Sweden-Number/dlls/wined3d/drawprim.c

1545 lines
65 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>
#if 0 /* TODO */
extern IWineD3DVertexShaderImpl* VertexShaders[64];
extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
extern IWineD3DPixelShaderImpl* PixelShaders[64];
#undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
#endif
/* Issues the glBegin call for gl given the primitive type and count */
static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
DWORD NumPrimitives,
GLenum *primType)
{
DWORD NumVertexes = NumPrimitives;
switch (PrimitiveType) {
case WINED3DPT_POINTLIST:
TRACE("POINTS\n");
*primType = GL_POINTS;
NumVertexes = NumPrimitives;
break;
case WINED3DPT_LINELIST:
TRACE("LINES\n");
*primType = GL_LINES;
NumVertexes = NumPrimitives * 2;
break;
case WINED3DPT_LINESTRIP:
TRACE("LINE_STRIP\n");
*primType = GL_LINE_STRIP;
NumVertexes = NumPrimitives + 1;
break;
case WINED3DPT_TRIANGLELIST:
TRACE("TRIANGLES\n");
*primType = GL_TRIANGLES;
NumVertexes = NumPrimitives * 3;
break;
case WINED3DPT_TRIANGLESTRIP:
TRACE("TRIANGLE_STRIP\n");
*primType = GL_TRIANGLE_STRIP;
NumVertexes = NumPrimitives + 2;
break;
case WINED3DPT_TRIANGLEFAN:
TRACE("TRIANGLE_FAN\n");
*primType = GL_TRIANGLE_FAN;
NumVertexes = NumPrimitives + 2;
break;
default:
FIXME("Unhandled primitive\n");
*primType = GL_POINTS;
break;
}
return NumVertexes;
}
static BOOL fixed_get_input(
BYTE usage, BYTE usage_idx,
unsigned int* regnum) {
*regnum = -1;
/* Those positions must have the order in the
* named part of the strided data */
if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
*regnum = 0;
else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
*regnum = 1;
else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
*regnum = 2;
else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
*regnum = 3;
else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
*regnum = 4;
else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
*regnum = 5;
else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
*regnum = 6;
else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
*regnum = 7 + usage_idx;
else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
*regnum = 7 + WINED3DDP_MAXTEXCOORD;
else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
*regnum = 8 + WINED3DDP_MAXTEXCOORD;
else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
*regnum = 9 + WINED3DDP_MAXTEXCOORD;
else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
*regnum = 10 + WINED3DDP_MAXTEXCOORD;
else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
*regnum = 11 + WINED3DDP_MAXTEXCOORD;
else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
*regnum = 12 + WINED3DDP_MAXTEXCOORD;
else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
*regnum = 13 + WINED3DDP_MAXTEXCOORD;
else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
*regnum = 14 + WINED3DDP_MAXTEXCOORD;
if (*regnum < 0) {
FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
debug_d3ddeclusage(usage), usage_idx);
return FALSE;
}
return TRUE;
}
void primitiveDeclarationConvertToStridedData(
IWineD3DDevice *iface,
BOOL useVertexShaderFunction,
WineDirect3DVertexStridedData *strided,
BOOL *fixup) {
/* We need to deal with frequency data!*/
BYTE *data = NULL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
int i;
WINED3DVERTEXELEMENT *element;
DWORD stride;
int reg;
DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
DWORD *streams = vertexDeclaration->streams;
/* Check for transformed vertices, disable vertex shader if present */
strided->u.s.position_transformed = vertexDeclaration->position_transformed;
if(vertexDeclaration->position_transformed) {
useVertexShaderFunction = FALSE;
}
/* Translate the declaration into strided data */
for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
GLint streamVBO = 0;
BOOL stride_used;
unsigned int idx;
element = vertexDeclaration->pDeclarationWine + i;
TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
element, i + 1, vertexDeclaration->declarationWNumElements - 1);
if (This->stateBlock->streamSource[element->Stream] == NULL)
continue;
if (This->stateBlock->streamIsUP) {
TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
streamVBO = 0;
data = (BYTE *)This->stateBlock->streamSource[element->Stream];
} else {
TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
if(fixup) {
if( streamVBO != 0) *fixup = TRUE;
else if(*fixup && !useVertexShaderFunction &&
(element->Usage == WINED3DDECLUSAGE_COLOR ||
element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
/* This may be bad with the fixed function pipeline */
FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
}
}
}
stride = This->stateBlock->streamStride[element->Stream];
data += element->Offset;
reg = element->Reg;
TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
if (useVertexShaderFunction)
stride_used = vshader_get_input(This->stateBlock->vertexShader,
element->Usage, element->UsageIndex, &idx);
else
stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
if (stride_used) {
TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
"stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
useVertexShaderFunction? "shader": "fixed function", idx,
debug_d3ddeclusage(element->Usage), element->UsageIndex,
element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
strided->u.input[idx].lpData = data;
strided->u.input[idx].dwType = element->Type;
strided->u.input[idx].dwStride = stride;
strided->u.input[idx].VBO = streamVBO;
strided->u.input[idx].streamNo = element->Stream;
}
}
/* Now call PreLoad on all the vertex buffers. In the very rare case
* that the buffers stopps converting PreLoad will dirtify the VDECL again.
* The vertex buffer can now use the strided structure in the device instead of finding its
* own again.
*
* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
* once in there.
*/
for(i=0; i < numPreloadStreams; i++) {
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[streams[i]]);
}
}
static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (idxSize != 0 /* This crashes sometimes!*/) {
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
idxData = idxData == (void *)-1 ? NULL : idxData;
#if 1
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(const char *)idxData+(idxSize * startIdx));
checkGLcall("glDrawElements");
#else /* using drawRangeElements may be faster */
glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(const char *)idxData+(idxSize * startIdx));
checkGLcall("glDrawRangeElements");
#endif
} else {
/* Note first is now zero as we shuffled along earlier */
TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
checkGLcall("glDrawArrays");
}
return;
}
/*
* Actually draw using the supplied information.
* Slower GL version which extracts info about each vertex in turn
*/
static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
UINT NumVertexes, GLenum glPrimType,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
unsigned int textureNo = 0;
const WORD *pIdxBufS = NULL;
const DWORD *pIdxBufL = NULL;
LONG vx_index;
float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
float rhw = 0.0f; /* rhw */
DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
DWORD specularColor = 0; /* Specular Color */
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
UINT *streamOffset = This->stateBlock->streamOffset;
DWORD SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
TRACE("Using slow vertex array code\n");
/* Variable Initialization */
if (idxSize != 0) {
/* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
* If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
* idxData will be != NULL
*/
if(idxData == NULL) {
idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
}
if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
else pIdxBufL = (const DWORD *) idxData;
}
/* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
* to the strided Data in the device and might be needed intact on the next draw
*/
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
if(sd->u.s.texCoords[textureNo].lpData) {
texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
} else {
texCoords[textureNo] = NULL;
}
}
if(sd->u.s.diffuse.lpData) {
diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
}
if(sd->u.s.specular.lpData) {
specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
}
if(sd->u.s.normal.lpData) {
normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
}
if(sd->u.s.position.lpData) {
position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
}
/* Start drawing in GL */
VTRACE(("glBegin(%x)\n", glPrimType));
glBegin(glPrimType);
/* Default settings for data that is not passed */
if (sd->u.s.normal.lpData == NULL) {
glNormal3f(0, 0, 1);
}
if(sd->u.s.diffuse.lpData == NULL) {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
if(sd->u.s.specular.lpData == NULL) {
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
}
}
/* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
* Guess it's not necessary(we crash then anyway) and would only eat CPU time
*/
/* For each primitive */
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
/* Initialize diffuse color */
diffuseColor = 0xFFFFFFFF;
/* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
* function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
*/
/* For indexed data, we need to go a few more strides in */
if (idxData != NULL) {
/* Indexed so work out the number of strides to skip */
if (idxSize == 2) {
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
} else {
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
}
}
/* Texture coords --------------------------- */
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
continue ;
}
/* Query tex coords */
if (This->stateBlock->textures[textureNo] != NULL) {
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
float *ptrToCoords = NULL;
float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
if (coordIdx > 7) {
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
continue;
} else if (coordIdx < 0) {
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
continue;
}
ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
if (texCoords[coordIdx] == NULL) {
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
continue;
} else {
int texture_idx = This->texUnitMap[textureNo];
int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
if (texture_idx == -1) continue;
/* The coords to supply depend completely on the fvf / vertex shader */
switch (coordsToUse) {
case 4: q = ptrToCoords[3]; /* drop through */
case 3: r = ptrToCoords[2]; /* drop through */
case 2: t = ptrToCoords[1]; /* drop through */
case 1: s = ptrToCoords[0];
}
/* Projected is more 'fun' - Move the last coord to the 'q'
parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
(This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
switch (coordsToUse) {
case 0: /* Drop Through */
case 1:
FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
break;
case 2:
q = t;
t = 0.0;
coordsToUse = 4;
break;
case 3:
q = r;
r = 0.0;
coordsToUse = 4;
break;
case 4: /* Nop here */
break;
default:
FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
}
}
}
switch (coordsToUse) { /* Supply the provided texture coords */
case WINED3DTTFF_COUNT1:
VTRACE(("tex:%d, s=%f\n", textureNo, s));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
} else {
glTexCoord1f(s);
}
break;
case WINED3DTTFF_COUNT2:
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
} else {
glTexCoord2f(s, t);
}
break;
case WINED3DTTFF_COUNT3:
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
} else {
glTexCoord3f(s, t, r);
}
break;
case WINED3DTTFF_COUNT4:
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
} else {
glTexCoord4f(s, t, r, q);
}
break;
default:
FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
}
}
}
} /* End of textures */
/* Diffuse -------------------------------- */
if (diffuse) {
DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
diffuseColor = ptrToCoords[0];
VTRACE(("diffuseColor=%lx\n", diffuseColor));
glColor4ub(D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor));
VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor)));
if(This->activeContext->num_untracked_materials) {
unsigned char i;
float color[4];
color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
}
}
}
/* Specular ------------------------------- */
if (specular) {
DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
specularColor = ptrToCoords[0];
VTRACE(("specularColor=%lx\n", specularColor));
/* special case where the fog density is stored in the specular alpha channel */
if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
if(GL_SUPPORT(EXT_FOG_COORD)) {
GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
} else {
static BOOL warned = FALSE;
if(!warned) {
/* TODO: Use the fog table code from old ddraw */
FIXME("Implement fog for transformed vertices in software\n");
warned = TRUE;
}
}
}
VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor)));
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
GL_EXTCALL(glSecondaryColor3ubEXT)(
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor));
} else {
/* Do not worry if specular colour missing and disable request */
VTRACE(("Specular color extensions not supplied\n"));
}
}
/* Normal -------------------------------- */
if (normal != NULL) {
float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
}
/* Position -------------------------------- */
if (position) {
float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
x = ptrToCoords[0];
y = ptrToCoords[1];
z = ptrToCoords[2];
rhw = 1.0;
VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
/* RHW follows, only if transformed, ie 4 floats were provided */
if (sd->u.s.position_transformed) {
rhw = ptrToCoords[3];
VTRACE(("rhw=%f\n", rhw));
}
if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
glVertex3f(x, y, z);
} else {
GLfloat w = 1.0 / rhw;
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
glVertex4f(x*w, y*w, z*w, w);
}
}
/* For non indexed mode, step onto next parts */
if (idxData == NULL) {
++SkipnStrides;
}
}
glEnd();
checkGLcall("glEnd and previous calls");
}
static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint old_binding = 0;
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glBlendFunc(GL_ZERO, GL_ONE);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
This->shader_backend->shader_select_depth_blt(iface);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-1.0f, -1.0f);
glVertex2f(1.0f, -1.0f);
glVertex2f(-1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, old_binding);
glPopAttrib();
/* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
* and this seems easier and more efficient than providing the shader backend with a private
* storage to read and restore the old shader settings
*/
This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
}
static void depth_copy(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
/* Only copy the depth buffer if there is one. */
if (!depth_stencil) return;
/* TODO: Make this work for modes other than FBO */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
if (depth_stencil->current_renderbuffer) {
FIXME("Not supported with fixed up depth stencil\n");
return;
}
if (This->render_offscreen) {
static GLuint tmp_texture = 0;
GLint old_binding = 0;
TRACE("Copying onscreen depth buffer to offscreen surface\n");
if (!tmp_texture) {
glGenTextures(1, &tmp_texture);
}
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
glBindTexture(GL_TEXTURE_2D, tmp_texture);
glCopyTexImage2D(depth_stencil->glDescription.target,
depth_stencil->glDescription.level,
depth_stencil->glDescription.glFormatInternal,
0,
0,
depth_stencil->currentDesc.Width,
depth_stencil->currentDesc.Height,
0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(GL_TEXTURE_2D, old_binding);
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
checkGLcall("glBindFramebuffer()");
depth_blt(iface, tmp_texture);
checkGLcall("depth_blt");
} else {
TRACE("Copying offscreen surface to onscreen depth buffer\n");
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
depth_blt(iface, depth_stencil->glDescription.textureName);
checkGLcall("depth_blt");
}
}
static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
ULONG startIdx, ULONG startVertex) {
UINT numInstances = 0;
int numInstancedAttribs = 0, i, j;
UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
if (idxSize == 0) {
/* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
* We don't support this for now
*
* Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
* But the StreamSourceFreq value has a different meaning in that situation.
*/
FIXME("Non-indexed instanced drawing is not supported\n");
return;
}
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
idxData = idxData == (void *)-1 ? NULL : idxData;
/* First, figure out how many instances we have to draw */
for(i = 0; i < MAX_STREAMS; i++) {
/* Look at all non-instanced streams */
if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
stateblock->streamSource[i]) {
int inst = stateblock->streamFreq[i];
if(numInstances && inst != numInstances) {
ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
}
numInstances = inst;
}
}
for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
instancedData[numInstancedAttribs] = i;
numInstancedAttribs++;
}
}
/* now draw numInstances instances :-) */
for(i = 0; i < numInstances; i++) {
/* Specify the instanced attributes using immediate mode calls */
for(j = 0; j < numInstancedAttribs; j++) {
BYTE *ptr = sd->u.input[instancedData[j]].lpData +
sd->u.input[instancedData[j]].dwStride * i +
stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
if(sd->u.input[instancedData[j]].VBO) {
IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
ptr += (long) vb->resource.allocatedMemory;
}
switch(sd->u.input[instancedData[j]].dwType) {
case WINED3DDECLTYPE_FLOAT1:
GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT2:
GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT3:
GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT4:
GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
break;
case WINED3DDECLTYPE_UBYTE4:
GL_EXTCALL(glVertexAttrib4ubvARB(instancedData[j], ptr));
break;
case WINED3DDECLTYPE_UBYTE4N:
case WINED3DDECLTYPE_D3DCOLOR:
GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
break;
case WINED3DDECLTYPE_SHORT2:
GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
break;
case WINED3DDECLTYPE_SHORT4:
GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
break;
case WINED3DDECLTYPE_SHORT2N:
{
GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
break;
}
case WINED3DDECLTYPE_USHORT2N:
{
GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
break;
}
case WINED3DDECLTYPE_SHORT4N:
GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
break;
case WINED3DDECLTYPE_USHORT4N:
GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
break;
case WINED3DDECLTYPE_UDEC3:
FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
/*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
break;
case WINED3DDECLTYPE_DEC3N:
FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
/*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
break;
case WINED3DDECLTYPE_FLOAT16_2:
/* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
* byte float according to the IEEE standard
*/
if (GL_SUPPORT(NV_HALF_FLOAT)) {
GL_EXTCALL(glVertexAttrib2hvNV(instancedData[j], (GLhalfNV *)ptr));
} else {
FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
}
break;
case WINED3DDECLTYPE_FLOAT16_4:
if (GL_SUPPORT(NV_HALF_FLOAT)) {
GL_EXTCALL(glVertexAttrib4hvNV(instancedData[j], (GLhalfNV *)ptr));
} else {
FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
}
break;
case WINED3DDECLTYPE_UNUSED:
default:
ERR("Unexpected declaration in instanced attributes\n");
break;
}
}
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(const char *)idxData+(idxSize * startIdx));
checkGLcall("glDrawElements");
}
}
struct coords {
int x, y, z;
};
void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface) {
struct coords coords[4];
int low_coord;
/* TODO: This could be supported for lazy unlocking */
if(!(surface->Flags & SFLAG_INTEXTURE)) {
/* It is ok at init to be nowhere */
if(!(surface->Flags & SFLAG_INSYSMEM)) {
ERR("Blitting surfaces from sysmem not supported yet\n");
}
return;
}
ActivateContext(This, This->render_targets[0], CTXUSAGE_BLIT);
ENTER_GL();
if(surface->glDescription.target == GL_TEXTURE_2D) {
glBindTexture(GL_TEXTURE_2D, surface->glDescription.textureName);
checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
coords[0].x = 0; coords[0].y = 0; coords[0].z = 0;
coords[1].x = 0; coords[1].y = 1; coords[1].z = 0;
coords[2].x = 1; coords[2].y = 1; coords[2].z = 0;
coords[3].x = 1; coords[3].y = 0; coords[3].z = 0;
low_coord = 0;
} else {
/* Must be a cube map */
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(surface->glDescription.target)");
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, surface->glDescription.textureName);
checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
switch(surface->glDescription.target) {
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
default:
ERR("Unexpected texture target\n");
LEAVE_GL();
return;
}
low_coord = -1;
}
if(This->render_offscreen) {
coords[0].y = coords[0].y == 1 ? low_coord : 1;
coords[1].y = coords[1].y == 1 ? low_coord : 1;
coords[2].y = coords[2].y == 1 ? low_coord : 1;
coords[3].y = coords[3].y == 1 ? low_coord : 1;
}
glBegin(GL_QUADS);
glTexCoord3iv((GLint *) &coords[0]);
glVertex2i(0, 0);
glTexCoord3iv((GLint *) &coords[1]);
glVertex2i(0, surface->pow2Height);
glTexCoord3iv((GLint *) &coords[2]);
glVertex2i(surface->pow2Width, surface->pow2Height);
glTexCoord3iv((GLint *) &coords[3]);
glVertex2i(surface->pow2Width, 0);
glEnd();
checkGLcall("glEnd");
if(surface->glDescription.target != GL_TEXTURE_2D) {
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
LEAVE_GL();
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface,
int PrimitiveType,
long NumPrimitives,
/* for Indexed: */
long StartVertexIndex,
UINT numberOfVertices,
long StartIdx,
short idxSize,
const void *idxData,
int minIndex) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSwapChain *swapchain;
IWineD3DBaseTexture *texture = NULL;
IWineD3DSurfaceImpl *target;
int i;
/* Signals other modules that a drawing is in progress and the stateblock finalized */
This->isInDraw = TRUE;
/* Invalidate the back buffer memory so LockRect will read it the next time */
for(i = 0; i < GL_LIMITS(buffers); i++) {
target = (IWineD3DSurfaceImpl *) This->render_targets[i];
/* TODO: Only do all that if we're going to change anything
* Texture container dirtification does not work quite right yet
*/
if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
swapchain = NULL;
texture = NULL;
if(i == 0) {
IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
/* Need the surface in the drawable! */
if(!(target->Flags & SFLAG_INDRAWABLE) && (swapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
blt_to_drawable(This, target);
}
if(swapchain) {
/* Onscreen target. Invalidate system memory copy and texture copy */
target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
target->Flags |= SFLAG_INDRAWABLE;
IWineD3DSwapChain_Release(swapchain);
} else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
/* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
if(texture) {
IWineD3DBaseTexture_SetDirty(texture, TRUE);
IWineD3DTexture_Release(texture);
}
target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
target->Flags |= SFLAG_INDRAWABLE;
} else {
/* FBO offscreen target. Invalidate system memory copy */
target->Flags &= ~SFLAG_INSYSMEM;
}
} else {
/* Must be an fbo render target */
target->Flags &= ~SFLAG_INSYSMEM;
target->Flags |= SFLAG_INTEXTURE;
}
}
}
/* Ok, we will be updating the screen from here onwards so grab the lock */
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
ENTER_GL();
apply_fbo_state(iface);
LEAVE_GL();
}
ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
ENTER_GL();
if (This->depth_copy_state == WINED3D_DCS_COPY) {
depth_copy(iface);
}
This->depth_copy_state = WINED3D_DCS_INITIAL;
{
GLenum glPrimType;
BOOL emulation = FALSE;
WineDirect3DVertexStridedData *strided = &This->strided_streams;
WineDirect3DVertexStridedData stridedlcl;
/* Ok, Work out which primitive is requested and how many vertexes that
will be */
UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
if (numberOfVertices == 0 )
numberOfVertices = calculatedNumberOfindices;
if(!use_vs(This)) {
if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
FIXME("Using software emulation because not all material properties could be tracked\n");
emulation = TRUE;
}
else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
/* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
* to a float in the vertex buffer
*/
FIXME("Using software emulation because manual fog coordinates are provided\n");
emulation = TRUE;
}
if(emulation) {
IWineD3DVertexBufferImpl *vb;
strided = &stridedlcl;
memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
#define FIXVBO(type) \
if(stridedlcl.u.s.type.VBO) { \
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[stridedlcl.u.s.type.streamNo]; \
stridedlcl.u.s.type.VBO = 0; \
stridedlcl.u.s.type.lpData = (BYTE *) ((unsigned long) stridedlcl.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
}
FIXVBO(position);
FIXVBO(blendWeights);
FIXVBO(blendMatrixIndices);
FIXVBO(normal);
FIXVBO(pSize);
FIXVBO(diffuse);
FIXVBO(specular);
for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) FIXVBO(texCoords[i]);
FIXVBO(position2);
FIXVBO(normal2);
FIXVBO(tangent);
FIXVBO(binormal);
FIXVBO(tessFactor);
FIXVBO(fog);
FIXVBO(depth);
FIXVBO(sample);
#undef FIXVBO
}
}
if (This->useDrawStridedSlow || emulation) {
/* Immediate mode drawing */
drawStridedSlow(iface, strided, calculatedNumberOfindices,
glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
} else if(This->instancedDraw) {
/* Instancing emulation with mixing immediate mode and arrays */
drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
} else {
/* Simple array draw call */
drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
}
}
/* Finshed updating the screen, restore lock */
LEAVE_GL();
TRACE("Done all gl drawing\n");
/* Diagnostics */
#ifdef SHOW_FRAME_MAKEUP
{
static long int primCounter = 0;
/* NOTE: set primCounter to the value reported by drawprim
before you want to to write frame makeup to /tmp */
if (primCounter >= 0) {
WINED3DLOCKED_RECT r;
char buffer[80];
IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
TRACE("Saving screenshot %s\n", buffer);
IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
IWineD3DSurface_UnlockRect(This->renderTarget);
#ifdef SHOW_TEXTURE_MAKEUP
{
IWineD3DSurface *pSur;
int textureNo;
for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
if (This->stateBlock->textures[textureNo] != NULL) {
sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
TRACE("Saving texture %s\n", buffer);
if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
IWineD3DSurface_SaveSnapshot(pSur, buffer);
IWineD3DSurface_Release(pSur);
} else {
FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
}
}
}
}
#endif
}
TRACE("drawprim #%d\n", primCounter);
++primCounter;
}
#endif
/* Control goes back to the device, stateblock values may change again */
This->isInDraw = FALSE;
}
static void normalize_normal(float *n) {
float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
if(length == 0.0) return;
length = sqrt(length);
n[0] = n[0] / length;
n[1] = n[1] / length;
n[2] = n[2] / length;
}
/* Tesselates a high order rectangular patch into single triangles using gl evaluators
*
* The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
* and they can't be sent off for rendering directly either. Tesselating is slow, so we want
* to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
* attributes to numbered shader attributes, so we have to store them and rebind them as needed
* in drawprim.
*
* To read back, the opengl feedback mode is used. This creates a proplem because we want
* untransformed, unlit vertices, but feedback runs everything through transform and lighting.
* Thus disable lighting and set identity matrices to get unmodified colors and positions.
* To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
* them to [-1.0;+1.0] and set the viewport up to scale them back.
*
* Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
* resulting colors back to the normals.
*
* NOTE: This function activates a context for blitting, modifies matrices & viewport, but
* does not restore it because normally a draw follows immediately afterwards. The caller is
* responsible of taking care that either the gl states are restored, or the context activated
* for drawing to reset the lastWasBlit flag.
*/
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
struct WineD3DRectPatch *patch) {
unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
WineDirect3DVertexStridedData strided;
BYTE *data;
WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
DWORD vtxStride;
GLenum feedback_type;
GLfloat *feedbuffer;
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
* Beware of vbos
*/
memset(&strided, 0, sizeof(strided));
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
if(strided.u.s.position.VBO) {
IWineD3DVertexBufferImpl *vb;
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
(unsigned long) vb->resource.allocatedMemory);
}
vtxStride = strided.u.s.position.dwStride;
data = strided.u.s.position.lpData +
vtxStride * info->Stride * info->StartVertexOffsetHeight +
vtxStride * info->StartVertexOffsetWidth;
/* Not entirely sure about what happens with transformed vertices */
if(strided.u.s.position_transformed) {
FIXME("Transformed position in rectpatch generation\n");
}
if(vtxStride % sizeof(GLfloat)) {
/* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
* I don't see how the stride could not be a multiple of 4, but make sure
* to check it
*/
ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
}
if(info->Basis != WINED3DBASIS_BEZIER) {
FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
}
if(info->Degree != WINED3DDEGREE_CUBIC) {
FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
}
/* First, get the boundary cube of the input data */
for(j = 0; j < info->Height; j++) {
for(i = 0; i < info->Width; i++) {
float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
if(v[2] < neg_z) neg_z = v[2];
}
}
/* This needs some improvements in the vertex decl code */
FIXME("Cannot find data to generate. Only generating position and normals\n");
patch->has_normals = TRUE;
patch->has_texcoords = FALSE;
/* Simply activate the context for blitting. This disables all the things we don't want and
* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
* patch (as opposed to normal draws) will most likely need different changes anyway
*/
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
ENTER_GL();
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIndentity()");
glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
glTranslatef(0, 0, 0.5);
checkGLcall("glScalef");
glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
checkGLcall("glViewport");
/* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
* our feedback buffer parser
*/
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
if(patch->has_normals) {
float black[4] = {0, 0, 0, 0};
float red[4] = {1, 0, 0, 0};
float green[4] = {0, 1, 0, 0};
float blue[4] = {0, 0, 1, 0};
float white[4] = {1, 1, 1, 1};
glEnable(GL_LIGHTING);
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
checkGLcall("glLightModel for MODEL_AMBIENT");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
for(i = 3; i < GL_LIMITS(lights); i++) {
glDisable(GL_LIGHT0 + i);
checkGLcall("glDisable(GL_LIGHT0 + i)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
glLightfv(GL_LIGHT0, GL_SPECULAR, black);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_POSITION, red);
glEnable(GL_LIGHT0);
checkGLcall("Setting up light 1\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
glLightfv(GL_LIGHT1, GL_POSITION, green);
glEnable(GL_LIGHT1);
checkGLcall("Setting up light 2\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
glLightfv(GL_LIGHT2, GL_POSITION, blue);
glEnable(GL_LIGHT2);
checkGLcall("Setting up light 3\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
checkGLcall("Setting up materials\n");
}
/* Enable the needed maps.
* GL_MAP2_VERTEX_3 is needed for positional data.
* GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
* GL_MAP2_TEXTURE_COORD_4 for texture coords
*/
num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
out_vertex_size = 3 /* position */;
d3d_out_vertex_size = 3;
glEnable(GL_MAP2_VERTEX_3);
if(patch->has_normals && patch->has_texcoords) {
FIXME("Texcoords not handled yet\n");
feedback_type = GL_3D_COLOR_TEXTURE;
out_vertex_size += 8;
d3d_out_vertex_size += 7;
glEnable(GL_AUTO_NORMAL);
glEnable(GL_MAP2_TEXTURE_COORD_4);
} else if(patch->has_texcoords) {
FIXME("Texcoords not handled yet\n");
feedback_type = GL_3D_COLOR_TEXTURE;
out_vertex_size += 7;
d3d_out_vertex_size += 4;
glEnable(GL_MAP2_TEXTURE_COORD_4);
} else if(patch->has_normals) {
feedback_type = GL_3D_COLOR;
out_vertex_size += 4;
d3d_out_vertex_size += 3;
glEnable(GL_AUTO_NORMAL);
} else {
feedback_type = GL_3D;
}
checkGLcall("glEnable vertex attrib generation");
buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
+ 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
glMap2f(GL_MAP2_VERTEX_3,
0, 1, vtxStride / sizeof(float), info->Width,
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
(float *) data);
checkGLcall("glMap2f");
if(patch->has_texcoords) {
glMap2f(GL_MAP2_TEXTURE_COORD_4,
0, 1, vtxStride / sizeof(float), info->Width,
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
(float *) data);
checkGLcall("glMap2f");
}
glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
checkGLcall("glMapGrid2f");
glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
checkGLcall("glFeedbackBuffer");
glRenderMode(GL_FEEDBACK);
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
checkGLcall("glEvalMesh2\n");
i = glRenderMode(GL_RENDER);
if(i == -1) {
ERR("Feedback failed. Expected %d elements back\n", buffer_size);
Sleep(10000);
HeapFree(GetProcessHeap(), 0, feedbuffer);
return WINED3DERR_DRIVERINTERNALERROR;
} else if(i != buffer_size) {
ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
Sleep(10000);
HeapFree(GetProcessHeap(), 0, feedbuffer);
return WINED3DERR_DRIVERINTERNALERROR;
} else {
TRACE("Got %d elements as expected\n", i);
}
HeapFree(GetProcessHeap(), 0, patch->mem);
patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
i = 0;
for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
if(feedbuffer[j] != GL_POLYGON_TOKEN) {
ERR("Unexpected token: %f\n", feedbuffer[j]);
continue;
}
if(feedbuffer[j + 1] != 3) {
ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
continue;
}
/* Somehow there are different ideas about back / front facing, so fix up the
* vertex order
*/
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
}
i += d3d_out_vertex_size;
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
}
i += d3d_out_vertex_size;
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
}
i += d3d_out_vertex_size;
}
if(patch->has_normals) {
/* Now do the same with reverse light directions */
float x[4] = {-1, 0, 0, 0};
float y[4] = { 0, -1, 0, 0};
float z[4] = { 0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, x);
glLightfv(GL_LIGHT1, GL_POSITION, y);
glLightfv(GL_LIGHT2, GL_POSITION, z);
checkGLcall("Setting up reverse light directions\n");
glRenderMode(GL_FEEDBACK);
checkGLcall("glRenderMode(GL_FEEDBACK)");
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
checkGLcall("glEvalMesh2\n");
i = glRenderMode(GL_RENDER);
checkGLcall("glRenderMode(GL_RENDER)");
i = 0;
for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
if(feedbuffer[j] != GL_POLYGON_TOKEN) {
ERR("Unexpected token: %f\n", feedbuffer[j]);
continue;
}
if(feedbuffer[j + 1] != 3) {
ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
continue;
}
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
if(patch->mem[i + 5] == 0.0)
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
normalize_normal(patch->mem + i + 3);
i += d3d_out_vertex_size;
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
if(patch->mem[i + 5] == 0.0)
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
normalize_normal(patch->mem + i + 3);
i += d3d_out_vertex_size;
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
if(patch->mem[i + 5] == 0.0)
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
normalize_normal(patch->mem + i + 3);
i += d3d_out_vertex_size;
}
}
glDisable(GL_MAP2_VERTEX_3);
glDisable(GL_AUTO_NORMAL);
glDisable(GL_MAP2_NORMAL);
glDisable(GL_MAP2_TEXTURE_COORD_4);
checkGLcall("glDisable vertex attrib generation");
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, feedbuffer);
vtxStride = 3 * sizeof(float);
if(patch->has_normals) {
vtxStride += 3 * sizeof(float);
}
if(patch->has_texcoords) {
vtxStride += 4 * sizeof(float);
}
memset(&patch->strided, 0, sizeof(&patch->strided));
patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
patch->strided.u.s.position.dwStride = vtxStride;
patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
patch->strided.u.s.position.streamNo = 255;
if(patch->has_normals) {
patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
patch->strided.u.s.normal.dwStride = vtxStride;
patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
patch->strided.u.s.normal.streamNo = 255;
}
if(patch->has_texcoords) {
patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
if(patch->has_normals) {
patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
}
patch->strided.u.s.texCoords[0].dwStride = vtxStride;
patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
/* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
* always remains set to 0. Windows uses stream 255 here, but this is not visible to the
* application.
*/
patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
}
return WINED3D_OK;
}