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![Stefan Dösinger](/assets/img/avatar_default.png)
In most cases we're fine with the vbo and glMapBuffer and never use the actual heap memory copy. Try to stick to just the vbo copy and avoid allocating the extra heap memory. In case it is needed(emulation or vertex conversion), fall back to the old double buffering mode.
1073 lines
44 KiB
C
1073 lines
44 KiB
C
/*
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* WINED3D draw functions
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006, 2008 Henri Verbeet
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
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#define GLINFO_LOCATION This->adapter->gl_info
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#include <stdio.h>
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#include <math.h>
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static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
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UINT min_vertex_idx, UINT max_vertex_idx, UINT count, UINT idx_size,
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const void *idx_data, UINT start_idx)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (idx_size)
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{
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TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, primitive_type, count, min_vertex_idx);
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#if 1
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glDrawElements(primitive_type, count,
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idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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(const char *)idx_data + (idx_size * start_idx));
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checkGLcall("glDrawElements");
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#else
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glDrawRangeElements(primitive_type, min_vertex_idx, max_vertex_idx, count,
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idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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(const char *)idx_data + (idx_size * start_idx));
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checkGLcall("glDrawRangeElements");
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#endif
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}
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else
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{
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TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, primitive_type, start_idx, count);
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glDrawArrays(primitive_type, start_idx, count);
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checkGLcall("glDrawArrays");
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}
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}
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/*
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* Actually draw using the supplied information.
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* Slower GL version which extracts info about each vertex in turn
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*/
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static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT NumVertexes,
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GLenum glPrimType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
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{
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unsigned int textureNo = 0;
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const WORD *pIdxBufS = NULL;
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const DWORD *pIdxBufL = NULL;
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UINT vx_index;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const UINT *streamOffset = This->stateBlock->streamOffset;
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long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
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BOOL pixelShader = use_ps(This->stateBlock);
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BOOL specular_fog = FALSE;
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UINT texture_stages = GL_LIMITS(texture_stages);
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const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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const struct wined3d_stream_info_element *element;
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DWORD tex_mask = 0;
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TRACE("Using slow vertex array code\n");
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/* Variable Initialization */
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if (idxSize != 0) {
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/* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
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* If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
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* idxData will be != NULL
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*/
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if(idxData == NULL) {
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idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
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}
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if (idxSize == 2) pIdxBufS = idxData;
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else pIdxBufL = idxData;
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} else if (idxData) {
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ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
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return;
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}
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/* Start drawing in GL */
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VTRACE(("glBegin(%x)\n", glPrimType));
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glBegin(glPrimType);
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element = &si->elements[WINED3D_FFP_POSITION];
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if (element->data) position = element->data + streamOffset[element->stream_idx];
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element = &si->elements[WINED3D_FFP_NORMAL];
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if (element->data) normal = element->data + streamOffset[element->stream_idx];
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else glNormal3f(0, 0, 0);
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element = &si->elements[WINED3D_FFP_DIFFUSE];
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if (element->data) diffuse = element->data + streamOffset[element->stream_idx];
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else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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if (This->activeContext->num_untracked_materials && element->format_desc->format != WINED3DFMT_A8R8G8B8)
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FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format_desc->format));
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element = &si->elements[WINED3D_FFP_SPECULAR];
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if (element->data)
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{
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specular = element->data + streamOffset[element->stream_idx];
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/* special case where the fog density is stored in the specular alpha channel */
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if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
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&& (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
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|| si->elements[WINED3D_FFP_POSITION].format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
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&& This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
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{
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if (GL_SUPPORT(EXT_FOG_COORD))
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{
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if (element->format_desc->format == WINED3DFMT_A8R8G8B8) specular_fog = TRUE;
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else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format_desc->format));
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}
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else
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{
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static BOOL warned;
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if (!warned)
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{
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/* TODO: Use the fog table code from old ddraw */
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FIXME("Implement fog for transformed vertices in software\n");
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warned = TRUE;
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}
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}
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}
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}
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else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
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{
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GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
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}
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for (textureNo = 0; textureNo < texture_stages; ++textureNo)
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{
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int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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int texture_idx = This->texUnitMap[textureNo];
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
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{
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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continue;
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}
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if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
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if (texture_idx == -1) continue;
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if (coordIdx > 7)
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{
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TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
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continue;
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}
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else if (coordIdx < 0)
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{
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FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
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continue;
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}
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element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
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if (element->data)
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{
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texCoords[coordIdx] = element->data + streamOffset[element->stream_idx];
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tex_mask |= (1 << textureNo);
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}
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else
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{
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TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
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if (GL_SUPPORT(ARB_MULTITEXTURE))
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
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else
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glTexCoord4f(0, 0, 0, 1);
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}
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}
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/* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
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* Guess it's not necessary(we crash then anyway) and would only eat CPU time
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*/
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/* For each primitive */
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for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
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UINT texture, tmp_tex_mask;
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/* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
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* function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
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*/
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/* For indexed data, we need to go a few more strides in */
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if (idxData != NULL) {
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/* Indexed so work out the number of strides to skip */
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if (idxSize == 2) {
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VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
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SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
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} else {
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VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
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SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
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}
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}
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tmp_tex_mask = tex_mask;
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for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
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{
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int coord_idx;
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const void *ptr;
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int texture_idx;
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if (!(tmp_tex_mask & 1)) continue;
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coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
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ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
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texture_idx = This->texUnitMap[texture];
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multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format_desc->emit_idx](
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GL_TEXTURE0_ARB + texture_idx, ptr);
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}
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/* Diffuse -------------------------------- */
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if (diffuse) {
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const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
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diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format_desc->emit_idx](ptrToCoords);
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if(This->activeContext->num_untracked_materials) {
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DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
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unsigned char i;
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float color[4];
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color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
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color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
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color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
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color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
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for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
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glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
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}
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}
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}
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/* Specular ------------------------------- */
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if (specular) {
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const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
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specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format_desc->emit_idx](ptrToCoords);
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if (specular_fog)
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{
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DWORD specularColor = *(const DWORD *)ptrToCoords;
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GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
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}
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}
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/* Normal -------------------------------- */
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if (normal != NULL) {
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const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
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normal_funcs[si->elements[WINED3D_FFP_NORMAL].format_desc->emit_idx](ptrToCoords);
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}
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/* Position -------------------------------- */
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if (position) {
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const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
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position_funcs[si->elements[WINED3D_FFP_POSITION].format_desc->emit_idx](ptrToCoords);
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}
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/* For non indexed mode, step onto next parts */
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if (idxData == NULL) {
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++SkipnStrides;
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}
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}
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glEnd();
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checkGLcall("glEnd and previous calls");
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}
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static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr)
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{
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switch(format)
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{
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case WINED3DFMT_R32_FLOAT:
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GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
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break;
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case WINED3DFMT_R32G32_FLOAT:
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GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
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break;
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case WINED3DFMT_R32G32B32_FLOAT:
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GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
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break;
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case WINED3DFMT_R32G32B32A32_FLOAT:
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GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
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break;
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case WINED3DFMT_R8G8B8A8_UINT:
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GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
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break;
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case WINED3DFMT_A8R8G8B8:
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if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
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{
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const DWORD *src = ptr;
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DWORD c = *src & 0xff00ff00;
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c |= (*src & 0xff0000) >> 16;
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c |= (*src & 0xff) << 16;
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GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
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break;
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}
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/* else fallthrough */
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case WINED3DFMT_R8G8B8A8_UNORM:
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GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
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break;
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case WINED3DFMT_R16G16_SINT:
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GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
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break;
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case WINED3DFMT_R16G16B16A16_SINT:
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GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
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break;
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case WINED3DFMT_R16G16_SNORM:
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{
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GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
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GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
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break;
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}
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case WINED3DFMT_R16G16_UNORM:
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{
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GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
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GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
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break;
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}
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case WINED3DFMT_R16G16B16A16_SNORM:
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GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
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break;
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case WINED3DFMT_R16G16B16A16_UNORM:
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GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
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break;
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case WINED3DFMT_R10G10B10A2_UINT:
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FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
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/*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
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break;
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case WINED3DFMT_R10G10B10A2_SNORM:
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FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
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/*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
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break;
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case WINED3DFMT_R16G16_FLOAT:
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/* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
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* byte float according to the IEEE standard
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*/
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if (GL_SUPPORT(NV_HALF_FLOAT)) {
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GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
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} else {
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float x = float_16_to_32(((const unsigned short *)ptr) + 0);
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float y = float_16_to_32(((const unsigned short *)ptr) + 1);
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GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
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}
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break;
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case WINED3DFMT_R16G16B16A16_FLOAT:
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if (GL_SUPPORT(NV_HALF_FLOAT)) {
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GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
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} else {
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float x = float_16_to_32(((const unsigned short *)ptr) + 0);
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float y = float_16_to_32(((const unsigned short *)ptr) + 1);
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float z = float_16_to_32(((const unsigned short *)ptr) + 2);
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float w = float_16_to_32(((const unsigned short *)ptr) + 3);
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GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
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}
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break;
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default:
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ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
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break;
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}
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}
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|
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static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
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GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
|
|
{
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|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
|
|
const WORD *pIdxBufS = NULL;
|
|
const DWORD *pIdxBufL = NULL;
|
|
UINT vx_index;
|
|
int i;
|
|
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
|
|
const BYTE *ptr;
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|
|
|
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
|
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*/
|
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if(idxData == NULL) {
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idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
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}
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if (idxSize == 2) pIdxBufS = idxData;
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else pIdxBufL = idxData;
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} else if (idxData) {
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ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
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return;
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}
|
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|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimitiveType));
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glBegin(glPrimitiveType);
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|
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for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
|
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if (idxData != NULL) {
|
|
|
|
/* Indexed so work out the number of strides to skip */
|
|
if (idxSize == 2) {
|
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VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
|
} else {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
|
|
}
|
|
}
|
|
|
|
for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
|
|
if(!si->elements[i].data) continue;
|
|
|
|
ptr = si->elements[i].data +
|
|
si->elements[i].stride * SkipnStrides +
|
|
stateblock->streamOffset[si->elements[i].stream_idx];
|
|
|
|
send_attribute(This, si->elements[i].format_desc->format, i, ptr);
|
|
}
|
|
SkipnStrides++;
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si,
|
|
UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex,
|
|
UINT startIdx)
|
|
{
|
|
UINT numInstances = 0, i;
|
|
int numInstancedAttribs = 0, j;
|
|
UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
|
|
|
|
if (idxSize == 0) {
|
|
/* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
|
|
* We don't support this for now
|
|
*
|
|
* Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
|
|
* But the StreamSourceFreq value has a different meaning in that situation.
|
|
*/
|
|
FIXME("Non-indexed instanced drawing is not supported\n");
|
|
return;
|
|
}
|
|
|
|
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
|
|
|
|
/* First, figure out how many instances we have to draw */
|
|
for(i = 0; i < MAX_STREAMS; i++) {
|
|
/* Look at the streams and take the first one which matches */
|
|
if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
|
|
/* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
|
|
if(stateblock->streamFreq[i] == 0){
|
|
numInstances = 1;
|
|
} else {
|
|
numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
|
|
}
|
|
break; /* break, because only the first suitable value is interesting */
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
|
|
{
|
|
if (stateblock->streamFlags[si->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
|
|
{
|
|
instancedData[numInstancedAttribs] = i;
|
|
numInstancedAttribs++;
|
|
}
|
|
}
|
|
|
|
/* now draw numInstances instances :-) */
|
|
for(i = 0; i < numInstances; i++) {
|
|
/* Specify the instanced attributes using immediate mode calls */
|
|
for(j = 0; j < numInstancedAttribs; j++) {
|
|
const BYTE *ptr = si->elements[instancedData[j]].data +
|
|
si->elements[instancedData[j]].stride * i +
|
|
stateblock->streamOffset[si->elements[instancedData[j]].stream_idx];
|
|
if (si->elements[instancedData[j]].buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb =
|
|
(struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx];
|
|
ptr += (long) buffer_get_sysmem(vb);
|
|
}
|
|
|
|
send_attribute(This, si->elements[instancedData[j]].format_desc->format, instancedData[j], ptr);
|
|
}
|
|
|
|
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
checkGLcall("glDrawElements");
|
|
}
|
|
}
|
|
|
|
static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_info *s)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
|
|
{
|
|
struct wined3d_stream_info_element *e = &s->elements[i];
|
|
if (e->buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
|
e->buffer_object = 0;
|
|
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Routine common to the draw primitive and draw indexed primitive routines */
|
|
void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
|
|
UINT StartIdx, UINT idxSize, const void *idxData, UINT minIndex)
|
|
{
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *target;
|
|
unsigned int i;
|
|
|
|
if (!index_count) return;
|
|
|
|
/* Invalidate the back buffer memory so LockRect will read it the next time */
|
|
for(i = 0; i < GL_LIMITS(buffers); i++) {
|
|
target = (IWineD3DSurfaceImpl *) This->render_targets[i];
|
|
if (target) {
|
|
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
|
|
}
|
|
}
|
|
|
|
/* Signals other modules that a drawing is in progress and the stateblock finalized */
|
|
This->isInDraw = TRUE;
|
|
|
|
ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
|
|
|
|
if (This->stencilBufferTarget) {
|
|
/* Note that this depends on the ActivateContext call above to set
|
|
* This->render_offscreen properly */
|
|
DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
|
surface_load_ds_location(This->stencilBufferTarget, location);
|
|
surface_modify_ds_location(This->stencilBufferTarget, location);
|
|
}
|
|
|
|
/* Ok, we will be updating the screen from here onwards so grab the lock */
|
|
ENTER_GL();
|
|
{
|
|
GLenum glPrimType = This->stateBlock->gl_primitive_type;
|
|
BOOL emulation = FALSE;
|
|
const struct wined3d_stream_info *stream_info = &This->strided_streams;
|
|
struct wined3d_stream_info stridedlcl;
|
|
|
|
if (!numberOfVertices) numberOfVertices = index_count;
|
|
|
|
if (!use_vs(This->stateBlock))
|
|
{
|
|
if (!This->strided_streams.position_transformed && This->activeContext->num_untracked_materials
|
|
&& This->stateBlock->renderState[WINED3DRS_LIGHTING])
|
|
{
|
|
static BOOL warned;
|
|
if (!warned) {
|
|
FIXME("Using software emulation because not all material properties could be tracked\n");
|
|
warned = TRUE;
|
|
} else {
|
|
TRACE("Using software emulation because not all material properties could be tracked\n");
|
|
}
|
|
emulation = TRUE;
|
|
}
|
|
else if(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
|
|
*/
|
|
static BOOL warned;
|
|
if (!warned) {
|
|
FIXME("Using software emulation because manual fog coordinates are provided\n");
|
|
warned = TRUE;
|
|
} else {
|
|
TRACE("Using software emulation because manual fog coordinates are provided\n");
|
|
}
|
|
emulation = TRUE;
|
|
}
|
|
|
|
if(emulation) {
|
|
stream_info = &stridedlcl;
|
|
memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
|
|
remove_vbos(This, &stridedlcl);
|
|
}
|
|
}
|
|
|
|
if (This->useDrawStridedSlow || emulation) {
|
|
/* Immediate mode drawing */
|
|
if (use_vs(This->stateBlock))
|
|
{
|
|
static BOOL warned;
|
|
if (!warned) {
|
|
FIXME("Using immediate mode with vertex shaders for half float emulation\n");
|
|
warned = TRUE;
|
|
} else {
|
|
TRACE("Using immediate mode with vertex shaders for half float emulation\n");
|
|
}
|
|
drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
|
|
} else {
|
|
drawStridedSlow(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
|
|
}
|
|
} else if(This->instancedDraw) {
|
|
/* Instancing emulation with mixing immediate mode and arrays */
|
|
drawStridedInstanced(iface, &This->strided_streams, index_count,
|
|
glPrimType, idxData, idxSize, minIndex, StartIdx);
|
|
} else {
|
|
drawStridedFast(iface, glPrimType, minIndex, minIndex + numberOfVertices - 1,
|
|
index_count, idxSize, idxData, StartIdx);
|
|
}
|
|
}
|
|
|
|
/* Finished updating the screen, restore lock */
|
|
LEAVE_GL();
|
|
TRACE("Done all gl drawing\n");
|
|
|
|
/* Diagnostics */
|
|
#ifdef SHOW_FRAME_MAKEUP
|
|
{
|
|
static long int primCounter = 0;
|
|
/* NOTE: set primCounter to the value reported by drawprim
|
|
before you want to to write frame makeup to /tmp */
|
|
if (primCounter >= 0) {
|
|
WINED3DLOCKED_RECT r;
|
|
char buffer[80];
|
|
IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
|
|
sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
|
|
TRACE("Saving screenshot %s\n", buffer);
|
|
IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
|
|
IWineD3DSurface_UnlockRect(This->render_targets[0]);
|
|
|
|
#ifdef SHOW_TEXTURE_MAKEUP
|
|
{
|
|
IWineD3DSurface *pSur;
|
|
int textureNo;
|
|
for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
|
|
TRACE("Saving texture %s\n", buffer);
|
|
if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
|
|
IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
|
|
IWineD3DSurface_SaveSnapshot(pSur, buffer);
|
|
IWineD3DSurface_Release(pSur);
|
|
} else {
|
|
FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
TRACE("drawprim #%ld\n", primCounter);
|
|
++primCounter;
|
|
}
|
|
#endif
|
|
|
|
/* Control goes back to the device, stateblock values may change again */
|
|
This->isInDraw = FALSE;
|
|
}
|
|
|
|
static void normalize_normal(float *n) {
|
|
float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
|
|
if(length == 0.0) 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 problem because we want
|
|
* untransformed, unlit vertices, but feedback runs everything through transform and lighting.
|
|
* Thus disable lighting and set identity matrices to get unmodified colors and positions.
|
|
* To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
|
|
* them to [-1.0;+1.0] and set the viewport up to scale them back.
|
|
*
|
|
* Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
|
|
* resulting colors back to the normals.
|
|
*
|
|
* NOTE: This function activates a context for blitting, modifies matrices & viewport, but
|
|
* does not restore it because normally a draw follows immediately afterwards. The caller is
|
|
* responsible of taking care that either the gl states are restored, or the context activated
|
|
* for drawing to reset the lastWasBlit flag.
|
|
*/
|
|
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
|
|
struct WineD3DRectPatch *patch) {
|
|
unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
|
|
float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
|
|
struct wined3d_stream_info stream_info;
|
|
struct wined3d_stream_info_element *e;
|
|
const BYTE *data;
|
|
const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
|
|
DWORD vtxStride;
|
|
GLenum feedback_type;
|
|
GLfloat *feedbuffer;
|
|
|
|
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
|
|
* Beware of vbos
|
|
*/
|
|
device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
|
|
|
|
e = &stream_info.elements[WINED3D_FFP_POSITION];
|
|
if (e->buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb;
|
|
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
|
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
|
}
|
|
vtxStride = e->stride;
|
|
data = e->data +
|
|
vtxStride * info->Stride * info->StartVertexOffsetHeight +
|
|
vtxStride * info->StartVertexOffsetWidth;
|
|
|
|
/* Not entirely sure about what happens with transformed vertices */
|
|
if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
|
|
|
|
if(vtxStride % sizeof(GLfloat)) {
|
|
/* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
|
|
* I don't see how the stride could not be a multiple of 4, but make sure
|
|
* to check it
|
|
*/
|
|
ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
|
|
}
|
|
if(info->Basis != WINED3DBASIS_BEZIER) {
|
|
FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
|
|
}
|
|
if(info->Degree != WINED3DDEGREE_CUBIC) {
|
|
FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
|
|
}
|
|
|
|
/* First, get the boundary cube of the input data */
|
|
for(j = 0; j < info->Height; j++) {
|
|
for(i = 0; i < info->Width; i++) {
|
|
const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
|
|
if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
|
|
if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
|
|
if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
|
|
if(v[2] < neg_z) neg_z = v[2];
|
|
}
|
|
}
|
|
|
|
/* This needs some improvements in the vertex decl code */
|
|
FIXME("Cannot find data to generate. Only generating position and normals\n");
|
|
patch->has_normals = TRUE;
|
|
patch->has_texcoords = FALSE;
|
|
|
|
/* 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) {
|
|
static const GLfloat black[] = {0, 0, 0, 0};
|
|
static const GLfloat red[] = {1, 0, 0, 0};
|
|
static const GLfloat green[] = {0, 1, 0, 0};
|
|
static const GLfloat blue[] = {0, 0, 1, 0};
|
|
static const GLfloat white[] = {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,
|
|
(const GLfloat *)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,
|
|
(const GLfloat *)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) {
|
|
LEAVE_GL();
|
|
ERR("Feedback failed. Expected %d elements back\n", buffer_size);
|
|
Sleep(10000);
|
|
HeapFree(GetProcessHeap(), 0, feedbuffer);
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
} else if(i != buffer_size) {
|
|
LEAVE_GL();
|
|
ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
|
|
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 */
|
|
static const GLfloat x[] = {-1, 0, 0, 0};
|
|
static const GLfloat y[] = { 0, -1, 0, 0};
|
|
static const GLfloat z[] = { 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.position.format = WINED3DFMT_R32G32B32_FLOAT;
|
|
patch->strided.position.lpData = (BYTE *) patch->mem;
|
|
patch->strided.position.dwStride = vtxStride;
|
|
|
|
if(patch->has_normals) {
|
|
patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
|
|
patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
|
patch->strided.normal.dwStride = vtxStride;
|
|
}
|
|
if(patch->has_texcoords) {
|
|
patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
|
patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
|
|
if(patch->has_normals) {
|
|
patch->strided.texCoords[0].lpData += 3 * sizeof(float);
|
|
}
|
|
patch->strided.texCoords[0].dwStride = vtxStride;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|