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https://github.com/reactos/wine.git
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1404 lines
59 KiB
C
1404 lines
59 KiB
C
/*
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* WINED3D draw functions
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Henri Verbeet
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* Copyright 2007 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 ((IWineD3DImpl *)(This->wineD3D))->gl_info
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#include <stdio.h>
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#if 0 /* TODO */
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extern IWineD3DVertexShaderImpl* VertexShaders[64];
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extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
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extern IWineD3DPixelShaderImpl* PixelShaders[64];
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#undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
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#endif
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/* Issues the glBegin call for gl given the primitive type and count */
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static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
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DWORD NumPrimitives,
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GLenum *primType)
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{
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DWORD NumVertexes = NumPrimitives;
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switch (PrimitiveType) {
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case WINED3DPT_POINTLIST:
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TRACE("POINTS\n");
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*primType = GL_POINTS;
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NumVertexes = NumPrimitives;
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break;
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case WINED3DPT_LINELIST:
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TRACE("LINES\n");
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*primType = GL_LINES;
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NumVertexes = NumPrimitives * 2;
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break;
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case WINED3DPT_LINESTRIP:
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TRACE("LINE_STRIP\n");
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*primType = GL_LINE_STRIP;
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NumVertexes = NumPrimitives + 1;
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break;
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case WINED3DPT_TRIANGLELIST:
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TRACE("TRIANGLES\n");
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*primType = GL_TRIANGLES;
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NumVertexes = NumPrimitives * 3;
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break;
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case WINED3DPT_TRIANGLESTRIP:
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TRACE("TRIANGLE_STRIP\n");
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*primType = GL_TRIANGLE_STRIP;
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NumVertexes = NumPrimitives + 2;
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break;
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case WINED3DPT_TRIANGLEFAN:
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TRACE("TRIANGLE_FAN\n");
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*primType = GL_TRIANGLE_FAN;
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NumVertexes = NumPrimitives + 2;
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break;
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default:
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FIXME("Unhandled primitive\n");
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*primType = GL_POINTS;
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break;
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}
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return NumVertexes;
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}
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static BOOL fixed_get_input(
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BYTE usage, BYTE usage_idx,
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unsigned int* regnum) {
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*regnum = -1;
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/* Those positions must have the order in the
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* named part of the strided data */
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if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
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*regnum = 0;
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else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
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*regnum = 1;
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else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
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*regnum = 2;
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else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
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*regnum = 3;
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else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
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*regnum = 4;
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else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
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*regnum = 5;
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else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
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*regnum = 6;
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else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
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*regnum = 7 + usage_idx;
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else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
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*regnum = 7 + WINED3DDP_MAXTEXCOORD;
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else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
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*regnum = 8 + WINED3DDP_MAXTEXCOORD;
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else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
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*regnum = 9 + WINED3DDP_MAXTEXCOORD;
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else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
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*regnum = 10 + WINED3DDP_MAXTEXCOORD;
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else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
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*regnum = 11 + WINED3DDP_MAXTEXCOORD;
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else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
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*regnum = 12 + WINED3DDP_MAXTEXCOORD;
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else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
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*regnum = 13 + WINED3DDP_MAXTEXCOORD;
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else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
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*regnum = 14 + WINED3DDP_MAXTEXCOORD;
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if (*regnum < 0) {
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FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
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debug_d3ddeclusage(usage), usage_idx);
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return FALSE;
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}
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return TRUE;
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}
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void primitiveDeclarationConvertToStridedData(
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IWineD3DDevice *iface,
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BOOL useVertexShaderFunction,
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WineDirect3DVertexStridedData *strided,
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BOOL *fixup) {
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/* We need to deal with frequency data!*/
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BYTE *data = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
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int i;
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WINED3DVERTEXELEMENT *element;
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DWORD stride;
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int reg;
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char isPreLoaded[MAX_STREAMS];
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DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
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memset(isPreLoaded, 0, sizeof(isPreLoaded));
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/* Translate the declaration into strided data */
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for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
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GLint streamVBO = 0;
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BOOL stride_used;
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unsigned int idx;
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element = vertexDeclaration->pDeclarationWine + i;
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TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
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element, i + 1, vertexDeclaration->declarationWNumElements - 1);
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if (This->stateBlock->streamSource[element->Stream] == NULL)
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continue;
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if (This->stateBlock->streamIsUP) {
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TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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streamVBO = 0;
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data = (BYTE *)This->stateBlock->streamSource[element->Stream];
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if(fixup && *fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
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} else {
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TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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if(!isPreLoaded[element->Stream]) {
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preLoadStreams[numPreloadStreams] = element->Stream;
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numPreloadStreams++;
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isPreLoaded[element->Stream] = 1;
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}
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data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
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if(fixup) {
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if( streamVBO != 0) *fixup = TRUE;
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else if(*fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
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}
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}
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stride = This->stateBlock->streamStride[element->Stream];
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data += element->Offset;
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reg = element->Reg;
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TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
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if (useVertexShaderFunction)
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stride_used = vshader_get_input(This->stateBlock->vertexShader,
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element->Usage, element->UsageIndex, &idx);
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else
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stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
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if (stride_used) {
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TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
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"stream=%u, offset=%u, stride=%u, VBO=%u]\n",
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useVertexShaderFunction? "shader": "fixed function", idx,
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debug_d3ddeclusage(element->Usage), element->UsageIndex,
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element->Stream, element->Offset, stride, streamVBO);
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strided->u.input[idx].lpData = data;
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strided->u.input[idx].dwType = element->Type;
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strided->u.input[idx].dwStride = stride;
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strided->u.input[idx].VBO = streamVBO;
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strided->u.input[idx].streamNo = element->Stream;
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if (!useVertexShaderFunction) {
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if (element->Usage == WINED3DDECLUSAGE_POSITION)
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strided->u.s.position_transformed = FALSE;
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else if (element->Usage == WINED3DDECLUSAGE_POSITIONT)
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strided->u.s.position_transformed = TRUE;
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}
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}
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};
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/* Now call PreLoad on all the vertex buffers. In the very rare case
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* that the buffers stopps converting PreLoad will dirtify the VDECL again.
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* The vertex buffer can now use the strided structure in the device instead of finding its
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* own again.
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*
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* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
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* once in there.
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*/
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for(i=0; i < numPreloadStreams; i++) {
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IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
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}
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}
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void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDirect3DVertexStridedData *strided, GLint streamVBO, UINT streamNo) {
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int numBlends;
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int numTextures;
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int textureNo;
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int coordIdxInfo = 0x00; /* Information on number of coords supplied */
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int numCoords[8]; /* Holding place for WINED3DFVF_TEXTUREFORMATx */
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/* Either 3 or 4 floats depending on the FVF */
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/* FIXME: Can blending data be in a different stream to the position data?
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and if so using the fixed pipeline how do we handle it */
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if (thisFVF & WINED3DFVF_POSITION_MASK) {
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strided->u.s.position.lpData = data;
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strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
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strided->u.s.position.dwStride = stride;
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strided->u.s.position.VBO = streamVBO;
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strided->u.s.position.streamNo = streamNo;
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data += 3 * sizeof(float);
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if (thisFVF & WINED3DFVF_XYZRHW) {
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strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT4;
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strided->u.s.position_transformed = TRUE;
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data += sizeof(float);
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} else
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strided->u.s.position_transformed = FALSE;
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}
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/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
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/** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
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numBlends = 1 + (((thisFVF & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
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if(thisFVF & WINED3DFVF_LASTBETA_UBYTE4) numBlends--;
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if ((thisFVF & WINED3DFVF_XYZB5 ) > WINED3DFVF_XYZRHW) {
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TRACE("Setting blend Weights to %p\n", data);
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strided->u.s.blendWeights.lpData = data;
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strided->u.s.blendWeights.dwType = WINED3DDECLTYPE_FLOAT1 + numBlends - 1;
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strided->u.s.blendWeights.dwStride = stride;
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strided->u.s.blendWeights.VBO = streamVBO;
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strided->u.s.blendWeights.streamNo = streamNo;
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data += numBlends * sizeof(FLOAT);
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if (thisFVF & WINED3DFVF_LASTBETA_UBYTE4) {
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strided->u.s.blendMatrixIndices.lpData = data;
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strided->u.s.blendMatrixIndices.dwType = WINED3DDECLTYPE_UBYTE4;
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strided->u.s.blendMatrixIndices.dwStride= stride;
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strided->u.s.blendMatrixIndices.VBO = streamVBO;
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strided->u.s.blendMatrixIndices.streamNo= streamNo;
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data += sizeof(DWORD);
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}
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}
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/* Normal is always 3 floats */
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if (thisFVF & WINED3DFVF_NORMAL) {
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strided->u.s.normal.lpData = data;
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strided->u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
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strided->u.s.normal.dwStride = stride;
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strided->u.s.normal.VBO = streamVBO;
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strided->u.s.normal.streamNo = streamNo;
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data += 3 * sizeof(FLOAT);
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}
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/* Pointsize is a single float */
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if (thisFVF & WINED3DFVF_PSIZE) {
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strided->u.s.pSize.lpData = data;
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strided->u.s.pSize.dwType = WINED3DDECLTYPE_FLOAT1;
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strided->u.s.pSize.dwStride = stride;
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strided->u.s.pSize.VBO = streamVBO;
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strided->u.s.pSize.streamNo = streamNo;
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data += sizeof(FLOAT);
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}
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/* Diffuse is 4 unsigned bytes */
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if (thisFVF & WINED3DFVF_DIFFUSE) {
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strided->u.s.diffuse.lpData = data;
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strided->u.s.diffuse.dwType = WINED3DDECLTYPE_SHORT4;
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strided->u.s.diffuse.dwStride = stride;
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strided->u.s.diffuse.VBO = streamVBO;
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strided->u.s.diffuse.streamNo = streamNo;
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data += sizeof(DWORD);
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}
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/* Specular is 4 unsigned bytes */
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if (thisFVF & WINED3DFVF_SPECULAR) {
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strided->u.s.specular.lpData = data;
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strided->u.s.specular.dwType = WINED3DDECLTYPE_SHORT4;
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strided->u.s.specular.dwStride = stride;
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strided->u.s.specular.VBO = streamVBO;
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strided->u.s.specular.streamNo = streamNo;
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data += sizeof(DWORD);
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}
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/* Texture coords */
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numTextures = (thisFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
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coordIdxInfo = (thisFVF & 0x00FF0000) >> 16; /* 16 is from definition of WINED3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
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/* numTextures indicates the number of texture coordinates supplied */
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/* However, the first set may not be for stage 0 texture - it all */
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/* depends on WINED3DTSS_TEXCOORDINDEX. */
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/* The number of bytes for each coordinate set is based off */
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/* WINED3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
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/* So, for each supplied texture extract the coords */
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for (textureNo = 0; textureNo < numTextures; ++textureNo) {
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strided->u.s.texCoords[textureNo].lpData = data;
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strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT1;
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strided->u.s.texCoords[textureNo].dwStride = stride;
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strided->u.s.texCoords[textureNo].VBO = streamVBO;
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strided->u.s.texCoords[textureNo].streamNo = streamNo;
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numCoords[textureNo] = coordIdxInfo & 0x03;
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/* Always one set */
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data += sizeof(float);
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if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT1) {
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strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT2;
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data += sizeof(float);
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if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT2) {
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strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT3;
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data += sizeof(float);
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if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT3) {
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strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT4;
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data += sizeof(float);
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}
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}
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}
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coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
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}
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}
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void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup) {
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short LoopThroughTo = 0;
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short nStream;
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GLint streamVBO = 0;
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DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* OK, Now to setup the data locations
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For the non-created vertex shaders, the VertexShader var holds the real
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FVF and only stream 0 matters
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For the created vertex shaders, there is an FVF per stream */
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if (!This->stateBlock->streamIsUP && !(This->stateBlock->vertexShader == NULL)) {
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LoopThroughTo = MAX_STREAMS;
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} else {
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LoopThroughTo = 1;
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}
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/* Work through stream by stream */
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for (nStream=0; nStream<LoopThroughTo; ++nStream) {
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DWORD stride = This->stateBlock->streamStride[nStream];
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BYTE *data = NULL;
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DWORD thisFVF = 0;
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/* Skip empty streams */
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if (This->stateBlock->streamSource[nStream] == NULL) continue;
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/* Retrieve appropriate FVF */
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if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */
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thisFVF = This->stateBlock->fvf;
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/* Handle memory passed directly as well as vertex buffers */
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if (This->stateBlock->streamIsUP) {
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streamVBO = 0;
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data = (BYTE *)This->stateBlock->streamSource[nStream];
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} else {
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/* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
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* buffers
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*/
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preLoadStreams[numPreloadStreams] = nStream;
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numPreloadStreams++;
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/* GetMemory binds the VBO */
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data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0, &streamVBO);
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if(fixup) {
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if(streamVBO != 0 ) *fixup = TRUE;
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}
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}
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} else {
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#if 0 /* TODO: Vertex shader support */
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thisFVF = This->stateBlock->vertexShaderDecl->fvf[nStream];
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data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0);
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#endif
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}
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VTRACE(("FVF for stream %d is %lx\n", nStream, thisFVF));
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if (thisFVF == 0) continue;
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/* Now convert the stream into pointers */
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primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO, nStream);
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}
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/* 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(nStream=0; nStream < numPreloadStreams; nStream++) {
|
|
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[nStream]]);
|
|
}
|
|
}
|
|
|
|
#if 0 /* TODO: Software Shaders */
|
|
/* Draw a single vertex using this information */
|
|
static void draw_vertex(IWineD3DDevice *iface, /* interface */
|
|
BOOL isXYZ, float x, float y, float z, float rhw, /* xyzn position*/
|
|
BOOL isNormal, float nx, float ny, float nz, /* normal */
|
|
BOOL isDiffuse, float *dRGBA, /* 1st colors */
|
|
BOOL isSpecular, float *sRGB, /* 2ndry colors */
|
|
BOOL isPtSize, float ptSize, /* pointSize */
|
|
WINED3DVECTOR_4 *texcoords, int *numcoords) /* texture info */
|
|
{
|
|
unsigned int textureNo;
|
|
float s, t, r, q;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* Diffuse -------------------------------- */
|
|
if (isDiffuse) {
|
|
glColor4fv(dRGBA);
|
|
VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n", dRGBA[0], dRGBA[1], dRGBA[2], dRGBA[3]));
|
|
}
|
|
|
|
/* Specular Colour ------------------------------------------*/
|
|
if (isSpecular) {
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3fvEXT(sRGB));
|
|
VTRACE(("glSecondaryColor4f: r,g,b=%f,%f,%f\n", sRGB[0], sRGB[1], sRGB[2]));
|
|
} else {
|
|
VTRACE(("Specular color extensions not supplied\n"));
|
|
}
|
|
}
|
|
|
|
/* Normal -------------------------------- */
|
|
if (isNormal) {
|
|
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
|
|
glNormal3f(nx, ny, nz);
|
|
}
|
|
|
|
/* Point Size ----------------------------------------------*/
|
|
if (isPtSize) {
|
|
|
|
/* no such functionality in the fixed function GL pipeline */
|
|
FIXME("Cannot change ptSize here in openGl\n");
|
|
}
|
|
|
|
/* Texture coords --------------------------- */
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
continue ;
|
|
}
|
|
|
|
/* Query tex coords */
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
|
|
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
|
|
if (coordIdx >= MAX_TEXTURES) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
continue;
|
|
} else if (numcoords[coordIdx] == 0) {
|
|
TRACE("tex: %d - Skipping tex coords, as no data supplied or no coords supplied\n", textureNo);
|
|
continue;
|
|
} else {
|
|
|
|
/* Initialize vars */
|
|
s = 0.0f;
|
|
t = 0.0f;
|
|
r = 0.0f;
|
|
q = 0.0f;
|
|
|
|
switch (numcoords[coordIdx]) {
|
|
case 4: q = texcoords[coordIdx].w; /* drop through */
|
|
case 3: r = texcoords[coordIdx].z; /* drop through */
|
|
case 2: t = texcoords[coordIdx].y; /* drop through */
|
|
case 1: s = texcoords[coordIdx].x;
|
|
}
|
|
|
|
switch (numcoords[coordIdx]) { /* Supply the provided texture coords */
|
|
case WINED3DTTFF_COUNT1:
|
|
VTRACE(("tex:%d, s=%f\n", textureNo, s));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD1F(textureNo, s);
|
|
} else {
|
|
glTexCoord1f(s);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT2:
|
|
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD2F(textureNo, s, t);
|
|
} else {
|
|
glTexCoord2f(s, t);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT3:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD3F(textureNo, s, t, r);
|
|
} else {
|
|
glTexCoord3f(s, t, r);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT4:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD4F(textureNo, s, t, r, q);
|
|
} else {
|
|
glTexCoord4f(s, t, r, q);
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Should not get here as numCoords should be 0->4 (%x)!\n", numcoords[coordIdx]);
|
|
}
|
|
}
|
|
}
|
|
} /* End of textures */
|
|
|
|
/* Position -------------------------------- */
|
|
if (isXYZ) {
|
|
if (1.0f == rhw || rhw < 0.00001f) {
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
|
|
glVertex3f(x, y, z);
|
|
} else {
|
|
/* Cannot optimize by dividing through by rhw as rhw is required
|
|
later for perspective in the GL pipeline for vertex shaders */
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
|
|
glVertex4f(x,y,z,rhw);
|
|
}
|
|
}
|
|
}
|
|
#endif /* TODO: Software shaders */
|
|
|
|
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 (idxData != NULL /* This crashes sometimes!*/) {
|
|
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
|
|
idxData = idxData == (void *)-1 ? NULL : idxData;
|
|
#if 1
|
|
#if 0
|
|
glIndexPointer(idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idxSize, startIdx);
|
|
glEnableClientState(GL_INDEX_ARRAY);
|
|
#endif
|
|
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
#else /* using drawRangeElements may be faster */
|
|
|
|
glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
|
|
idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
#endif
|
|
checkGLcall("glDrawRangeElements");
|
|
|
|
} else {
|
|
|
|
/* Note first is now zero as we shuffled along earlier */
|
|
TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
|
|
glDrawArrays(glPrimitiveType, 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;
|
|
unsigned int texture_idx = 0;
|
|
const short *pIdxBufS = NULL;
|
|
const long *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;
|
|
LONG 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 (idxData != NULL) {
|
|
if (idxSize == 2) pIdxBufS = (const short *) idxData;
|
|
else pIdxBufL = (const long *) 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, texture_idx = 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, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
continue ;
|
|
}
|
|
|
|
/* Query tex coords */
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
|
|
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
|
|
float *ptrToCoords = NULL;
|
|
float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
|
|
|
|
if (coordIdx > 7) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
++texture_idx;
|
|
continue;
|
|
} else if (coordIdx < 0) {
|
|
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
|
|
++texture_idx;
|
|
continue;
|
|
}
|
|
|
|
ptrToCoords = (float *)(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);
|
|
++texture_idx;
|
|
continue;
|
|
} else {
|
|
|
|
int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
|
|
|
|
/* The coords to supply depend completely on the fvf / vertex shader */
|
|
switch (coordsToUse) {
|
|
case 4: q = ptrToCoords[3]; /* drop through */
|
|
case 3: r = ptrToCoords[2]; /* drop through */
|
|
case 2: t = ptrToCoords[1]; /* drop through */
|
|
case 1: s = ptrToCoords[0];
|
|
}
|
|
|
|
/* Projected is more 'fun' - Move the last coord to the 'q'
|
|
parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
|
|
if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
|
|
(This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
|
|
|
|
if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
|
|
switch (coordsToUse) {
|
|
case 0: /* Drop Through */
|
|
case 1:
|
|
FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
|
|
break;
|
|
case 2:
|
|
q = t;
|
|
t = 0.0;
|
|
coordsToUse = 4;
|
|
break;
|
|
case 3:
|
|
q = r;
|
|
r = 0.0;
|
|
coordsToUse = 4;
|
|
break;
|
|
case 4: /* Nop here */
|
|
break;
|
|
default:
|
|
FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
|
|
This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (coordsToUse) { /* Supply the provided texture coords */
|
|
case WINED3DTTFF_COUNT1:
|
|
VTRACE(("tex:%d, s=%f\n", textureNo, s));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord1fARB(texture_idx, s));
|
|
} else {
|
|
glTexCoord1f(s);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT2:
|
|
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord2fARB(texture_idx, s, t));
|
|
} else {
|
|
glTexCoord2f(s, t);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT3:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord3fARB(texture_idx, s, t, r));
|
|
} else {
|
|
glTexCoord3f(s, t, r);
|
|
}
|
|
break;
|
|
case WINED3DTTFF_COUNT4:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glMultiTexCoord4fARB(texture_idx, s, t, r, q));
|
|
} else {
|
|
glTexCoord4f(s, t, r, q);
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
|
|
}
|
|
}
|
|
}
|
|
if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
|
|
} /* 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)));
|
|
}
|
|
|
|
/* 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 diffuse alpha channel */
|
|
if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
|
|
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
|
|
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
|
|
} else {
|
|
static BOOL warned = FALSE;
|
|
if(!warned) {
|
|
/* TODO: Use the fog table code from old ddraw */
|
|
FIXME("Implement fog for transformed vertices in software\n");
|
|
warned = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
|
|
D3DCOLOR_B_R(specularColor),
|
|
D3DCOLOR_B_G(specularColor),
|
|
D3DCOLOR_B_B(specularColor)));
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3ubEXT)(
|
|
D3DCOLOR_B_R(specularColor),
|
|
D3DCOLOR_B_G(specularColor),
|
|
D3DCOLOR_B_B(specularColor));
|
|
} else {
|
|
/* Do not worry if specular colour missing and disable request */
|
|
VTRACE(("Specular color extensions not supplied\n"));
|
|
}
|
|
}
|
|
|
|
/* 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");
|
|
}
|
|
|
|
#if 0 /* TODO: Software/Hardware vertex blending support */
|
|
/*
|
|
* Draw with emulated vertex shaders
|
|
* Note: strided data is uninitialized, as we need to pass the vertex
|
|
* shader directly as ordering irs yet
|
|
*/
|
|
void drawStridedSoftwareVS(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
|
|
int PrimitiveType, ULONG NumPrimitives,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
|
|
|
unsigned int textureNo = 0;
|
|
GLenum glPrimType = GL_POINTS;
|
|
int NumVertexes = NumPrimitives;
|
|
const short *pIdxBufS = NULL;
|
|
const long *pIdxBufL = NULL;
|
|
LONG SkipnStrides = 0;
|
|
LONG vx_index;
|
|
float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
|
|
float rhw = 0.0f; /* rhw */
|
|
float ptSize = 0.0f; /* Point size */
|
|
D3DVECTOR_4 texcoords[8]; /* Texture Coords */
|
|
int numcoords[8]; /* Number of coords */
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IDirect3DVertexShaderImpl* vertexShader = NULL;
|
|
|
|
TRACE("Using slow software vertex shader code\n");
|
|
|
|
/* Variable Initialization */
|
|
if (idxData != NULL) {
|
|
if (idxSize == 2) pIdxBufS = (const short *) idxData;
|
|
else pIdxBufL = (const long *) idxData;
|
|
}
|
|
|
|
/* Ok, Work out which primitive is requested and how many vertexes that will be */
|
|
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
|
|
/* Retrieve the VS information */
|
|
vertexShader = (IWineD3DVertexShaderImp *)This->stateBlock->VertexShader;
|
|
|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimType));
|
|
glBegin(glPrimType);
|
|
|
|
/* For each primitive */
|
|
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
|
|
|
|
/* For indexed data, we need to go a few more strides in */
|
|
if (idxData != NULL) {
|
|
|
|
/* Indexed so work out the number of strides to skip */
|
|
if (idxSize == 2) {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufS[startIdx+vx_index];
|
|
} else {
|
|
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx+vx_index];
|
|
}
|
|
}
|
|
|
|
/* Fill the vertex shader input */
|
|
IDirect3DDeviceImpl_FillVertexShaderInputSW(This, vertexShader, SkipnStrides);
|
|
|
|
/* Initialize the output fields to the same defaults as it would normally have */
|
|
memset(&vertexShader->output, 0, sizeof(VSHADEROUTPUTDATA8));
|
|
vertexShader->output.oD[0].x = 1.0;
|
|
vertexShader->output.oD[0].y = 1.0;
|
|
vertexShader->output.oD[0].z = 1.0;
|
|
vertexShader->output.oD[0].w = 1.0;
|
|
|
|
/* Now execute the vertex shader */
|
|
IDirect3DVertexShaderImpl_ExecuteSW(vertexShader, &vertexShader->input, &vertexShader->output);
|
|
|
|
/*
|
|
TRACE_VECTOR(vertexShader->output.oPos);
|
|
TRACE_VECTOR(vertexShader->output.oD[0]);
|
|
TRACE_VECTOR(vertexShader->output.oD[1]);
|
|
TRACE_VECTOR(vertexShader->output.oT[0]);
|
|
TRACE_VECTOR(vertexShader->output.oT[1]);
|
|
TRACE_VECTOR(vertexShader->input.V[0]);
|
|
TRACE_VECTOR(vertexShader->data->C[0]);
|
|
TRACE_VECTOR(vertexShader->data->C[1]);
|
|
TRACE_VECTOR(vertexShader->data->C[2]);
|
|
TRACE_VECTOR(vertexShader->data->C[3]);
|
|
TRACE_VECTOR(vertexShader->data->C[4]);
|
|
TRACE_VECTOR(vertexShader->data->C[5]);
|
|
TRACE_VECTOR(vertexShader->data->C[6]);
|
|
TRACE_VECTOR(vertexShader->data->C[7]);
|
|
*/
|
|
|
|
/* Extract out the output */
|
|
/* FIXME: Fog coords? */
|
|
x = vertexShader->output.oPos.x;
|
|
y = vertexShader->output.oPos.y;
|
|
z = vertexShader->output.oPos.z;
|
|
rhw = vertexShader->output.oPos.w;
|
|
ptSize = vertexShader->output.oPts.x; /* Fixme - Is this right? */
|
|
|
|
/** Update textures coords using vertexShader->output.oT[0->7] */
|
|
memset(texcoords, 0x00, sizeof(texcoords));
|
|
memset(numcoords, 0x00, sizeof(numcoords));
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
texcoords[textureNo].x = vertexShader->output.oT[textureNo].x;
|
|
texcoords[textureNo].y = vertexShader->output.oT[textureNo].y;
|
|
texcoords[textureNo].z = vertexShader->output.oT[textureNo].z;
|
|
texcoords[textureNo].w = vertexShader->output.oT[textureNo].w;
|
|
if (This->stateBlock->texture_state[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) {
|
|
numcoords[textureNo] = This->stateBlock->texture_state[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & ~WINED3DTTFF_PROJECTED;
|
|
} else {
|
|
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->stateBlock->textures[textureNo])) {
|
|
case WINED3DRTYPE_TEXTURE: numcoords[textureNo] = 2; break;
|
|
case WINED3DRTYPE_VOLUMETEXTURE: numcoords[textureNo] = 3; break;
|
|
default: numcoords[textureNo] = 4;
|
|
}
|
|
}
|
|
} else {
|
|
numcoords[textureNo] = 0;
|
|
}
|
|
}
|
|
|
|
/* Draw using this information */
|
|
draw_vertex(iface,
|
|
TRUE, x, y, z, rhw,
|
|
TRUE, 0.0f, 0.0f, 1.0f,
|
|
TRUE, (float*) &vertexShader->output.oD[0],
|
|
TRUE, (float*) &vertexShader->output.oD[1],
|
|
FALSE, ptSize, /* FIXME: Change back when supported */
|
|
texcoords, numcoords);
|
|
|
|
/* For non indexed mode, step onto next parts */
|
|
if (idxData == NULL) {
|
|
++SkipnStrides;
|
|
}
|
|
|
|
} /* for each vertex */
|
|
|
|
glEnd();
|
|
checkGLcall("glEnd and previous calls");
|
|
}
|
|
|
|
#endif
|
|
|
|
static void check_fbo_status(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
|
switch(status) {
|
|
case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
|
|
default: TRACE("FBO status %#x.\n", status); break;
|
|
}
|
|
}
|
|
|
|
static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
GLint old_binding = 0;
|
|
|
|
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
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,
|
|
This->stateBlock->pixelShader && ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.function,
|
|
This->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.function);
|
|
}
|
|
|
|
static void depth_copy(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
|
|
|
|
/* Only copy the depth buffer if there is one. */
|
|
if (!depth_stencil) return;
|
|
|
|
/* TODO: Make this work for modes other than FBO */
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
|
|
|
|
if (This->render_offscreen) {
|
|
static GLuint tmp_texture = 0;
|
|
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");
|
|
}
|
|
}
|
|
|
|
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 (idxData == NULL) {
|
|
/* 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(glVertexAttrib4NubvARB(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
|
|
*/
|
|
FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
|
|
break;
|
|
case WINED3DDECLTYPE_FLOAT16_4:
|
|
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");
|
|
}
|
|
}
|
|
|
|
/* 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;
|
|
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++) {
|
|
if(This->render_targets[i]) {
|
|
((IWineD3DSurfaceImpl *) This->render_targets[i])->Flags |= SFLAG_GLDIRTY;
|
|
}
|
|
}
|
|
|
|
/* Ok, we will be updating the screen from here onwards so grab the lock */
|
|
ENTER_GL();
|
|
|
|
ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
|
|
|
|
if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
check_fbo_status(iface);
|
|
}
|
|
|
|
if (This->depth_copy_state == WINED3D_DCS_COPY) {
|
|
depth_copy(iface);
|
|
}
|
|
This->depth_copy_state = WINED3D_DCS_INITIAL;
|
|
|
|
{
|
|
GLenum glPrimType;
|
|
/* Ok, Work out which primitive is requested and how many vertexes that
|
|
will be */
|
|
UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
if (numberOfVertices == 0 )
|
|
numberOfVertices = calculatedNumberOfindices;
|
|
|
|
if (This->useDrawStridedSlow) {
|
|
/* Immediate mode drawing */
|
|
drawStridedSlow(iface, &This->strided_streams, 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 < GL_LIMITS(textures); ++textureNo) {
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
|
|
TRACE("Saving texture %s\n", buffer);
|
|
if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
|
|
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
|
|
IWineD3DSurface_SaveSnapshot(pSur, buffer);
|
|
IWineD3DSurface_Release(pSur);
|
|
} else {
|
|
FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
TRACE("drawprim #%d\n", primCounter);
|
|
++primCounter;
|
|
}
|
|
#endif
|
|
|
|
/* Control goes back to the device, stateblock values may change again */
|
|
This->isInDraw = FALSE;
|
|
}
|