex blending */
|
|
glDisable(GL_VERTEX_BLEND_ARB);
|
|
#endif
|
|
TRACE("ARB_VERTEX_BLEND\n");
|
|
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
|
|
TRACE(" EXT_VERTEX_WEIGHTING\n");
|
|
glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
|
|
checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
|
|
|
|
}
|
|
}
|
|
|
|
#if 0 /* FOG ----------------------------------------------*/
|
|
if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
|
|
/* TODO: fog*/
|
|
if (GL_SUPPORT(EXT_FOG_COORD) {
|
|
glEnableClientState(GL_FOG_COORDINATE_EXT);
|
|
(GL_EXTCALL)(FogCoordPointerEXT)(
|
|
WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
|
|
sd->u.s.fog.dwStride,
|
|
sd->u.s.fog.lpData);
|
|
} else {
|
|
/* don't bother falling back to 'slow' as we don't support software FOG yet. */
|
|
/* FIXME: fixme once */
|
|
TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
|
|
}
|
|
} else {
|
|
if (GL_SUPPRT(EXT_FOR_COORD) {
|
|
/* make sure fog is disabled */
|
|
glDisableClientState(GL_FOG_COORDINATE_EXT);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if 0 /* tangents ----------------------------------------------*/
|
|
if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
|
|
sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
|
|
/* TODO: tangents*/
|
|
if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
|
|
if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
|
|
glEnable(GL_TANGENT_ARRAY_EXT);
|
|
(GL_EXTCALL)(TangentPointerEXT)(
|
|
WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
|
|
sd->u.s.tangent.dwStride,
|
|
sd->u.s.tangent.lpData);
|
|
} else {
|
|
glDisable(GL_TANGENT_ARRAY_EXT);
|
|
}
|
|
if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
|
|
glEnable(GL_BINORMAL_ARRAY_EXT);
|
|
(GL_EXTCALL)(BinormalPointerEXT)(
|
|
WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
|
|
sd->u.s.binormal.dwStride,
|
|
sd->u.s.binormal.lpData);
|
|
} else{
|
|
glDisable(GL_BINORMAL_ARRAY_EXT);
|
|
}
|
|
|
|
} else {
|
|
/* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
|
|
/* FIXME: fixme once */
|
|
TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
|
|
}
|
|
} else {
|
|
if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
|
|
/* make sure fog is disabled */
|
|
glDisable(GL_TANGENT_ARRAY_EXT);
|
|
glDisable(GL_BINORMAL_ARRAY_EXT);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* Point Size ----------------------------------------------*/
|
|
if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
|
|
|
|
/* no such functionality in the fixed function GL pipeline */
|
|
TRACE("Cannot change ptSize here in openGl\n");
|
|
/* TODO: Implement this function in using shaders if they are available */
|
|
|
|
}
|
|
|
|
/* Vertex Pointers -----------------------------------------*/
|
|
if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
|
|
sd->u.s.position.dwStride,
|
|
sd->u.s.position.dwType + 1,
|
|
sd->u.s.position.lpData));
|
|
|
|
if(curVBO != sd->u.s.position.VBO) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
|
|
checkGLcall("glBindBufferARB");
|
|
curVBO = sd->u.s.position.VBO;
|
|
}
|
|
|
|
/* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
|
|
handling for rhw mode should not impact screen position whereas in GL it does.
|
|
This may result in very slightly distored textures in rhw mode, but
|
|
a very minimal different. There's always the other option of
|
|
fixing the view matrix to prevent w from having any effect
|
|
|
|
This only applies to user pointer sources, in VBOs the vertices are fixed up
|
|
*/
|
|
if(sd->u.s.position.VBO == 0) {
|
|
glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
|
|
WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
|
|
sd->u.s.position.dwStride, sd->u.s.position.lpData);
|
|
} else {
|
|
glVertexPointer(
|
|
WINED3D_ATR_SIZE(sd->u.s.position.dwType),
|
|
WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
|
|
sd->u.s.position.dwStride, sd->u.s.position.lpData);
|
|
}
|
|
checkGLcall("glVertexPointer(...)");
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
|
|
|
} else {
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_VERTEX_ARRAY)");
|
|
}
|
|
|
|
/* Normals -------------------------------------------------*/
|
|
if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
|
|
sd->u.s.normal.dwStride,
|
|
sd->u.s.normal.lpData));
|
|
if(curVBO != sd->u.s.normal.VBO) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
|
|
checkGLcall("glBindBufferARB");
|
|
curVBO = sd->u.s.normal.VBO;
|
|
}
|
|
glNormalPointer(
|
|
WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
|
|
sd->u.s.normal.dwStride,
|
|
sd->u.s.normal.lpData);
|
|
checkGLcall("glNormalPointer(...)");
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
|
|
|
|
} else {
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
|
|
glNormal3f(0, 0, 1);
|
|
checkGLcall("glNormal3f(0, 0, 1)");
|
|
}
|
|
|
|
/* Diffuse Colour --------------------------------------------*/
|
|
/* WARNING: Data here MUST be in RGBA format, so cannot */
|
|
/* go directly into fast mode from app pgm, because */
|
|
/* directx requires data in BGRA format. */
|
|
/* currently fixupVertices swizels the format, but this isn't */
|
|
/* very practical when using VBOS */
|
|
/* NOTE: Unless we write a vertex shader to swizel the colour */
|
|
/* , or the user doesn't care and wants the speed advantage */
|
|
|
|
if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
|
|
sd->u.s.diffuse.dwStride,
|
|
sd->u.s.diffuse.lpData));
|
|
|
|
if(curVBO != sd->u.s.diffuse.VBO) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
|
|
checkGLcall("glBindBufferARB");
|
|
curVBO = sd->u.s.diffuse.VBO;
|
|
}
|
|
glColorPointer(4, GL_UNSIGNED_BYTE,
|
|
sd->u.s.diffuse.dwStride,
|
|
sd->u.s.diffuse.lpData);
|
|
checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
|
|
|
|
} else {
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_COLOR_ARRAY)");
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
checkGLcall("glColor4f(1, 1, 1, 1)");
|
|
}
|
|
|
|
/* Specular Colour ------------------------------------------*/
|
|
if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
|
|
TRACE("setting specular colour\n");
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
|
|
sd->u.s.specular.dwStride,
|
|
sd->u.s.specular.lpData));
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
if(curVBO != sd->u.s.specular.VBO) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
|
|
checkGLcall("glBindBufferARB");
|
|
curVBO = sd->u.s.specular.VBO;
|
|
}
|
|
GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
|
|
sd->u.s.specular.dwStride,
|
|
sd->u.s.specular.lpData);
|
|
vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
|
|
glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
|
vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
|
} else {
|
|
|
|
/* Missing specular color is not critical, no warnings */
|
|
VTRACE(("Specular colour is not supported in this GL implementation\n"));
|
|
}
|
|
|
|
} else {
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
|
|
glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
|
checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
|
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
|
checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
|
|
} else {
|
|
|
|
/* Missing specular color is not critical, no warnings */
|
|
VTRACE(("Specular colour is not supported in this GL implementation\n"));
|
|
}
|
|
}
|
|
|
|
/* Texture coords -------------------------------------------*/
|
|
|
|
for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
|
|
/* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
|
|
/* Abort if we don't support the extension. */
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
continue;
|
|
}
|
|
|
|
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) {
|
|
/* Select the correct texture stage */
|
|
GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
|
|
}
|
|
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
|
|
|
|
if (coordIdx >= MAX_TEXTURES) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
|
|
|
|
} else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
|
|
VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
|
|
|
|
} else {
|
|
TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
|
|
textureNo, texture_idx, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
|
|
if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
|
|
checkGLcall("glBindBufferARB");
|
|
curVBO = sd->u.s.texCoords[coordIdx].VBO;
|
|
}
|
|
/* The coords to supply depend completely on the fvf / vertex shader */
|
|
glTexCoordPointer(
|
|
WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
|
|
WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
|
|
sd->u.s.texCoords[coordIdx].dwStride,
|
|
sd->u.s.texCoords[coordIdx].lpData);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
} else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
|
|
}
|
|
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) ++texture_idx;
|
|
}
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
for (textureNo = texture_idx; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
|
|
}
|
|
}
|
|
}
|
|
|
|
static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (idxData != NULL /* This crashes sometimes!*/) {
|
|
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
|
|
idxData = idxData == (void *)-1 ? NULL : idxData;
|
|
#if 1
|
|
#if 0
|
|
glIndexPointer(idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idxSize, startIdx);
|
|
glEnableClientState(GL_INDEX_ARRAY);
|
|
#endif
|
|
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
#else /* using drawRangeElements may be faster */
|
|
|
|
glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
|
|
idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
#endif
|
|
checkGLcall("glDrawRangeElements");
|
|
|
|
} else {
|
|
|
|
/* Note first is now zero as we shuffled along earlier */
|
|
TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
|
|
glDrawArrays(glPrimitiveType, 0, numberOfVertices);
|
|
checkGLcall("glDrawArrays");
|
|
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* Actually draw using the supplied information.
|
|
* Slower GL version which extracts info about each vertex in turn
|
|
*/
|
|
|
|
static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
|
|
UINT NumVertexes, GLenum glPrimType,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
|
|
|
unsigned int textureNo = 0;
|
|
unsigned int texture_idx = 0;
|
|
const short *pIdxBufS = NULL;
|
|
const long *pIdxBufL = NULL;
|
|
LONG SkipnStrides = 0;
|
|
LONG vx_index;
|
|
float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
|
|
float nx = 0.0f, ny = 0.0, nz = 0.0f; /* normal x,y,z coordinates */
|
|
float rhw = 0.0f; /* rhw */
|
|
float ptSize = 0.0f; /* Point size */
|
|
DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
|
|
DWORD specularColor = 0; /* Specular Color */
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("Using slow vertex array code\n");
|
|
|
|
/* Variable Initialization */
|
|
if (idxData != NULL) {
|
|
if (idxSize == 2) pIdxBufS = (const short *) idxData;
|
|
else pIdxBufL = (const long *) idxData;
|
|
}
|
|
|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimType));
|
|
glBegin(glPrimType);
|
|
|
|
/* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
|
|
* Guess it's not necessary(we crash then anyway) and would only eat CPU time
|
|
*/
|
|
|
|
/* For each primitive */
|
|
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
|
|
|
|
/* Initialize diffuse color */
|
|
diffuseColor = 0xFFFFFFFF;
|
|
|
|
/* For indexed data, we need to go a few more strides in */
|
|
if (idxData != NULL) {
|
|
|
|
/* Indexed so work out the number of strides to skip */
|
|
if (idxSize == 2) {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufS[startIdx + vx_index];
|
|
} else {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx + vx_index];
|
|
}
|
|
}
|
|
|
|
/* Position Information ------------------ */
|
|
if (sd->u.s.position.lpData != NULL) {
|
|
|
|
float *ptrToCoords = (float *)(sd->u.s.position.lpData + (SkipnStrides * sd->u.s.position.dwStride));
|
|
x = ptrToCoords[0];
|
|
y = ptrToCoords[1];
|
|
z = ptrToCoords[2];
|
|
rhw = 1.0;
|
|
VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
|
|
|
|
/* RHW follows, only if transformed, ie 4 floats were provided */
|
|
if (sd->u.s.position_transformed) {
|
|
rhw = ptrToCoords[3];
|
|
VTRACE(("rhw=%f\n", rhw));
|
|
}
|
|
}
|
|
|
|
/* Blending data -------------------------- */
|
|
if (sd->u.s.blendWeights.lpData != NULL) {
|
|
/* float *ptrToCoords = (float *)(sd->u.s.blendWeights.lpData + (SkipnStrides * sd->u.s.blendWeights.dwStride)); */
|
|
FIXME("Blending not supported yet\n");
|
|
|
|
if (sd->u.s.blendMatrixIndices.lpData != NULL) {
|
|
/*DWORD *ptrToCoords = (DWORD *)(sd->u.s.blendMatrixIndices.lpData + (SkipnStrides * sd->u.s.blendMatrixIndices.dwStride));*/
|
|
}
|
|
}
|
|
|
|
/* Vertex Normal Data (untransformed only)- */
|
|
if (sd->u.s.normal.lpData != NULL) {
|
|
|
|
float *ptrToCoords = (float *)(sd->u.s.normal.lpData + (SkipnStrides * sd->u.s.normal.dwStride));
|
|
nx = ptrToCoords[0];
|
|
ny = ptrToCoords[1];
|
|
nz = ptrToCoords[2];
|
|
VTRACE(("nx,ny,nz=%f,%f,%f\n", nx, ny, nz));
|
|
}
|
|
|
|
/* Point Size ----------------------------- */
|
|
if (sd->u.s.pSize.lpData != NULL) {
|
|
|
|
float *ptrToCoords = (float *)(sd->u.s.pSize.lpData + (SkipnStrides * sd->u.s.pSize.dwStride));
|
|
ptSize = ptrToCoords[0];
|
|
VTRACE(("ptSize=%f\n", ptSize));
|
|
FIXME("No support for ptSize yet\n");
|
|
}
|
|
|
|
/* Diffuse -------------------------------- */
|
|
if (sd->u.s.diffuse.lpData != NULL) {
|
|
|
|
DWORD *ptrToCoords = (DWORD *)(sd->u.s.diffuse.lpData + (SkipnStrides * sd->u.s.diffuse.dwStride));
|
|
diffuseColor = ptrToCoords[0];
|
|
VTRACE(("diffuseColor=%lx\n", diffuseColor));
|
|
}
|
|
|
|
/* Specular -------------------------------- */
|
|
if (sd->u.s.specular.lpData != NULL) {
|
|
|
|
DWORD *ptrToCoords = (DWORD *)(sd->u.s.specular.lpData + (SkipnStrides * sd->u.s.specular.dwStride));
|
|
specularColor = ptrToCoords[0];
|
|
VTRACE(("specularColor=%lx\n", specularColor));
|
|
}
|
|
|
|
/* Texture coords --------------------------- */
|
|
for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
continue ;
|
|
}
|
|
|
|
/* Query tex coords */
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
|
|
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
|
|
float *ptrToCoords = NULL;
|
|
float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
|
|
|
|
if (coordIdx > 7) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
++texture_idx;
|
|
continue;
|
|
} else if (coordIdx < 0) {
|
|
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
|
|
++texture_idx;
|
|
continue;
|
|
}
|
|
|
|
ptrToCoords = (float *)(sd->u.s.texCoords[coordIdx].lpData + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
|
|
if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
|
|
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
|
|
++texture_idx;
|
|
continue;
|
|
} else {
|
|
|
|
int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
|
|
|
|
/* The coords to supply depend completely on the fvf / vertex shader */
|
|
switch (coordsToUse) {
|
|
case 4: q = ptrToCoords[3]; /* drop through */
|
|
case 3: r = ptrToCoords[2]; /* drop through */
|
|
case 2: t = ptrToCoords[1]; /* drop through */
|
|
case 1: s = ptrToCoords[0];
|
|
}
|
|
|
|
/* Projected is more 'fun' - Move the last coord to the 'q'
|
|
parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
|
|
if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
|
|
(This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
|
|
|
|
if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
|
|
switch (coordsToUse) {
|
|
case 0: /* Drop Through */
|
|
case 1:
|
|
FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
|
|
break;
|
|
case 2:
|
|
q = t;
|
|
t = 0.0;
|
|
coordsToUse = 4;
|
|
break;
|
|
case 3:
|
|
q = r;
|
|
r = 0.0;
|
|
coordsToUse = 4;
|
|
break;
|
|
case 4: /* Nop here */
|
|
break;
|
|
default:
|
|
FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
|
|
This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (coordsToUse) { /* Supply the provided texture coords */
|
|
case WINED3DTTFF_COUNT1:
|
|
VTRACE(("tex:%d, s=%f\n", textureNo, s));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord1fARB(texture_idx, s));
|
|
} else {
|
|
glTexCoord1f(s);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT2:
|
|
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord2fARB(texture_idx, s, t));
|
|
} else {
|
|
glTexCoord2f(s, t);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT3:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord3fARB(texture_idx, s, t, r));
|
|
} else {
|
|
glTexCoord3f(s, t, r);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT4:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord4fARB(texture_idx, s, t, r, q));
|
|
} else {
|
|
glTexCoord4f(s, t, r, q);
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
|
|
}
|
|
}
|
|
}
|
|
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) ++texture_idx;
|
|
} /* End of textures */
|
|
|
|
/* Diffuse -------------------------------- */
|
|
if (sd->u.s.diffuse.lpData != NULL) {
|
|
glColor4ub(D3DCOLOR_B_R(diffuseColor),
|
|
D3DCOLOR_B_G(diffuseColor),
|
|
D3DCOLOR_B_B(diffuseColor),
|
|
D3DCOLOR_B_A(diffuseColor));
|
|
VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
|
|
D3DCOLOR_B_R(diffuseColor),
|
|
D3DCOLOR_B_G(diffuseColor),
|
|
D3DCOLOR_B_B(diffuseColor),
|
|
D3DCOLOR_B_A(diffuseColor)));
|
|
} else {
|
|
if (vx_index == 0) glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
/* Specular ------------------------------- */
|
|
if (sd->u.s.specular.lpData != NULL) {
|
|
/* special case where the fog density is stored in the diffuse alpha channel */
|
|
if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
|
|
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
|
|
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
|
|
} else {
|
|
static BOOL warned = FALSE;
|
|
if(!warned) {
|
|
/* TODO: Use the fog table code from old ddraw */
|
|
FIXME("Implement fog for transformed vertices in software\n");
|
|
warned = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
|
|
D3DCOLOR_B_R(specularColor),
|
|
D3DCOLOR_B_G(specularColor),
|
|
D3DCOLOR_B_B(specularColor)));
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3ubEXT)(
|
|
D3DCOLOR_B_R(specularColor),
|
|
D3DCOLOR_B_G(specularColor),
|
|
D3DCOLOR_B_B(specularColor));
|
|
} else {
|
|
/* Do not worry if specular colour missing and disable request */
|
|
VTRACE(("Specular color extensions not supplied\n"));
|
|
}
|
|
} else {
|
|
if (vx_index == 0) {
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
|
} else {
|
|
/* Do not worry if specular colour missing and disable request */
|
|
VTRACE(("Specular color extensions not supplied\n"));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Normal -------------------------------- */
|
|
if (sd->u.s.normal.lpData != NULL) {
|
|
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
|
|
glNormal3f(nx, ny, nz);
|
|
} else {
|
|
if (vx_index == 0) glNormal3f(0, 0, 1);
|
|
}
|
|
|
|
/* Position -------------------------------- */
|
|
if (sd->u.s.position.lpData != NULL) {
|
|
if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
|
|
glVertex3f(x, y, z);
|
|
} else {
|
|
GLfloat w = 1.0 / rhw;
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
|
|
glVertex4f(x*w, y*w, z*w, w);
|
|
}
|
|
}
|
|
|
|
/* For non indexed mode, step onto next parts */
|
|
if (idxData == NULL) {
|
|
++SkipnStrides;
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
checkGLcall("glEnd and previous calls");
|
|
}
|
|
|
|
#if 0 /* TODO: Software/Hardware vertex blending support */
|
|
/*
|
|
* Draw with emulated vertex shaders
|
|
* Note: strided data is uninitialized, as we need to pass the vertex
|
|
* shader directly as ordering irs yet
|
|
*/
|
|
void drawStridedSoftwareVS(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
|
|
int PrimitiveType, ULONG NumPrimitives,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
|
|
|
unsigned int textureNo = 0;
|
|
GLenum glPrimType = GL_POINTS;
|
|
int NumVertexes = NumPrimitives;
|
|
const short *pIdxBufS = NULL;
|
|
const long *pIdxBufL = NULL;
|
|
LONG SkipnStrides = 0;
|
|
LONG vx_index;
|
|
float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
|
|
float rhw = 0.0f; /* rhw */
|
|
float ptSize = 0.0f; /* Point size */
|
|
D3DVECTOR_4 texcoords[8]; /* Texture Coords */
|
|
int numcoords[8]; /* Number of coords */
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IDirect3DVertexShaderImpl* vertexShader = NULL;
|
|
|
|
TRACE("Using slow software vertex shader code\n");
|
|
|
|
/* Variable Initialization */
|
|
if (idxData != NULL) {
|
|
if (idxSize == 2) pIdxBufS = (const short *) idxData;
|
|
else pIdxBufL = (const long *) idxData;
|
|
}
|
|
|
|
/* Ok, Work out which primitive is requested and how many vertexes that will be */
|
|
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
|
|
/* Retrieve the VS information */
|
|
vertexShader = (IWineD3DVertexShaderImp *)This->stateBlock->VertexShader;
|
|
|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimType));
|
|
glBegin(glPrimType);
|
|
|
|
/* For each primitive */
|
|
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
|
|
|
|
/* For indexed data, we need to go a few more strides in */
|
|
if (idxData != NULL) {
|
|
|
|
/* Indexed so work out the number of strides to skip */
|
|
if (idxSize == 2) {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufS[startIdx+vx_index];
|
|
} else {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx+vx_index];
|
|
}
|
|
}
|
|
|
|
/* Fill the vertex shader input */
|
|
IDirect3DDeviceImpl_FillVertexShaderInputSW(This, vertexShader, SkipnStrides);
|
|
|
|
/* Initialize the output fields to the same defaults as it would normally have */
|
|
memset(&vertexShader->output, 0, sizeof(VSHADEROUTPUTDATA8));
|
|
vertexShader->output.oD[0].x = 1.0;
|
|
vertexShader->output.oD[0].y = 1.0;
|
|
vertexShader->output.oD[0].z = 1.0;
|
|
vertexShader->output.oD[0].w = 1.0;
|
|
|
|
/* Now execute the vertex shader */
|
|
IDirect3DVertexShaderImpl_ExecuteSW(vertexShader, &vertexShader->input, &vertexShader->output);
|
|
|
|
/*
|
|
TRACE_VECTOR(vertexShader->output.oPos);
|
|
TRACE_VECTOR(vertexShader->output.oD[0]);
|
|
TRACE_VECTOR(vertexShader->output.oD[1]);
|
|
TRACE_VECTOR(vertexShader->output.oT[0]);
|
|
TRACE_VECTOR(vertexShader->output.oT[1]);
|
|
TRACE_VECTOR(vertexShader->input.V[0]);
|
|
TRACE_VECTOR(vertexShader->data->C[0]);
|
|
TRACE_VECTOR(vertexShader->data->C[1]);
|
|
TRACE_VECTOR(vertexShader->data->C[2]);
|
|
TRACE_VECTOR(vertexShader->data->C[3]);
|
|
TRACE_VECTOR(vertexShader->data->C[4]);
|
|
TRACE_VECTOR(vertexShader->data->C[5]);
|
|
TRACE_VECTOR(vertexShader->data->C[6]);
|
|
TRACE_VECTOR(vertexShader->data->C[7]);
|
|
*/
|
|
|
|
/* Extract out the output */
|
|
/* FIXME: Fog coords? */
|
|
x = vertexShader->output.oPos.x;
|
|
y = vertexShader->output.oPos.y;
|
|
z = vertexShader->output.oPos.z;
|
|
rhw = vertexShader->output.oPos.w;
|
|
ptSize = vertexShader->output.oPts.x; /* Fixme - Is this right? */
|
|
|
|
/** Update textures coords using vertexShader->output.oT[0->7] */
|
|
memset(texcoords, 0x00, sizeof(texcoords));
|
|
memset(numcoords, 0x00, sizeof(numcoords));
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
texcoords[textureNo].x = vertexShader->output.oT[textureNo].x;
|
|
texcoords[textureNo].y = vertexShader->output.oT[textureNo].y;
|
|
texcoords[textureNo].z = vertexShader->output.oT[textureNo].z;
|
|
texcoords[textureNo].w = vertexShader->output.oT[textureNo].w;
|
|
if (This->stateBlock->texture_state[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) {
|
|
numcoords[textureNo] = This->stateBlock->texture_state[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & ~WINED3DTTFF_PROJECTED;
|
|
} else {
|
|
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->stateBlock->textures[textureNo])) {
|
|
case WINED3DRTYPE_TEXTURE: numcoords[textureNo] = 2; break;
|
|
case WINED3DRTYPE_VOLUMETEXTURE: numcoords[textureNo] = 3; break;
|
|
default: numcoords[textureNo] = 4;
|
|
}
|
|
}
|
|
} else {
|
|
numcoords[textureNo] = 0;
|
|
}
|
|
}
|
|
|
|
/* Draw using this information */
|
|
draw_vertex(iface,
|
|
TRUE, x, y, z, rhw,
|
|
TRUE, 0.0f, 0.0f, 1.0f,
|
|
TRUE, (float*) &vertexShader->output.oD[0],
|
|
TRUE, (float*) &vertexShader->output.oD[1],
|
|
FALSE, ptSize, /* FIXME: Change back when supported */
|
|
texcoords, numcoords);
|
|
|
|
/* For non indexed mode, step onto next parts */
|
|
if (idxData == NULL) {
|
|
++SkipnStrides;
|
|
}
|
|
|
|
} /* for each vertex */
|
|
|
|
glEnd();
|
|
checkGLcall("glEnd and previous calls");
|
|
}
|
|
|
|
#endif
|
|
|
|
inline static void drawPrimitiveDrawStrided(
|
|
IWineD3DDevice *iface,
|
|
BOOL useVertexShaderFunction,
|
|
BOOL usePixelShaderFunction,
|
|
WineDirect3DVertexStridedData *dataLocations,
|
|
UINT numberOfvertices,
|
|
UINT numberOfIndicies,
|
|
GLenum glPrimType,
|
|
const void *idxData,
|
|
short idxSize,
|
|
int minIndex,
|
|
long StartIdx,
|
|
BOOL fixup) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
BOOL useDrawStridedSlow;
|
|
|
|
int startStride = idxData == NULL ? 0 :
|
|
idxData == (void *) -1 ? 0 :
|
|
(idxSize == 2 ? *(((const short *) idxData) + StartIdx) : *((const int *) idxData) + StartIdx);
|
|
int endStride = startStride;
|
|
TRACE("begin Start stride %d, end stride %d, number of indices%d, number of vertices%d\n",
|
|
startStride, endStride, numberOfIndicies, numberOfvertices);
|
|
|
|
/* Generate some fixme's if unsupported functionality is being used */
|
|
#define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
|
|
/* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
|
|
if (!useVertexShaderFunction && (BUFFER_OR_DATA(blendMatrixIndices) || BUFFER_OR_DATA(blendWeights))) {
|
|
FIXME("Blending data is only valid with vertex shaders %p %p\n",dataLocations->u.s.blendWeights.lpData,dataLocations->u.s.blendWeights.lpData);
|
|
}
|
|
if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
|
|
FIXME("Tweening is only valid with vertex shaders\n");
|
|
}
|
|
if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
|
|
FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
|
|
}
|
|
if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
|
|
FIXME("Extended attributes are only valid with vertex shaders\n");
|
|
}
|
|
#undef BUFFER_OR_DATA
|
|
|
|
/* Fixed pipeline, no fixups required - load arrays */
|
|
if (!useVertexShaderFunction &&
|
|
((dataLocations->u.s.pSize.lpData == NULL &&
|
|
dataLocations->u.s.diffuse.lpData == NULL &&
|
|
dataLocations->u.s.specular.lpData == NULL) ||
|
|
fixup) ) {
|
|
|
|
/* Load the vertex data using named arrays */
|
|
TRACE("(%p) Loading vertex data\n", This);
|
|
loadVertexData(iface, dataLocations);
|
|
useDrawStridedSlow = FALSE;
|
|
|
|
/* Shader pipeline - load attribute arrays */
|
|
} else if(useVertexShaderFunction) {
|
|
|
|
loadNumberedArrays(iface, This->stateBlock->vertexShader, dataLocations);
|
|
useDrawStridedSlow = FALSE;
|
|
|
|
/* We compile the shader here because we need the vertex declaration
|
|
* in order to determine if we need to do any swizzling for D3DCOLOR
|
|
* registers. If the shader is already compiled this call will do nothing. */
|
|
IWineD3DVertexShader_CompileShader(This->stateBlock->vertexShader);
|
|
/* Draw vertex by vertex */
|
|
} else {
|
|
TRACE("Not loading vertex data\n");
|
|
useDrawStridedSlow = TRUE;
|
|
}
|
|
|
|
if(usePixelShaderFunction) {
|
|
/* We compile the shader here because it depends on the texture stage state
|
|
* setup of the bound textures. If the shader is already compiled and the texture stage
|
|
* state setup matches the program this function will do nothing
|
|
*/
|
|
IWineD3DPixelShader_CompileShader(This->stateBlock->pixelShader);
|
|
}
|
|
/* If GLSL is used for either pixel or vertex shaders, make a GLSL program
|
|
* Otherwise set NULL, to restore fixed function */
|
|
if ((This->vs_selected_mode == SHADER_GLSL && useVertexShaderFunction) ||
|
|
(This->ps_selected_mode == SHADER_GLSL && usePixelShaderFunction))
|
|
set_glsl_shader_program(iface);
|
|
else
|
|
This->stateBlock->glsl_program = NULL;
|
|
|
|
/* If GLSL is used now, or might have been used before, (re)set the program */
|
|
if (This->vs_selected_mode == SHADER_GLSL || This->ps_selected_mode == SHADER_GLSL) {
|
|
|
|
GLhandleARB progId = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
|
|
if (progId)
|
|
TRACE_(d3d_shader)("Using GLSL program %u\n", progId);
|
|
GL_EXTCALL(glUseProgramObjectARB(progId));
|
|
checkGLcall("glUseProgramObjectARB");
|
|
}
|
|
|
|
if (useVertexShaderFunction) {
|
|
|
|
TRACE("Using vertex shader\n");
|
|
|
|
if (This->vs_selected_mode == SHADER_ARB) {
|
|
/* Bind the vertex program */
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
|
|
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId));
|
|
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
|
|
|
|
/* Enable OpenGL vertex programs */
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
|
|
TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
|
|
This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
|
|
}
|
|
}
|
|
|
|
if (usePixelShaderFunction) {
|
|
|
|
TRACE("Using pixel shader\n");
|
|
|
|
if (This->ps_selected_mode == SHADER_ARB) {
|
|
/* Bind the fragment program */
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
|
|
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId));
|
|
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
|
|
|
|
/* Enable OpenGL fragment programs */
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
|
|
TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
|
|
This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
|
|
}
|
|
}
|
|
|
|
/* Load any global constants/uniforms that may have been set by the application */
|
|
if (This->vs_selected_mode == SHADER_GLSL || This->ps_selected_mode == SHADER_GLSL)
|
|
shader_glsl_load_constants(iface, usePixelShaderFunction, useVertexShaderFunction);
|
|
else if (This->vs_selected_mode == SHADER_ARB || This->ps_selected_mode == SHADER_ARB)
|
|
shader_arb_load_constants(iface, usePixelShaderFunction, useVertexShaderFunction);
|
|
|
|
/* Draw vertex-by-vertex */
|
|
if (useDrawStridedSlow)
|
|
drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType, idxData, idxSize, minIndex, StartIdx);
|
|
else
|
|
drawStridedFast(iface, numberOfIndicies, glPrimType, idxData, idxSize, minIndex, StartIdx);
|
|
|
|
/* Cleanup vertex program */
|
|
if (useVertexShaderFunction) {
|
|
unloadNumberedArrays(iface);
|
|
|
|
if (This->vs_selected_mode == SHADER_ARB)
|
|
glDisable(GL_VERTEX_PROGRAM_ARB);
|
|
} else {
|
|
unloadVertexData(iface);
|
|
}
|
|
|
|
/* Cleanup fragment program */
|
|
if (usePixelShaderFunction && This->ps_selected_mode == SHADER_ARB)
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
inline void drawPrimitiveTraceDataLocations(
|
|
WineDirect3DVertexStridedData *dataLocations) {
|
|
|
|
/* Dump out what parts we have supplied */
|
|
TRACE("Strided Data:\n");
|
|
TRACE_STRIDED((dataLocations), position);
|
|
TRACE_STRIDED((dataLocations), blendWeights);
|
|
TRACE_STRIDED((dataLocations), blendMatrixIndices);
|
|
TRACE_STRIDED((dataLocations), normal);
|
|
TRACE_STRIDED((dataLocations), pSize);
|
|
TRACE_STRIDED((dataLocations), diffuse);
|
|
TRACE_STRIDED((dataLocations), specular);
|
|
TRACE_STRIDED((dataLocations), texCoords[0]);
|
|
TRACE_STRIDED((dataLocations), texCoords[1]);
|
|
TRACE_STRIDED((dataLocations), texCoords[2]);
|
|
TRACE_STRIDED((dataLocations), texCoords[3]);
|
|
TRACE_STRIDED((dataLocations), texCoords[4]);
|
|
TRACE_STRIDED((dataLocations), texCoords[5]);
|
|
TRACE_STRIDED((dataLocations), texCoords[6]);
|
|
TRACE_STRIDED((dataLocations), texCoords[7]);
|
|
TRACE_STRIDED((dataLocations), position2);
|
|
TRACE_STRIDED((dataLocations), normal2);
|
|
TRACE_STRIDED((dataLocations), tangent);
|
|
TRACE_STRIDED((dataLocations), binormal);
|
|
TRACE_STRIDED((dataLocations), tessFactor);
|
|
TRACE_STRIDED((dataLocations), fog);
|
|
TRACE_STRIDED((dataLocations), depth);
|
|
TRACE_STRIDED((dataLocations), sample);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
static void drawPrimitiveUploadTexturesPS(IWineD3DDeviceImpl* This) {
|
|
INT i;
|
|
|
|
for (i = 0; i < GL_LIMITS(samplers); ++i) {
|
|
/* Pixel shader support should imply multitexture support. */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
|
checkGLcall("glActiveTextureARB");
|
|
} else if (i) {
|
|
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
}
|
|
|
|
if (!This->stateBlock->textures[i]) continue;
|
|
|
|
/* Enable the correct target. Is this required for GLSL? For ARB_fragment_program it isn't, afaik. */
|
|
glDisable(GL_TEXTURE_1D);
|
|
This->stateBlock->textureDimensions[i] = IWineD3DBaseTexture_GetTextureDimensions(This->stateBlock->textures[i]);
|
|
switch(This->stateBlock->textureDimensions[i]) {
|
|
case GL_TEXTURE_2D:
|
|
glDisable(GL_TEXTURE_3D);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
break;
|
|
case GL_TEXTURE_3D:
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
break;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_TEXTURE_3D);
|
|
break;
|
|
}
|
|
glEnable(This->stateBlock->textureDimensions[i]);
|
|
|
|
/* Upload texture, apply states */
|
|
IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) This->stateBlock->textures[i]);
|
|
IWineD3DDevice_SetupTextureStates((IWineD3DDevice *)This, i, i, REAPPLY_ALPHAOP);
|
|
IWineD3DBaseTexture_ApplyStateChanges(This->stateBlock->textures[i], This->stateBlock->textureState[i], This->stateBlock->samplerState[i]);
|
|
}
|
|
}
|
|
|
|
/* uploads textures and setup texture states ready for rendering */
|
|
static void drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
|
|
INT current_sampler = 0;
|
|
float constant_color[4];
|
|
unsigned int i;
|
|
|
|
/* ARB_texture_env_combine is limited to GL_MAX_TEXTURE_UNITS stages. On
|
|
* nVidia cards GL_MAX_TEXTURE_UNITS is generally not larger than 4.
|
|
* Register combiners however provide up to 8 combiner stages. In order to
|
|
* take advantage of this, we need to be separate D3D texture stages from
|
|
* GL texture units. When using register combiners GL_MAX_TEXTURE_UNITS
|
|
* corresponds to MaxSimultaneousTextures and GL_MAX_GENERAL_COMBINERS_NV
|
|
* corresponds to MaxTextureBlendStages in the caps. */
|
|
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
glEnable(GL_REGISTER_COMBINERS_NV);
|
|
D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], constant_color);
|
|
GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &constant_color[0]));
|
|
}
|
|
|
|
for (i = 0; i < GL_LIMITS(texture_stages); ++i) {
|
|
INT texture_idx = -1;
|
|
|
|
/* WINED3DTOP_DISABLE disables the current & any higher texture stages */
|
|
if (This->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) break;
|
|
|
|
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[i]) {
|
|
texture_idx = current_sampler++;
|
|
|
|
/* Active the texture unit corresponding to the current texture stage */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
|
|
checkGLcall("glActiveTextureARB");
|
|
} else if (i) {
|
|
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
}
|
|
}
|
|
|
|
if (This->stateBlock->textures[i]) {
|
|
/* Enable the correct target. */
|
|
glDisable(GL_TEXTURE_1D);
|
|
This->stateBlock->textureDimensions[i] = IWineD3DBaseTexture_GetTextureDimensions(This->stateBlock->textures[i]);
|
|
switch(This->stateBlock->textureDimensions[i]) {
|
|
case GL_TEXTURE_2D:
|
|
glDisable(GL_TEXTURE_3D);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
break;
|
|
case GL_TEXTURE_3D:
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
break;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_TEXTURE_3D);
|
|
break;
|
|
}
|
|
|
|
/* imply GL_SUPPORT(NV_TEXTURE_SHADER) when setting texture_shader_active */
|
|
if (This->texture_shader_active && This->stateBlock->textureDimensions[i] == GL_TEXTURE_2D) {
|
|
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
|
|
} else {
|
|
glEnable(This->stateBlock->textureDimensions[i]);
|
|
}
|
|
|
|
/* Upload texture, apply states */
|
|
IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) This->stateBlock->textures[i]);
|
|
IWineD3DDevice_SetupTextureStates((IWineD3DDevice *)This, i, texture_idx, REAPPLY_ALPHAOP);
|
|
IWineD3DBaseTexture_ApplyStateChanges(This->stateBlock->textures[i], This->stateBlock->textureState[i], This->stateBlock->samplerState[i]);
|
|
} else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
/* ARB_texture_env_combine needs a valid texture bound to the
|
|
* texture unit, even if it isn't used. Bind a dummy texture. */
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_TEXTURE_3D);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glEnable(GL_TEXTURE_1D);
|
|
This->stateBlock->textureDimensions[i] = GL_TEXTURE_1D;
|
|
glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
|
|
}
|
|
|
|
/** these ops apply to the texture unit, so they are preserved between texture changes, but for now brute force and reapply all
|
|
dx9_1pass_emboss_bump_mapping and dx9_2pass_emboss_bump_mapping are good texts to make sure the states are being applied when needed **/
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
set_tex_op_nvrc((IWineD3DDevice *)This, FALSE, i, This->stateBlock->textureState[i][WINED3DTSS_COLOROP],
|
|
This->stateBlock->textureState[i][WINED3DTSS_COLORARG1],
|
|
This->stateBlock->textureState[i][WINED3DTSS_COLORARG2],
|
|
This->stateBlock->textureState[i][WINED3DTSS_COLORARG0],
|
|
texture_idx);
|
|
/* alphaop */
|
|
set_tex_op_nvrc((IWineD3DDevice *)This, TRUE, i, This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP],
|
|
This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1],
|
|
This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2],
|
|
This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0],
|
|
texture_idx);
|
|
} else {
|
|
set_tex_op((IWineD3DDevice *)This, FALSE, i, This->stateBlock->textureState[i][WINED3DTSS_COLOROP],
|
|
This->stateBlock->textureState[i][WINED3DTSS_COLORARG1],
|
|
This->stateBlock->textureState[i][WINED3DTSS_COLORARG2],
|
|
This->stateBlock->textureState[i][WINED3DTSS_COLORARG0]);
|
|
/* alphaop */
|
|
set_tex_op((IWineD3DDevice *)This, TRUE, i, This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP],
|
|
This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1],
|
|
This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2],
|
|
This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0]);
|
|
}
|
|
}
|
|
|
|
/* If we're using register combiners, set the amount of *used* combiners.
|
|
* Ie, the number of stages below the first stage to have a color op of
|
|
* WINED3DTOP_DISABLE. */
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
/* NUM_GENERAL_COMBINERS_NV should be > 0 */
|
|
if (!i) glDisable(GL_REGISTER_COMBINERS_NV);
|
|
else GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, i));
|
|
}
|
|
|
|
/* Disable the remaining texture units. */
|
|
for (i = current_sampler; i < GL_LIMITS(textures); ++i) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
|
glDisable(GL_TEXTURE_1D);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_TEXTURE_3D);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
}
|
|
}
|
|
|
|
static void check_fbo_status(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
|
switch(status) {
|
|
case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
|
|
default: TRACE("FBO status %#x.\n", status); break;
|
|
}
|
|
}
|
|
|
|
static GLuint create_arb_blt_vertex_program(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
GLuint program_id = 0;
|
|
const char *blt_vprogram =
|
|
"!!ARBvp1.0\n"
|
|
"PARAM c[1] = { { 1, 0.5 } };\n"
|
|
"MOV result.position, vertex.position;\n"
|
|
"MOV result.color, c[0].x;\n"
|
|
"MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
|
|
"MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
|
|
"END\n";
|
|
|
|
GL_EXTCALL(glGenProgramsARB(1, &program_id));
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
|
|
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint pos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
|
|
FIXME("Vertex program error at position %d: %s\n", pos,
|
|
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
}
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static GLuint create_arb_blt_fragment_program(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
GLuint program_id = 0;
|
|
const char *blt_fprogram =
|
|
"!!ARBfp1.0\n"
|
|
"TEMP R0;\n"
|
|
"TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
|
|
"MOV result.depth.z, R0.x;\n"
|
|
"END\n";
|
|
|
|
GL_EXTCALL(glGenProgramsARB(1, &program_id));
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
|
|
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
|
|
|
|
if (glGetError() == GL_INVALID_OPERATION) {
|
|
GLint pos;
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
|
|
FIXME("Fragment program error at position %d: %s\n", pos,
|
|
debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
}
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static GLhandleARB create_glsl_blt_shader(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
GLhandleARB program_id;
|
|
GLhandleARB vshader_id, pshader_id;
|
|
const char *blt_vshader[] = {
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" gl_Position = gl_Vertex;\n"
|
|
" gl_FrontColor = vec4(1.0);\n"
|
|
" gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
|
|
" gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char *blt_pshader[] = {
|
|
"uniform sampler2D sampler;\n"
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
|
|
"}\n"
|
|
};
|
|
|
|
vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
|
GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
|
|
GL_EXTCALL(glCompileShaderARB(vshader_id));
|
|
|
|
pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
|
GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
|
|
GL_EXTCALL(glCompileShaderARB(pshader_id));
|
|
|
|
program_id = GL_EXTCALL(glCreateProgramObjectARB());
|
|
GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
|
|
GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
|
|
GL_EXTCALL(glLinkProgramARB(program_id));
|
|
|
|
print_glsl_info_log(&GLINFO_LOCATION, program_id);
|
|
|
|
return program_id;
|
|
}
|
|
|
|
static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
BOOL glsl_mode = This->vs_selected_mode == SHADER_GLSL || This->ps_selected_mode == SHADER_GLSL;
|
|
|
|
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
if (glsl_mode) {
|
|
static GLhandleARB program_id = 0;
|
|
static GLhandleARB loc = -1;
|
|
|
|
if (!program_id) {
|
|
program_id = create_glsl_blt_shader(iface);
|
|
loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler"));
|
|
}
|
|
|
|
GL_EXTCALL(glUseProgramObjectARB(program_id));
|
|
GL_EXTCALL(glUniform1iARB(loc, 0));
|
|
} else {
|
|
static GLuint vprogram_id = 0;
|
|
static GLuint fprogram_id = 0;
|
|
|
|
if (!vprogram_id) vprogram_id = create_arb_blt_vertex_program(iface);
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vprogram_id));
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
|
|
if (!fprogram_id) fprogram_id = create_arb_blt_fragment_program(iface);
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprogram_id));
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glVertex2f(-1.0f, -1.0f);
|
|
glVertex2f(1.0f, -1.0f);
|
|
glVertex2f(-1.0f, 1.0f);
|
|
glVertex2f(1.0f, 1.0f);
|
|
glEnd();
|
|
|
|
glPopAttrib();
|
|
}
|
|
|
|
static void depth_copy(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
|
|
|
|
/* Only copy the depth buffer if there is one. */
|
|
if (!depth_stencil) return;
|
|
|
|
/* TODO: Make this work for modes other than FBO */
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
|
|
|
|
if (This->render_offscreen) {
|
|
static GLuint tmp_texture = 0;
|
|
|
|
TRACE("Copying onscreen depth buffer to offscreen surface\n");
|
|
|
|
if (!tmp_texture) {
|
|
glGenTextures(1, &tmp_texture);
|
|
}
|
|
|
|
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
|
|
* directly on the FBO texture. That's because we need to flip. */
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
|
glBindTexture(GL_TEXTURE_2D, tmp_texture);
|
|
glCopyTexImage2D(depth_stencil->glDescription.target,
|
|
depth_stencil->glDescription.level,
|
|
depth_stencil->glDescription.glFormatInternal,
|
|
0,
|
|
0,
|
|
depth_stencil->currentDesc.Width,
|
|
depth_stencil->currentDesc.Height,
|
|
0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
|
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
|
|
checkGLcall("glBindFramebuffer()");
|
|
depth_blt(iface, tmp_texture);
|
|
checkGLcall("depth_blt");
|
|
} else {
|
|
TRACE("Copying offscreen surface to onscreen depth buffer\n");
|
|
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
|
checkGLcall("glBindFramebuffer()");
|
|
depth_blt(iface, depth_stencil->glDescription.textureName);
|
|
checkGLcall("depth_blt");
|
|
}
|
|
}
|
|
|
|
/* Routine common to the draw primitive and draw indexed primitive routines */
|
|
void drawPrimitive(IWineD3DDevice *iface,
|
|
int PrimitiveType,
|
|
long NumPrimitives,
|
|
/* for Indexed: */
|
|
long StartVertexIndex,
|
|
UINT numberOfVertices,
|
|
long StartIdx,
|
|
short idxSize,
|
|
const void *idxData,
|
|
int minIndex,
|
|
WineDirect3DVertexStridedData *DrawPrimStrideData) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
BOOL useVertexShaderFunction = FALSE;
|
|
BOOL usePixelShaderFunction = FALSE;
|
|
WineDirect3DVertexStridedData *dataLocations;
|
|
IWineD3DSwapChainImpl *swapchain;
|
|
int i;
|
|
BOOL fixup = FALSE;
|
|
|
|
BOOL lighting_changed, lighting_original = FALSE;
|
|
|
|
if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
check_fbo_status(iface);
|
|
}
|
|
|
|
if (This->depth_copy_state == WINED3D_DCS_COPY) {
|
|
depth_copy(iface);
|
|
}
|
|
This->depth_copy_state = WINED3D_DCS_INITIAL;
|
|
|
|
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
|
|
* here simply check whether a shader was set, or the user disabled shaders */
|
|
if (This->vs_selected_mode != SHADER_NONE && This->stateBlock->vertexShader &&
|
|
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.function != NULL)
|
|
useVertexShaderFunction = TRUE;
|
|
|
|
if (This->ps_selected_mode != SHADER_NONE && This->stateBlock->pixelShader &&
|
|
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.function)
|
|
usePixelShaderFunction = TRUE;
|
|
|
|
/* Invalidate the back buffer memory so LockRect will read it the next time */
|
|
for(i = 0; i < IWineD3DDevice_GetNumberOfSwapChains(iface); i++) {
|
|
IWineD3DDevice_GetSwapChain(iface, i, (IWineD3DSwapChain **) &swapchain);
|
|
if(swapchain) {
|
|
if(swapchain->backBuffer) ((IWineD3DSurfaceImpl *) swapchain->backBuffer[0])->Flags |= SFLAG_GLDIRTY;
|
|
}
|
|
}
|
|
|
|
/* Ok, we will be updating the screen from here onwards so grab the lock */
|
|
ENTER_GL();
|
|
|
|
if(DrawPrimStrideData) {
|
|
|
|
/* Note: this is a ddraw fixed-function code path */
|
|
|
|
TRACE("================ Strided Input ===================\n");
|
|
dataLocations = DrawPrimStrideData;
|
|
drawPrimitiveTraceDataLocations(dataLocations);
|
|
fixup = FALSE;
|
|
}
|
|
|
|
else if (This->stateBlock->vertexDecl || This->stateBlock->vertexShader) {
|
|
|
|
/* Note: This is a fixed function or shader codepath.
|
|
* This means it must handle both types of strided data.
|
|
* Shaders must go through here to zero the strided data, even if they
|
|
* don't set any declaration at all */
|
|
|
|
TRACE("================ Vertex Declaration ===================\n");
|
|
dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
|
|
if(!dataLocations) {
|
|
ERR("Out of memory!\n");
|
|
return;
|
|
}
|
|
|
|
if (This->stateBlock->vertexDecl != NULL ||
|
|
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration != NULL)
|
|
|
|
primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction,
|
|
dataLocations, StartVertexIndex, &fixup);
|
|
|
|
} else {
|
|
|
|
/* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
|
|
* It is reachable through d3d8, but only for fixed-function.
|
|
* It will not work properly for shaders. */
|
|
|
|
TRACE("================ FVF ===================\n");
|
|
dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
|
|
if(!dataLocations) {
|
|
ERR("Out of memory!\n");
|
|
return;
|
|
}
|
|
primitiveConvertToStridedData(iface, dataLocations, StartVertexIndex, &fixup);
|
|
drawPrimitiveTraceDataLocations(dataLocations);
|
|
}
|
|
|
|
/* Setup transform matrices and sort out */
|
|
primitiveInitState(iface, dataLocations, useVertexShaderFunction, &lighting_changed, &lighting_original);
|
|
|
|
/* Now initialize the materials state */
|
|
init_materials(iface, (dataLocations->u.s.diffuse.lpData != NULL || dataLocations->u.s.diffuse.VBO != 0));
|
|
|
|
if (usePixelShaderFunction) {
|
|
drawPrimitiveUploadTexturesPS(This);
|
|
} else {
|
|
drawPrimitiveUploadTextures(This);
|
|
}
|
|
|
|
{
|
|
GLenum glPrimType;
|
|
/* Ok, Work out which primitive is requested and how many vertexes that
|
|
will be */
|
|
UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
if (numberOfVertices == 0 )
|
|
numberOfVertices = calculatedNumberOfindices;
|
|
|
|
drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction,
|
|
dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType,
|
|
idxData, idxSize, minIndex, StartIdx, fixup);
|
|
}
|
|
|
|
if(!DrawPrimStrideData) HeapFree(GetProcessHeap(), 0, dataLocations);
|
|
|
|
/* If vertex shaders or no normals, restore previous lighting state */
|
|
if (lighting_changed) {
|
|
if (lighting_original) glEnable(GL_LIGHTING);
|
|
else glDisable(GL_LIGHTING);
|
|
TRACE("Restored lighting to original state\n");
|
|
}
|
|
|
|
/* Finshed updating the screen, restore lock */
|
|
LEAVE_GL();
|
|
TRACE("Done all gl drawing\n");
|
|
|
|
/* Diagnostics */
|
|
#ifdef SHOW_FRAME_MAKEUP
|
|
{
|
|
static long int primCounter = 0;
|
|
/* NOTE: set primCounter to the value reported by drawprim
|
|
before you want to to write frame makeup to /tmp */
|
|
if (primCounter >= 0) {
|
|
WINED3DLOCKED_RECT r;
|
|
char buffer[80];
|
|
IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
|
|
sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
|
|
TRACE("Saving screenshot %s\n", buffer);
|
|
IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
|
|
IWineD3DSurface_UnlockRect(This->renderTarget);
|
|
|
|
#ifdef SHOW_TEXTURE_MAKEUP
|
|
{
|
|
IWineD3DSurface *pSur;
|
|
int textureNo;
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
|
|
TRACE("Saving texture %s\n", buffer);
|
|
if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
|
|
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
|
|
IWineD3DSurface_SaveSnapshot(pSur, buffer);
|
|
IWineD3DSurface_Release(pSur);
|
|
} else {
|
|
FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
TRACE("drawprim #%d\n", primCounter);
|
|
++primCounter;
|
|
}
|
|
#endif
|
|
}
|