2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Henri Verbeet
9 * Copyright 2007 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
30 #define GLINFO_LOCATION This->adapter->gl_info
35 extern IWineD3DVertexShaderImpl
* VertexShaders
[64];
36 extern IWineD3DVertexDeclarationImpl
* VertexShaderDeclarations
[64];
37 extern IWineD3DPixelShaderImpl
* PixelShaders
[64];
39 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
47 DWORD NumVertexes
= NumPrimitives
;
49 switch (PrimitiveType
) {
50 case WINED3DPT_POINTLIST
:
52 *primType
= GL_POINTS
;
53 NumVertexes
= NumPrimitives
;
56 case WINED3DPT_LINELIST
:
59 NumVertexes
= NumPrimitives
* 2;
62 case WINED3DPT_LINESTRIP
:
63 TRACE("LINE_STRIP\n");
64 *primType
= GL_LINE_STRIP
;
65 NumVertexes
= NumPrimitives
+ 1;
68 case WINED3DPT_TRIANGLELIST
:
70 *primType
= GL_TRIANGLES
;
71 NumVertexes
= NumPrimitives
* 3;
74 case WINED3DPT_TRIANGLESTRIP
:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType
= GL_TRIANGLE_STRIP
;
77 NumVertexes
= NumPrimitives
+ 2;
80 case WINED3DPT_TRIANGLEFAN
:
81 TRACE("TRIANGLE_FAN\n");
82 *primType
= GL_TRIANGLE_FAN
;
83 NumVertexes
= NumPrimitives
+ 2;
87 FIXME("Unhandled primitive\n");
88 *primType
= GL_POINTS
;
94 static BOOL
fixed_get_input(
95 BYTE usage
, BYTE usage_idx
,
96 unsigned int* regnum
) {
100 /* Those positions must have the order in the
101 * named part of the strided data */
103 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
105 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
107 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
109 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
111 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
113 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
115 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
117 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
118 *regnum
= 7 + usage_idx
;
119 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
120 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
121 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
122 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
123 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
124 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
125 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
126 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
127 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
128 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
129 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
130 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
131 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
132 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
133 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
134 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage
), usage_idx
);
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice
*iface
,
146 BOOL useVertexShaderFunction
,
147 WineDirect3DVertexStridedData
*strided
,
150 /* We need to deal with frequency data!*/
153 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
154 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
156 WINED3DVERTEXELEMENT
*element
;
159 DWORD numPreloadStreams
= This
->stateBlock
->streamIsUP
? 0 : vertexDeclaration
->num_streams
;
160 DWORD
*streams
= vertexDeclaration
->streams
;
162 /* Check for transformed vertices, disable vertex shader if present */
163 strided
->u
.s
.position_transformed
= vertexDeclaration
->position_transformed
;
164 if(vertexDeclaration
->position_transformed
) {
165 useVertexShaderFunction
= FALSE
;
168 /* Translate the declaration into strided data */
169 for (i
= 0 ; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
174 element
= vertexDeclaration
->pDeclarationWine
+ i
;
175 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration
->pDeclarationWine
,
176 element
, i
+ 1, vertexDeclaration
->declarationWNumElements
- 1);
178 if (This
->stateBlock
->streamSource
[element
->Stream
] == NULL
)
181 stride
= This
->stateBlock
->streamStride
[element
->Stream
];
182 if (This
->stateBlock
->streamIsUP
) {
183 TRACE("Stream is up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
185 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
187 TRACE("Stream isn't up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
188 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[element
->Stream
], 0, &streamVBO
);
190 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
191 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
192 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
193 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
194 * not, drawStridedSlow is needed, including a vertex buffer path.
196 if(This
->stateBlock
->loadBaseVertexIndex
< 0) {
197 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This
->stateBlock
->loadBaseVertexIndex
);
199 data
= ((IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[element
->Stream
])->resource
.allocatedMemory
;
200 if(data
+ This
->stateBlock
->loadBaseVertexIndex
* stride
< 0) {
201 FIXME("System memory vertex data load offset is negative!\n");
206 if( streamVBO
!= 0) *fixup
= TRUE
;
207 else if(*fixup
&& !useVertexShaderFunction
&&
208 (element
->Usage
== WINED3DDECLUSAGE_COLOR
||
209 element
->Usage
== WINED3DDECLUSAGE_POSITIONT
)) {
210 /* This may be bad with the fixed function pipeline */
211 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
215 data
+= element
->Offset
;
218 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
220 if (useVertexShaderFunction
)
221 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
222 element
->Usage
, element
->UsageIndex
, &idx
);
224 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
227 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
228 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
229 useVertexShaderFunction
? "shader": "fixed function", idx
,
230 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
231 element
->Stream
, element
->Offset
, stride
, debug_d3ddecltype(element
->Type
), streamVBO
);
233 strided
->u
.input
[idx
].lpData
= data
;
234 strided
->u
.input
[idx
].dwType
= element
->Type
;
235 strided
->u
.input
[idx
].dwStride
= stride
;
236 strided
->u
.input
[idx
].VBO
= streamVBO
;
237 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
240 /* Now call PreLoad on all the vertex buffers. In the very rare case
241 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242 * The vertex buffer can now use the strided structure in the device instead of finding its
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
248 for(i
=0; i
< numPreloadStreams
; i
++) {
249 IWineD3DVertexBuffer_PreLoad(This
->stateBlock
->streamSource
[streams
[i
]]);
253 static void drawStridedFast(IWineD3DDevice
*iface
,UINT numberOfVertices
, GLenum glPrimitiveType
,
254 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
255 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
257 if (idxSize
!= 0 /* This crashes sometimes!*/) {
258 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
259 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
261 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
262 (const char *)idxData
+(idxSize
* startIdx
));
263 checkGLcall("glDrawElements");
264 #else /* using drawRangeElements may be faster */
266 glDrawRangeElements(glPrimitiveType
, minIndex
, minIndex
+ numberOfVertices
- 1, numberOfVertices
,
267 idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
268 (const char *)idxData
+(idxSize
* startIdx
));
269 checkGLcall("glDrawRangeElements");
274 /* Note first is now zero as we shuffled along earlier */
275 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This
, glPrimitiveType
, numberOfVertices
);
276 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
277 checkGLcall("glDrawArrays");
285 * Actually draw using the supplied information.
286 * Slower GL version which extracts info about each vertex in turn
289 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
290 UINT NumVertexes
, GLenum glPrimType
,
291 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
293 unsigned int textureNo
= 0;
294 const WORD
*pIdxBufS
= NULL
;
295 const DWORD
*pIdxBufL
= NULL
;
297 float x
= 0.0f
, y
= 0.0f
, z
= 0.0f
; /* x,y,z coordinates */
298 float rhw
= 0.0f
; /* rhw */
299 DWORD diffuseColor
= 0xFFFFFFFF; /* Diffuse Color */
300 DWORD specularColor
= 0; /* Specular Color */
301 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
302 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
303 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
304 BOOL pixelShader
= use_ps(This
);
306 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
307 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
309 TRACE("Using slow vertex array code\n");
311 /* Variable Initialization */
313 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
314 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
315 * idxData will be != NULL
317 if(idxData
== NULL
) {
318 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
321 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
322 else pIdxBufL
= (const DWORD
*) idxData
;
325 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
326 * to the strided Data in the device and might be needed intact on the next draw
328 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
329 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
330 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
332 texCoords
[textureNo
] = NULL
;
335 if(sd
->u
.s
.diffuse
.lpData
) {
336 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
338 if(sd
->u
.s
.specular
.lpData
) {
339 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
341 if(sd
->u
.s
.normal
.lpData
) {
342 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
344 if(sd
->u
.s
.position
.lpData
) {
345 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
348 /* Start drawing in GL */
349 VTRACE(("glBegin(%x)\n", glPrimType
));
352 /* Default settings for data that is not passed */
353 if (sd
->u
.s
.normal
.lpData
== NULL
) {
356 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
357 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
359 if(sd
->u
.s
.specular
.lpData
== NULL
) {
360 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
361 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
365 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
366 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
369 /* For each primitive */
370 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
372 /* Initialize diffuse color */
373 diffuseColor
= 0xFFFFFFFF;
375 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
376 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
379 /* For indexed data, we need to go a few more strides in */
380 if (idxData
!= NULL
) {
382 /* Indexed so work out the number of strides to skip */
384 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
385 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
387 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
388 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
392 /* Texture coords --------------------------- */
393 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
395 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
396 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
400 /* Query tex coords */
401 if (This
->stateBlock
->textures
[textureNo
] != NULL
|| pixelShader
) {
403 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
404 int texture_idx
= This
->texUnitMap
[textureNo
];
405 float *ptrToCoords
= NULL
;
406 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
409 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
411 } else if (coordIdx
< 0) {
412 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
416 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
417 if (texCoords
[coordIdx
] == NULL
) {
418 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
419 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
420 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
422 glTexCoord4f(0, 0, 0, 1);
426 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
428 if (texture_idx
== -1) continue;
430 /* The coords to supply depend completely on the fvf / vertex shader */
431 switch (coordsToUse
) {
432 case 4: q
= ptrToCoords
[3]; /* drop through */
433 case 3: r
= ptrToCoords
[2]; /* drop through */
434 case 2: t
= ptrToCoords
[1]; /* drop through */
435 case 1: s
= ptrToCoords
[0];
438 switch (coordsToUse
) { /* Supply the provided texture coords */
439 case WINED3DTTFF_COUNT1
:
440 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
441 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
442 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
));
447 case WINED3DTTFF_COUNT2
:
448 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
449 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
450 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
));
455 case WINED3DTTFF_COUNT3
:
456 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
457 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
458 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
));
460 glTexCoord3f(s
, t
, r
);
463 case WINED3DTTFF_COUNT4
:
464 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
465 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
466 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
, q
));
468 glTexCoord4f(s
, t
, r
, q
);
472 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
476 } /* End of textures */
478 /* Diffuse -------------------------------- */
480 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
481 diffuseColor
= ptrToCoords
[0];
482 VTRACE(("diffuseColor=%lx\n", diffuseColor
));
484 glColor4ub(D3DCOLOR_B_R(diffuseColor
),
485 D3DCOLOR_B_G(diffuseColor
),
486 D3DCOLOR_B_B(diffuseColor
),
487 D3DCOLOR_B_A(diffuseColor
));
488 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
489 D3DCOLOR_B_R(diffuseColor
),
490 D3DCOLOR_B_G(diffuseColor
),
491 D3DCOLOR_B_B(diffuseColor
),
492 D3DCOLOR_B_A(diffuseColor
)));
494 if(This
->activeContext
->num_untracked_materials
) {
497 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
498 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
499 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
500 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
502 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
503 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
508 /* Specular ------------------------------- */
510 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
511 specularColor
= ptrToCoords
[0];
512 VTRACE(("specularColor=%lx\n", specularColor
));
514 /* special case where the fog density is stored in the specular alpha channel */
515 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
516 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
517 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
518 if(GL_SUPPORT(EXT_FOG_COORD
)) {
519 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
521 static BOOL warned
= FALSE
;
523 /* TODO: Use the fog table code from old ddraw */
524 FIXME("Implement fog for transformed vertices in software\n");
530 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
531 D3DCOLOR_B_R(specularColor
),
532 D3DCOLOR_B_G(specularColor
),
533 D3DCOLOR_B_B(specularColor
)));
534 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
535 GL_EXTCALL(glSecondaryColor3ubEXT
)(
536 D3DCOLOR_B_R(specularColor
),
537 D3DCOLOR_B_G(specularColor
),
538 D3DCOLOR_B_B(specularColor
));
540 /* Do not worry if specular colour missing and disable request */
541 VTRACE(("Specular color extensions not supplied\n"));
545 /* Normal -------------------------------- */
546 if (normal
!= NULL
) {
547 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
549 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords
[0], ptrToCoords
[1], ptrToCoords
[2]));
550 glNormal3f(ptrToCoords
[0], ptrToCoords
[1], ptrToCoords
[2]);
553 /* Position -------------------------------- */
555 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
560 VTRACE(("x,y,z=%f,%f,%f\n", x
,y
,z
));
562 /* RHW follows, only if transformed, ie 4 floats were provided */
563 if (sd
->u
.s
.position_transformed
) {
564 rhw
= ptrToCoords
[3];
565 VTRACE(("rhw=%f\n", rhw
));
568 if (1.0f
== rhw
|| ((rhw
< eps
) && (rhw
> -eps
))) {
569 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x
,y
,z
));
572 GLfloat w
= 1.0 / rhw
;
573 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x
,y
,z
,rhw
));
574 glVertex4f(x
*w
, y
*w
, z
*w
, w
);
578 /* For non indexed mode, step onto next parts */
579 if (idxData
== NULL
) {
585 checkGLcall("glEnd and previous calls");
588 static void depth_blt(IWineD3DDevice
*iface
, GLuint texture
) {
589 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
590 GLint old_binding
= 0;
592 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
);
594 glDisable(GL_CULL_FACE
);
596 glDisable(GL_ALPHA_TEST
);
597 glDisable(GL_SCISSOR_TEST
);
598 glDisable(GL_STENCIL_TEST
);
599 glEnable(GL_DEPTH_TEST
);
600 glDepthFunc(GL_ALWAYS
);
601 glBlendFunc(GL_ZERO
, GL_ONE
);
603 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
604 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
605 glBindTexture(GL_TEXTURE_2D
, texture
);
606 glEnable(GL_TEXTURE_2D
);
608 This
->shader_backend
->shader_select_depth_blt(iface
);
610 glBegin(GL_TRIANGLE_STRIP
);
611 glVertex2f(-1.0f
, -1.0f
);
612 glVertex2f(1.0f
, -1.0f
);
613 glVertex2f(-1.0f
, 1.0f
);
614 glVertex2f(1.0f
, 1.0f
);
617 glBindTexture(GL_TEXTURE_2D
, old_binding
);
621 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
622 * and this seems easier and more efficient than providing the shader backend with a private
623 * storage to read and restore the old shader settings
625 This
->shader_backend
->shader_select(iface
, use_ps(This
), use_vs(This
));
628 static void depth_copy(IWineD3DDevice
*iface
) {
629 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
630 IWineD3DSurfaceImpl
*depth_stencil
= (IWineD3DSurfaceImpl
*)This
->depthStencilBuffer
;
632 /* Only copy the depth buffer if there is one. */
633 if (!depth_stencil
) return;
635 /* TODO: Make this work for modes other than FBO */
636 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
638 if (depth_stencil
->current_renderbuffer
) {
639 FIXME("Not supported with fixed up depth stencil\n");
643 if (This
->render_offscreen
) {
644 static GLuint tmp_texture
= 0;
645 GLint old_binding
= 0;
647 TRACE("Copying onscreen depth buffer to offscreen surface\n");
650 glGenTextures(1, &tmp_texture
);
653 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
654 * directly on the FBO texture. That's because we need to flip. */
655 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
656 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
657 glBindTexture(GL_TEXTURE_2D
, tmp_texture
);
658 glCopyTexImage2D(depth_stencil
->glDescription
.target
,
659 depth_stencil
->glDescription
.level
,
660 depth_stencil
->glDescription
.glFormatInternal
,
663 depth_stencil
->currentDesc
.Width
,
664 depth_stencil
->currentDesc
.Height
,
666 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
667 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
668 glTexParameteri(GL_TEXTURE_2D
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
669 glBindTexture(GL_TEXTURE_2D
, old_binding
);
671 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, This
->fbo
));
672 checkGLcall("glBindFramebuffer()");
673 depth_blt(iface
, tmp_texture
);
674 checkGLcall("depth_blt");
676 TRACE("Copying offscreen surface to onscreen depth buffer\n");
678 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
679 checkGLcall("glBindFramebuffer()");
680 depth_blt(iface
, depth_stencil
->glDescription
.textureName
);
681 checkGLcall("depth_blt");
685 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
686 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
687 ULONG startIdx
, ULONG startVertex
) {
688 UINT numInstances
= 0;
689 int numInstancedAttribs
= 0, i
, j
;
690 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
691 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
692 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
695 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
696 * We don't support this for now
698 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
699 * But the StreamSourceFreq value has a different meaning in that situation.
701 FIXME("Non-indexed instanced drawing is not supported\n");
705 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
706 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
708 /* First, figure out how many instances we have to draw */
709 for(i
= 0; i
< MAX_STREAMS
; i
++) {
710 /* Look at all non-instanced streams */
711 if(!(stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) &&
712 stateblock
->streamSource
[i
]) {
713 int inst
= stateblock
->streamFreq
[i
];
715 if(numInstances
&& inst
!= numInstances
) {
716 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances
, inst
);
722 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
723 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
724 instancedData
[numInstancedAttribs
] = i
;
725 numInstancedAttribs
++;
729 /* now draw numInstances instances :-) */
730 for(i
= 0; i
< numInstances
; i
++) {
731 /* Specify the instanced attributes using immediate mode calls */
732 for(j
= 0; j
< numInstancedAttribs
; j
++) {
733 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
734 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
735 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
736 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
737 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
738 ptr
+= (long) vb
->resource
.allocatedMemory
;
741 switch(sd
->u
.input
[instancedData
[j
]].dwType
) {
742 case WINED3DDECLTYPE_FLOAT1
:
743 GL_EXTCALL(glVertexAttrib1fvARB(instancedData
[j
], (float *) ptr
));
745 case WINED3DDECLTYPE_FLOAT2
:
746 GL_EXTCALL(glVertexAttrib2fvARB(instancedData
[j
], (float *) ptr
));
748 case WINED3DDECLTYPE_FLOAT3
:
749 GL_EXTCALL(glVertexAttrib3fvARB(instancedData
[j
], (float *) ptr
));
751 case WINED3DDECLTYPE_FLOAT4
:
752 GL_EXTCALL(glVertexAttrib4fvARB(instancedData
[j
], (float *) ptr
));
755 case WINED3DDECLTYPE_UBYTE4
:
756 GL_EXTCALL(glVertexAttrib4ubvARB(instancedData
[j
], ptr
));
758 case WINED3DDECLTYPE_UBYTE4N
:
759 case WINED3DDECLTYPE_D3DCOLOR
:
760 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData
[j
], ptr
));
763 case WINED3DDECLTYPE_SHORT2
:
764 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
766 case WINED3DDECLTYPE_SHORT4
:
767 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
770 case WINED3DDECLTYPE_SHORT2N
:
772 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
773 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], s
));
776 case WINED3DDECLTYPE_USHORT2N
:
778 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
779 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], s
));
782 case WINED3DDECLTYPE_SHORT4N
:
783 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], (GLshort
*) ptr
));
785 case WINED3DDECLTYPE_USHORT4N
:
786 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], (GLushort
*) ptr
));
789 case WINED3DDECLTYPE_UDEC3
:
790 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
791 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
793 case WINED3DDECLTYPE_DEC3N
:
794 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
795 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
798 case WINED3DDECLTYPE_FLOAT16_2
:
799 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
800 * byte float according to the IEEE standard
802 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
803 GL_EXTCALL(glVertexAttrib2hvNV(instancedData
[j
], (GLhalfNV
*)ptr
));
805 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
808 case WINED3DDECLTYPE_FLOAT16_4
:
809 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
810 GL_EXTCALL(glVertexAttrib4hvNV(instancedData
[j
], (GLhalfNV
*)ptr
));
812 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
816 case WINED3DDECLTYPE_UNUSED
:
818 ERR("Unexpected declaration in instanced attributes\n");
823 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
824 (const char *)idxData
+(idxSize
* startIdx
));
825 checkGLcall("glDrawElements");
833 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
) {
834 struct coords coords
[4];
837 /* TODO: This could be supported for lazy unlocking */
838 if(!(surface
->Flags
& SFLAG_INTEXTURE
)) {
839 /* It is ok at init to be nowhere */
840 if(!(surface
->Flags
& SFLAG_INSYSMEM
)) {
841 ERR("Blitting surfaces from sysmem not supported yet\n");
846 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_BLIT
);
849 if(surface
->glDescription
.target
== GL_TEXTURE_2D
) {
850 glBindTexture(GL_TEXTURE_2D
, surface
->glDescription
.textureName
);
851 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
853 coords
[0].x
= 0; coords
[0].y
= 0; coords
[0].z
= 0;
854 coords
[1].x
= 0; coords
[1].y
= 1; coords
[1].z
= 0;
855 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= 0;
856 coords
[3].x
= 1; coords
[3].y
= 0; coords
[3].z
= 0;
860 /* Must be a cube map */
861 glDisable(GL_TEXTURE_2D
);
862 checkGLcall("glDisable(GL_TEXTURE_2D)");
863 glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
864 checkGLcall("glEnable(surface->glDescription.target)");
865 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, surface
->glDescription
.textureName
);
866 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
868 switch(surface
->glDescription
.target
) {
869 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
870 coords
[0].x
= 1; coords
[0].y
= -1; coords
[0].z
= 1;
871 coords
[1].x
= 1; coords
[1].y
= 1; coords
[1].z
= 1;
872 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= -1;
873 coords
[3].x
= 1; coords
[3].y
= -1; coords
[3].z
= -1;
876 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
877 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
878 coords
[1].x
= -1; coords
[1].y
= 1; coords
[1].z
= 1;
879 coords
[2].x
= -1; coords
[2].y
= 1; coords
[2].z
= -1;
880 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
883 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
884 coords
[0].x
= -1; coords
[0].y
= 1; coords
[0].z
= 1;
885 coords
[1].x
= 1; coords
[1].y
= 1; coords
[1].z
= 1;
886 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= -1;
887 coords
[3].x
= -1; coords
[3].y
= 1; coords
[3].z
= -1;
890 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
891 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
892 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= 1;
893 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= -1;
894 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
897 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
898 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
899 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= 1;
900 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= 1;
901 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= 1;
904 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
905 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= -1;
906 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= -1;
907 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= -1;
908 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
911 ERR("Unexpected texture target\n");
919 if(This
->render_offscreen
) {
920 coords
[0].y
= coords
[0].y
== 1 ? low_coord
: 1;
921 coords
[1].y
= coords
[1].y
== 1 ? low_coord
: 1;
922 coords
[2].y
= coords
[2].y
== 1 ? low_coord
: 1;
923 coords
[3].y
= coords
[3].y
== 1 ? low_coord
: 1;
927 glTexCoord3iv((GLint
*) &coords
[0]);
930 glTexCoord3iv((GLint
*) &coords
[1]);
931 glVertex2i(0, surface
->pow2Height
);
933 glTexCoord3iv((GLint
*) &coords
[2]);
934 glVertex2i(surface
->pow2Width
, surface
->pow2Height
);
936 glTexCoord3iv((GLint
*) &coords
[3]);
937 glVertex2i(surface
->pow2Width
, 0);
939 checkGLcall("glEnd");
941 if(surface
->glDescription
.target
!= GL_TEXTURE_2D
) {
942 glEnable(GL_TEXTURE_2D
);
943 checkGLcall("glEnable(GL_TEXTURE_2D)");
944 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
945 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
950 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
952 IWineD3DVertexBufferImpl
*vb
;
954 if(s
->u
.s
.position
.VBO
) {
955 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
956 s
->u
.s
.position
.VBO
= 0;
957 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
959 if(s
->u
.s
.blendWeights
.VBO
) {
960 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
961 s
->u
.s
.blendWeights
.VBO
= 0;
962 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
964 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
965 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
966 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
967 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
969 if(s
->u
.s
.normal
.VBO
) {
970 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
971 s
->u
.s
.normal
.VBO
= 0;
972 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
974 if(s
->u
.s
.pSize
.VBO
) {
975 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
976 s
->u
.s
.pSize
.VBO
= 0;
977 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
979 if(s
->u
.s
.diffuse
.VBO
) {
980 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
981 s
->u
.s
.diffuse
.VBO
= 0;
982 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
984 if(s
->u
.s
.specular
.VBO
) {
985 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
986 s
->u
.s
.specular
.VBO
= 0;
987 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
989 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
990 if(s
->u
.s
.texCoords
[i
].VBO
) {
991 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
992 s
->u
.s
.texCoords
[i
].VBO
= 0;
993 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
996 if(s
->u
.s
.position2
.VBO
) {
997 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
998 s
->u
.s
.position2
.VBO
= 0;
999 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1001 if(s
->u
.s
.normal2
.VBO
) {
1002 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
1003 s
->u
.s
.normal2
.VBO
= 0;
1004 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1006 if(s
->u
.s
.tangent
.VBO
) {
1007 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
1008 s
->u
.s
.tangent
.VBO
= 0;
1009 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1011 if(s
->u
.s
.binormal
.VBO
) {
1012 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
1013 s
->u
.s
.binormal
.VBO
= 0;
1014 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1016 if(s
->u
.s
.tessFactor
.VBO
) {
1017 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
1018 s
->u
.s
.tessFactor
.VBO
= 0;
1019 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1021 if(s
->u
.s
.fog
.VBO
) {
1022 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
1024 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1026 if(s
->u
.s
.depth
.VBO
) {
1027 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
1028 s
->u
.s
.depth
.VBO
= 0;
1029 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1031 if(s
->u
.s
.sample
.VBO
) {
1032 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
1033 s
->u
.s
.sample
.VBO
= 0;
1034 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1038 /* Routine common to the draw primitive and draw indexed primitive routines */
1039 void drawPrimitive(IWineD3DDevice
*iface
,
1043 long StartVertexIndex
,
1044 UINT numberOfVertices
,
1047 const void *idxData
,
1050 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1051 IWineD3DSwapChain
*swapchain
;
1052 IWineD3DBaseTexture
*texture
= NULL
;
1053 IWineD3DSurfaceImpl
*target
;
1056 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1057 This
->isInDraw
= TRUE
;
1059 /* Invalidate the back buffer memory so LockRect will read it the next time */
1060 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
1061 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
1063 /* TODO: Only do all that if we're going to change anything
1064 * Texture container dirtification does not work quite right yet
1066 if(target
/*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1071 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1073 /* Need the surface in the drawable! */
1074 if(!(target
->Flags
& SFLAG_INDRAWABLE
) && (swapchain
|| wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)) {
1075 blt_to_drawable(This
, target
);
1079 /* Onscreen target. Invalidate system memory copy and texture copy */
1080 target
->Flags
&= ~(SFLAG_INSYSMEM
| SFLAG_INTEXTURE
);
1081 target
->Flags
|= SFLAG_INDRAWABLE
;
1082 IWineD3DSwapChain_Release(swapchain
);
1083 } else if(wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1084 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1085 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DBaseTexture
, (void **)&texture
);
1088 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
1089 IWineD3DTexture_Release(texture
);
1092 target
->Flags
&= ~(SFLAG_INSYSMEM
| SFLAG_INTEXTURE
);
1093 target
->Flags
|= SFLAG_INDRAWABLE
;
1095 /* FBO offscreen target. Invalidate system memory copy */
1096 target
->Flags
&= ~SFLAG_INSYSMEM
;
1099 /* Must be an fbo render target */
1100 target
->Flags
&= ~SFLAG_INSYSMEM
;
1101 target
->Flags
|= SFLAG_INTEXTURE
;
1106 /* Ok, we will be updating the screen from here onwards so grab the lock */
1108 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1110 apply_fbo_state(iface
);
1114 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
1117 if (This
->depth_copy_state
== WINED3D_DCS_COPY
) {
1120 This
->depth_copy_state
= WINED3D_DCS_INITIAL
;
1124 BOOL emulation
= FALSE
;
1125 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
1126 WineDirect3DVertexStridedData stridedlcl
;
1127 /* Ok, Work out which primitive is requested and how many vertexes that
1129 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
1130 if (numberOfVertices
== 0 )
1131 numberOfVertices
= calculatedNumberOfindices
;
1134 if(!This
->strided_streams
.u
.s
.position_transformed
&& This
->activeContext
->num_untracked_materials
&&
1135 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
1136 FIXME("Using software emulation because not all material properties could be tracked\n");
1139 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
1140 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1141 * to a float in the vertex buffer
1143 FIXME("Using software emulation because manual fog coordinates are provided\n");
1148 strided
= &stridedlcl
;
1149 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
1150 remove_vbos(This
, &stridedlcl
);
1154 if (This
->useDrawStridedSlow
|| emulation
) {
1155 /* Immediate mode drawing */
1156 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
1157 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1158 } else if(This
->instancedDraw
) {
1159 /* Instancing emulation with mixing immediate mode and arrays */
1160 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1161 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1163 /* Simple array draw call */
1164 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1165 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1169 /* Finshed updating the screen, restore lock */
1171 TRACE("Done all gl drawing\n");
1174 #ifdef SHOW_FRAME_MAKEUP
1176 static long int primCounter
= 0;
1177 /* NOTE: set primCounter to the value reported by drawprim
1178 before you want to to write frame makeup to /tmp */
1179 if (primCounter
>= 0) {
1180 WINED3DLOCKED_RECT r
;
1182 IWineD3DSurface_LockRect(This
->renderTarget
, &r
, NULL
, WINED3DLOCK_READONLY
);
1183 sprintf(buffer
, "/tmp/backbuffer_%d.tga", primCounter
);
1184 TRACE("Saving screenshot %s\n", buffer
);
1185 IWineD3DSurface_SaveSnapshot(This
->renderTarget
, buffer
);
1186 IWineD3DSurface_UnlockRect(This
->renderTarget
);
1188 #ifdef SHOW_TEXTURE_MAKEUP
1190 IWineD3DSurface
*pSur
;
1192 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1193 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1194 sprintf(buffer
, "/tmp/texture_%p_%d_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1195 TRACE("Saving texture %s\n", buffer
);
1196 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1197 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1198 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1199 IWineD3DSurface_Release(pSur
);
1201 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1208 TRACE("drawprim #%d\n", primCounter
);
1213 /* Control goes back to the device, stateblock values may change again */
1214 This
->isInDraw
= FALSE
;
1217 static void normalize_normal(float *n
) {
1218 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1219 if(length
== 0.0) return;
1220 length
= sqrt(length
);
1221 n
[0] = n
[0] / length
;
1222 n
[1] = n
[1] / length
;
1223 n
[2] = n
[2] / length
;
1226 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1228 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1229 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1230 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1231 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1234 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1235 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1236 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1237 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1238 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1240 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1241 * resulting colors back to the normals.
1243 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1244 * does not restore it because normally a draw follows immediately afterwards. The caller is
1245 * responsible of taking care that either the gl states are restored, or the context activated
1246 * for drawing to reset the lastWasBlit flag.
1248 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1249 struct WineD3DRectPatch
*patch
) {
1250 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1251 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1252 WineDirect3DVertexStridedData strided
;
1254 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1256 GLenum feedback_type
;
1257 GLfloat
*feedbuffer
;
1259 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1262 memset(&strided
, 0, sizeof(strided
));
1263 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1264 if(strided
.u
.s
.position
.VBO
) {
1265 IWineD3DVertexBufferImpl
*vb
;
1266 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1267 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1268 (unsigned long) vb
->resource
.allocatedMemory
);
1270 vtxStride
= strided
.u
.s
.position
.dwStride
;
1271 data
= strided
.u
.s
.position
.lpData
+
1272 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1273 vtxStride
* info
->StartVertexOffsetWidth
;
1275 /* Not entirely sure about what happens with transformed vertices */
1276 if(strided
.u
.s
.position_transformed
) {
1277 FIXME("Transformed position in rectpatch generation\n");
1279 if(vtxStride
% sizeof(GLfloat
)) {
1280 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1281 * I don't see how the stride could not be a multiple of 4, but make sure
1284 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1286 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1287 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1289 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1290 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1293 /* First, get the boundary cube of the input data */
1294 for(j
= 0; j
< info
->Height
; j
++) {
1295 for(i
= 0; i
< info
->Width
; i
++) {
1296 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1297 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1298 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1299 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1300 if(v
[2] < neg_z
) neg_z
= v
[2];
1304 /* This needs some improvements in the vertex decl code */
1305 FIXME("Cannot find data to generate. Only generating position and normals\n");
1306 patch
->has_normals
= TRUE
;
1307 patch
->has_texcoords
= FALSE
;
1309 /* Simply activate the context for blitting. This disables all the things we don't want and
1310 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1311 * patch (as opposed to normal draws) will most likely need different changes anyway
1313 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1316 glMatrixMode(GL_PROJECTION
);
1317 checkGLcall("glMatrixMode(GL_PROJECTION)");
1319 checkGLcall("glLoadIndentity()");
1320 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1321 glTranslatef(0, 0, 0.5);
1322 checkGLcall("glScalef");
1323 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1324 checkGLcall("glViewport");
1326 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1327 * our feedback buffer parser
1329 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1330 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1331 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1332 if(patch
->has_normals
) {
1333 float black
[4] = {0, 0, 0, 0};
1334 float red
[4] = {1, 0, 0, 0};
1335 float green
[4] = {0, 1, 0, 0};
1336 float blue
[4] = {0, 0, 1, 0};
1337 float white
[4] = {1, 1, 1, 1};
1338 glEnable(GL_LIGHTING
);
1339 checkGLcall("glEnable(GL_LIGHTING)");
1340 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1341 checkGLcall("glLightModel for MODEL_AMBIENT");
1342 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1344 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1345 glDisable(GL_LIGHT0
+ i
);
1346 checkGLcall("glDisable(GL_LIGHT0 + i)");
1347 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1350 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1351 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1352 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1353 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1354 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1355 glEnable(GL_LIGHT0
);
1356 checkGLcall("Setting up light 1\n");
1357 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1358 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1359 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1360 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1361 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1362 glEnable(GL_LIGHT1
);
1363 checkGLcall("Setting up light 2\n");
1364 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1365 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1366 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1367 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1368 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1369 glEnable(GL_LIGHT2
);
1370 checkGLcall("Setting up light 3\n");
1372 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1373 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1374 glDisable(GL_COLOR_MATERIAL
);
1375 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1376 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1377 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1378 checkGLcall("Setting up materials\n");
1381 /* Enable the needed maps.
1382 * GL_MAP2_VERTEX_3 is needed for positional data.
1383 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1384 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1386 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1387 out_vertex_size
= 3 /* position */;
1388 d3d_out_vertex_size
= 3;
1389 glEnable(GL_MAP2_VERTEX_3
);
1390 if(patch
->has_normals
&& patch
->has_texcoords
) {
1391 FIXME("Texcoords not handled yet\n");
1392 feedback_type
= GL_3D_COLOR_TEXTURE
;
1393 out_vertex_size
+= 8;
1394 d3d_out_vertex_size
+= 7;
1395 glEnable(GL_AUTO_NORMAL
);
1396 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1397 } else if(patch
->has_texcoords
) {
1398 FIXME("Texcoords not handled yet\n");
1399 feedback_type
= GL_3D_COLOR_TEXTURE
;
1400 out_vertex_size
+= 7;
1401 d3d_out_vertex_size
+= 4;
1402 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1403 } else if(patch
->has_normals
) {
1404 feedback_type
= GL_3D_COLOR
;
1405 out_vertex_size
+= 4;
1406 d3d_out_vertex_size
+= 3;
1407 glEnable(GL_AUTO_NORMAL
);
1409 feedback_type
= GL_3D
;
1411 checkGLcall("glEnable vertex attrib generation");
1413 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1414 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1415 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1417 glMap2f(GL_MAP2_VERTEX_3
,
1418 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1419 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1421 checkGLcall("glMap2f");
1422 if(patch
->has_texcoords
) {
1423 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1424 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1425 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1427 checkGLcall("glMap2f");
1429 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1430 checkGLcall("glMapGrid2f");
1432 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1433 checkGLcall("glFeedbackBuffer");
1434 glRenderMode(GL_FEEDBACK
);
1436 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1437 checkGLcall("glEvalMesh2\n");
1439 i
= glRenderMode(GL_RENDER
);
1441 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1443 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1444 return WINED3DERR_DRIVERINTERNALERROR
;
1445 } else if(i
!= buffer_size
) {
1446 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1448 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1449 return WINED3DERR_DRIVERINTERNALERROR
;
1451 TRACE("Got %d elements as expected\n", i
);
1454 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1455 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1457 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1458 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1459 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1462 if(feedbuffer
[j
+ 1] != 3) {
1463 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1466 /* Somehow there are different ideas about back / front facing, so fix up the
1469 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1470 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1471 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1472 if(patch
->has_normals
) {
1473 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1474 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1475 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1477 i
+= d3d_out_vertex_size
;
1479 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1480 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1481 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1482 if(patch
->has_normals
) {
1483 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1484 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1485 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1487 i
+= d3d_out_vertex_size
;
1489 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1490 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1491 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1492 if(patch
->has_normals
) {
1493 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1494 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1495 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1497 i
+= d3d_out_vertex_size
;
1500 if(patch
->has_normals
) {
1501 /* Now do the same with reverse light directions */
1502 float x
[4] = {-1, 0, 0, 0};
1503 float y
[4] = { 0, -1, 0, 0};
1504 float z
[4] = { 0, 0, -1, 0};
1505 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1506 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1507 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1508 checkGLcall("Setting up reverse light directions\n");
1510 glRenderMode(GL_FEEDBACK
);
1511 checkGLcall("glRenderMode(GL_FEEDBACK)");
1512 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1513 checkGLcall("glEvalMesh2\n");
1514 i
= glRenderMode(GL_RENDER
);
1515 checkGLcall("glRenderMode(GL_RENDER)");
1518 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1519 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1520 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1523 if(feedbuffer
[j
+ 1] != 3) {
1524 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1527 if(patch
->mem
[i
+ 3] == 0.0)
1528 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1529 if(patch
->mem
[i
+ 4] == 0.0)
1530 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1531 if(patch
->mem
[i
+ 5] == 0.0)
1532 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1533 normalize_normal(patch
->mem
+ i
+ 3);
1534 i
+= d3d_out_vertex_size
;
1536 if(patch
->mem
[i
+ 3] == 0.0)
1537 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1538 if(patch
->mem
[i
+ 4] == 0.0)
1539 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1540 if(patch
->mem
[i
+ 5] == 0.0)
1541 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1542 normalize_normal(patch
->mem
+ i
+ 3);
1543 i
+= d3d_out_vertex_size
;
1545 if(patch
->mem
[i
+ 3] == 0.0)
1546 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1547 if(patch
->mem
[i
+ 4] == 0.0)
1548 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1549 if(patch
->mem
[i
+ 5] == 0.0)
1550 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1551 normalize_normal(patch
->mem
+ i
+ 3);
1552 i
+= d3d_out_vertex_size
;
1556 glDisable(GL_MAP2_VERTEX_3
);
1557 glDisable(GL_AUTO_NORMAL
);
1558 glDisable(GL_MAP2_NORMAL
);
1559 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1560 checkGLcall("glDisable vertex attrib generation");
1563 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1565 vtxStride
= 3 * sizeof(float);
1566 if(patch
->has_normals
) {
1567 vtxStride
+= 3 * sizeof(float);
1569 if(patch
->has_texcoords
) {
1570 vtxStride
+= 4 * sizeof(float);
1572 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1573 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1574 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1575 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1576 patch
->strided
.u
.s
.position
.streamNo
= 255;
1578 if(patch
->has_normals
) {
1579 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1580 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1581 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1582 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1584 if(patch
->has_texcoords
) {
1585 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1586 if(patch
->has_normals
) {
1587 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1589 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1590 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1591 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1592 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1595 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;