1533 lines
66 KiB
C
1533 lines
66 KiB
C
/*
|
|
* WINED3D draw functions
|
|
*
|
|
* Copyright 2002-2004 Jason Edmeades
|
|
* Copyright 2002-2004 Raphael Junqueira
|
|
* Copyright 2004 Christian Costa
|
|
* Copyright 2005 Oliver Stieber
|
|
* Copyright 2006 Henri Verbeet
|
|
* Copyright 2007 Stefan Dösinger for CodeWeavers
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include "wined3d_private.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
|
|
#define GLINFO_LOCATION This->adapter->gl_info
|
|
|
|
#include <stdio.h>
|
|
#include <math.h>
|
|
|
|
#if 0 /* TODO */
|
|
extern IWineD3DVertexShaderImpl* VertexShaders[64];
|
|
extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
|
|
extern IWineD3DPixelShaderImpl* PixelShaders[64];
|
|
|
|
#undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
|
|
#endif
|
|
|
|
/* Issues the glBegin call for gl given the primitive type and count */
|
|
static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
|
|
DWORD NumPrimitives,
|
|
GLenum *primType)
|
|
{
|
|
DWORD NumVertexes = NumPrimitives;
|
|
|
|
switch (PrimitiveType) {
|
|
case WINED3DPT_POINTLIST:
|
|
TRACE("POINTS\n");
|
|
*primType = GL_POINTS;
|
|
NumVertexes = NumPrimitives;
|
|
break;
|
|
|
|
case WINED3DPT_LINELIST:
|
|
TRACE("LINES\n");
|
|
*primType = GL_LINES;
|
|
NumVertexes = NumPrimitives * 2;
|
|
break;
|
|
|
|
case WINED3DPT_LINESTRIP:
|
|
TRACE("LINE_STRIP\n");
|
|
*primType = GL_LINE_STRIP;
|
|
NumVertexes = NumPrimitives + 1;
|
|
break;
|
|
|
|
case WINED3DPT_TRIANGLELIST:
|
|
TRACE("TRIANGLES\n");
|
|
*primType = GL_TRIANGLES;
|
|
NumVertexes = NumPrimitives * 3;
|
|
break;
|
|
|
|
case WINED3DPT_TRIANGLESTRIP:
|
|
TRACE("TRIANGLE_STRIP\n");
|
|
*primType = GL_TRIANGLE_STRIP;
|
|
NumVertexes = NumPrimitives + 2;
|
|
break;
|
|
|
|
case WINED3DPT_TRIANGLEFAN:
|
|
TRACE("TRIANGLE_FAN\n");
|
|
*primType = GL_TRIANGLE_FAN;
|
|
NumVertexes = NumPrimitives + 2;
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled primitive\n");
|
|
*primType = GL_POINTS;
|
|
break;
|
|
}
|
|
return NumVertexes;
|
|
}
|
|
|
|
static BOOL fixed_get_input(
|
|
BYTE usage, BYTE usage_idx,
|
|
unsigned int* regnum) {
|
|
|
|
*regnum = -1;
|
|
|
|
/* Those positions must have the order in the
|
|
* named part of the strided data */
|
|
|
|
if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
|
|
*regnum = 0;
|
|
else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
|
|
*regnum = 1;
|
|
else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
|
|
*regnum = 2;
|
|
else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
|
|
*regnum = 3;
|
|
else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
|
|
*regnum = 4;
|
|
else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
|
|
*regnum = 5;
|
|
else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
|
|
*regnum = 6;
|
|
else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
|
|
*regnum = 7 + usage_idx;
|
|
else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
|
|
*regnum = 7 + WINED3DDP_MAXTEXCOORD;
|
|
else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
|
|
*regnum = 8 + WINED3DDP_MAXTEXCOORD;
|
|
else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
|
|
*regnum = 9 + WINED3DDP_MAXTEXCOORD;
|
|
else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
|
|
*regnum = 10 + WINED3DDP_MAXTEXCOORD;
|
|
else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
|
|
*regnum = 11 + WINED3DDP_MAXTEXCOORD;
|
|
else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
|
|
*regnum = 12 + WINED3DDP_MAXTEXCOORD;
|
|
else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
|
|
*regnum = 13 + WINED3DDP_MAXTEXCOORD;
|
|
else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
|
|
*regnum = 14 + WINED3DDP_MAXTEXCOORD;
|
|
|
|
if (*regnum == -1) {
|
|
FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
|
|
debug_d3ddeclusage(usage), usage_idx);
|
|
return FALSE;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
void primitiveDeclarationConvertToStridedData(
|
|
IWineD3DDevice *iface,
|
|
BOOL useVertexShaderFunction,
|
|
WineDirect3DVertexStridedData *strided,
|
|
BOOL *fixup) {
|
|
|
|
/* We need to deal with frequency data!*/
|
|
|
|
BYTE *data = NULL;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
|
|
int i;
|
|
WINED3DVERTEXELEMENT *element;
|
|
DWORD stride;
|
|
int reg;
|
|
DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
|
|
DWORD *streams = vertexDeclaration->streams;
|
|
|
|
/* Check for transformed vertices, disable vertex shader if present */
|
|
strided->u.s.position_transformed = vertexDeclaration->position_transformed;
|
|
if(vertexDeclaration->position_transformed) {
|
|
useVertexShaderFunction = FALSE;
|
|
}
|
|
|
|
/* Translate the declaration into strided data */
|
|
for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
|
|
GLint streamVBO = 0;
|
|
BOOL stride_used;
|
|
unsigned int idx;
|
|
|
|
element = vertexDeclaration->pDeclarationWine + i;
|
|
TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
|
|
element, i + 1, vertexDeclaration->declarationWNumElements - 1);
|
|
|
|
if (This->stateBlock->streamSource[element->Stream] == NULL)
|
|
continue;
|
|
|
|
stride = This->stateBlock->streamStride[element->Stream];
|
|
if (This->stateBlock->streamIsUP) {
|
|
TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
|
|
streamVBO = 0;
|
|
data = (BYTE *)This->stateBlock->streamSource[element->Stream];
|
|
} else {
|
|
TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
|
|
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
|
|
|
|
/* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
|
|
* (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
|
|
* sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
|
|
* around to some big value. Hope that with the indices, the driver wraps it back internally. If
|
|
* not, drawStridedSlow is needed, including a vertex buffer path.
|
|
*/
|
|
if(This->stateBlock->loadBaseVertexIndex < 0) {
|
|
WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
|
|
streamVBO = 0;
|
|
data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
|
|
if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
|
|
FIXME("System memory vertex data load offset is negative!\n");
|
|
}
|
|
}
|
|
|
|
if(fixup) {
|
|
if( streamVBO != 0) *fixup = TRUE;
|
|
else if(*fixup && !useVertexShaderFunction &&
|
|
(element->Usage == WINED3DDECLUSAGE_COLOR ||
|
|
element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
|
|
/* This may be bad with the fixed function pipeline */
|
|
FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
|
|
}
|
|
}
|
|
}
|
|
data += element->Offset;
|
|
reg = element->Reg;
|
|
|
|
TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
|
|
|
|
if (useVertexShaderFunction)
|
|
stride_used = vshader_get_input(This->stateBlock->vertexShader,
|
|
element->Usage, element->UsageIndex, &idx);
|
|
else
|
|
stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
|
|
|
|
if (stride_used) {
|
|
TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
|
|
"stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
|
|
useVertexShaderFunction? "shader": "fixed function", idx,
|
|
debug_d3ddeclusage(element->Usage), element->UsageIndex,
|
|
element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
|
|
|
|
strided->u.input[idx].lpData = data;
|
|
strided->u.input[idx].dwType = element->Type;
|
|
strided->u.input[idx].dwStride = stride;
|
|
strided->u.input[idx].VBO = streamVBO;
|
|
strided->u.input[idx].streamNo = element->Stream;
|
|
}
|
|
}
|
|
/* Now call PreLoad on all the vertex buffers. In the very rare case
|
|
* that the buffers stopps converting PreLoad will dirtify the VDECL again.
|
|
* The vertex buffer can now use the strided structure in the device instead of finding its
|
|
* own again.
|
|
*
|
|
* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
|
|
* once in there.
|
|
*/
|
|
for(i=0; i < numPreloadStreams; i++) {
|
|
IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
|
|
if(vb) {
|
|
IWineD3DVertexBuffer_PreLoad(vb);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (idxSize != 0 /* This crashes sometimes!*/) {
|
|
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
|
|
idxData = idxData == (void *)-1 ? NULL : idxData;
|
|
#if 1
|
|
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
checkGLcall("glDrawElements");
|
|
#else /* using drawRangeElements may be faster */
|
|
|
|
glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
|
|
idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
checkGLcall("glDrawRangeElements");
|
|
#endif
|
|
|
|
} else {
|
|
|
|
/* Note first is now zero as we shuffled along earlier */
|
|
TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
|
|
glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
|
|
checkGLcall("glDrawArrays");
|
|
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* Actually draw using the supplied information.
|
|
* Slower GL version which extracts info about each vertex in turn
|
|
*/
|
|
|
|
static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
|
|
UINT NumVertexes, GLenum glPrimType,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
|
|
|
|
unsigned int textureNo = 0;
|
|
const WORD *pIdxBufS = NULL;
|
|
const DWORD *pIdxBufL = NULL;
|
|
LONG vx_index;
|
|
DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
|
|
DWORD specularColor = 0; /* Specular Color */
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
UINT *streamOffset = This->stateBlock->streamOffset;
|
|
long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
|
|
BOOL pixelShader = use_ps(This);
|
|
|
|
BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
|
|
BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
|
|
|
|
TRACE("Using slow vertex array code\n");
|
|
|
|
/* Variable Initialization */
|
|
if (idxSize != 0) {
|
|
/* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
|
|
* If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
|
|
* idxData will be != NULL
|
|
*/
|
|
if(idxData == NULL) {
|
|
idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
|
|
}
|
|
|
|
if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
|
|
else pIdxBufL = (const DWORD *) idxData;
|
|
}
|
|
|
|
/* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
|
|
* to the strided Data in the device and might be needed intact on the next draw
|
|
*/
|
|
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
|
|
if(sd->u.s.texCoords[textureNo].lpData) {
|
|
texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
|
|
} else {
|
|
texCoords[textureNo] = NULL;
|
|
}
|
|
}
|
|
if(sd->u.s.diffuse.lpData) {
|
|
diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
|
|
}
|
|
if(sd->u.s.specular.lpData) {
|
|
specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
|
|
}
|
|
if(sd->u.s.normal.lpData) {
|
|
normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
|
|
}
|
|
if(sd->u.s.position.lpData) {
|
|
position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
|
|
}
|
|
|
|
/* The texture coordinate types are not so easy to map into a common function signature - we're
|
|
* not using the vector functions here
|
|
*/
|
|
if(FIXME_ON(d3d_draw)) {
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
DWORD type = sd->u.s.texCoords[textureNo].dwType;
|
|
if (sd->u.s.texCoords[textureNo].lpData &&
|
|
type != WINED3DDECLTYPE_FLOAT1 &&
|
|
type != WINED3DDECLTYPE_FLOAT2 &&
|
|
type != WINED3DDECLTYPE_FLOAT3 &&
|
|
type != WINED3DDECLTYPE_FLOAT4) {
|
|
FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type));
|
|
}
|
|
}
|
|
if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
|
|
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
|
|
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
|
|
if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
|
|
FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
|
|
}
|
|
}
|
|
if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
|
|
FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
|
|
}
|
|
}
|
|
|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimType));
|
|
glBegin(glPrimType);
|
|
|
|
/* Default settings for data that is not passed */
|
|
if (sd->u.s.normal.lpData == NULL) {
|
|
glNormal3f(0, 0, 0);
|
|
}
|
|
if(sd->u.s.diffuse.lpData == NULL) {
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
if(sd->u.s.specular.lpData == NULL) {
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
|
}
|
|
}
|
|
|
|
/* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
|
|
* Guess it's not necessary(we crash then anyway) and would only eat CPU time
|
|
*/
|
|
|
|
/* For each primitive */
|
|
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
|
|
|
|
/* Initialize diffuse color */
|
|
diffuseColor = 0xFFFFFFFF;
|
|
|
|
/* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
|
|
* function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
|
|
*/
|
|
|
|
/* For indexed data, we need to go a few more strides in */
|
|
if (idxData != NULL) {
|
|
|
|
/* Indexed so work out the number of strides to skip */
|
|
if (idxSize == 2) {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
|
|
} else {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
|
|
}
|
|
}
|
|
|
|
/* Texture coords --------------------------- */
|
|
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
continue ;
|
|
}
|
|
|
|
/* Query tex coords */
|
|
if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
|
|
|
|
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
|
|
int texture_idx = This->texUnitMap[textureNo];
|
|
float *ptrToCoords = NULL;
|
|
float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
|
|
|
|
if (coordIdx > 7) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
continue;
|
|
} else if (coordIdx < 0) {
|
|
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
|
|
continue;
|
|
}
|
|
|
|
ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
|
|
if (texCoords[coordIdx] == NULL) {
|
|
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
|
|
} else {
|
|
glTexCoord4f(0, 0, 0, 1);
|
|
}
|
|
continue;
|
|
} else {
|
|
int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
|
|
|
|
if (texture_idx == -1) continue;
|
|
|
|
/* The coords to supply depend completely on the fvf / vertex shader */
|
|
switch (coordsToUse) {
|
|
case 4: q = ptrToCoords[3]; /* drop through */
|
|
case 3: r = ptrToCoords[2]; /* drop through */
|
|
case 2: t = ptrToCoords[1]; /* drop through */
|
|
case 1: s = ptrToCoords[0];
|
|
}
|
|
|
|
switch (coordsToUse) { /* Supply the provided texture coords */
|
|
case WINED3DTTFF_COUNT1:
|
|
VTRACE(("tex:%d, s=%f\n", textureNo, s));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
|
|
} else {
|
|
glTexCoord1f(s);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT2:
|
|
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
|
|
} else {
|
|
glTexCoord2f(s, t);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT3:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
|
|
} else {
|
|
glTexCoord3f(s, t, r);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT4:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
|
|
} else {
|
|
glTexCoord4f(s, t, r, q);
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
|
|
}
|
|
}
|
|
}
|
|
} /* End of textures */
|
|
|
|
/* Diffuse -------------------------------- */
|
|
if (diffuse) {
|
|
DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
|
|
|
|
diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords);
|
|
if(This->activeContext->num_untracked_materials) {
|
|
unsigned char i;
|
|
float color[4];
|
|
|
|
diffuseColor = ptrToCoords[0];
|
|
color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
|
|
color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
|
|
color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
|
|
color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
|
|
|
|
for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
|
|
glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Specular ------------------------------- */
|
|
if (specular) {
|
|
DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
|
|
|
|
/* special case where the fog density is stored in the specular alpha channel */
|
|
if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
|
|
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
|
|
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
specularColor = ptrToCoords[0];
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords);
|
|
}
|
|
|
|
/* Normal -------------------------------- */
|
|
if (normal != NULL) {
|
|
float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
|
|
normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
|
|
}
|
|
|
|
/* Position -------------------------------- */
|
|
if (position) {
|
|
float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
|
|
position_funcs[sd->u.s.position.dwType](ptrToCoords);
|
|
}
|
|
|
|
/* For non indexed mode, step onto next parts */
|
|
if (idxData == NULL) {
|
|
++SkipnStrides;
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
checkGLcall("glEnd and previous calls");
|
|
}
|
|
|
|
static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
|
|
switch(type) {
|
|
case WINED3DDECLTYPE_FLOAT1:
|
|
GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr));
|
|
break;
|
|
case WINED3DDECLTYPE_FLOAT2:
|
|
GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr));
|
|
break;
|
|
case WINED3DDECLTYPE_FLOAT3:
|
|
GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr));
|
|
break;
|
|
case WINED3DDECLTYPE_FLOAT4:
|
|
GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr));
|
|
break;
|
|
|
|
case WINED3DDECLTYPE_UBYTE4:
|
|
GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
|
|
break;
|
|
case WINED3DDECLTYPE_UBYTE4N:
|
|
case WINED3DDECLTYPE_D3DCOLOR:
|
|
GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
|
|
break;
|
|
|
|
case WINED3DDECLTYPE_SHORT2:
|
|
GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
|
|
break;
|
|
case WINED3DDECLTYPE_SHORT4:
|
|
GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
|
|
break;
|
|
|
|
case WINED3DDECLTYPE_SHORT2N:
|
|
{
|
|
GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
|
|
GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
|
|
break;
|
|
}
|
|
case WINED3DDECLTYPE_USHORT2N:
|
|
{
|
|
GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
|
|
GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
|
|
break;
|
|
}
|
|
case WINED3DDECLTYPE_SHORT4N:
|
|
GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr));
|
|
break;
|
|
case WINED3DDECLTYPE_USHORT4N:
|
|
GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr));
|
|
break;
|
|
|
|
case WINED3DDECLTYPE_UDEC3:
|
|
FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
|
|
/*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
|
|
break;
|
|
case WINED3DDECLTYPE_DEC3N:
|
|
FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
|
|
/*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
|
|
break;
|
|
|
|
case WINED3DDECLTYPE_FLOAT16_2:
|
|
/* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
|
|
* byte float according to the IEEE standard
|
|
*/
|
|
if (GL_SUPPORT(NV_HALF_FLOAT)) {
|
|
GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr));
|
|
} else {
|
|
float x = float_16_to_32(((unsigned short *) ptr) + 0);
|
|
float y = float_16_to_32(((unsigned short *) ptr) + 1);
|
|
GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
|
|
}
|
|
break;
|
|
case WINED3DDECLTYPE_FLOAT16_4:
|
|
if (GL_SUPPORT(NV_HALF_FLOAT)) {
|
|
GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr));
|
|
} else {
|
|
float x = float_16_to_32(((unsigned short *) ptr) + 0);
|
|
float y = float_16_to_32(((unsigned short *) ptr) + 1);
|
|
float z = float_16_to_32(((unsigned short *) ptr) + 2);
|
|
float w = float_16_to_32(((unsigned short *) ptr) + 3);
|
|
GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
|
|
}
|
|
break;
|
|
|
|
case WINED3DDECLTYPE_UNUSED:
|
|
default:
|
|
ERR("Unexpected attribute declaration: %d\n", type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
|
|
GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx,
|
|
ULONG startVertex) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
|
|
const WORD *pIdxBufS = NULL;
|
|
const DWORD *pIdxBufL = NULL;
|
|
LONG vx_index;
|
|
int i;
|
|
IWineD3DStateBlockImpl *stateblock = (IWineD3DStateBlockImpl *) This->stateBlock;
|
|
BYTE *ptr;
|
|
|
|
if (idxSize != 0) {
|
|
/* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
|
|
* If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
|
|
* idxData will be != NULL
|
|
*/
|
|
if(idxData == NULL) {
|
|
idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
|
|
}
|
|
|
|
if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
|
|
else pIdxBufL = (const DWORD *) idxData;
|
|
}
|
|
|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimType));
|
|
glBegin(glPrimitiveType);
|
|
|
|
for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
|
|
if (idxData != NULL) {
|
|
|
|
/* Indexed so work out the number of strides to skip */
|
|
if (idxSize == 2) {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
|
} else {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
|
}
|
|
}
|
|
|
|
for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
|
|
if(!sd->u.input[i].lpData) continue;
|
|
|
|
ptr = sd->u.input[i].lpData +
|
|
sd->u.input[i].dwStride * SkipnStrides +
|
|
stateblock->streamOffset[sd->u.input[i].streamNo];
|
|
|
|
send_attribute(This, sd->u.input[i].dwType, i, ptr);
|
|
}
|
|
SkipnStrides++;
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
GLint old_binding = 0;
|
|
|
|
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_ALWAYS);
|
|
glBlendFunc(GL_ZERO, GL_ONE);
|
|
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
This->shader_backend->shader_select_depth_blt(iface);
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glVertex2f(-1.0f, -1.0f);
|
|
glVertex2f(1.0f, -1.0f);
|
|
glVertex2f(-1.0f, 1.0f);
|
|
glVertex2f(1.0f, 1.0f);
|
|
glEnd();
|
|
|
|
glBindTexture(GL_TEXTURE_2D, old_binding);
|
|
|
|
glPopAttrib();
|
|
|
|
/* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
|
|
* and this seems easier and more efficient than providing the shader backend with a private
|
|
* storage to read and restore the old shader settings
|
|
*/
|
|
This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
|
|
}
|
|
|
|
static void depth_copy(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer;
|
|
|
|
/* Only copy the depth buffer if there is one. */
|
|
if (!depth_stencil) return;
|
|
|
|
/* TODO: Make this work for modes other than FBO */
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
|
|
|
|
if (depth_stencil->current_renderbuffer) {
|
|
FIXME("Not supported with fixed up depth stencil\n");
|
|
return;
|
|
}
|
|
|
|
if (This->render_offscreen) {
|
|
static GLuint tmp_texture = 0;
|
|
GLint old_binding = 0;
|
|
|
|
TRACE("Copying onscreen depth buffer to offscreen surface\n");
|
|
|
|
if (!tmp_texture) {
|
|
glGenTextures(1, &tmp_texture);
|
|
}
|
|
|
|
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
|
|
* directly on the FBO texture. That's because we need to flip. */
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
|
|
glBindTexture(GL_TEXTURE_2D, tmp_texture);
|
|
glCopyTexImage2D(depth_stencil->glDescription.target,
|
|
depth_stencil->glDescription.level,
|
|
depth_stencil->glDescription.glFormatInternal,
|
|
0,
|
|
0,
|
|
depth_stencil->currentDesc.Width,
|
|
depth_stencil->currentDesc.Height,
|
|
0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
|
glBindTexture(GL_TEXTURE_2D, old_binding);
|
|
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
|
|
checkGLcall("glBindFramebuffer()");
|
|
depth_blt(iface, tmp_texture);
|
|
checkGLcall("depth_blt");
|
|
} else {
|
|
TRACE("Copying offscreen surface to onscreen depth buffer\n");
|
|
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
|
checkGLcall("glBindFramebuffer()");
|
|
depth_blt(iface, depth_stencil->glDescription.textureName);
|
|
checkGLcall("depth_blt");
|
|
}
|
|
}
|
|
|
|
static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
|
|
GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
|
|
ULONG startIdx, ULONG startVertex) {
|
|
UINT numInstances = 0;
|
|
int numInstancedAttribs = 0, i, j;
|
|
UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
|
|
|
|
if (idxSize == 0) {
|
|
/* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
|
|
* We don't support this for now
|
|
*
|
|
* Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
|
|
* But the StreamSourceFreq value has a different meaning in that situation.
|
|
*/
|
|
FIXME("Non-indexed instanced drawing is not supported\n");
|
|
return;
|
|
}
|
|
|
|
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
|
|
idxData = idxData == (void *)-1 ? NULL : idxData;
|
|
|
|
/* First, figure out how many instances we have to draw */
|
|
for(i = 0; i < MAX_STREAMS; i++) {
|
|
/* Look at all non-instanced streams */
|
|
if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
|
|
stateblock->streamSource[i]) {
|
|
int inst = stateblock->streamFreq[i];
|
|
|
|
if(numInstances && inst != numInstances) {
|
|
ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
|
|
}
|
|
numInstances = inst;
|
|
}
|
|
}
|
|
|
|
for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
|
|
if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
|
|
instancedData[numInstancedAttribs] = i;
|
|
numInstancedAttribs++;
|
|
}
|
|
}
|
|
|
|
/* now draw numInstances instances :-) */
|
|
for(i = 0; i < numInstances; i++) {
|
|
/* Specify the instanced attributes using immediate mode calls */
|
|
for(j = 0; j < numInstancedAttribs; j++) {
|
|
BYTE *ptr = sd->u.input[instancedData[j]].lpData +
|
|
sd->u.input[instancedData[j]].dwStride * i +
|
|
stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
|
|
if(sd->u.input[instancedData[j]].VBO) {
|
|
IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
|
|
ptr += (long) vb->resource.allocatedMemory;
|
|
}
|
|
|
|
send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
|
|
}
|
|
|
|
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
checkGLcall("glDrawElements");
|
|
}
|
|
}
|
|
|
|
static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
|
|
unsigned char i;
|
|
IWineD3DVertexBufferImpl *vb;
|
|
|
|
if(s->u.s.position.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
|
|
s->u.s.position.VBO = 0;
|
|
s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.blendWeights.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
|
|
s->u.s.blendWeights.VBO = 0;
|
|
s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.blendMatrixIndices.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
|
|
s->u.s.blendMatrixIndices.VBO = 0;
|
|
s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.normal.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
|
|
s->u.s.normal.VBO = 0;
|
|
s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.pSize.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
|
|
s->u.s.pSize.VBO = 0;
|
|
s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.diffuse.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
|
|
s->u.s.diffuse.VBO = 0;
|
|
s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.specular.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
|
|
s->u.s.specular.VBO = 0;
|
|
s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
|
|
if(s->u.s.texCoords[i].VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
|
|
s->u.s.texCoords[i].VBO = 0;
|
|
s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
}
|
|
if(s->u.s.position2.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
|
|
s->u.s.position2.VBO = 0;
|
|
s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.normal2.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
|
|
s->u.s.normal2.VBO = 0;
|
|
s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.tangent.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
|
|
s->u.s.tangent.VBO = 0;
|
|
s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.binormal.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
|
|
s->u.s.binormal.VBO = 0;
|
|
s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.tessFactor.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
|
|
s->u.s.tessFactor.VBO = 0;
|
|
s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.fog.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
|
|
s->u.s.fog.VBO = 0;
|
|
s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.depth.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
|
|
s->u.s.depth.VBO = 0;
|
|
s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
if(s->u.s.sample.VBO) {
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
|
|
s->u.s.sample.VBO = 0;
|
|
s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
}
|
|
|
|
/* Routine common to the draw primitive and draw indexed primitive routines */
|
|
void drawPrimitive(IWineD3DDevice *iface,
|
|
int PrimitiveType,
|
|
long NumPrimitives,
|
|
/* for Indexed: */
|
|
long StartVertexIndex,
|
|
UINT numberOfVertices,
|
|
long StartIdx,
|
|
short idxSize,
|
|
const void *idxData,
|
|
int minIndex) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapchain;
|
|
IWineD3DBaseTexture *texture = NULL;
|
|
IWineD3DSurfaceImpl *target;
|
|
int i;
|
|
|
|
/* Signals other modules that a drawing is in progress and the stateblock finalized */
|
|
This->isInDraw = TRUE;
|
|
|
|
/* Invalidate the back buffer memory so LockRect will read it the next time */
|
|
for(i = 0; i < GL_LIMITS(buffers); i++) {
|
|
target = (IWineD3DSurfaceImpl *) This->render_targets[i];
|
|
|
|
/* TODO: Only do all that if we're going to change anything
|
|
* Texture container dirtification does not work quite right yet
|
|
*/
|
|
if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
|
|
swapchain = NULL;
|
|
texture = NULL;
|
|
|
|
if(i == 0) {
|
|
IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
|
|
|
/* Need the surface in the drawable! */
|
|
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
|
|
|
/* TODO: Move fbo logic to ModifyLocation */
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
|
|
if(swapchain) {
|
|
/* Onscreen target. Invalidate system memory copy and texture copy */
|
|
IWineD3DSwapChain_Release(swapchain);
|
|
} else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
|
|
/* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
|
|
/* TODO: Move container dirtification to ModifyLocation */
|
|
IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
|
|
|
|
if(texture) {
|
|
IWineD3DBaseTexture_SetDirty(texture, TRUE);
|
|
IWineD3DTexture_Release(texture);
|
|
}
|
|
} else {
|
|
/* FBO offscreen target. Texture == Drawable */
|
|
target->Flags |= SFLAG_INTEXTURE;
|
|
}
|
|
} else {
|
|
/* Must be an fbo render target */
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
|
|
target->Flags |= SFLAG_INTEXTURE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Ok, we will be updating the screen from here onwards so grab the lock */
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
ENTER_GL();
|
|
apply_fbo_state(iface);
|
|
LEAVE_GL();
|
|
}
|
|
|
|
ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
|
|
ENTER_GL();
|
|
|
|
if (This->depth_copy_state == WINED3D_DCS_COPY) {
|
|
depth_copy(iface);
|
|
}
|
|
This->depth_copy_state = WINED3D_DCS_INITIAL;
|
|
|
|
{
|
|
GLenum glPrimType;
|
|
BOOL emulation = FALSE;
|
|
WineDirect3DVertexStridedData *strided = &This->strided_streams;
|
|
WineDirect3DVertexStridedData stridedlcl;
|
|
/* Ok, Work out which primitive is requested and how many vertexes that
|
|
will be */
|
|
UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
if (numberOfVertices == 0 )
|
|
numberOfVertices = calculatedNumberOfindices;
|
|
|
|
if(!use_vs(This)) {
|
|
if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
|
|
This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
|
|
FIXME("Using software emulation because not all material properties could be tracked\n");
|
|
emulation = TRUE;
|
|
}
|
|
else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
|
|
/* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
|
|
* to a float in the vertex buffer
|
|
*/
|
|
FIXME("Using software emulation because manual fog coordinates are provided\n");
|
|
emulation = TRUE;
|
|
}
|
|
|
|
if(emulation) {
|
|
strided = &stridedlcl;
|
|
memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
|
|
remove_vbos(This, &stridedlcl);
|
|
}
|
|
}
|
|
|
|
if (This->useDrawStridedSlow || emulation) {
|
|
/* Immediate mode drawing */
|
|
if(use_vs(This)) {
|
|
FIXME("Using immediate mode with vertex shaders for half float emulation\n");
|
|
drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
|
|
idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
|
|
} else {
|
|
drawStridedSlow(iface, strided, calculatedNumberOfindices,
|
|
glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
|
|
}
|
|
} else if(This->instancedDraw) {
|
|
/* Instancing emulation with mixing immediate mode and arrays */
|
|
drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
|
|
idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
|
|
} else {
|
|
drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
|
|
idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
|
|
}
|
|
}
|
|
|
|
/* Finished updating the screen, restore lock */
|
|
LEAVE_GL();
|
|
TRACE("Done all gl drawing\n");
|
|
|
|
/* Diagnostics */
|
|
#ifdef SHOW_FRAME_MAKEUP
|
|
{
|
|
static long int primCounter = 0;
|
|
/* NOTE: set primCounter to the value reported by drawprim
|
|
before you want to to write frame makeup to /tmp */
|
|
if (primCounter >= 0) {
|
|
WINED3DLOCKED_RECT r;
|
|
char buffer[80];
|
|
IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
|
|
sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
|
|
TRACE("Saving screenshot %s\n", buffer);
|
|
IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
|
|
IWineD3DSurface_UnlockRect(This->renderTarget);
|
|
|
|
#ifdef SHOW_TEXTURE_MAKEUP
|
|
{
|
|
IWineD3DSurface *pSur;
|
|
int textureNo;
|
|
for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
|
|
TRACE("Saving texture %s\n", buffer);
|
|
if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
|
|
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
|
|
IWineD3DSurface_SaveSnapshot(pSur, buffer);
|
|
IWineD3DSurface_Release(pSur);
|
|
} else {
|
|
FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
TRACE("drawprim #%d\n", primCounter);
|
|
++primCounter;
|
|
}
|
|
#endif
|
|
|
|
/* Control goes back to the device, stateblock values may change again */
|
|
This->isInDraw = FALSE;
|
|
}
|
|
|
|
static void normalize_normal(float *n) {
|
|
float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
|
|
if(length == 0.0) return;
|
|
length = sqrt(length);
|
|
n[0] = n[0] / length;
|
|
n[1] = n[1] / length;
|
|
n[2] = n[2] / length;
|
|
}
|
|
|
|
/* Tesselates a high order rectangular patch into single triangles using gl evaluators
|
|
*
|
|
* The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
|
|
* and they can't be sent off for rendering directly either. Tesselating is slow, so we want
|
|
* to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
|
|
* attributes to numbered shader attributes, so we have to store them and rebind them as needed
|
|
* in drawprim.
|
|
*
|
|
* To read back, the opengl feedback mode is used. This creates a proplem because we want
|
|
* untransformed, unlit vertices, but feedback runs everything through transform and lighting.
|
|
* Thus disable lighting and set identity matrices to get unmodified colors and positions.
|
|
* To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
|
|
* them to [-1.0;+1.0] and set the viewport up to scale them back.
|
|
*
|
|
* Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
|
|
* resulting colors back to the normals.
|
|
*
|
|
* NOTE: This function activates a context for blitting, modifies matrices & viewport, but
|
|
* does not restore it because normally a draw follows immediately afterwards. The caller is
|
|
* responsible of taking care that either the gl states are restored, or the context activated
|
|
* for drawing to reset the lastWasBlit flag.
|
|
*/
|
|
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
|
|
struct WineD3DRectPatch *patch) {
|
|
unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
|
|
float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
|
|
WineDirect3DVertexStridedData strided;
|
|
BYTE *data;
|
|
WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
|
|
DWORD vtxStride;
|
|
GLenum feedback_type;
|
|
GLfloat *feedbuffer;
|
|
|
|
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
|
|
* Beware of vbos
|
|
*/
|
|
memset(&strided, 0, sizeof(strided));
|
|
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
|
|
if(strided.u.s.position.VBO) {
|
|
IWineD3DVertexBufferImpl *vb;
|
|
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
|
|
strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
|
|
(unsigned long) vb->resource.allocatedMemory);
|
|
}
|
|
vtxStride = strided.u.s.position.dwStride;
|
|
data = strided.u.s.position.lpData +
|
|
vtxStride * info->Stride * info->StartVertexOffsetHeight +
|
|
vtxStride * info->StartVertexOffsetWidth;
|
|
|
|
/* Not entirely sure about what happens with transformed vertices */
|
|
if(strided.u.s.position_transformed) {
|
|
FIXME("Transformed position in rectpatch generation\n");
|
|
}
|
|
if(vtxStride % sizeof(GLfloat)) {
|
|
/* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
|
|
* I don't see how the stride could not be a multiple of 4, but make sure
|
|
* to check it
|
|
*/
|
|
ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
|
|
}
|
|
if(info->Basis != WINED3DBASIS_BEZIER) {
|
|
FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
|
|
}
|
|
if(info->Degree != WINED3DDEGREE_CUBIC) {
|
|
FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
|
|
}
|
|
|
|
/* First, get the boundary cube of the input data */
|
|
for(j = 0; j < info->Height; j++) {
|
|
for(i = 0; i < info->Width; i++) {
|
|
float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
|
|
if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
|
|
if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
|
|
if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
|
|
if(v[2] < neg_z) neg_z = v[2];
|
|
}
|
|
}
|
|
|
|
/* This needs some improvements in the vertex decl code */
|
|
FIXME("Cannot find data to generate. Only generating position and normals\n");
|
|
patch->has_normals = TRUE;
|
|
patch->has_texcoords = FALSE;
|
|
|
|
/* Simply activate the context for blitting. This disables all the things we don't want and
|
|
* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
|
|
* patch (as opposed to normal draws) will most likely need different changes anyway
|
|
*/
|
|
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
|
|
ENTER_GL();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
checkGLcall("glMatrixMode(GL_PROJECTION)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIndentity()");
|
|
glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
|
|
glTranslatef(0, 0, 0.5);
|
|
checkGLcall("glScalef");
|
|
glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
|
|
checkGLcall("glViewport");
|
|
|
|
/* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
|
|
* our feedback buffer parser
|
|
*/
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
|
|
if(patch->has_normals) {
|
|
float black[4] = {0, 0, 0, 0};
|
|
float red[4] = {1, 0, 0, 0};
|
|
float green[4] = {0, 1, 0, 0};
|
|
float blue[4] = {0, 0, 1, 0};
|
|
float white[4] = {1, 1, 1, 1};
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable(GL_LIGHTING)");
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
|
|
checkGLcall("glLightModel for MODEL_AMBIENT");
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
|
|
|
|
for(i = 3; i < GL_LIMITS(lights); i++) {
|
|
glDisable(GL_LIGHT0 + i);
|
|
checkGLcall("glDisable(GL_LIGHT0 + i)");
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, black);
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
|
|
glLightfv(GL_LIGHT0, GL_POSITION, red);
|
|
glEnable(GL_LIGHT0);
|
|
checkGLcall("Setting up light 1\n");
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
|
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
|
|
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
|
|
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
|
|
glLightfv(GL_LIGHT1, GL_POSITION, green);
|
|
glEnable(GL_LIGHT1);
|
|
checkGLcall("Setting up light 2\n");
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
|
|
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
|
|
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
|
|
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
|
|
glLightfv(GL_LIGHT2, GL_POSITION, blue);
|
|
glEnable(GL_LIGHT2);
|
|
checkGLcall("Setting up light 3\n");
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
|
|
checkGLcall("Setting up materials\n");
|
|
}
|
|
|
|
/* Enable the needed maps.
|
|
* GL_MAP2_VERTEX_3 is needed for positional data.
|
|
* GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
|
|
* GL_MAP2_TEXTURE_COORD_4 for texture coords
|
|
*/
|
|
num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
|
|
out_vertex_size = 3 /* position */;
|
|
d3d_out_vertex_size = 3;
|
|
glEnable(GL_MAP2_VERTEX_3);
|
|
if(patch->has_normals && patch->has_texcoords) {
|
|
FIXME("Texcoords not handled yet\n");
|
|
feedback_type = GL_3D_COLOR_TEXTURE;
|
|
out_vertex_size += 8;
|
|
d3d_out_vertex_size += 7;
|
|
glEnable(GL_AUTO_NORMAL);
|
|
glEnable(GL_MAP2_TEXTURE_COORD_4);
|
|
} else if(patch->has_texcoords) {
|
|
FIXME("Texcoords not handled yet\n");
|
|
feedback_type = GL_3D_COLOR_TEXTURE;
|
|
out_vertex_size += 7;
|
|
d3d_out_vertex_size += 4;
|
|
glEnable(GL_MAP2_TEXTURE_COORD_4);
|
|
} else if(patch->has_normals) {
|
|
feedback_type = GL_3D_COLOR;
|
|
out_vertex_size += 4;
|
|
d3d_out_vertex_size += 3;
|
|
glEnable(GL_AUTO_NORMAL);
|
|
} else {
|
|
feedback_type = GL_3D;
|
|
}
|
|
checkGLcall("glEnable vertex attrib generation");
|
|
|
|
buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
|
|
+ 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
|
|
feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
|
|
|
|
glMap2f(GL_MAP2_VERTEX_3,
|
|
0, 1, vtxStride / sizeof(float), info->Width,
|
|
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
|
|
(float *) data);
|
|
checkGLcall("glMap2f");
|
|
if(patch->has_texcoords) {
|
|
glMap2f(GL_MAP2_TEXTURE_COORD_4,
|
|
0, 1, vtxStride / sizeof(float), info->Width,
|
|
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
|
|
(float *) data);
|
|
checkGLcall("glMap2f");
|
|
}
|
|
glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
|
|
checkGLcall("glMapGrid2f");
|
|
|
|
glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
|
|
checkGLcall("glFeedbackBuffer");
|
|
glRenderMode(GL_FEEDBACK);
|
|
|
|
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
|
checkGLcall("glEvalMesh2\n");
|
|
|
|
i = glRenderMode(GL_RENDER);
|
|
if(i == -1) {
|
|
ERR("Feedback failed. Expected %d elements back\n", buffer_size);
|
|
Sleep(10000);
|
|
HeapFree(GetProcessHeap(), 0, feedbuffer);
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
} else if(i != buffer_size) {
|
|
ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
|
|
Sleep(10000);
|
|
HeapFree(GetProcessHeap(), 0, feedbuffer);
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
} else {
|
|
TRACE("Got %d elements as expected\n", i);
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, patch->mem);
|
|
patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
|
|
i = 0;
|
|
for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
|
|
if(feedbuffer[j] != GL_POLYGON_TOKEN) {
|
|
ERR("Unexpected token: %f\n", feedbuffer[j]);
|
|
continue;
|
|
}
|
|
if(feedbuffer[j + 1] != 3) {
|
|
ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
|
|
continue;
|
|
}
|
|
/* Somehow there are different ideas about back / front facing, so fix up the
|
|
* vertex order
|
|
*/
|
|
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
|
|
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
|
|
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
|
|
if(patch->has_normals) {
|
|
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
|
|
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
|
|
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
|
|
}
|
|
i += d3d_out_vertex_size;
|
|
|
|
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
|
|
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
|
|
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
|
|
if(patch->has_normals) {
|
|
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
|
|
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
|
|
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
|
|
}
|
|
i += d3d_out_vertex_size;
|
|
|
|
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
|
|
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
|
|
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
|
|
if(patch->has_normals) {
|
|
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
|
|
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
|
|
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
|
|
}
|
|
i += d3d_out_vertex_size;
|
|
}
|
|
|
|
if(patch->has_normals) {
|
|
/* Now do the same with reverse light directions */
|
|
float x[4] = {-1, 0, 0, 0};
|
|
float y[4] = { 0, -1, 0, 0};
|
|
float z[4] = { 0, 0, -1, 0};
|
|
glLightfv(GL_LIGHT0, GL_POSITION, x);
|
|
glLightfv(GL_LIGHT1, GL_POSITION, y);
|
|
glLightfv(GL_LIGHT2, GL_POSITION, z);
|
|
checkGLcall("Setting up reverse light directions\n");
|
|
|
|
glRenderMode(GL_FEEDBACK);
|
|
checkGLcall("glRenderMode(GL_FEEDBACK)");
|
|
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
|
checkGLcall("glEvalMesh2\n");
|
|
i = glRenderMode(GL_RENDER);
|
|
checkGLcall("glRenderMode(GL_RENDER)");
|
|
|
|
i = 0;
|
|
for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
|
|
if(feedbuffer[j] != GL_POLYGON_TOKEN) {
|
|
ERR("Unexpected token: %f\n", feedbuffer[j]);
|
|
continue;
|
|
}
|
|
if(feedbuffer[j + 1] != 3) {
|
|
ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
|
|
continue;
|
|
}
|
|
if(patch->mem[i + 3] == 0.0)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
|
|
if(patch->mem[i + 4] == 0.0)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
|
|
if(patch->mem[i + 5] == 0.0)
|
|
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
|
|
normalize_normal(patch->mem + i + 3);
|
|
i += d3d_out_vertex_size;
|
|
|
|
if(patch->mem[i + 3] == 0.0)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
|
|
if(patch->mem[i + 4] == 0.0)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
|
|
if(patch->mem[i + 5] == 0.0)
|
|
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
|
|
normalize_normal(patch->mem + i + 3);
|
|
i += d3d_out_vertex_size;
|
|
|
|
if(patch->mem[i + 3] == 0.0)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
|
|
if(patch->mem[i + 4] == 0.0)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
|
|
if(patch->mem[i + 5] == 0.0)
|
|
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
|
|
normalize_normal(patch->mem + i + 3);
|
|
i += d3d_out_vertex_size;
|
|
}
|
|
}
|
|
|
|
glDisable(GL_MAP2_VERTEX_3);
|
|
glDisable(GL_AUTO_NORMAL);
|
|
glDisable(GL_MAP2_NORMAL);
|
|
glDisable(GL_MAP2_TEXTURE_COORD_4);
|
|
checkGLcall("glDisable vertex attrib generation");
|
|
LEAVE_GL();
|
|
|
|
HeapFree(GetProcessHeap(), 0, feedbuffer);
|
|
|
|
vtxStride = 3 * sizeof(float);
|
|
if(patch->has_normals) {
|
|
vtxStride += 3 * sizeof(float);
|
|
}
|
|
if(patch->has_texcoords) {
|
|
vtxStride += 4 * sizeof(float);
|
|
}
|
|
memset(&patch->strided, 0, sizeof(&patch->strided));
|
|
patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
|
|
patch->strided.u.s.position.dwStride = vtxStride;
|
|
patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
|
|
patch->strided.u.s.position.streamNo = 255;
|
|
|
|
if(patch->has_normals) {
|
|
patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
|
patch->strided.u.s.normal.dwStride = vtxStride;
|
|
patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
|
|
patch->strided.u.s.normal.streamNo = 255;
|
|
}
|
|
if(patch->has_texcoords) {
|
|
patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
|
if(patch->has_normals) {
|
|
patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
|
|
}
|
|
patch->strided.u.s.texCoords[0].dwStride = vtxStride;
|
|
patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
|
|
/* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
|
|
* always remains set to 0. Windows uses stream 255 here, but this is not visible to the
|
|
* application.
|
|
*/
|
|
patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|