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1193 lines
47 KiB
C
1193 lines
47 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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* Copyright 2009 Henri Verbeet 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 "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
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#include <stdio.h>
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#include <math.h>
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/* GL locking is done by the caller */
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static void drawStridedFast(const struct wined3d_gl_info *gl_info, GLenum primitive_type, UINT count, UINT idx_size,
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const void *idx_data, UINT start_idx, INT base_vertex_index, UINT start_instance, UINT instance_count)
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{
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if (idx_size)
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{
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GLenum idxtype = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
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if (instance_count)
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{
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if (!gl_info->supported[ARB_DRAW_INSTANCED])
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{
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FIXME("Instanced drawing not supported.\n");
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}
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else
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{
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if (start_instance)
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FIXME("Start instance (%u) not supported.\n", start_instance);
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GL_EXTCALL(glDrawElementsInstancedBaseVertex(primitive_type, count, idxtype,
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(const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_index));
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checkGLcall("glDrawElementsInstancedBaseVertex");
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}
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}
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else if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
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{
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GL_EXTCALL(glDrawElementsBaseVertex(primitive_type, count, idxtype,
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(const char *)idx_data + (idx_size * start_idx), base_vertex_index));
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checkGLcall("glDrawElementsBaseVertex");
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}
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else
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{
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gl_info->gl_ops.gl.p_glDrawElements(primitive_type, count,
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idxtype, (const char *)idx_data + (idx_size * start_idx));
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checkGLcall("glDrawElements");
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}
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}
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else
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{
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gl_info->gl_ops.gl.p_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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/* GL locking is done by the caller */
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static void drawStridedSlow(const struct wined3d_device *device, const struct wined3d_context *context,
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const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
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const void *idxData, UINT idxSize, 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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const struct wined3d_state *state = &device->stateBlock->state;
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LONG SkipnStrides = startIdx;
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BOOL pixelShader = use_ps(state);
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BOOL specular_fog = FALSE;
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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_gl_info *gl_info = context->gl_info;
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UINT texture_stages = gl_info->limits.texture_stages;
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const struct wined3d_stream_info_element *element;
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UINT num_untracked_materials;
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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)
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{
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/* Immediate mode drawing can't make use of indices in a vbo - get the
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* data from the index buffer. If the index buffer has no vbo (not
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* supported or other reason), or with user pointer drawing idxData
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* will be non-NULL. */
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if (!idxData)
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idxData = buffer_get_sysmem(state->index_buffer, gl_info);
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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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gl_info->gl_ops.gl.p_glBegin(glPrimType);
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if (si->use_map & (1 << WINED3D_FFP_POSITION))
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{
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element = &si->elements[WINED3D_FFP_POSITION];
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position = element->data.addr;
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}
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if (si->use_map & (1 << WINED3D_FFP_NORMAL))
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{
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element = &si->elements[WINED3D_FFP_NORMAL];
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normal = element->data.addr;
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}
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else
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{
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gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
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}
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num_untracked_materials = context->num_untracked_materials;
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if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
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{
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element = &si->elements[WINED3D_FFP_DIFFUSE];
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diffuse = element->data.addr;
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if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
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FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
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}
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else
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{
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gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
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{
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element = &si->elements[WINED3D_FFP_SPECULAR];
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specular = element->data.addr;
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/* special case where the fog density is stored in the specular alpha channel */
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if (state->render_states[WINED3D_RS_FOGENABLE]
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&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
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|| si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
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&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
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{
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if (gl_info->supported[EXT_FOG_COORD])
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{
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if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
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else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
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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_info->supported[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 = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
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DWORD texture_idx = device->texUnitMap[textureNo];
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if (!gl_info->supported[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 && !state->textures[textureNo]) continue;
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if (texture_idx == WINED3D_UNMAPPED_STAGE) 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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if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
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{
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element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
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texCoords[coordIdx] = element->data.addr;
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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_info->supported[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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gl_info->gl_ops.gl.p_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)
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{
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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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SkipnStrides = pIdxBufS[startIdx + vx_index] + state->base_vertex_index;
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else
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SkipnStrides = pIdxBufL[startIdx + vx_index] + state->base_vertex_index;
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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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DWORD texture_idx;
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if (!(tmp_tex_mask & 1)) continue;
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coord_idx = state->texture_states[texture][WINED3D_TSS_TEXCOORD_INDEX];
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ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
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texture_idx = device->texUnitMap[texture];
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multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->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->emit_idx](ptrToCoords);
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if (num_untracked_materials)
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{
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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) / 255.0f;
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color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
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color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
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color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
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for (i = 0; i < num_untracked_materials; ++i)
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{
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gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->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->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((float) (specularColor >> 24)));
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}
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}
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/* Normal -------------------------------- */
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if (normal)
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{
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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->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->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) ++SkipnStrides;
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}
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gl_info->gl_ops.gl.p_glEnd();
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checkGLcall("glEnd and previous calls");
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}
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/* GL locking is done by the caller */
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static inline void send_attribute(const struct wined3d_gl_info *gl_info,
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enum wined3d_format_id 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_B8G8R8A8_UNORM:
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if (gl_info->supported[ARB_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_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
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{
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/* Not supported by GL_ARB_half_float_vertex */
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GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
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}
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else
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{
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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_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
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{
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/* Not supported by GL_ARB_half_float_vertex */
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GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
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}
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else
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{
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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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/* GL locking is done by the caller */
|
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static void drawStridedSlowVs(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
|
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const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
|
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const void *idxData, UINT idxSize, UINT startIdx)
|
|
{
|
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LONG SkipnStrides = startIdx + state->load_base_vertex_index;
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|
const DWORD *pIdxBufL = NULL;
|
|
const WORD *pIdxBufS = NULL;
|
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UINT vx_index;
|
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int i;
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const BYTE *ptr;
|
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|
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if (idxSize)
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{
|
|
/* 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 non-NULL. */
|
|
if (!idxData)
|
|
idxData = buffer_get_sysmem(state->index_buffer, gl_info);
|
|
|
|
if (idxSize == 2) pIdxBufS = idxData;
|
|
else pIdxBufL = idxData;
|
|
} else if (idxData) {
|
|
ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
|
|
return;
|
|
}
|
|
|
|
/* Start drawing in GL */
|
|
gl_info->gl_ops.gl.p_glBegin(glPrimitiveType);
|
|
|
|
for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
|
|
{
|
|
if (idxData)
|
|
{
|
|
/* Indexed so work out the number of strides to skip */
|
|
if (idxSize == 2)
|
|
SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
|
|
else
|
|
SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
|
|
}
|
|
|
|
for (i = MAX_ATTRIBS - 1; i >= 0; i--)
|
|
{
|
|
if (!(si->use_map & (1 << i))) continue;
|
|
|
|
ptr = si->elements[i].data.addr + si->elements[i].stride * SkipnStrides;
|
|
|
|
send_attribute(gl_info, si->elements[i].format->id, i, ptr);
|
|
}
|
|
SkipnStrides++;
|
|
}
|
|
|
|
gl_info->gl_ops.gl.p_glEnd();
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static void drawStridedInstanced(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
|
|
const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
|
|
const void *idxData, UINT idxSize, UINT startIdx, UINT base_vertex_index, UINT instance_count)
|
|
{
|
|
int numInstancedAttribs = 0, j;
|
|
UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
|
|
GLenum idxtype = idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
UINT i;
|
|
|
|
if (!idxSize)
|
|
{
|
|
/* 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;
|
|
}
|
|
|
|
for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
|
|
{
|
|
if (!(si->use_map & (1 << i))) continue;
|
|
|
|
if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
|
|
{
|
|
instancedData[numInstancedAttribs] = i;
|
|
numInstancedAttribs++;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < instance_count; ++i)
|
|
{
|
|
/* Specify the instanced attributes using immediate mode calls */
|
|
for(j = 0; j < numInstancedAttribs; j++) {
|
|
const BYTE *ptr = si->elements[instancedData[j]].data.addr
|
|
+ si->elements[instancedData[j]].stride * i;
|
|
if (si->elements[instancedData[j]].data.buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
|
|
ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
|
|
}
|
|
|
|
send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
|
|
}
|
|
|
|
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
|
|
{
|
|
GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType, numberOfVertices, idxtype,
|
|
(const char *)idxData+(idxSize * startIdx), base_vertex_index));
|
|
checkGLcall("glDrawElementsBaseVertex");
|
|
}
|
|
else
|
|
{
|
|
gl_info->gl_ops.gl.p_glDrawElements(glPrimitiveType, numberOfVertices, idxtype,
|
|
(const char *)idxData + (idxSize * startIdx));
|
|
checkGLcall("glDrawElements");
|
|
}
|
|
}
|
|
}
|
|
|
|
static void remove_vbos(const struct wined3d_gl_info *gl_info,
|
|
const struct wined3d_state *state, 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;
|
|
|
|
if (!(s->use_map & (1 << i))) continue;
|
|
|
|
e = &s->elements[i];
|
|
if (e->data.buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
|
|
e->data.buffer_object = 0;
|
|
e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Routine common to the draw primitive and draw indexed primitive routines */
|
|
void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
|
|
UINT start_instance, UINT instance_count, BOOL indexed, const void *idx_data)
|
|
{
|
|
const struct wined3d_state *state = &device->stateBlock->state;
|
|
struct wined3d_event_query *ib_query = NULL;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
unsigned int i;
|
|
|
|
if (!index_count) return;
|
|
|
|
if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
|
|
{
|
|
/* Invalidate the back buffer memory so LockRect will read it the next time */
|
|
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
|
|
{
|
|
struct wined3d_surface *target = device->fb.render_targets[i];
|
|
if (target)
|
|
{
|
|
surface_load_location(target, target->draw_binding, NULL);
|
|
surface_modify_location(target, target->draw_binding, TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Signals other modules that a drawing is in progress and the stateblock finalized */
|
|
device->isInDraw = TRUE;
|
|
|
|
context = context_acquire(device, device->fb.render_targets[0]);
|
|
if (!context->valid)
|
|
{
|
|
context_release(context);
|
|
WARN("Invalid context, skipping draw.\n");
|
|
return;
|
|
}
|
|
gl_info = context->gl_info;
|
|
|
|
if (device->fb.depth_stencil)
|
|
{
|
|
/* Note that this depends on the context_acquire() call above to set
|
|
* context->render_offscreen properly. We don't currently take the
|
|
* Z-compare function into account, but we could skip loading the
|
|
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
|
|
* that we never copy the stencil data.*/
|
|
DWORD location = context->render_offscreen ? device->fb.depth_stencil->draw_binding : SFLAG_INDRAWABLE;
|
|
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
|
|
{
|
|
struct wined3d_surface *ds = device->fb.depth_stencil;
|
|
RECT current_rect, draw_rect, r;
|
|
|
|
if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
|
|
device_switch_onscreen_ds(device, context, ds);
|
|
|
|
if (ds->flags & location)
|
|
SetRect(¤t_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
|
|
else
|
|
SetRectEmpty(¤t_rect);
|
|
|
|
wined3d_get_draw_rect(state, &draw_rect);
|
|
|
|
IntersectRect(&r, &draw_rect, ¤t_rect);
|
|
if (!EqualRect(&r, &draw_rect))
|
|
surface_load_ds_location(ds, context, location);
|
|
}
|
|
}
|
|
|
|
if (!context_apply_draw_state(context, device))
|
|
{
|
|
context_release(context);
|
|
WARN("Unable to apply draw state, skipping draw.\n");
|
|
return;
|
|
}
|
|
|
|
if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
|
|
{
|
|
struct wined3d_surface *ds = device->fb.depth_stencil;
|
|
DWORD location = context->render_offscreen ? ds->draw_binding : SFLAG_INDRAWABLE;
|
|
|
|
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
|
|
}
|
|
|
|
if ((!gl_info->supported[WINED3D_GL_VERSION_2_0]
|
|
|| !gl_info->supported[NV_POINT_SPRITE])
|
|
&& context->render_offscreen
|
|
&& state->render_states[WINED3D_RS_POINTSPRITEENABLE]
|
|
&& state->gl_primitive_type == GL_POINTS)
|
|
{
|
|
FIXME("Point sprite coordinate origin switching not supported.\n");
|
|
}
|
|
|
|
/* Ok, we will be updating the screen from here onwards so grab the lock */
|
|
ENTER_GL();
|
|
{
|
|
GLenum glPrimType = state->gl_primitive_type;
|
|
INT base_vertex_index = state->base_vertex_index;
|
|
BOOL emulation = FALSE;
|
|
const struct wined3d_stream_info *stream_info = &device->strided_streams;
|
|
struct wined3d_stream_info stridedlcl;
|
|
UINT idx_size = 0;
|
|
|
|
if (device->instance_count)
|
|
instance_count = device->instance_count;
|
|
|
|
if (indexed)
|
|
{
|
|
if (!state->user_stream)
|
|
{
|
|
struct wined3d_buffer *index_buffer = state->index_buffer;
|
|
if (!index_buffer->buffer_object || !stream_info->all_vbo)
|
|
idx_data = index_buffer->resource.allocatedMemory;
|
|
else
|
|
{
|
|
ib_query = index_buffer->query;
|
|
idx_data = NULL;
|
|
}
|
|
}
|
|
|
|
if (state->index_format == WINED3DFMT_R16_UINT)
|
|
idx_size = 2;
|
|
else
|
|
idx_size = 4;
|
|
}
|
|
|
|
if (!use_vs(state))
|
|
{
|
|
if (!stream_info->position_transformed && context->num_untracked_materials
|
|
&& state->render_states[WINED3D_RS_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 (context->fog_coord && state->render_states[WINED3D_RS_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, &device->strided_streams, sizeof(stridedlcl));
|
|
remove_vbos(gl_info, state, &stridedlcl);
|
|
}
|
|
}
|
|
|
|
if (device->useDrawStridedSlow || emulation)
|
|
{
|
|
/* Immediate mode drawing */
|
|
if (use_vs(state))
|
|
{
|
|
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(gl_info, state, stream_info, index_count,
|
|
glPrimType, idx_data, idx_size, start_idx);
|
|
}
|
|
else
|
|
{
|
|
drawStridedSlow(device, context, stream_info, index_count,
|
|
glPrimType, idx_data, idx_size, start_idx);
|
|
}
|
|
}
|
|
else if (!gl_info->supported[ARB_INSTANCED_ARRAYS] && instance_count)
|
|
{
|
|
/* Instancing emulation with mixing immediate mode and arrays */
|
|
drawStridedInstanced(gl_info, state, stream_info, index_count, glPrimType,
|
|
idx_data, idx_size, start_idx, base_vertex_index, instance_count);
|
|
}
|
|
else
|
|
{
|
|
drawStridedFast(gl_info, glPrimType, index_count, idx_size, idx_data,
|
|
start_idx, base_vertex_index, start_instance, instance_count);
|
|
}
|
|
}
|
|
|
|
/* Finished updating the screen, restore lock */
|
|
LEAVE_GL();
|
|
|
|
if (ib_query)
|
|
wined3d_event_query_issue(ib_query, device);
|
|
for (i = 0; i < device->num_buffer_queries; ++i)
|
|
{
|
|
wined3d_event_query_issue(device->buffer_queries[i], device);
|
|
}
|
|
|
|
if (wined3d_settings.strict_draw_ordering)
|
|
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
|
|
|
|
context_release(context);
|
|
|
|
TRACE("Done all gl drawing\n");
|
|
|
|
/* Control goes back to the device, stateblock values may change again */
|
|
device->isInDraw = FALSE;
|
|
}
|
|
|
|
static void normalize_normal(float *n) {
|
|
float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
|
|
if (length == 0.0f) return;
|
|
length = sqrtf(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(struct wined3d_device *This, struct wined3d_rect_patch *patch)
|
|
{
|
|
unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
|
|
const struct wined3d_rect_patch_info *info = &patch->rect_patch_info;
|
|
float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
|
|
struct wined3d_state *state = &This->stateBlock->state;
|
|
struct wined3d_stream_info stream_info;
|
|
struct wined3d_stream_info_element *e;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
struct wined3d_shader *vs;
|
|
const BYTE *data;
|
|
DWORD vtxStride;
|
|
GLenum feedback_type;
|
|
GLfloat *feedbuffer;
|
|
|
|
/* 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. */
|
|
context = context_acquire(This, NULL);
|
|
gl_info = context->gl_info;
|
|
context_apply_blit_state(context, This);
|
|
|
|
/* First, locate the position data. This is provided in a vertex buffer in
|
|
* the stateblock. Beware of VBOs. */
|
|
vs = state->vertex_shader;
|
|
state->vertex_shader = NULL;
|
|
device_stream_info_from_declaration(This, &stream_info);
|
|
state->vertex_shader = vs;
|
|
|
|
e = &stream_info.elements[WINED3D_FFP_POSITION];
|
|
if (e->data.buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
|
|
e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
|
|
}
|
|
vtxStride = e->stride;
|
|
data = e->data.addr
|
|
+ vtxStride * info->stride * info->start_vertex_offset_height
|
|
+ vtxStride * info->start_vertex_offset_width;
|
|
|
|
/* 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 != WINED3D_BASIS_BEZIER)
|
|
FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->basis));
|
|
if (info->degree != WINED3D_DEGREE_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 = fabsf(v[0]);
|
|
if(fabs(v[1]) > max_y) max_y = fabsf(v[1]);
|
|
if(fabs(v[2]) > max_z) max_z = fabsf(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;
|
|
|
|
ENTER_GL();
|
|
|
|
gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
|
|
checkGLcall("glMatrixMode(GL_PROJECTION)");
|
|
gl_info->gl_ops.gl.p_glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
gl_info->gl_ops.gl.p_glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
|
|
gl_info->gl_ops.gl.p_glTranslatef(0.0f, 0.0f, 0.5f);
|
|
checkGLcall("glScalef");
|
|
gl_info->gl_ops.gl.p_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
|
|
*/
|
|
gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
|
|
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FILLMODE));
|
|
if (patch->has_normals)
|
|
{
|
|
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
|
|
static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
|
|
static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
|
|
static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable(GL_LIGHTING)");
|
|
gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
|
|
checkGLcall("glLightModel for MODEL_AMBIENT");
|
|
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_AMBIENT));
|
|
|
|
for (i = 3; i < context->gl_info->limits.lights; ++i)
|
|
{
|
|
gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + i);
|
|
checkGLcall("glDisable(GL_LIGHT0 + i)");
|
|
context_invalidate_state(context, STATE_ACTIVELIGHT(i));
|
|
}
|
|
|
|
context_invalidate_state(context, STATE_ACTIVELIGHT(0));
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_SPECULAR, black);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_AMBIENT, black);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_POSITION, red);
|
|
gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0);
|
|
checkGLcall("Setting up light 1");
|
|
context_invalidate_state(context, STATE_ACTIVELIGHT(1));
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_SPECULAR, black);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_AMBIENT, black);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_POSITION, green);
|
|
gl_info->gl_ops.gl.p_glEnable(GL_LIGHT1);
|
|
checkGLcall("Setting up light 2");
|
|
context_invalidate_state(context, STATE_ACTIVELIGHT(2));
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_SPECULAR, black);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_AMBIENT, black);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_POSITION, blue);
|
|
gl_info->gl_ops.gl.p_glEnable(GL_LIGHT2);
|
|
checkGLcall("Setting up light 3");
|
|
|
|
context_invalidate_state(context, STATE_MATERIAL);
|
|
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORVERTEX));
|
|
gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
|
|
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
|
|
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
|
|
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
|
|
checkGLcall("Setting up materials");
|
|
}
|
|
|
|
/* 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;
|
|
gl_info->gl_ops.gl.p_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;
|
|
gl_info->gl_ops.gl.p_glEnable(GL_AUTO_NORMAL);
|
|
gl_info->gl_ops.gl.p_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;
|
|
gl_info->gl_ops.gl.p_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;
|
|
gl_info->gl_ops.gl.p_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);
|
|
|
|
gl_info->gl_ops.gl.p_glMap2f(GL_MAP2_VERTEX_3,
|
|
0.0f, 1.0f, vtxStride / sizeof(float), info->width,
|
|
0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
|
|
(const GLfloat *)data);
|
|
checkGLcall("glMap2f");
|
|
if (patch->has_texcoords)
|
|
{
|
|
gl_info->gl_ops.gl.p_glMap2f(GL_MAP2_TEXTURE_COORD_4,
|
|
0.0f, 1.0f, vtxStride / sizeof(float), info->width,
|
|
0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
|
|
(const GLfloat *)data);
|
|
checkGLcall("glMap2f");
|
|
}
|
|
gl_info->gl_ops.gl.p_glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
|
|
checkGLcall("glMapGrid2f");
|
|
|
|
gl_info->gl_ops.gl.p_glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
|
|
checkGLcall("glFeedbackBuffer");
|
|
gl_info->gl_ops.gl.p_glRenderMode(GL_FEEDBACK);
|
|
|
|
gl_info->gl_ops.gl.p_glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
|
checkGLcall("glEvalMesh2");
|
|
|
|
i = gl_info->gl_ops.gl.p_glRenderMode(GL_RENDER);
|
|
if (i == -1)
|
|
{
|
|
LEAVE_GL();
|
|
ERR("Feedback failed. Expected %d elements back\n", buffer_size);
|
|
HeapFree(GetProcessHeap(), 0, feedbuffer);
|
|
context_release(context);
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
} else if(i != buffer_size) {
|
|
LEAVE_GL();
|
|
ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
|
|
HeapFree(GetProcessHeap(), 0, feedbuffer);
|
|
context_release(context);
|
|
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] - 0.5f) * 4.0f * 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] - 0.5f) * 4.0f * 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] - 0.5f) * 4.0f * 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[] = {-1.0f, 0.0f, 0.0f, 0.0f};
|
|
static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
|
|
static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_POSITION, x);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_POSITION, y);
|
|
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_POSITION, z);
|
|
checkGLcall("Setting up reverse light directions");
|
|
|
|
gl_info->gl_ops.gl.p_glRenderMode(GL_FEEDBACK);
|
|
checkGLcall("glRenderMode(GL_FEEDBACK)");
|
|
gl_info->gl_ops.gl.p_glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
|
checkGLcall("glEvalMesh2");
|
|
i = gl_info->gl_ops.gl.p_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] == 0.0f)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
|
|
if(patch->mem[i + 4] == 0.0f)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
|
|
if(patch->mem[i + 5] == 0.0f)
|
|
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] == 0.0f)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
|
|
if(patch->mem[i + 4] == 0.0f)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
|
|
if(patch->mem[i + 5] == 0.0f)
|
|
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] == 0.0f)
|
|
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
|
|
if(patch->mem[i + 4] == 0.0f)
|
|
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
|
|
if(patch->mem[i + 5] == 0.0f)
|
|
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
|
|
normalize_normal(patch->mem + i + 3);
|
|
i += d3d_out_vertex_size;
|
|
}
|
|
}
|
|
|
|
gl_info->gl_ops.gl.p_glDisable(GL_MAP2_VERTEX_3);
|
|
gl_info->gl_ops.gl.p_glDisable(GL_AUTO_NORMAL);
|
|
gl_info->gl_ops.gl.p_glDisable(GL_MAP2_NORMAL);
|
|
gl_info->gl_ops.gl.p_glDisable(GL_MAP2_TEXTURE_COORD_4);
|
|
checkGLcall("glDisable vertex attrib generation");
|
|
LEAVE_GL();
|
|
|
|
context_release(context);
|
|
|
|
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.data = (BYTE *)patch->mem;
|
|
patch->strided.position.stride = vtxStride;
|
|
|
|
if (patch->has_normals)
|
|
{
|
|
patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
|
|
patch->strided.normal.data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
|
|
patch->strided.normal.stride = vtxStride;
|
|
}
|
|
if (patch->has_texcoords)
|
|
{
|
|
patch->strided.tex_coords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
|
patch->strided.tex_coords[0].data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
|
|
if (patch->has_normals)
|
|
patch->strided.tex_coords[0].data += 3 * sizeof(float);
|
|
patch->strided.tex_coords[0].stride = vtxStride;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|