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, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
35 /* GL locking is done by the caller */
36 static void drawStridedFast(IWineD3DDevice
*iface
, GLenum primitive_type
,
37 UINT count
, UINT idx_size
, const void *idx_data
, UINT start_idx
)
41 TRACE("(%p) : glElements(%x, %d, ...)\n", iface
, primitive_type
, count
);
43 glDrawElements(primitive_type
, count
,
44 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
45 (const char *)idx_data
+ (idx_size
* start_idx
));
46 checkGLcall("glDrawElements");
50 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", iface
, primitive_type
, start_idx
, count
);
52 glDrawArrays(primitive_type
, start_idx
, count
);
53 checkGLcall("glDrawArrays");
58 * Actually draw using the supplied information.
59 * Slower GL version which extracts info about each vertex in turn
62 /* GL locking is done by the caller */
63 static void drawStridedSlow(IWineD3DDevice
*iface
, const struct wined3d_context
*context
,
64 const struct wined3d_stream_info
*si
, UINT NumVertexes
, GLenum glPrimType
,
65 const void *idxData
, UINT idxSize
, UINT startIdx
)
67 unsigned int textureNo
= 0;
68 const WORD
*pIdxBufS
= NULL
;
69 const DWORD
*pIdxBufL
= NULL
;
71 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
72 const struct wined3d_stream_state
*streams
= This
->stateBlock
->state
.streams
;
73 LONG SkipnStrides
= startIdx
+ This
->stateBlock
->state
.load_base_vertex_index
;
74 BOOL pixelShader
= use_ps(This
->stateBlock
);
75 BOOL specular_fog
= FALSE
;
76 const BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
77 const BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
78 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
79 UINT texture_stages
= gl_info
->limits
.texture_stages
;
80 const struct wined3d_stream_info_element
*element
;
81 UINT num_untracked_materials
;
84 TRACE("Using slow vertex array code\n");
86 /* Variable Initialization */
89 /* Immediate mode drawing can't make use of indices in a vbo - get the
90 * data from the index buffer. If the index buffer has no vbo (not
91 * supported or other reason), or with user pointer drawing idxData
92 * will be non-NULL. */
94 idxData
= buffer_get_sysmem(This
->stateBlock
->state
.index_buffer
, gl_info
);
96 if (idxSize
== 2) pIdxBufS
= idxData
;
97 else pIdxBufL
= idxData
;
99 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
103 /* Start drawing in GL */
106 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
108 element
= &si
->elements
[WINED3D_FFP_POSITION
];
109 position
= element
->data
+ streams
[element
->stream_idx
].offset
;
112 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
114 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
115 normal
= element
->data
+ streams
[element
->stream_idx
].offset
;
122 num_untracked_materials
= context
->num_untracked_materials
;
123 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
125 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
126 diffuse
= element
->data
+ streams
[element
->stream_idx
].offset
;
128 if (num_untracked_materials
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
129 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format
->id
));
133 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
136 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
138 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
139 specular
= element
->data
+ streams
[element
->stream_idx
].offset
;
141 /* special case where the fog density is stored in the specular alpha channel */
142 if (This
->stateBlock
->state
.render_states
[WINED3DRS_FOGENABLE
]
143 && (This
->stateBlock
->state
.render_states
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
144 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
145 && This
->stateBlock
->state
.render_states
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
147 if (gl_info
->supported
[EXT_FOG_COORD
])
149 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
) specular_fog
= TRUE
;
150 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format
->id
));
158 /* TODO: Use the fog table code from old ddraw */
159 FIXME("Implement fog for transformed vertices in software\n");
165 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
167 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
170 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
172 int coordIdx
= This
->stateBlock
->state
.texture_states
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
173 DWORD texture_idx
= This
->texUnitMap
[textureNo
];
175 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && textureNo
> 0)
177 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
181 if (!pixelShader
&& !This
->stateBlock
->state
.textures
[textureNo
]) continue;
183 if (texture_idx
== WINED3D_UNMAPPED_STAGE
) continue;
187 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
190 else if (coordIdx
< 0)
192 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
196 if (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
)))
198 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
199 texCoords
[coordIdx
] = element
->data
+ streams
[element
->stream_idx
].offset
;
200 tex_mask
|= (1 << textureNo
);
204 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
205 if (gl_info
->supported
[ARB_MULTITEXTURE
])
206 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
208 glTexCoord4f(0, 0, 0, 1);
212 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
213 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
216 /* For each primitive */
217 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
218 UINT texture
, tmp_tex_mask
;
219 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
220 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
223 /* For indexed data, we need to go a few more strides in */
226 /* Indexed so work out the number of strides to skip */
228 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->state
.load_base_vertex_index
;
230 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->state
.load_base_vertex_index
;
233 tmp_tex_mask
= tex_mask
;
234 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
240 if (!(tmp_tex_mask
& 1)) continue;
242 coord_idx
= This
->stateBlock
->state
.texture_states
[texture
][WINED3DTSS_TEXCOORDINDEX
];
243 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
245 texture_idx
= This
->texUnitMap
[texture
];
246 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
247 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
250 /* Diffuse -------------------------------- */
252 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
254 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptrToCoords
);
255 if (num_untracked_materials
)
257 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
261 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
262 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
263 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
264 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
266 for (i
= 0; i
< num_untracked_materials
; ++i
)
268 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
273 /* Specular ------------------------------- */
275 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
277 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptrToCoords
);
281 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
282 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
286 /* Normal -------------------------------- */
289 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
290 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptrToCoords
);
293 /* Position -------------------------------- */
295 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
296 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptrToCoords
);
299 /* For non indexed mode, step onto next parts */
300 if (!idxData
) ++SkipnStrides
;
304 checkGLcall("glEnd and previous calls");
307 /* GL locking is done by the caller */
308 static inline void send_attribute(IWineD3DDeviceImpl
*This
,
309 enum wined3d_format_id format
, const UINT index
, const void *ptr
)
311 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
315 case WINED3DFMT_R32_FLOAT
:
316 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
318 case WINED3DFMT_R32G32_FLOAT
:
319 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
321 case WINED3DFMT_R32G32B32_FLOAT
:
322 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
324 case WINED3DFMT_R32G32B32A32_FLOAT
:
325 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
328 case WINED3DFMT_R8G8B8A8_UINT
:
329 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
331 case WINED3DFMT_B8G8R8A8_UNORM
:
332 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
334 const DWORD
*src
= ptr
;
335 DWORD c
= *src
& 0xff00ff00;
336 c
|= (*src
& 0xff0000) >> 16;
337 c
|= (*src
& 0xff) << 16;
338 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
341 /* else fallthrough */
342 case WINED3DFMT_R8G8B8A8_UNORM
:
343 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
346 case WINED3DFMT_R16G16_SINT
:
347 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
349 case WINED3DFMT_R16G16B16A16_SINT
:
350 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
353 case WINED3DFMT_R16G16_SNORM
:
355 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
356 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
359 case WINED3DFMT_R16G16_UNORM
:
361 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
362 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
365 case WINED3DFMT_R16G16B16A16_SNORM
:
366 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
368 case WINED3DFMT_R16G16B16A16_UNORM
:
369 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
372 case WINED3DFMT_R10G10B10A2_UINT
:
373 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
374 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
376 case WINED3DFMT_R10G10B10A2_SNORM
:
377 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
378 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
381 case WINED3DFMT_R16G16_FLOAT
:
382 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
383 * byte float according to the IEEE standard
385 if (gl_info
->supported
[NV_HALF_FLOAT
])
387 /* Not supported by GL_ARB_half_float_vertex */
388 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
392 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
393 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
394 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
397 case WINED3DFMT_R16G16B16A16_FLOAT
:
398 if (gl_info
->supported
[NV_HALF_FLOAT
])
400 /* Not supported by GL_ARB_half_float_vertex */
401 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
405 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
406 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
407 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
408 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
409 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
414 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format
));
419 /* GL locking is done by the caller */
420 static void drawStridedSlowVs(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
, UINT numberOfVertices
,
421 GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
, UINT startIdx
)
423 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
424 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
425 LONG SkipnStrides
= startIdx
+ This
->stateBlock
->state
.load_base_vertex_index
;
426 const DWORD
*pIdxBufL
= NULL
;
427 const WORD
*pIdxBufS
= NULL
;
430 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
435 /* Immediate mode drawing can't make use of indices in a vbo - get the
436 * data from the index buffer. If the index buffer has no vbo (not
437 * supported or other reason), or with user pointer drawing idxData
438 * will be non-NULL. */
440 idxData
= buffer_get_sysmem(This
->stateBlock
->state
.index_buffer
, gl_info
);
442 if (idxSize
== 2) pIdxBufS
= idxData
;
443 else pIdxBufL
= idxData
;
444 } else if (idxData
) {
445 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
449 /* Start drawing in GL */
450 glBegin(glPrimitiveType
);
452 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
)
456 /* Indexed so work out the number of strides to skip */
458 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->state
.load_base_vertex_index
;
460 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->state
.load_base_vertex_index
;
463 for (i
= MAX_ATTRIBS
- 1; i
>= 0; i
--)
465 if (!(si
->use_map
& (1 << i
))) continue;
467 ptr
= si
->elements
[i
].data
468 + si
->elements
[i
].stride
* SkipnStrides
469 + stateblock
->state
.streams
[si
->elements
[i
].stream_idx
].offset
;
471 send_attribute(This
, si
->elements
[i
].format
->id
, i
, ptr
);
479 /* GL locking is done by the caller */
480 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
,
481 UINT numberOfVertices
, GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
,
484 UINT numInstances
= 0, i
;
485 int numInstancedAttribs
= 0, j
;
486 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
487 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
488 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
492 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
493 * We don't support this for now
495 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
496 * But the StreamSourceFreq value has a different meaning in that situation.
498 FIXME("Non-indexed instanced drawing is not supported\n");
502 TRACE("(%p) : glElements(%x, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
);
504 /* First, figure out how many instances we have to draw */
505 for (i
= 0; i
< MAX_STREAMS
; ++i
)
507 /* Look at the streams and take the first one which matches */
508 if (stateblock
->state
.streams
[i
].buffer
509 && ((stateblock
->state
.streams
[i
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
510 || (stateblock
->state
.streams
[i
].flags
& WINED3DSTREAMSOURCE_INDEXEDDATA
)))
512 /* Use the specified number of instances from the first matched
513 * stream. A streamFreq of 0 (with INSTANCEDATA or INDEXEDDATA)
514 * is handled as 1. See d3d9/tests/visual.c-> stream_test(). */
515 numInstances
= stateblock
->state
.streams
[i
].frequency
? stateblock
->state
.streams
[i
].frequency
: 1;
520 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
522 if (!(si
->use_map
& (1 << i
))) continue;
524 if (stateblock
->state
.streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
526 instancedData
[numInstancedAttribs
] = i
;
527 numInstancedAttribs
++;
531 /* now draw numInstances instances :-) */
532 for(i
= 0; i
< numInstances
; i
++) {
533 /* Specify the instanced attributes using immediate mode calls */
534 for(j
= 0; j
< numInstancedAttribs
; j
++) {
535 const BYTE
*ptr
= si
->elements
[instancedData
[j
]].data
536 + si
->elements
[instancedData
[j
]].stride
* i
537 + stateblock
->state
.streams
[si
->elements
[instancedData
[j
]].stream_idx
].offset
;
538 if (si
->elements
[instancedData
[j
]].buffer_object
)
540 struct wined3d_buffer
*vb
= stateblock
->state
.streams
[si
->elements
[instancedData
[j
]].stream_idx
].buffer
;
541 ptr
+= (ULONG_PTR
)buffer_get_sysmem(vb
, &This
->adapter
->gl_info
);
544 send_attribute(This
, si
->elements
[instancedData
[j
]].format
->id
, instancedData
[j
], ptr
);
547 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
548 (const char *)idxData
+(idxSize
* startIdx
));
549 checkGLcall("glDrawElements");
553 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
554 struct wined3d_stream_info
*s
)
558 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
560 struct wined3d_stream_info_element
*e
;
562 if (!(s
->use_map
& (1 << i
))) continue;
565 if (e
->buffer_object
)
567 struct wined3d_buffer
*vb
= This
->stateBlock
->state
.streams
[e
->stream_idx
].buffer
;
568 e
->buffer_object
= 0;
569 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
574 /* Routine common to the draw primitive and draw indexed primitive routines */
575 void drawPrimitive(IWineD3DDevice
*iface
, UINT index_count
, UINT StartIdx
, UINT idxSize
, const void *idxData
)
578 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
579 struct wined3d_context
*context
;
582 if (!index_count
) return;
584 if (This
->stateBlock
->state
.render_states
[WINED3DRS_COLORWRITEENABLE
])
586 /* Invalidate the back buffer memory so LockRect will read it the next time */
587 for (i
= 0; i
< This
->adapter
->gl_info
.limits
.buffers
; ++i
)
589 IWineD3DSurfaceImpl
*target
= This
->render_targets
[i
];
592 surface_load_location(target
, SFLAG_INDRAWABLE
, NULL
);
593 surface_modify_location(target
, SFLAG_INDRAWABLE
, TRUE
);
598 /* Signals other modules that a drawing is in progress and the stateblock finalized */
599 This
->isInDraw
= TRUE
;
601 context
= context_acquire(This
, This
->render_targets
[0]);
604 context_release(context
);
605 WARN("Invalid context, skipping draw.\n");
609 context_apply_draw_state(context
, This
);
611 if (This
->depth_stencil
)
613 /* Note that this depends on the context_acquire() call above to set
614 * This->render_offscreen properly. We don't currently take the
615 * Z-compare function into account, but we could skip loading the
616 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
617 * that we never copy the stencil data.*/
618 DWORD location
= context
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
619 if (This
->stateBlock
->state
.render_states
[WINED3DRS_ZWRITEENABLE
]
620 || This
->stateBlock
->state
.render_states
[WINED3DRS_ZENABLE
])
622 RECT current_rect
, draw_rect
, r
;
624 if (location
== SFLAG_DS_ONSCREEN
&& This
->depth_stencil
!= This
->onscreen_depth_stencil
)
625 device_switch_onscreen_ds(This
, context
, This
->depth_stencil
);
627 if (This
->depth_stencil
->Flags
& location
)
628 SetRect(¤t_rect
, 0, 0,
629 This
->depth_stencil
->ds_current_size
.cx
,
630 This
->depth_stencil
->ds_current_size
.cy
);
632 SetRectEmpty(¤t_rect
);
634 device_get_draw_rect(This
, &draw_rect
);
636 IntersectRect(&r
, &draw_rect
, ¤t_rect
);
637 if (!EqualRect(&r
, &draw_rect
))
638 surface_load_ds_location(This
->depth_stencil
, context
, location
);
640 if (This
->stateBlock
->state
.render_states
[WINED3DRS_ZWRITEENABLE
])
642 surface_modify_ds_location(This
->depth_stencil
, location
,
643 This
->depth_stencil
->ds_current_size
.cx
,
644 This
->depth_stencil
->ds_current_size
.cy
);
645 surface_modify_location(This
->depth_stencil
, SFLAG_INDRAWABLE
, TRUE
);
650 if ((!context
->gl_info
->supported
[WINED3D_GL_VERSION_2_0
]
651 || (!glPointParameteri
&& !context
->gl_info
->supported
[NV_POINT_SPRITE
]))
652 && context
->render_offscreen
653 && This
->stateBlock
->state
.render_states
[WINED3DRS_POINTSPRITEENABLE
]
654 && This
->stateBlock
->state
.gl_primitive_type
== GL_POINTS
)
656 FIXME("Point sprite coordinate origin switching not supported.\n");
659 /* Ok, we will be updating the screen from here onwards so grab the lock */
662 GLenum glPrimType
= This
->stateBlock
->state
.gl_primitive_type
;
663 BOOL emulation
= FALSE
;
664 const struct wined3d_stream_info
*stream_info
= &This
->strided_streams
;
665 struct wined3d_stream_info stridedlcl
;
667 if (!use_vs(This
->stateBlock
))
669 if (!This
->strided_streams
.position_transformed
&& context
->num_untracked_materials
670 && This
->stateBlock
->state
.render_states
[WINED3DRS_LIGHTING
])
674 FIXME("Using software emulation because not all material properties could be tracked\n");
677 TRACE("Using software emulation because not all material properties could be tracked\n");
681 else if (context
->fog_coord
&& This
->stateBlock
->state
.render_states
[WINED3DRS_FOGENABLE
])
683 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
684 * to a float in the vertex buffer
688 FIXME("Using software emulation because manual fog coordinates are provided\n");
691 TRACE("Using software emulation because manual fog coordinates are provided\n");
697 stream_info
= &stridedlcl
;
698 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
699 remove_vbos(This
, context
->gl_info
, &stridedlcl
);
703 if (This
->useDrawStridedSlow
|| emulation
) {
704 /* Immediate mode drawing */
705 if (use_vs(This
->stateBlock
))
709 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
712 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
714 drawStridedSlowVs(iface
, stream_info
, index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
716 drawStridedSlow(iface
, context
, stream_info
, index_count
,
717 glPrimType
, idxData
, idxSize
, StartIdx
);
719 } else if(This
->instancedDraw
) {
720 /* Instancing emulation with mixing immediate mode and arrays */
721 drawStridedInstanced(iface
, &This
->strided_streams
, index_count
,
722 glPrimType
, idxData
, idxSize
, StartIdx
);
724 drawStridedFast(iface
, glPrimType
, index_count
, idxSize
, idxData
, StartIdx
);
728 /* Finished updating the screen, restore lock */
731 for(i
= 0; i
< This
->num_buffer_queries
; i
++)
733 wined3d_event_query_issue(This
->buffer_queries
[i
], This
);
736 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
738 context_release(context
);
740 TRACE("Done all gl drawing\n");
742 /* Control goes back to the device, stateblock values may change again */
743 This
->isInDraw
= FALSE
;
746 static void normalize_normal(float *n
) {
747 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
748 if (length
== 0.0f
) return;
749 length
= sqrtf(length
);
750 n
[0] = n
[0] / length
;
751 n
[1] = n
[1] / length
;
752 n
[2] = n
[2] / length
;
755 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
757 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
758 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
759 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
760 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
763 * To read back, the opengl feedback mode is used. This creates a problem because we want
764 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
765 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
766 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
767 * them to [-1.0;+1.0] and set the viewport up to scale them back.
769 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
770 * resulting colors back to the normals.
772 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
773 * does not restore it because normally a draw follows immediately afterwards. The caller is
774 * responsible of taking care that either the gl states are restored, or the context activated
775 * for drawing to reset the lastWasBlit flag.
777 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
778 struct WineD3DRectPatch
*patch
) {
779 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
780 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
781 struct wined3d_stream_info stream_info
;
782 struct wined3d_stream_info_element
*e
;
783 struct wined3d_context
*context
;
785 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
787 GLenum feedback_type
;
790 /* Simply activate the context for blitting. This disables all the things we don't want and
791 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
792 * patch (as opposed to normal draws) will most likely need different changes anyway. */
793 context
= context_acquire(This
, NULL
);
794 context_apply_blit_state(context
, This
);
796 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
799 device_stream_info_from_declaration(This
, FALSE
, &stream_info
, NULL
);
801 e
= &stream_info
.elements
[WINED3D_FFP_POSITION
];
802 if (e
->buffer_object
)
804 struct wined3d_buffer
*vb
= This
->stateBlock
->state
.streams
[e
->stream_idx
].buffer
;
805 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, context
->gl_info
));
807 vtxStride
= e
->stride
;
809 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
810 vtxStride
* info
->StartVertexOffsetWidth
;
812 /* Not entirely sure about what happens with transformed vertices */
813 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
815 if(vtxStride
% sizeof(GLfloat
)) {
816 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
817 * I don't see how the stride could not be a multiple of 4, but make sure
820 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
822 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
823 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
825 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
826 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
829 /* First, get the boundary cube of the input data */
830 for(j
= 0; j
< info
->Height
; j
++) {
831 for(i
= 0; i
< info
->Width
; i
++) {
832 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
833 if(fabs(v
[0]) > max_x
) max_x
= fabsf(v
[0]);
834 if(fabs(v
[1]) > max_y
) max_y
= fabsf(v
[1]);
835 if(fabs(v
[2]) > max_z
) max_z
= fabsf(v
[2]);
836 if(v
[2] < neg_z
) neg_z
= v
[2];
840 /* This needs some improvements in the vertex decl code */
841 FIXME("Cannot find data to generate. Only generating position and normals\n");
842 patch
->has_normals
= TRUE
;
843 patch
->has_texcoords
= FALSE
;
847 glMatrixMode(GL_PROJECTION
);
848 checkGLcall("glMatrixMode(GL_PROJECTION)");
850 checkGLcall("glLoadIndentity()");
851 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
852 glTranslatef(0.0f
, 0.0f
, 0.5f
);
853 checkGLcall("glScalef");
854 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
855 checkGLcall("glViewport");
857 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
858 * our feedback buffer parser
860 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
861 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
862 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
863 if(patch
->has_normals
) {
864 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
865 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
866 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
867 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
868 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
869 glEnable(GL_LIGHTING
);
870 checkGLcall("glEnable(GL_LIGHTING)");
871 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
872 checkGLcall("glLightModel for MODEL_AMBIENT");
873 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
875 for (i
= 3; i
< context
->gl_info
->limits
.lights
; ++i
)
877 glDisable(GL_LIGHT0
+ i
);
878 checkGLcall("glDisable(GL_LIGHT0 + i)");
879 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
882 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
883 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
884 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
885 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
886 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
888 checkGLcall("Setting up light 1");
889 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
890 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
891 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
892 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
893 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
895 checkGLcall("Setting up light 2");
896 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
897 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
898 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
899 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
900 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
902 checkGLcall("Setting up light 3");
904 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
905 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
906 glDisable(GL_COLOR_MATERIAL
);
907 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
908 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
909 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
910 checkGLcall("Setting up materials");
913 /* Enable the needed maps.
914 * GL_MAP2_VERTEX_3 is needed for positional data.
915 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
916 * GL_MAP2_TEXTURE_COORD_4 for texture coords
918 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
919 out_vertex_size
= 3 /* position */;
920 d3d_out_vertex_size
= 3;
921 glEnable(GL_MAP2_VERTEX_3
);
922 if(patch
->has_normals
&& patch
->has_texcoords
) {
923 FIXME("Texcoords not handled yet\n");
924 feedback_type
= GL_3D_COLOR_TEXTURE
;
925 out_vertex_size
+= 8;
926 d3d_out_vertex_size
+= 7;
927 glEnable(GL_AUTO_NORMAL
);
928 glEnable(GL_MAP2_TEXTURE_COORD_4
);
929 } else if(patch
->has_texcoords
) {
930 FIXME("Texcoords not handled yet\n");
931 feedback_type
= GL_3D_COLOR_TEXTURE
;
932 out_vertex_size
+= 7;
933 d3d_out_vertex_size
+= 4;
934 glEnable(GL_MAP2_TEXTURE_COORD_4
);
935 } else if(patch
->has_normals
) {
936 feedback_type
= GL_3D_COLOR
;
937 out_vertex_size
+= 4;
938 d3d_out_vertex_size
+= 3;
939 glEnable(GL_AUTO_NORMAL
);
941 feedback_type
= GL_3D
;
943 checkGLcall("glEnable vertex attrib generation");
945 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
946 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
947 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
949 glMap2f(GL_MAP2_VERTEX_3
,
950 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
951 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
952 (const GLfloat
*)data
);
953 checkGLcall("glMap2f");
954 if(patch
->has_texcoords
) {
955 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
956 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
957 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
958 (const GLfloat
*)data
);
959 checkGLcall("glMap2f");
961 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
962 checkGLcall("glMapGrid2f");
964 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
965 checkGLcall("glFeedbackBuffer");
966 glRenderMode(GL_FEEDBACK
);
968 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
969 checkGLcall("glEvalMesh2");
971 i
= glRenderMode(GL_RENDER
);
974 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
975 HeapFree(GetProcessHeap(), 0, feedbuffer
);
976 context_release(context
);
977 return WINED3DERR_DRIVERINTERNALERROR
;
978 } else if(i
!= buffer_size
) {
980 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
981 HeapFree(GetProcessHeap(), 0, feedbuffer
);
982 context_release(context
);
983 return WINED3DERR_DRIVERINTERNALERROR
;
985 TRACE("Got %d elements as expected\n", i
);
988 HeapFree(GetProcessHeap(), 0, patch
->mem
);
989 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
991 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
992 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
993 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
996 if(feedbuffer
[j
+ 1] != 3) {
997 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1000 /* Somehow there are different ideas about back / front facing, so fix up the
1003 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1004 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1005 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
1006 if(patch
->has_normals
) {
1007 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1008 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1009 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1011 i
+= d3d_out_vertex_size
;
1013 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1014 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1015 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
1016 if(patch
->has_normals
) {
1017 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1018 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1019 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1021 i
+= d3d_out_vertex_size
;
1023 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1024 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1025 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
1026 if(patch
->has_normals
) {
1027 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1028 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1029 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1031 i
+= d3d_out_vertex_size
;
1034 if(patch
->has_normals
) {
1035 /* Now do the same with reverse light directions */
1036 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1037 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1038 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1039 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1040 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1041 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1042 checkGLcall("Setting up reverse light directions");
1044 glRenderMode(GL_FEEDBACK
);
1045 checkGLcall("glRenderMode(GL_FEEDBACK)");
1046 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1047 checkGLcall("glEvalMesh2");
1048 i
= glRenderMode(GL_RENDER
);
1049 checkGLcall("glRenderMode(GL_RENDER)");
1052 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1053 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1054 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1057 if(feedbuffer
[j
+ 1] != 3) {
1058 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1061 if(patch
->mem
[i
+ 3] == 0.0f
)
1062 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1063 if(patch
->mem
[i
+ 4] == 0.0f
)
1064 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1065 if(patch
->mem
[i
+ 5] == 0.0f
)
1066 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1067 normalize_normal(patch
->mem
+ i
+ 3);
1068 i
+= d3d_out_vertex_size
;
1070 if(patch
->mem
[i
+ 3] == 0.0f
)
1071 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1072 if(patch
->mem
[i
+ 4] == 0.0f
)
1073 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1074 if(patch
->mem
[i
+ 5] == 0.0f
)
1075 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1076 normalize_normal(patch
->mem
+ i
+ 3);
1077 i
+= d3d_out_vertex_size
;
1079 if(patch
->mem
[i
+ 3] == 0.0f
)
1080 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1081 if(patch
->mem
[i
+ 4] == 0.0f
)
1082 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1083 if(patch
->mem
[i
+ 5] == 0.0f
)
1084 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1085 normalize_normal(patch
->mem
+ i
+ 3);
1086 i
+= d3d_out_vertex_size
;
1090 glDisable(GL_MAP2_VERTEX_3
);
1091 glDisable(GL_AUTO_NORMAL
);
1092 glDisable(GL_MAP2_NORMAL
);
1093 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1094 checkGLcall("glDisable vertex attrib generation");
1097 context_release(context
);
1099 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1101 vtxStride
= 3 * sizeof(float);
1102 if(patch
->has_normals
) {
1103 vtxStride
+= 3 * sizeof(float);
1105 if(patch
->has_texcoords
) {
1106 vtxStride
+= 4 * sizeof(float);
1108 memset(&patch
->strided
, 0, sizeof(patch
->strided
));
1109 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1110 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1111 patch
->strided
.position
.dwStride
= vtxStride
;
1113 if(patch
->has_normals
) {
1114 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1115 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1116 patch
->strided
.normal
.dwStride
= vtxStride
;
1118 if(patch
->has_texcoords
) {
1119 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1120 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1121 if(patch
->has_normals
) {
1122 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1124 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;