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
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 /* GL locking is done by the caller */
36 static void drawStridedFast(IWineD3DDevice
*iface
, GLenum primitive_type
,
37 UINT min_vertex_idx
, UINT max_vertex_idx
, UINT count
, UINT idx_size
,
38 const void *idx_data
, UINT start_idx
)
40 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
44 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, primitive_type
, count
, min_vertex_idx
);
47 glDrawElements(primitive_type
, count
,
48 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
49 (const char *)idx_data
+ (idx_size
* start_idx
));
50 checkGLcall("glDrawElements");
52 glDrawRangeElements(primitive_type
, min_vertex_idx
, max_vertex_idx
, count
,
53 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
54 (const char *)idx_data
+ (idx_size
* start_idx
));
55 checkGLcall("glDrawRangeElements");
60 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This
, primitive_type
, start_idx
, count
);
62 glDrawArrays(primitive_type
, start_idx
, count
);
63 checkGLcall("glDrawArrays");
68 * Actually draw using the supplied information.
69 * Slower GL version which extracts info about each vertex in turn
72 /* GL locking is done by the caller */
73 static void drawStridedSlow(IWineD3DDevice
*iface
, const struct wined3d_context
*context
,
74 const struct wined3d_stream_info
*si
, UINT NumVertexes
, GLenum glPrimType
,
75 const void *idxData
, UINT idxSize
, UINT minIndex
, UINT startIdx
)
77 unsigned int textureNo
= 0;
78 const WORD
*pIdxBufS
= NULL
;
79 const DWORD
*pIdxBufL
= NULL
;
81 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
82 const UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
83 long SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
84 BOOL pixelShader
= use_ps(This
->stateBlock
);
85 BOOL specular_fog
= FALSE
;
86 UINT texture_stages
= GL_LIMITS(texture_stages
);
87 const BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
88 const BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
89 const struct wined3d_stream_info_element
*element
;
90 UINT num_untracked_materials
;
93 TRACE("Using slow vertex array code\n");
95 /* Variable Initialization */
97 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
98 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
99 * idxData will be != NULL
101 if(idxData
== NULL
) {
102 idxData
= buffer_get_sysmem((struct wined3d_buffer
*) This
->stateBlock
->pIndexData
);
105 if (idxSize
== 2) pIdxBufS
= idxData
;
106 else pIdxBufL
= idxData
;
107 } else if (idxData
) {
108 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
112 /* Start drawing in GL */
113 VTRACE(("glBegin(%x)\n", glPrimType
));
116 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
118 element
= &si
->elements
[WINED3D_FFP_POSITION
];
119 position
= element
->data
+ streamOffset
[element
->stream_idx
];
122 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
124 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
125 normal
= element
->data
+ streamOffset
[element
->stream_idx
];
132 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
134 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
135 diffuse
= element
->data
+ streamOffset
[element
->stream_idx
];
139 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
141 num_untracked_materials
= context
->num_untracked_materials
;
142 if (num_untracked_materials
&& element
->format_desc
->format
!= WINED3DFMT_A8R8G8B8
)
143 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format_desc
->format
));
145 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
147 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
148 specular
= element
->data
+ streamOffset
[element
->stream_idx
];
150 /* special case where the fog density is stored in the specular alpha channel */
151 if (This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]
152 && (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
153 || si
->elements
[WINED3D_FFP_POSITION
].format_desc
->format
== WINED3DFMT_R32G32B32A32_FLOAT
)
154 && This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
156 if (GL_SUPPORT(EXT_FOG_COORD
))
158 if (element
->format_desc
->format
== WINED3DFMT_A8R8G8B8
) specular_fog
= TRUE
;
159 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format_desc
->format
));
167 /* TODO: Use the fog table code from old ddraw */
168 FIXME("Implement fog for transformed vertices in software\n");
174 else if (GL_SUPPORT(EXT_SECONDARY_COLOR
))
176 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
179 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
181 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
182 DWORD texture_idx
= This
->texUnitMap
[textureNo
];
184 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0)
186 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
190 if (!pixelShader
&& !This
->stateBlock
->textures
[textureNo
]) continue;
192 if (texture_idx
== WINED3D_UNMAPPED_STAGE
) continue;
196 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
199 else if (coordIdx
< 0)
201 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
205 if (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
)))
207 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
208 texCoords
[coordIdx
] = element
->data
+ streamOffset
[element
->stream_idx
];
209 tex_mask
|= (1 << textureNo
);
213 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
214 if (GL_SUPPORT(ARB_MULTITEXTURE
))
215 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
217 glTexCoord4f(0, 0, 0, 1);
221 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
222 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
225 /* For each primitive */
226 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
227 UINT texture
, tmp_tex_mask
;
228 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
229 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
232 /* For indexed data, we need to go a few more strides in */
233 if (idxData
!= NULL
) {
235 /* Indexed so work out the number of strides to skip */
237 VTRACE(("Idx for vertex %u = %u\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
238 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
240 VTRACE(("Idx for vertex %u = %u\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
241 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
245 tmp_tex_mask
= tex_mask
;
246 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
252 if (!(tmp_tex_mask
& 1)) continue;
254 coord_idx
= This
->stateBlock
->textureState
[texture
][WINED3DTSS_TEXCOORDINDEX
];
255 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
257 texture_idx
= This
->texUnitMap
[texture
];
258 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format_desc
->emit_idx
](
259 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
262 /* Diffuse -------------------------------- */
264 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
266 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format_desc
->emit_idx
](ptrToCoords
);
267 if (num_untracked_materials
)
269 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
273 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
274 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
275 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
276 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
278 for (i
= 0; i
< num_untracked_materials
; ++i
)
280 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
285 /* Specular ------------------------------- */
287 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
289 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format_desc
->emit_idx
](ptrToCoords
);
293 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
294 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
298 /* Normal -------------------------------- */
299 if (normal
!= NULL
) {
300 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
301 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format_desc
->emit_idx
](ptrToCoords
);
304 /* Position -------------------------------- */
306 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
307 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format_desc
->emit_idx
](ptrToCoords
);
310 /* For non indexed mode, step onto next parts */
311 if (idxData
== NULL
) {
317 checkGLcall("glEnd and previous calls");
320 /* GL locking is done by the caller */
321 static inline void send_attribute(IWineD3DDeviceImpl
*This
, WINED3DFORMAT format
, const UINT index
, const void *ptr
)
325 case WINED3DFMT_R32_FLOAT
:
326 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
328 case WINED3DFMT_R32G32_FLOAT
:
329 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
331 case WINED3DFMT_R32G32B32_FLOAT
:
332 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
334 case WINED3DFMT_R32G32B32A32_FLOAT
:
335 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
338 case WINED3DFMT_R8G8B8A8_UINT
:
339 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
341 case WINED3DFMT_A8R8G8B8
:
342 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA
))
344 const DWORD
*src
= ptr
;
345 DWORD c
= *src
& 0xff00ff00;
346 c
|= (*src
& 0xff0000) >> 16;
347 c
|= (*src
& 0xff) << 16;
348 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
351 /* else fallthrough */
352 case WINED3DFMT_R8G8B8A8_UNORM
:
353 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
356 case WINED3DFMT_R16G16_SINT
:
357 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
359 case WINED3DFMT_R16G16B16A16_SINT
:
360 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
363 case WINED3DFMT_R16G16_SNORM
:
365 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
366 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
369 case WINED3DFMT_R16G16_UNORM
:
371 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
372 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
375 case WINED3DFMT_R16G16B16A16_SNORM
:
376 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
378 case WINED3DFMT_R16G16B16A16_UNORM
:
379 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
382 case WINED3DFMT_R10G10B10A2_UINT
:
383 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
384 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
386 case WINED3DFMT_R10G10B10A2_SNORM
:
387 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
388 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
391 case WINED3DFMT_R16G16_FLOAT
:
392 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
393 * byte float according to the IEEE standard
395 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
396 /* Not supported by GL_ARB_half_float_vertex */
397 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
399 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
400 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
401 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
404 case WINED3DFMT_R16G16B16A16_FLOAT
:
405 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
406 /* Not supported by GL_ARB_half_float_vertex */
407 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
409 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
410 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
411 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
412 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
413 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
418 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format
));
423 /* GL locking is done by the caller */
424 static void drawStridedSlowVs(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
, UINT numberOfVertices
,
425 GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
, UINT minIndex
, UINT startIdx
)
427 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
428 long SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
429 const WORD
*pIdxBufS
= NULL
;
430 const DWORD
*pIdxBufL
= NULL
;
433 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
437 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
438 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
439 * idxData will be != NULL
441 if(idxData
== NULL
) {
442 idxData
= buffer_get_sysmem((struct wined3d_buffer
*) This
->stateBlock
->pIndexData
);
445 if (idxSize
== 2) pIdxBufS
= idxData
;
446 else pIdxBufL
= idxData
;
447 } else if (idxData
) {
448 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
452 /* Start drawing in GL */
453 VTRACE(("glBegin(%x)\n", glPrimitiveType
));
454 glBegin(glPrimitiveType
);
456 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
457 if (idxData
!= NULL
) {
459 /* Indexed so work out the number of strides to skip */
461 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
462 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
464 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
465 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
469 for (i
= MAX_ATTRIBS
- 1; i
>= 0; i
--)
471 if (!(si
->use_map
& (1 << i
))) continue;
473 ptr
= si
->elements
[i
].data
+
474 si
->elements
[i
].stride
* SkipnStrides
+
475 stateblock
->streamOffset
[si
->elements
[i
].stream_idx
];
477 send_attribute(This
, si
->elements
[i
].format_desc
->format
, i
, ptr
);
485 /* GL locking is done by the caller */
486 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
,
487 UINT numberOfVertices
, GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
, UINT minIndex
,
490 UINT numInstances
= 0, i
;
491 int numInstancedAttribs
= 0, j
;
492 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
493 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
494 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
497 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
498 * We don't support this for now
500 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
501 * But the StreamSourceFreq value has a different meaning in that situation.
503 FIXME("Non-indexed instanced drawing is not supported\n");
507 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
509 /* First, figure out how many instances we have to draw */
510 for(i
= 0; i
< MAX_STREAMS
; i
++) {
511 /* Look at the streams and take the first one which matches */
512 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
513 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
514 if(stateblock
->streamFreq
[i
] == 0){
517 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
519 break; /* break, because only the first suitable value is interesting */
523 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
525 if (!(si
->use_map
& (1 << i
))) continue;
527 if (stateblock
->streamFlags
[si
->elements
[i
].stream_idx
] & WINED3DSTREAMSOURCE_INSTANCEDATA
)
529 instancedData
[numInstancedAttribs
] = i
;
530 numInstancedAttribs
++;
534 /* now draw numInstances instances :-) */
535 for(i
= 0; i
< numInstances
; i
++) {
536 /* Specify the instanced attributes using immediate mode calls */
537 for(j
= 0; j
< numInstancedAttribs
; j
++) {
538 const BYTE
*ptr
= si
->elements
[instancedData
[j
]].data
+
539 si
->elements
[instancedData
[j
]].stride
* i
+
540 stateblock
->streamOffset
[si
->elements
[instancedData
[j
]].stream_idx
];
541 if (si
->elements
[instancedData
[j
]].buffer_object
)
543 struct wined3d_buffer
*vb
=
544 (struct wined3d_buffer
*)stateblock
->streamSource
[si
->elements
[instancedData
[j
]].stream_idx
];
545 ptr
+= (long) buffer_get_sysmem(vb
);
548 send_attribute(This
, si
->elements
[instancedData
[j
]].format_desc
->format
, instancedData
[j
], ptr
);
551 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
552 (const char *)idxData
+(idxSize
* startIdx
));
553 checkGLcall("glDrawElements");
557 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, struct wined3d_stream_info
*s
)
561 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
563 struct wined3d_stream_info_element
*e
;
565 if (!(s
->use_map
& (1 << i
))) continue;
568 if (e
->buffer_object
)
570 struct wined3d_buffer
*vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
571 e
->buffer_object
= 0;
572 e
->data
= (BYTE
*)((unsigned long)e
->data
+ (unsigned long)buffer_get_sysmem(vb
));
577 /* Routine common to the draw primitive and draw indexed primitive routines */
578 void drawPrimitive(IWineD3DDevice
*iface
, UINT index_count
, UINT numberOfVertices
,
579 UINT StartIdx
, UINT idxSize
, const void *idxData
, UINT minIndex
)
582 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
583 IWineD3DSurfaceImpl
*target
;
584 struct wined3d_context
*context
;
587 if (!index_count
) return;
589 if (This
->stateBlock
->renderState
[WINED3DRS_COLORWRITEENABLE
])
591 /* Invalidate the back buffer memory so LockRect will read it the next time */
592 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
594 target
= (IWineD3DSurfaceImpl
*)This
->render_targets
[i
];
597 IWineD3DSurface_LoadLocation((IWineD3DSurface
*)target
, SFLAG_INDRAWABLE
, NULL
);
598 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)target
, SFLAG_INDRAWABLE
, TRUE
);
603 /* Signals other modules that a drawing is in progress and the stateblock finalized */
604 This
->isInDraw
= TRUE
;
606 context
= ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
608 if (This
->stencilBufferTarget
) {
609 /* Note that this depends on the ActivateContext call above to set
610 * This->render_offscreen properly. We don't currently take the
611 * Z-compare function into account, but we could skip loading the
612 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
613 * that we never copy the stencil data.*/
614 DWORD location
= context
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
615 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
]
616 || This
->stateBlock
->renderState
[WINED3DRS_ZENABLE
])
617 surface_load_ds_location(This
->stencilBufferTarget
, context
, location
);
618 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
])
619 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
622 /* Ok, we will be updating the screen from here onwards so grab the lock */
625 GLenum glPrimType
= This
->stateBlock
->gl_primitive_type
;
626 BOOL emulation
= FALSE
;
627 const struct wined3d_stream_info
*stream_info
= &This
->strided_streams
;
628 struct wined3d_stream_info stridedlcl
;
630 if (!numberOfVertices
) numberOfVertices
= index_count
;
632 if (!use_vs(This
->stateBlock
))
634 if (!This
->strided_streams
.position_transformed
&& context
->num_untracked_materials
635 && This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
])
639 FIXME("Using software emulation because not all material properties could be tracked\n");
642 TRACE("Using software emulation because not all material properties could be tracked\n");
646 else if (context
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
])
648 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
649 * to a float in the vertex buffer
653 FIXME("Using software emulation because manual fog coordinates are provided\n");
656 TRACE("Using software emulation because manual fog coordinates are provided\n");
662 stream_info
= &stridedlcl
;
663 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
664 remove_vbos(This
, &stridedlcl
);
668 if (This
->useDrawStridedSlow
|| emulation
) {
669 /* Immediate mode drawing */
670 if (use_vs(This
->stateBlock
))
674 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
677 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
679 drawStridedSlowVs(iface
, stream_info
, index_count
, glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
);
681 drawStridedSlow(iface
, context
, stream_info
, index_count
,
682 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
);
684 } else if(This
->instancedDraw
) {
685 /* Instancing emulation with mixing immediate mode and arrays */
686 drawStridedInstanced(iface
, &This
->strided_streams
, index_count
,
687 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
);
689 drawStridedFast(iface
, glPrimType
, minIndex
, minIndex
+ numberOfVertices
- 1,
690 index_count
, idxSize
, idxData
, StartIdx
);
694 /* Finished updating the screen, restore lock */
696 TRACE("Done all gl drawing\n");
699 #ifdef SHOW_FRAME_MAKEUP
701 static long int primCounter
= 0;
702 /* NOTE: set primCounter to the value reported by drawprim
703 before you want to to write frame makeup to /tmp */
704 if (primCounter
>= 0) {
705 WINED3DLOCKED_RECT r
;
707 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
708 sprintf(buffer
, "/tmp/backbuffer_%ld.tga", primCounter
);
709 TRACE("Saving screenshot %s\n", buffer
);
710 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
711 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
713 #ifdef SHOW_TEXTURE_MAKEUP
715 IWineD3DSurface
*pSur
;
717 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
718 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
719 sprintf(buffer
, "/tmp/texture_%p_%ld_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
720 TRACE("Saving texture %s\n", buffer
);
721 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
722 IWineD3DTexture_GetSurfaceLevel(This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
723 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
724 IWineD3DSurface_Release(pSur
);
726 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
733 TRACE("drawprim #%ld\n", primCounter
);
738 /* Control goes back to the device, stateblock values may change again */
739 This
->isInDraw
= FALSE
;
742 static void normalize_normal(float *n
) {
743 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
744 if (length
== 0.0f
) return;
745 length
= sqrt(length
);
746 n
[0] = n
[0] / length
;
747 n
[1] = n
[1] / length
;
748 n
[2] = n
[2] / length
;
751 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
753 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
754 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
755 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
756 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
759 * To read back, the opengl feedback mode is used. This creates a problem because we want
760 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
761 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
762 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
763 * them to [-1.0;+1.0] and set the viewport up to scale them back.
765 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
766 * resulting colors back to the normals.
768 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
769 * does not restore it because normally a draw follows immediately afterwards. The caller is
770 * responsible of taking care that either the gl states are restored, or the context activated
771 * for drawing to reset the lastWasBlit flag.
773 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
774 struct WineD3DRectPatch
*patch
) {
775 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
776 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
777 struct wined3d_stream_info stream_info
;
778 struct wined3d_stream_info_element
*e
;
780 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
782 GLenum feedback_type
;
785 /* Simply activate the context for blitting. This disables all the things we don't want and
786 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
787 * patch (as opposed to normal draws) will most likely need different changes anyway. */
788 ActivateContext(This
, NULL
, CTXUSAGE_BLIT
);
790 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
793 device_stream_info_from_declaration(This
, FALSE
, &stream_info
, NULL
);
795 e
= &stream_info
.elements
[WINED3D_FFP_POSITION
];
796 if (e
->buffer_object
)
798 struct wined3d_buffer
*vb
;
799 vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
800 e
->data
= (BYTE
*)((unsigned long)e
->data
+ (unsigned long)buffer_get_sysmem(vb
));
802 vtxStride
= e
->stride
;
804 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
805 vtxStride
* info
->StartVertexOffsetWidth
;
807 /* Not entirely sure about what happens with transformed vertices */
808 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
810 if(vtxStride
% sizeof(GLfloat
)) {
811 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
812 * I don't see how the stride could not be a multiple of 4, but make sure
815 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
817 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
818 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
820 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
821 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
824 /* First, get the boundary cube of the input data */
825 for(j
= 0; j
< info
->Height
; j
++) {
826 for(i
= 0; i
< info
->Width
; i
++) {
827 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
828 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
829 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
830 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
831 if(v
[2] < neg_z
) neg_z
= v
[2];
835 /* This needs some improvements in the vertex decl code */
836 FIXME("Cannot find data to generate. Only generating position and normals\n");
837 patch
->has_normals
= TRUE
;
838 patch
->has_texcoords
= FALSE
;
842 glMatrixMode(GL_PROJECTION
);
843 checkGLcall("glMatrixMode(GL_PROJECTION)");
845 checkGLcall("glLoadIndentity()");
846 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
847 glTranslatef(0.0f
, 0.0f
, 0.5f
);
848 checkGLcall("glScalef");
849 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
850 checkGLcall("glViewport");
852 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
853 * our feedback buffer parser
855 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
856 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
857 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
858 if(patch
->has_normals
) {
859 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
860 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
861 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
862 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
863 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
864 glEnable(GL_LIGHTING
);
865 checkGLcall("glEnable(GL_LIGHTING)");
866 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
867 checkGLcall("glLightModel for MODEL_AMBIENT");
868 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
870 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
871 glDisable(GL_LIGHT0
+ i
);
872 checkGLcall("glDisable(GL_LIGHT0 + i)");
873 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
876 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
877 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
878 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
879 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
880 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
882 checkGLcall("Setting up light 1");
883 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
884 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
885 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
886 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
887 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
889 checkGLcall("Setting up light 2");
890 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
891 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
892 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
893 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
894 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
896 checkGLcall("Setting up light 3");
898 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
899 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
900 glDisable(GL_COLOR_MATERIAL
);
901 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
902 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
903 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
904 checkGLcall("Setting up materials");
907 /* Enable the needed maps.
908 * GL_MAP2_VERTEX_3 is needed for positional data.
909 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
910 * GL_MAP2_TEXTURE_COORD_4 for texture coords
912 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
913 out_vertex_size
= 3 /* position */;
914 d3d_out_vertex_size
= 3;
915 glEnable(GL_MAP2_VERTEX_3
);
916 if(patch
->has_normals
&& patch
->has_texcoords
) {
917 FIXME("Texcoords not handled yet\n");
918 feedback_type
= GL_3D_COLOR_TEXTURE
;
919 out_vertex_size
+= 8;
920 d3d_out_vertex_size
+= 7;
921 glEnable(GL_AUTO_NORMAL
);
922 glEnable(GL_MAP2_TEXTURE_COORD_4
);
923 } else if(patch
->has_texcoords
) {
924 FIXME("Texcoords not handled yet\n");
925 feedback_type
= GL_3D_COLOR_TEXTURE
;
926 out_vertex_size
+= 7;
927 d3d_out_vertex_size
+= 4;
928 glEnable(GL_MAP2_TEXTURE_COORD_4
);
929 } else if(patch
->has_normals
) {
930 feedback_type
= GL_3D_COLOR
;
931 out_vertex_size
+= 4;
932 d3d_out_vertex_size
+= 3;
933 glEnable(GL_AUTO_NORMAL
);
935 feedback_type
= GL_3D
;
937 checkGLcall("glEnable vertex attrib generation");
939 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
940 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
941 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
943 glMap2f(GL_MAP2_VERTEX_3
,
944 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
945 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
946 (const GLfloat
*)data
);
947 checkGLcall("glMap2f");
948 if(patch
->has_texcoords
) {
949 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
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");
955 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
956 checkGLcall("glMapGrid2f");
958 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
959 checkGLcall("glFeedbackBuffer");
960 glRenderMode(GL_FEEDBACK
);
962 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
963 checkGLcall("glEvalMesh2");
965 i
= glRenderMode(GL_RENDER
);
968 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
969 HeapFree(GetProcessHeap(), 0, feedbuffer
);
970 return WINED3DERR_DRIVERINTERNALERROR
;
971 } else if(i
!= buffer_size
) {
973 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
974 HeapFree(GetProcessHeap(), 0, feedbuffer
);
975 return WINED3DERR_DRIVERINTERNALERROR
;
977 TRACE("Got %d elements as expected\n", i
);
980 HeapFree(GetProcessHeap(), 0, patch
->mem
);
981 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
983 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
984 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
985 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
988 if(feedbuffer
[j
+ 1] != 3) {
989 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
992 /* Somehow there are different ideas about back / front facing, so fix up the
995 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
996 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
997 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
998 if(patch
->has_normals
) {
999 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1000 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1001 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1003 i
+= d3d_out_vertex_size
;
1005 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1006 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1007 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
1008 if(patch
->has_normals
) {
1009 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1010 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1011 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1013 i
+= d3d_out_vertex_size
;
1015 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1016 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1017 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
1018 if(patch
->has_normals
) {
1019 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1020 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1021 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1023 i
+= d3d_out_vertex_size
;
1026 if(patch
->has_normals
) {
1027 /* Now do the same with reverse light directions */
1028 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1029 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1030 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1031 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1032 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1033 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1034 checkGLcall("Setting up reverse light directions");
1036 glRenderMode(GL_FEEDBACK
);
1037 checkGLcall("glRenderMode(GL_FEEDBACK)");
1038 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1039 checkGLcall("glEvalMesh2");
1040 i
= glRenderMode(GL_RENDER
);
1041 checkGLcall("glRenderMode(GL_RENDER)");
1044 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1045 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1046 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1049 if(feedbuffer
[j
+ 1] != 3) {
1050 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1053 if(patch
->mem
[i
+ 3] == 0.0f
)
1054 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1055 if(patch
->mem
[i
+ 4] == 0.0f
)
1056 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1057 if(patch
->mem
[i
+ 5] == 0.0f
)
1058 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1059 normalize_normal(patch
->mem
+ i
+ 3);
1060 i
+= d3d_out_vertex_size
;
1062 if(patch
->mem
[i
+ 3] == 0.0f
)
1063 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1064 if(patch
->mem
[i
+ 4] == 0.0f
)
1065 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1066 if(patch
->mem
[i
+ 5] == 0.0f
)
1067 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1068 normalize_normal(patch
->mem
+ i
+ 3);
1069 i
+= d3d_out_vertex_size
;
1071 if(patch
->mem
[i
+ 3] == 0.0f
)
1072 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1073 if(patch
->mem
[i
+ 4] == 0.0f
)
1074 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1075 if(patch
->mem
[i
+ 5] == 0.0f
)
1076 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1077 normalize_normal(patch
->mem
+ i
+ 3);
1078 i
+= d3d_out_vertex_size
;
1082 glDisable(GL_MAP2_VERTEX_3
);
1083 glDisable(GL_AUTO_NORMAL
);
1084 glDisable(GL_MAP2_NORMAL
);
1085 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1086 checkGLcall("glDisable vertex attrib generation");
1089 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1091 vtxStride
= 3 * sizeof(float);
1092 if(patch
->has_normals
) {
1093 vtxStride
+= 3 * sizeof(float);
1095 if(patch
->has_texcoords
) {
1096 vtxStride
+= 4 * sizeof(float);
1098 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1099 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1100 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1101 patch
->strided
.position
.dwStride
= vtxStride
;
1103 if(patch
->has_normals
) {
1104 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1105 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1106 patch
->strided
.normal
.dwStride
= vtxStride
;
1108 if(patch
->has_texcoords
) {
1109 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1110 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1111 if(patch
->has_normals
) {
1112 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1114 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;