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
;
305 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
306 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
308 TRACE("Using slow vertex array code\n");
310 /* Variable Initialization */
312 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
313 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
314 * idxData will be != NULL
316 if(idxData
== NULL
) {
317 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
320 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
321 else pIdxBufL
= (const DWORD
*) idxData
;
324 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
325 * to the strided Data in the device and might be needed intact on the next draw
327 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
328 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
329 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
331 texCoords
[textureNo
] = NULL
;
334 if(sd
->u
.s
.diffuse
.lpData
) {
335 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
337 if(sd
->u
.s
.specular
.lpData
) {
338 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
340 if(sd
->u
.s
.normal
.lpData
) {
341 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
343 if(sd
->u
.s
.position
.lpData
) {
344 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
347 /* Start drawing in GL */
348 VTRACE(("glBegin(%x)\n", glPrimType
));
351 /* Default settings for data that is not passed */
352 if (sd
->u
.s
.normal
.lpData
== NULL
) {
355 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
356 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
358 if(sd
->u
.s
.specular
.lpData
== NULL
) {
359 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
360 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
364 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
365 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
368 /* For each primitive */
369 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
371 /* Initialize diffuse color */
372 diffuseColor
= 0xFFFFFFFF;
374 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
375 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
378 /* For indexed data, we need to go a few more strides in */
379 if (idxData
!= NULL
) {
381 /* Indexed so work out the number of strides to skip */
383 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
384 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
386 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
387 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
391 /* Texture coords --------------------------- */
392 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
394 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
395 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
399 /* Query tex coords */
400 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
402 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
403 float *ptrToCoords
= NULL
;
404 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
407 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
409 } else if (coordIdx
< 0) {
410 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
414 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
415 if (texCoords
[coordIdx
] == NULL
) {
416 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
417 glTexCoord4f(0, 0, 0, 1);
420 int texture_idx
= This
->texUnitMap
[textureNo
];
421 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
423 if (texture_idx
== -1) continue;
425 /* The coords to supply depend completely on the fvf / vertex shader */
426 switch (coordsToUse
) {
427 case 4: q
= ptrToCoords
[3]; /* drop through */
428 case 3: r
= ptrToCoords
[2]; /* drop through */
429 case 2: t
= ptrToCoords
[1]; /* drop through */
430 case 1: s
= ptrToCoords
[0];
433 switch (coordsToUse
) { /* Supply the provided texture coords */
434 case WINED3DTTFF_COUNT1
:
435 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
436 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
437 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
));
442 case WINED3DTTFF_COUNT2
:
443 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
444 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
445 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
));
450 case WINED3DTTFF_COUNT3
:
451 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
452 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
453 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
));
455 glTexCoord3f(s
, t
, r
);
458 case WINED3DTTFF_COUNT4
:
459 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
460 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
461 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
, q
));
463 glTexCoord4f(s
, t
, r
, q
);
467 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
471 } /* End of textures */
473 /* Diffuse -------------------------------- */
475 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
476 diffuseColor
= ptrToCoords
[0];
477 VTRACE(("diffuseColor=%lx\n", diffuseColor
));
479 glColor4ub(D3DCOLOR_B_R(diffuseColor
),
480 D3DCOLOR_B_G(diffuseColor
),
481 D3DCOLOR_B_B(diffuseColor
),
482 D3DCOLOR_B_A(diffuseColor
));
483 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
484 D3DCOLOR_B_R(diffuseColor
),
485 D3DCOLOR_B_G(diffuseColor
),
486 D3DCOLOR_B_B(diffuseColor
),
487 D3DCOLOR_B_A(diffuseColor
)));
489 if(This
->activeContext
->num_untracked_materials
) {
492 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
493 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
494 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
495 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
497 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
498 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
503 /* Specular ------------------------------- */
505 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
506 specularColor
= ptrToCoords
[0];
507 VTRACE(("specularColor=%lx\n", specularColor
));
509 /* special case where the fog density is stored in the specular alpha channel */
510 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
511 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
512 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
513 if(GL_SUPPORT(EXT_FOG_COORD
)) {
514 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
516 static BOOL warned
= FALSE
;
518 /* TODO: Use the fog table code from old ddraw */
519 FIXME("Implement fog for transformed vertices in software\n");
525 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
526 D3DCOLOR_B_R(specularColor
),
527 D3DCOLOR_B_G(specularColor
),
528 D3DCOLOR_B_B(specularColor
)));
529 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
530 GL_EXTCALL(glSecondaryColor3ubEXT
)(
531 D3DCOLOR_B_R(specularColor
),
532 D3DCOLOR_B_G(specularColor
),
533 D3DCOLOR_B_B(specularColor
));
535 /* Do not worry if specular colour missing and disable request */
536 VTRACE(("Specular color extensions not supplied\n"));
540 /* Normal -------------------------------- */
541 if (normal
!= NULL
) {
542 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
544 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords
[0], ptrToCoords
[1], ptrToCoords
[2]));
545 glNormal3f(ptrToCoords
[0], ptrToCoords
[1], ptrToCoords
[2]);
548 /* Position -------------------------------- */
550 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
555 VTRACE(("x,y,z=%f,%f,%f\n", x
,y
,z
));
557 /* RHW follows, only if transformed, ie 4 floats were provided */
558 if (sd
->u
.s
.position_transformed
) {
559 rhw
= ptrToCoords
[3];
560 VTRACE(("rhw=%f\n", rhw
));
563 if (1.0f
== rhw
|| ((rhw
< eps
) && (rhw
> -eps
))) {
564 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x
,y
,z
));
567 GLfloat w
= 1.0 / rhw
;
568 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x
,y
,z
,rhw
));
569 glVertex4f(x
*w
, y
*w
, z
*w
, w
);
573 /* For non indexed mode, step onto next parts */
574 if (idxData
== NULL
) {
580 checkGLcall("glEnd and previous calls");
583 static void depth_blt(IWineD3DDevice
*iface
, GLuint texture
) {
584 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
585 GLint old_binding
= 0;
587 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
);
589 glDisable(GL_CULL_FACE
);
591 glDisable(GL_ALPHA_TEST
);
592 glDisable(GL_SCISSOR_TEST
);
593 glDisable(GL_STENCIL_TEST
);
594 glEnable(GL_DEPTH_TEST
);
595 glDepthFunc(GL_ALWAYS
);
596 glBlendFunc(GL_ZERO
, GL_ONE
);
598 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
599 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
600 glBindTexture(GL_TEXTURE_2D
, texture
);
601 glEnable(GL_TEXTURE_2D
);
603 This
->shader_backend
->shader_select_depth_blt(iface
);
605 glBegin(GL_TRIANGLE_STRIP
);
606 glVertex2f(-1.0f
, -1.0f
);
607 glVertex2f(1.0f
, -1.0f
);
608 glVertex2f(-1.0f
, 1.0f
);
609 glVertex2f(1.0f
, 1.0f
);
612 glBindTexture(GL_TEXTURE_2D
, old_binding
);
616 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
617 * and this seems easier and more efficient than providing the shader backend with a private
618 * storage to read and restore the old shader settings
620 This
->shader_backend
->shader_select(iface
, use_ps(This
), use_vs(This
));
623 static void depth_copy(IWineD3DDevice
*iface
) {
624 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
625 IWineD3DSurfaceImpl
*depth_stencil
= (IWineD3DSurfaceImpl
*)This
->depthStencilBuffer
;
627 /* Only copy the depth buffer if there is one. */
628 if (!depth_stencil
) return;
630 /* TODO: Make this work for modes other than FBO */
631 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
633 if (depth_stencil
->current_renderbuffer
) {
634 FIXME("Not supported with fixed up depth stencil\n");
638 if (This
->render_offscreen
) {
639 static GLuint tmp_texture
= 0;
640 GLint old_binding
= 0;
642 TRACE("Copying onscreen depth buffer to offscreen surface\n");
645 glGenTextures(1, &tmp_texture
);
648 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
649 * directly on the FBO texture. That's because we need to flip. */
650 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
651 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
652 glBindTexture(GL_TEXTURE_2D
, tmp_texture
);
653 glCopyTexImage2D(depth_stencil
->glDescription
.target
,
654 depth_stencil
->glDescription
.level
,
655 depth_stencil
->glDescription
.glFormatInternal
,
658 depth_stencil
->currentDesc
.Width
,
659 depth_stencil
->currentDesc
.Height
,
661 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
662 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
663 glTexParameteri(GL_TEXTURE_2D
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
664 glBindTexture(GL_TEXTURE_2D
, old_binding
);
666 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, This
->fbo
));
667 checkGLcall("glBindFramebuffer()");
668 depth_blt(iface
, tmp_texture
);
669 checkGLcall("depth_blt");
671 TRACE("Copying offscreen surface to onscreen depth buffer\n");
673 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
674 checkGLcall("glBindFramebuffer()");
675 depth_blt(iface
, depth_stencil
->glDescription
.textureName
);
676 checkGLcall("depth_blt");
680 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
681 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
682 ULONG startIdx
, ULONG startVertex
) {
683 UINT numInstances
= 0;
684 int numInstancedAttribs
= 0, i
, j
;
685 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
686 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
687 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
690 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
691 * We don't support this for now
693 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
694 * But the StreamSourceFreq value has a different meaning in that situation.
696 FIXME("Non-indexed instanced drawing is not supported\n");
700 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
701 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
703 /* First, figure out how many instances we have to draw */
704 for(i
= 0; i
< MAX_STREAMS
; i
++) {
705 /* Look at all non-instanced streams */
706 if(!(stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) &&
707 stateblock
->streamSource
[i
]) {
708 int inst
= stateblock
->streamFreq
[i
];
710 if(numInstances
&& inst
!= numInstances
) {
711 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances
, inst
);
717 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
718 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
719 instancedData
[numInstancedAttribs
] = i
;
720 numInstancedAttribs
++;
724 /* now draw numInstances instances :-) */
725 for(i
= 0; i
< numInstances
; i
++) {
726 /* Specify the instanced attributes using immediate mode calls */
727 for(j
= 0; j
< numInstancedAttribs
; j
++) {
728 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
729 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
730 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
731 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
732 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
733 ptr
+= (long) vb
->resource
.allocatedMemory
;
736 switch(sd
->u
.input
[instancedData
[j
]].dwType
) {
737 case WINED3DDECLTYPE_FLOAT1
:
738 GL_EXTCALL(glVertexAttrib1fvARB(instancedData
[j
], (float *) ptr
));
740 case WINED3DDECLTYPE_FLOAT2
:
741 GL_EXTCALL(glVertexAttrib2fvARB(instancedData
[j
], (float *) ptr
));
743 case WINED3DDECLTYPE_FLOAT3
:
744 GL_EXTCALL(glVertexAttrib3fvARB(instancedData
[j
], (float *) ptr
));
746 case WINED3DDECLTYPE_FLOAT4
:
747 GL_EXTCALL(glVertexAttrib4fvARB(instancedData
[j
], (float *) ptr
));
750 case WINED3DDECLTYPE_UBYTE4
:
751 GL_EXTCALL(glVertexAttrib4ubvARB(instancedData
[j
], ptr
));
753 case WINED3DDECLTYPE_UBYTE4N
:
754 case WINED3DDECLTYPE_D3DCOLOR
:
755 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData
[j
], ptr
));
758 case WINED3DDECLTYPE_SHORT2
:
759 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
761 case WINED3DDECLTYPE_SHORT4
:
762 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
765 case WINED3DDECLTYPE_SHORT2N
:
767 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
768 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], s
));
771 case WINED3DDECLTYPE_USHORT2N
:
773 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
774 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], s
));
777 case WINED3DDECLTYPE_SHORT4N
:
778 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], (GLshort
*) ptr
));
780 case WINED3DDECLTYPE_USHORT4N
:
781 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], (GLushort
*) ptr
));
784 case WINED3DDECLTYPE_UDEC3
:
785 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
786 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
788 case WINED3DDECLTYPE_DEC3N
:
789 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
790 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
793 case WINED3DDECLTYPE_FLOAT16_2
:
794 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
795 * byte float according to the IEEE standard
797 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
798 GL_EXTCALL(glVertexAttrib2hvNV(instancedData
[j
], (GLhalfNV
*)ptr
));
800 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
803 case WINED3DDECLTYPE_FLOAT16_4
:
804 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
805 GL_EXTCALL(glVertexAttrib4hvNV(instancedData
[j
], (GLhalfNV
*)ptr
));
807 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
811 case WINED3DDECLTYPE_UNUSED
:
813 ERR("Unexpected declaration in instanced attributes\n");
818 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
819 (const char *)idxData
+(idxSize
* startIdx
));
820 checkGLcall("glDrawElements");
828 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
) {
829 struct coords coords
[4];
832 /* TODO: This could be supported for lazy unlocking */
833 if(!(surface
->Flags
& SFLAG_INTEXTURE
)) {
834 /* It is ok at init to be nowhere */
835 if(!(surface
->Flags
& SFLAG_INSYSMEM
)) {
836 ERR("Blitting surfaces from sysmem not supported yet\n");
841 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_BLIT
);
844 if(surface
->glDescription
.target
== GL_TEXTURE_2D
) {
845 glBindTexture(GL_TEXTURE_2D
, surface
->glDescription
.textureName
);
846 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
848 coords
[0].x
= 0; coords
[0].y
= 0; coords
[0].z
= 0;
849 coords
[1].x
= 0; coords
[1].y
= 1; coords
[1].z
= 0;
850 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= 0;
851 coords
[3].x
= 1; coords
[3].y
= 0; coords
[3].z
= 0;
855 /* Must be a cube map */
856 glDisable(GL_TEXTURE_2D
);
857 checkGLcall("glDisable(GL_TEXTURE_2D)");
858 glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
859 checkGLcall("glEnable(surface->glDescription.target)");
860 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, surface
->glDescription
.textureName
);
861 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
863 switch(surface
->glDescription
.target
) {
864 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
865 coords
[0].x
= 1; coords
[0].y
= -1; coords
[0].z
= 1;
866 coords
[1].x
= 1; coords
[1].y
= 1; coords
[1].z
= 1;
867 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= -1;
868 coords
[3].x
= 1; coords
[3].y
= -1; coords
[3].z
= -1;
871 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
872 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
873 coords
[1].x
= -1; coords
[1].y
= 1; coords
[1].z
= 1;
874 coords
[2].x
= -1; coords
[2].y
= 1; coords
[2].z
= -1;
875 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
878 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
879 coords
[0].x
= -1; coords
[0].y
= 1; coords
[0].z
= 1;
880 coords
[1].x
= 1; coords
[1].y
= 1; coords
[1].z
= 1;
881 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= -1;
882 coords
[3].x
= -1; coords
[3].y
= 1; coords
[3].z
= -1;
885 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
886 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
887 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= 1;
888 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= -1;
889 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
892 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
893 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
894 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= 1;
895 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= 1;
896 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= 1;
899 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
900 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= -1;
901 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= -1;
902 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= -1;
903 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
906 ERR("Unexpected texture target\n");
914 if(This
->render_offscreen
) {
915 coords
[0].y
= coords
[0].y
== 1 ? low_coord
: 1;
916 coords
[1].y
= coords
[1].y
== 1 ? low_coord
: 1;
917 coords
[2].y
= coords
[2].y
== 1 ? low_coord
: 1;
918 coords
[3].y
= coords
[3].y
== 1 ? low_coord
: 1;
922 glTexCoord3iv((GLint
*) &coords
[0]);
925 glTexCoord3iv((GLint
*) &coords
[1]);
926 glVertex2i(0, surface
->pow2Height
);
928 glTexCoord3iv((GLint
*) &coords
[2]);
929 glVertex2i(surface
->pow2Width
, surface
->pow2Height
);
931 glTexCoord3iv((GLint
*) &coords
[3]);
932 glVertex2i(surface
->pow2Width
, 0);
934 checkGLcall("glEnd");
936 if(surface
->glDescription
.target
!= GL_TEXTURE_2D
) {
937 glEnable(GL_TEXTURE_2D
);
938 checkGLcall("glEnable(GL_TEXTURE_2D)");
939 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
940 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
945 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
947 IWineD3DVertexBufferImpl
*vb
;
949 if(s
->u
.s
.position
.VBO
) {
950 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
951 s
->u
.s
.position
.VBO
= 0;
952 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
954 if(s
->u
.s
.blendWeights
.VBO
) {
955 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
956 s
->u
.s
.blendWeights
.VBO
= 0;
957 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
959 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
960 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
961 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
962 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
964 if(s
->u
.s
.normal
.VBO
) {
965 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
966 s
->u
.s
.normal
.VBO
= 0;
967 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
969 if(s
->u
.s
.pSize
.VBO
) {
970 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
971 s
->u
.s
.pSize
.VBO
= 0;
972 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
974 if(s
->u
.s
.diffuse
.VBO
) {
975 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
976 s
->u
.s
.diffuse
.VBO
= 0;
977 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
979 if(s
->u
.s
.specular
.VBO
) {
980 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
981 s
->u
.s
.specular
.VBO
= 0;
982 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
984 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
985 if(s
->u
.s
.texCoords
[i
].VBO
) {
986 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
987 s
->u
.s
.texCoords
[i
].VBO
= 0;
988 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
991 if(s
->u
.s
.position2
.VBO
) {
992 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
993 s
->u
.s
.position2
.VBO
= 0;
994 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
996 if(s
->u
.s
.normal2
.VBO
) {
997 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
998 s
->u
.s
.normal2
.VBO
= 0;
999 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1001 if(s
->u
.s
.tangent
.VBO
) {
1002 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
1003 s
->u
.s
.tangent
.VBO
= 0;
1004 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1006 if(s
->u
.s
.binormal
.VBO
) {
1007 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
1008 s
->u
.s
.binormal
.VBO
= 0;
1009 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1011 if(s
->u
.s
.tessFactor
.VBO
) {
1012 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
1013 s
->u
.s
.tessFactor
.VBO
= 0;
1014 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1016 if(s
->u
.s
.fog
.VBO
) {
1017 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
1019 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1021 if(s
->u
.s
.depth
.VBO
) {
1022 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
1023 s
->u
.s
.depth
.VBO
= 0;
1024 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1026 if(s
->u
.s
.sample
.VBO
) {
1027 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
1028 s
->u
.s
.sample
.VBO
= 0;
1029 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
1033 /* Routine common to the draw primitive and draw indexed primitive routines */
1034 void drawPrimitive(IWineD3DDevice
*iface
,
1038 long StartVertexIndex
,
1039 UINT numberOfVertices
,
1042 const void *idxData
,
1045 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1046 IWineD3DSwapChain
*swapchain
;
1047 IWineD3DBaseTexture
*texture
= NULL
;
1048 IWineD3DSurfaceImpl
*target
;
1051 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1052 This
->isInDraw
= TRUE
;
1054 /* Invalidate the back buffer memory so LockRect will read it the next time */
1055 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
1056 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
1058 /* TODO: Only do all that if we're going to change anything
1059 * Texture container dirtification does not work quite right yet
1061 if(target
/*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1066 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1068 /* Need the surface in the drawable! */
1069 if(!(target
->Flags
& SFLAG_INDRAWABLE
) && (swapchain
|| wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)) {
1070 blt_to_drawable(This
, target
);
1074 /* Onscreen target. Invalidate system memory copy and texture copy */
1075 target
->Flags
&= ~(SFLAG_INSYSMEM
| SFLAG_INTEXTURE
);
1076 target
->Flags
|= SFLAG_INDRAWABLE
;
1077 IWineD3DSwapChain_Release(swapchain
);
1078 } else if(wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1079 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1080 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DBaseTexture
, (void **)&texture
);
1083 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
1084 IWineD3DTexture_Release(texture
);
1087 target
->Flags
&= ~(SFLAG_INSYSMEM
| SFLAG_INTEXTURE
);
1088 target
->Flags
|= SFLAG_INDRAWABLE
;
1090 /* FBO offscreen target. Invalidate system memory copy */
1091 target
->Flags
&= ~SFLAG_INSYSMEM
;
1094 /* Must be an fbo render target */
1095 target
->Flags
&= ~SFLAG_INSYSMEM
;
1096 target
->Flags
|= SFLAG_INTEXTURE
;
1101 /* Ok, we will be updating the screen from here onwards so grab the lock */
1103 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1105 apply_fbo_state(iface
);
1109 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
1112 if (This
->depth_copy_state
== WINED3D_DCS_COPY
) {
1115 This
->depth_copy_state
= WINED3D_DCS_INITIAL
;
1119 BOOL emulation
= FALSE
;
1120 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
1121 WineDirect3DVertexStridedData stridedlcl
;
1122 /* Ok, Work out which primitive is requested and how many vertexes that
1124 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
1125 if (numberOfVertices
== 0 )
1126 numberOfVertices
= calculatedNumberOfindices
;
1129 if(!This
->strided_streams
.u
.s
.position_transformed
&& This
->activeContext
->num_untracked_materials
&&
1130 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
1131 FIXME("Using software emulation because not all material properties could be tracked\n");
1134 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
1135 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1136 * to a float in the vertex buffer
1138 FIXME("Using software emulation because manual fog coordinates are provided\n");
1143 strided
= &stridedlcl
;
1144 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
1145 remove_vbos(This
, &stridedlcl
);
1149 if (This
->useDrawStridedSlow
|| emulation
) {
1150 /* Immediate mode drawing */
1151 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
1152 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1153 } else if(This
->instancedDraw
) {
1154 /* Instancing emulation with mixing immediate mode and arrays */
1155 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1156 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1158 /* Simple array draw call */
1159 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1160 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1164 /* Finshed updating the screen, restore lock */
1166 TRACE("Done all gl drawing\n");
1169 #ifdef SHOW_FRAME_MAKEUP
1171 static long int primCounter
= 0;
1172 /* NOTE: set primCounter to the value reported by drawprim
1173 before you want to to write frame makeup to /tmp */
1174 if (primCounter
>= 0) {
1175 WINED3DLOCKED_RECT r
;
1177 IWineD3DSurface_LockRect(This
->renderTarget
, &r
, NULL
, WINED3DLOCK_READONLY
);
1178 sprintf(buffer
, "/tmp/backbuffer_%d.tga", primCounter
);
1179 TRACE("Saving screenshot %s\n", buffer
);
1180 IWineD3DSurface_SaveSnapshot(This
->renderTarget
, buffer
);
1181 IWineD3DSurface_UnlockRect(This
->renderTarget
);
1183 #ifdef SHOW_TEXTURE_MAKEUP
1185 IWineD3DSurface
*pSur
;
1187 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1188 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1189 sprintf(buffer
, "/tmp/texture_%p_%d_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1190 TRACE("Saving texture %s\n", buffer
);
1191 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1192 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1193 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1194 IWineD3DSurface_Release(pSur
);
1196 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1203 TRACE("drawprim #%d\n", primCounter
);
1208 /* Control goes back to the device, stateblock values may change again */
1209 This
->isInDraw
= FALSE
;
1212 static void normalize_normal(float *n
) {
1213 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1214 if(length
== 0.0) return;
1215 length
= sqrt(length
);
1216 n
[0] = n
[0] / length
;
1217 n
[1] = n
[1] / length
;
1218 n
[2] = n
[2] / length
;
1221 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1223 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1224 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1225 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1226 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1229 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1230 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1231 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1232 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1233 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1235 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1236 * resulting colors back to the normals.
1238 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1239 * does not restore it because normally a draw follows immediately afterwards. The caller is
1240 * responsible of taking care that either the gl states are restored, or the context activated
1241 * for drawing to reset the lastWasBlit flag.
1243 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1244 struct WineD3DRectPatch
*patch
) {
1245 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1246 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1247 WineDirect3DVertexStridedData strided
;
1249 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1251 GLenum feedback_type
;
1252 GLfloat
*feedbuffer
;
1254 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1257 memset(&strided
, 0, sizeof(strided
));
1258 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1259 if(strided
.u
.s
.position
.VBO
) {
1260 IWineD3DVertexBufferImpl
*vb
;
1261 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1262 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1263 (unsigned long) vb
->resource
.allocatedMemory
);
1265 vtxStride
= strided
.u
.s
.position
.dwStride
;
1266 data
= strided
.u
.s
.position
.lpData
+
1267 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1268 vtxStride
* info
->StartVertexOffsetWidth
;
1270 /* Not entirely sure about what happens with transformed vertices */
1271 if(strided
.u
.s
.position_transformed
) {
1272 FIXME("Transformed position in rectpatch generation\n");
1274 if(vtxStride
% sizeof(GLfloat
)) {
1275 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1276 * I don't see how the stride could not be a multiple of 4, but make sure
1279 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1281 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1282 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1284 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1285 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1288 /* First, get the boundary cube of the input data */
1289 for(j
= 0; j
< info
->Height
; j
++) {
1290 for(i
= 0; i
< info
->Width
; i
++) {
1291 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1292 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1293 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1294 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1295 if(v
[2] < neg_z
) neg_z
= v
[2];
1299 /* This needs some improvements in the vertex decl code */
1300 FIXME("Cannot find data to generate. Only generating position and normals\n");
1301 patch
->has_normals
= TRUE
;
1302 patch
->has_texcoords
= FALSE
;
1304 /* Simply activate the context for blitting. This disables all the things we don't want and
1305 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1306 * patch (as opposed to normal draws) will most likely need different changes anyway
1308 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1311 glMatrixMode(GL_PROJECTION
);
1312 checkGLcall("glMatrixMode(GL_PROJECTION)");
1314 checkGLcall("glLoadIndentity()");
1315 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1316 glTranslatef(0, 0, 0.5);
1317 checkGLcall("glScalef");
1318 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1319 checkGLcall("glViewport");
1321 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1322 * our feedback buffer parser
1324 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1325 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1326 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1327 if(patch
->has_normals
) {
1328 float black
[4] = {0, 0, 0, 0};
1329 float red
[4] = {1, 0, 0, 0};
1330 float green
[4] = {0, 1, 0, 0};
1331 float blue
[4] = {0, 0, 1, 0};
1332 float white
[4] = {1, 1, 1, 1};
1333 glEnable(GL_LIGHTING
);
1334 checkGLcall("glEnable(GL_LIGHTING)");
1335 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1336 checkGLcall("glLightModel for MODEL_AMBIENT");
1337 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1339 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1340 glDisable(GL_LIGHT0
+ i
);
1341 checkGLcall("glDisable(GL_LIGHT0 + i)");
1342 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1345 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1346 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1347 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1348 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1349 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1350 glEnable(GL_LIGHT0
);
1351 checkGLcall("Setting up light 1\n");
1352 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1353 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1354 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1355 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1356 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1357 glEnable(GL_LIGHT1
);
1358 checkGLcall("Setting up light 2\n");
1359 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1360 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1361 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1362 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1363 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1364 glEnable(GL_LIGHT2
);
1365 checkGLcall("Setting up light 3\n");
1367 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1368 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1369 glDisable(GL_COLOR_MATERIAL
);
1370 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1371 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1372 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1373 checkGLcall("Setting up materials\n");
1376 /* Enable the needed maps.
1377 * GL_MAP2_VERTEX_3 is needed for positional data.
1378 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1379 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1381 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1382 out_vertex_size
= 3 /* position */;
1383 d3d_out_vertex_size
= 3;
1384 glEnable(GL_MAP2_VERTEX_3
);
1385 if(patch
->has_normals
&& patch
->has_texcoords
) {
1386 FIXME("Texcoords not handled yet\n");
1387 feedback_type
= GL_3D_COLOR_TEXTURE
;
1388 out_vertex_size
+= 8;
1389 d3d_out_vertex_size
+= 7;
1390 glEnable(GL_AUTO_NORMAL
);
1391 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1392 } else if(patch
->has_texcoords
) {
1393 FIXME("Texcoords not handled yet\n");
1394 feedback_type
= GL_3D_COLOR_TEXTURE
;
1395 out_vertex_size
+= 7;
1396 d3d_out_vertex_size
+= 4;
1397 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1398 } else if(patch
->has_normals
) {
1399 feedback_type
= GL_3D_COLOR
;
1400 out_vertex_size
+= 4;
1401 d3d_out_vertex_size
+= 3;
1402 glEnable(GL_AUTO_NORMAL
);
1404 feedback_type
= GL_3D
;
1406 checkGLcall("glEnable vertex attrib generation");
1408 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1409 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1410 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1412 glMap2f(GL_MAP2_VERTEX_3
,
1413 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1414 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1416 checkGLcall("glMap2f");
1417 if(patch
->has_texcoords
) {
1418 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1419 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1420 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1422 checkGLcall("glMap2f");
1424 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1425 checkGLcall("glMapGrid2f");
1427 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1428 checkGLcall("glFeedbackBuffer");
1429 glRenderMode(GL_FEEDBACK
);
1431 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1432 checkGLcall("glEvalMesh2\n");
1434 i
= glRenderMode(GL_RENDER
);
1436 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1438 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1439 return WINED3DERR_DRIVERINTERNALERROR
;
1440 } else if(i
!= buffer_size
) {
1441 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1443 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1444 return WINED3DERR_DRIVERINTERNALERROR
;
1446 TRACE("Got %d elements as expected\n", i
);
1449 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1450 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1452 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1453 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1454 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1457 if(feedbuffer
[j
+ 1] != 3) {
1458 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1461 /* Somehow there are different ideas about back / front facing, so fix up the
1464 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1465 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1466 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1467 if(patch
->has_normals
) {
1468 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1469 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1470 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1472 i
+= d3d_out_vertex_size
;
1474 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1475 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1476 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1477 if(patch
->has_normals
) {
1478 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1479 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1480 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1482 i
+= d3d_out_vertex_size
;
1484 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1485 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1486 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1487 if(patch
->has_normals
) {
1488 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1489 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1490 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1492 i
+= d3d_out_vertex_size
;
1495 if(patch
->has_normals
) {
1496 /* Now do the same with reverse light directions */
1497 float x
[4] = {-1, 0, 0, 0};
1498 float y
[4] = { 0, -1, 0, 0};
1499 float z
[4] = { 0, 0, -1, 0};
1500 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1501 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1502 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1503 checkGLcall("Setting up reverse light directions\n");
1505 glRenderMode(GL_FEEDBACK
);
1506 checkGLcall("glRenderMode(GL_FEEDBACK)");
1507 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1508 checkGLcall("glEvalMesh2\n");
1509 i
= glRenderMode(GL_RENDER
);
1510 checkGLcall("glRenderMode(GL_RENDER)");
1513 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1514 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1515 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1518 if(feedbuffer
[j
+ 1] != 3) {
1519 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1522 if(patch
->mem
[i
+ 3] == 0.0)
1523 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1524 if(patch
->mem
[i
+ 4] == 0.0)
1525 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1526 if(patch
->mem
[i
+ 5] == 0.0)
1527 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1528 normalize_normal(patch
->mem
+ i
+ 3);
1529 i
+= d3d_out_vertex_size
;
1531 if(patch
->mem
[i
+ 3] == 0.0)
1532 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1533 if(patch
->mem
[i
+ 4] == 0.0)
1534 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1535 if(patch
->mem
[i
+ 5] == 0.0)
1536 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1537 normalize_normal(patch
->mem
+ i
+ 3);
1538 i
+= d3d_out_vertex_size
;
1540 if(patch
->mem
[i
+ 3] == 0.0)
1541 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1542 if(patch
->mem
[i
+ 4] == 0.0)
1543 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1544 if(patch
->mem
[i
+ 5] == 0.0)
1545 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1546 normalize_normal(patch
->mem
+ i
+ 3);
1547 i
+= d3d_out_vertex_size
;
1551 glDisable(GL_MAP2_VERTEX_3
);
1552 glDisable(GL_AUTO_NORMAL
);
1553 glDisable(GL_MAP2_NORMAL
);
1554 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1555 checkGLcall("glDisable vertex attrib generation");
1558 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1560 vtxStride
= 3 * sizeof(float);
1561 if(patch
->has_normals
) {
1562 vtxStride
+= 3 * sizeof(float);
1564 if(patch
->has_texcoords
) {
1565 vtxStride
+= 4 * sizeof(float);
1567 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1568 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1569 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1570 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1571 patch
->strided
.u
.s
.position
.streamNo
= 255;
1573 if(patch
->has_normals
) {
1574 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1575 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1576 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1577 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1579 if(patch
->has_texcoords
) {
1580 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1581 if(patch
->has_normals
) {
1582 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1584 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1585 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1586 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1587 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1590 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;