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
36 extern IWineD3DVertexShaderImpl
* VertexShaders
[64];
37 extern IWineD3DVertexDeclarationImpl
* VertexShaderDeclarations
[64];
38 extern IWineD3DPixelShaderImpl
* PixelShaders
[64];
40 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
43 /* Issues the glBegin call for gl given the primitive type and count */
44 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
48 DWORD NumVertexes
= NumPrimitives
;
50 switch (PrimitiveType
) {
51 case WINED3DPT_POINTLIST
:
53 *primType
= GL_POINTS
;
54 NumVertexes
= NumPrimitives
;
57 case WINED3DPT_LINELIST
:
60 NumVertexes
= NumPrimitives
* 2;
63 case WINED3DPT_LINESTRIP
:
64 TRACE("LINE_STRIP\n");
65 *primType
= GL_LINE_STRIP
;
66 NumVertexes
= NumPrimitives
+ 1;
69 case WINED3DPT_TRIANGLELIST
:
71 *primType
= GL_TRIANGLES
;
72 NumVertexes
= NumPrimitives
* 3;
75 case WINED3DPT_TRIANGLESTRIP
:
76 TRACE("TRIANGLE_STRIP\n");
77 *primType
= GL_TRIANGLE_STRIP
;
78 NumVertexes
= NumPrimitives
+ 2;
81 case WINED3DPT_TRIANGLEFAN
:
82 TRACE("TRIANGLE_FAN\n");
83 *primType
= GL_TRIANGLE_FAN
;
84 NumVertexes
= NumPrimitives
+ 2;
88 FIXME("Unhandled primitive\n");
89 *primType
= GL_POINTS
;
95 static BOOL
fixed_get_input(
96 BYTE usage
, BYTE usage_idx
,
97 unsigned int* regnum
) {
101 /* Those positions must have the order in the
102 * named part of the strided data */
104 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
106 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
108 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
110 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
112 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
114 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
116 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
118 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
119 *regnum
= 7 + usage_idx
;
120 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
121 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
122 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
123 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
124 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
125 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
126 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
127 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
128 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
129 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
130 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
131 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
132 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
133 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
134 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
135 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
138 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
139 debug_d3ddeclusage(usage
), usage_idx
);
145 void primitiveDeclarationConvertToStridedData(
146 IWineD3DDevice
*iface
,
147 BOOL useVertexShaderFunction
,
148 WineDirect3DVertexStridedData
*strided
,
151 /* We need to deal with frequency data!*/
154 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
155 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
157 WINED3DVERTEXELEMENT
*element
;
160 DWORD numPreloadStreams
= This
->stateBlock
->streamIsUP
? 0 : vertexDeclaration
->num_streams
;
161 DWORD
*streams
= vertexDeclaration
->streams
;
163 /* Check for transformed vertices, disable vertex shader if present */
164 strided
->u
.s
.position_transformed
= vertexDeclaration
->position_transformed
;
165 if(vertexDeclaration
->position_transformed
) {
166 useVertexShaderFunction
= FALSE
;
169 /* Translate the declaration into strided data */
170 for (i
= 0 ; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
175 element
= vertexDeclaration
->pDeclarationWine
+ i
;
176 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration
->pDeclarationWine
,
177 element
, i
+ 1, vertexDeclaration
->declarationWNumElements
- 1);
179 if (This
->stateBlock
->streamSource
[element
->Stream
] == NULL
)
182 stride
= This
->stateBlock
->streamStride
[element
->Stream
];
183 if (This
->stateBlock
->streamIsUP
) {
184 TRACE("Stream is up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
186 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
188 TRACE("Stream isn't up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
189 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[element
->Stream
], 0, &streamVBO
);
191 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
192 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
193 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
194 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
195 * not, drawStridedSlow is needed, including a vertex buffer path.
197 if(This
->stateBlock
->loadBaseVertexIndex
< 0) {
198 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This
->stateBlock
->loadBaseVertexIndex
);
200 data
= ((IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[element
->Stream
])->resource
.allocatedMemory
;
201 if((UINT_PTR
)data
< -This
->stateBlock
->loadBaseVertexIndex
* stride
) {
202 FIXME("System memory vertex data load offset is negative!\n");
207 if( streamVBO
!= 0) *fixup
= TRUE
;
208 else if(*fixup
&& !useVertexShaderFunction
&&
209 (element
->Usage
== WINED3DDECLUSAGE_COLOR
||
210 element
->Usage
== WINED3DDECLUSAGE_POSITIONT
)) {
211 /* This may be bad with the fixed function pipeline */
212 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
216 data
+= element
->Offset
;
219 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
221 if (useVertexShaderFunction
)
222 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
223 element
->Usage
, element
->UsageIndex
, &idx
);
225 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
228 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
229 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
230 useVertexShaderFunction
? "shader": "fixed function", idx
,
231 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
232 element
->Stream
, element
->Offset
, stride
, debug_d3ddecltype(element
->Type
), streamVBO
);
234 strided
->u
.input
[idx
].lpData
= data
;
235 strided
->u
.input
[idx
].dwType
= element
->Type
;
236 strided
->u
.input
[idx
].dwStride
= stride
;
237 strided
->u
.input
[idx
].VBO
= streamVBO
;
238 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
241 /* Now call PreLoad on all the vertex buffers. In the very rare case
242 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
243 * The vertex buffer can now use the strided structure in the device instead of finding its
246 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
249 for(i
=0; i
< numPreloadStreams
; i
++) {
250 IWineD3DVertexBuffer
*vb
= This
->stateBlock
->streamSource
[streams
[i
]];
252 IWineD3DVertexBuffer_PreLoad(vb
);
257 static void drawStridedFast(IWineD3DDevice
*iface
,UINT numberOfVertices
, GLenum glPrimitiveType
,
258 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
259 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
261 if (idxSize
!= 0 /* This crashes sometimes!*/) {
262 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
263 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
265 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
266 (const char *)idxData
+(idxSize
* startIdx
));
267 checkGLcall("glDrawElements");
268 #else /* using drawRangeElements may be faster */
270 glDrawRangeElements(glPrimitiveType
, minIndex
, minIndex
+ numberOfVertices
- 1, numberOfVertices
,
271 idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
272 (const char *)idxData
+(idxSize
* startIdx
));
273 checkGLcall("glDrawRangeElements");
278 /* Note first is now zero as we shuffled along earlier */
279 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This
, glPrimitiveType
, numberOfVertices
);
280 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
281 checkGLcall("glDrawArrays");
289 * Actually draw using the supplied information.
290 * Slower GL version which extracts info about each vertex in turn
293 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
294 UINT NumVertexes
, GLenum glPrimType
,
295 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
297 unsigned int textureNo
= 0;
298 const WORD
*pIdxBufS
= NULL
;
299 const DWORD
*pIdxBufL
= NULL
;
301 DWORD diffuseColor
= 0xFFFFFFFF; /* Diffuse Color */
302 DWORD specularColor
= 0; /* Specular Color */
303 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
304 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
305 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
306 BOOL pixelShader
= use_ps(This
);
308 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
309 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
311 TRACE("Using slow vertex array code\n");
313 /* Variable Initialization */
315 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
316 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
317 * idxData will be != NULL
319 if(idxData
== NULL
) {
320 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
323 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
324 else pIdxBufL
= (const DWORD
*) idxData
;
327 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
328 * to the strided Data in the device and might be needed intact on the next draw
330 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
331 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
332 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
334 texCoords
[textureNo
] = NULL
;
337 if(sd
->u
.s
.diffuse
.lpData
) {
338 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
340 if(sd
->u
.s
.specular
.lpData
) {
341 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
343 if(sd
->u
.s
.normal
.lpData
) {
344 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
346 if(sd
->u
.s
.position
.lpData
) {
347 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
350 /* The texture coordinate types are not so easy to map into a common function signature - we're
351 * not using the vector functions here
353 if(FIXME_ON(d3d_draw
)) {
354 for (textureNo
= 0; textureNo
< GL_LIMITS(textures
); ++textureNo
) {
355 DWORD type
= sd
->u
.s
.texCoords
[textureNo
].dwType
;
356 if (sd
->u
.s
.texCoords
[textureNo
].lpData
&&
357 type
!= WINED3DDECLTYPE_FLOAT1
&&
358 type
!= WINED3DDECLTYPE_FLOAT2
&&
359 type
!= WINED3DDECLTYPE_FLOAT3
&&
360 type
!= WINED3DDECLTYPE_FLOAT4
) {
361 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type
));
364 if(specular
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
365 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position_transformed
)&&
366 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
367 if(GL_SUPPORT(EXT_FOG_COORD
) && sd
->u
.s
.specular
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
368 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd
->u
.s
.specular
.dwType
));
371 if(This
->activeContext
->num_untracked_materials
&& sd
->u
.s
.diffuse
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
372 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd
->u
.s
.diffuse
.dwType
));
376 /* Start drawing in GL */
377 VTRACE(("glBegin(%x)\n", glPrimType
));
380 /* Default settings for data that is not passed */
381 if (sd
->u
.s
.normal
.lpData
== NULL
) {
384 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
385 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
387 if(sd
->u
.s
.specular
.lpData
== NULL
) {
388 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
389 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
393 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
394 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
397 /* For each primitive */
398 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
400 /* Initialize diffuse color */
401 diffuseColor
= 0xFFFFFFFF;
403 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
404 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
407 /* For indexed data, we need to go a few more strides in */
408 if (idxData
!= NULL
) {
410 /* Indexed so work out the number of strides to skip */
412 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
413 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
415 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
416 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
420 /* Texture coords --------------------------- */
421 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
423 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
424 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
428 /* Query tex coords */
429 if (This
->stateBlock
->textures
[textureNo
] != NULL
|| pixelShader
) {
431 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
432 int texture_idx
= This
->texUnitMap
[textureNo
];
433 float *ptrToCoords
= NULL
;
434 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
437 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
439 } else if (coordIdx
< 0) {
440 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
444 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
445 if (texCoords
[coordIdx
] == NULL
) {
446 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
447 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
448 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
450 glTexCoord4f(0, 0, 0, 1);
454 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
456 if (texture_idx
== -1) continue;
458 /* The coords to supply depend completely on the fvf / vertex shader */
459 switch (coordsToUse
) {
460 case 4: q
= ptrToCoords
[3]; /* drop through */
461 case 3: r
= ptrToCoords
[2]; /* drop through */
462 case 2: t
= ptrToCoords
[1]; /* drop through */
463 case 1: s
= ptrToCoords
[0];
466 switch (coordsToUse
) { /* Supply the provided texture coords */
467 case WINED3DTTFF_COUNT1
:
468 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
469 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
470 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
));
475 case WINED3DTTFF_COUNT2
:
476 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
477 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
478 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
));
483 case WINED3DTTFF_COUNT3
:
484 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
485 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
486 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
));
488 glTexCoord3f(s
, t
, r
);
491 case WINED3DTTFF_COUNT4
:
492 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
493 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
494 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
, q
));
496 glTexCoord4f(s
, t
, r
, q
);
500 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
504 } /* End of textures */
506 /* Diffuse -------------------------------- */
508 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
510 diffuse_funcs
[sd
->u
.s
.diffuse
.dwType
]((void *) ptrToCoords
);
511 if(This
->activeContext
->num_untracked_materials
) {
515 diffuseColor
= ptrToCoords
[0];
516 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
517 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
518 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
519 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
521 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
522 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
527 /* Specular ------------------------------- */
529 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
531 /* special case where the fog density is stored in the specular alpha channel */
532 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
533 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
534 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
535 if(GL_SUPPORT(EXT_FOG_COORD
)) {
536 specularColor
= ptrToCoords
[0];
537 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
539 static BOOL warned
= FALSE
;
541 /* TODO: Use the fog table code from old ddraw */
542 FIXME("Implement fog for transformed vertices in software\n");
548 specular_funcs
[sd
->u
.s
.specular
.dwType
]((void *) ptrToCoords
);
551 /* Normal -------------------------------- */
552 if (normal
!= NULL
) {
553 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
554 normal_funcs
[sd
->u
.s
.normal
.dwType
](ptrToCoords
);
557 /* Position -------------------------------- */
559 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
560 position_funcs
[sd
->u
.s
.position
.dwType
](ptrToCoords
);
563 /* For non indexed mode, step onto next parts */
564 if (idxData
== NULL
) {
570 checkGLcall("glEnd and previous calls");
573 static inline void send_attribute(IWineD3DDeviceImpl
*This
, const DWORD type
, const UINT index
, const void *ptr
) {
575 case WINED3DDECLTYPE_FLOAT1
:
576 GL_EXTCALL(glVertexAttrib1fvARB(index
, (float *) ptr
));
578 case WINED3DDECLTYPE_FLOAT2
:
579 GL_EXTCALL(glVertexAttrib2fvARB(index
, (float *) ptr
));
581 case WINED3DDECLTYPE_FLOAT3
:
582 GL_EXTCALL(glVertexAttrib3fvARB(index
, (float *) ptr
));
584 case WINED3DDECLTYPE_FLOAT4
:
585 GL_EXTCALL(glVertexAttrib4fvARB(index
, (float *) ptr
));
588 case WINED3DDECLTYPE_UBYTE4
:
589 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
591 case WINED3DDECLTYPE_UBYTE4N
:
592 case WINED3DDECLTYPE_D3DCOLOR
:
593 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
596 case WINED3DDECLTYPE_SHORT2
:
597 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
599 case WINED3DDECLTYPE_SHORT4
:
600 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
603 case WINED3DDECLTYPE_SHORT2N
:
605 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
606 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
609 case WINED3DDECLTYPE_USHORT2N
:
611 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
612 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
615 case WINED3DDECLTYPE_SHORT4N
:
616 GL_EXTCALL(glVertexAttrib4NsvARB(index
, (GLshort
*) ptr
));
618 case WINED3DDECLTYPE_USHORT4N
:
619 GL_EXTCALL(glVertexAttrib4NusvARB(index
, (GLushort
*) ptr
));
622 case WINED3DDECLTYPE_UDEC3
:
623 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
624 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
626 case WINED3DDECLTYPE_DEC3N
:
627 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
628 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
631 case WINED3DDECLTYPE_FLOAT16_2
:
632 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
633 * byte float according to the IEEE standard
635 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
636 GL_EXTCALL(glVertexAttrib2hvNV(index
, (GLhalfNV
*)ptr
));
638 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
639 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
640 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
643 case WINED3DDECLTYPE_FLOAT16_4
:
644 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
645 GL_EXTCALL(glVertexAttrib4hvNV(index
, (GLhalfNV
*)ptr
));
647 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
648 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
649 float z
= float_16_to_32(((unsigned short *) ptr
) + 2);
650 float w
= float_16_to_32(((unsigned short *) ptr
) + 3);
651 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
655 case WINED3DDECLTYPE_UNUSED
:
657 ERR("Unexpected attribute declaration: %d\n", type
);
662 static void drawStridedSlowVs(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
663 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
,
666 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
667 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
668 const WORD
*pIdxBufS
= NULL
;
669 const DWORD
*pIdxBufL
= NULL
;
672 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
676 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
677 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
678 * idxData will be != NULL
680 if(idxData
== NULL
) {
681 idxData
= ((IWineD3DIndexBufferImpl
*) stateblock
->pIndexData
)->resource
.allocatedMemory
;
684 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
685 else pIdxBufL
= (const DWORD
*) idxData
;
688 /* Start drawing in GL */
689 VTRACE(("glBegin(%x)\n", glPrimType
));
690 glBegin(glPrimitiveType
);
692 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
693 if (idxData
!= NULL
) {
695 /* Indexed so work out the number of strides to skip */
697 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
698 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
700 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
701 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
705 for(i
= MAX_ATTRIBS
- 1; i
>= 0; i
--) {
706 if(!sd
->u
.input
[i
].lpData
) continue;
708 ptr
= sd
->u
.input
[i
].lpData
+
709 sd
->u
.input
[i
].dwStride
* SkipnStrides
+
710 stateblock
->streamOffset
[sd
->u
.input
[i
].streamNo
];
712 send_attribute(This
, sd
->u
.input
[i
].dwType
, i
, ptr
);
720 static void depth_blt(IWineD3DDevice
*iface
, GLuint texture
) {
721 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
722 GLint old_binding
= 0;
724 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
);
726 glDisable(GL_CULL_FACE
);
728 glDisable(GL_ALPHA_TEST
);
729 glDisable(GL_SCISSOR_TEST
);
730 glDisable(GL_STENCIL_TEST
);
731 glEnable(GL_DEPTH_TEST
);
732 glDepthFunc(GL_ALWAYS
);
733 glBlendFunc(GL_ZERO
, GL_ONE
);
735 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
736 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
737 glBindTexture(GL_TEXTURE_2D
, texture
);
738 glEnable(GL_TEXTURE_2D
);
740 This
->shader_backend
->shader_select_depth_blt(iface
);
742 glBegin(GL_TRIANGLE_STRIP
);
743 glVertex2f(-1.0f
, -1.0f
);
744 glVertex2f(1.0f
, -1.0f
);
745 glVertex2f(-1.0f
, 1.0f
);
746 glVertex2f(1.0f
, 1.0f
);
749 glBindTexture(GL_TEXTURE_2D
, old_binding
);
753 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
754 * and this seems easier and more efficient than providing the shader backend with a private
755 * storage to read and restore the old shader settings
757 This
->shader_backend
->shader_select(iface
, use_ps(This
), use_vs(This
));
760 void depth_copy(IWineD3DDevice
*iface
) {
761 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
762 IWineD3DSurfaceImpl
*depth_stencil
= (IWineD3DSurfaceImpl
*)This
->auto_depth_stencil_buffer
;
764 /* Only copy the depth buffer if there is one. */
765 if (!depth_stencil
) return;
767 /* TODO: Make this work for modes other than FBO */
768 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
770 if (depth_stencil
->current_renderbuffer
) {
771 FIXME("Not supported with fixed up depth stencil\n");
775 if (This
->render_offscreen
) {
776 GLint old_binding
= 0;
778 TRACE("Copying onscreen depth buffer to offscreen surface\n");
780 if (!This
->depth_blt_texture
) {
781 glGenTextures(1, &This
->depth_blt_texture
);
784 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
785 * directly on the FBO texture. That's because we need to flip. */
786 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
787 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
788 glBindTexture(GL_TEXTURE_2D
, This
->depth_blt_texture
);
789 glCopyTexImage2D(depth_stencil
->glDescription
.target
,
790 depth_stencil
->glDescription
.level
,
791 depth_stencil
->glDescription
.glFormatInternal
,
794 depth_stencil
->currentDesc
.Width
,
795 depth_stencil
->currentDesc
.Height
,
797 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
798 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
799 glTexParameteri(GL_TEXTURE_2D
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
800 glBindTexture(GL_TEXTURE_2D
, old_binding
);
802 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, This
->fbo
));
803 checkGLcall("glBindFramebuffer()");
804 depth_blt(iface
, This
->depth_blt_texture
);
805 checkGLcall("depth_blt");
807 TRACE("Copying offscreen surface to onscreen depth buffer\n");
809 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
810 checkGLcall("glBindFramebuffer()");
811 depth_blt(iface
, depth_stencil
->glDescription
.textureName
);
812 checkGLcall("depth_blt");
816 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
817 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
818 ULONG startIdx
, ULONG startVertex
) {
819 UINT numInstances
= 0;
820 int numInstancedAttribs
= 0, i
, j
;
821 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
822 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
823 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
826 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
827 * We don't support this for now
829 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
830 * But the StreamSourceFreq value has a different meaning in that situation.
832 FIXME("Non-indexed instanced drawing is not supported\n");
836 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
837 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
839 /* First, figure out how many instances we have to draw */
840 for(i
= 0; i
< MAX_STREAMS
; i
++) {
841 /* Look at all non-instanced streams */
842 if(!(stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) &&
843 stateblock
->streamSource
[i
]) {
844 int inst
= stateblock
->streamFreq
[i
];
846 if(numInstances
&& inst
!= numInstances
) {
847 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances
, inst
);
853 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
854 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
855 instancedData
[numInstancedAttribs
] = i
;
856 numInstancedAttribs
++;
860 /* now draw numInstances instances :-) */
861 for(i
= 0; i
< numInstances
; i
++) {
862 /* Specify the instanced attributes using immediate mode calls */
863 for(j
= 0; j
< numInstancedAttribs
; j
++) {
864 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
865 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
866 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
867 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
868 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
869 ptr
+= (long) vb
->resource
.allocatedMemory
;
872 send_attribute(This
, sd
->u
.input
[instancedData
[j
]].dwType
, instancedData
[j
], ptr
);
875 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
876 (const char *)idxData
+(idxSize
* startIdx
));
877 checkGLcall("glDrawElements");
881 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
883 IWineD3DVertexBufferImpl
*vb
;
885 if(s
->u
.s
.position
.VBO
) {
886 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
887 s
->u
.s
.position
.VBO
= 0;
888 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
890 if(s
->u
.s
.blendWeights
.VBO
) {
891 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
892 s
->u
.s
.blendWeights
.VBO
= 0;
893 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
895 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
896 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
897 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
898 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
900 if(s
->u
.s
.normal
.VBO
) {
901 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
902 s
->u
.s
.normal
.VBO
= 0;
903 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
905 if(s
->u
.s
.pSize
.VBO
) {
906 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
907 s
->u
.s
.pSize
.VBO
= 0;
908 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
910 if(s
->u
.s
.diffuse
.VBO
) {
911 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
912 s
->u
.s
.diffuse
.VBO
= 0;
913 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
915 if(s
->u
.s
.specular
.VBO
) {
916 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
917 s
->u
.s
.specular
.VBO
= 0;
918 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
920 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
921 if(s
->u
.s
.texCoords
[i
].VBO
) {
922 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
923 s
->u
.s
.texCoords
[i
].VBO
= 0;
924 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
927 if(s
->u
.s
.position2
.VBO
) {
928 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
929 s
->u
.s
.position2
.VBO
= 0;
930 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
932 if(s
->u
.s
.normal2
.VBO
) {
933 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
934 s
->u
.s
.normal2
.VBO
= 0;
935 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
937 if(s
->u
.s
.tangent
.VBO
) {
938 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
939 s
->u
.s
.tangent
.VBO
= 0;
940 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
942 if(s
->u
.s
.binormal
.VBO
) {
943 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
944 s
->u
.s
.binormal
.VBO
= 0;
945 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
947 if(s
->u
.s
.tessFactor
.VBO
) {
948 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
949 s
->u
.s
.tessFactor
.VBO
= 0;
950 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
953 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
955 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
957 if(s
->u
.s
.depth
.VBO
) {
958 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
959 s
->u
.s
.depth
.VBO
= 0;
960 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
962 if(s
->u
.s
.sample
.VBO
) {
963 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
964 s
->u
.s
.sample
.VBO
= 0;
965 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
969 /* Routine common to the draw primitive and draw indexed primitive routines */
970 void drawPrimitive(IWineD3DDevice
*iface
,
974 long StartVertexIndex
,
975 UINT numberOfVertices
,
981 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
982 IWineD3DSwapChain
*swapchain
;
983 IWineD3DBaseTexture
*texture
= NULL
;
984 IWineD3DSurfaceImpl
*target
;
987 /* Signals other modules that a drawing is in progress and the stateblock finalized */
988 This
->isInDraw
= TRUE
;
990 /* Invalidate the back buffer memory so LockRect will read it the next time */
991 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
992 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
994 /* TODO: Only do all that if we're going to change anything
995 * Texture container dirtification does not work quite right yet
997 if(target
/*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1002 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1004 /* Need the surface in the drawable! */
1005 IWineD3DSurface_LoadLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, NULL
);
1007 /* TODO: Move fbo logic to ModifyLocation */
1008 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, TRUE
);
1010 /* Onscreen target. Invalidate system memory copy and texture copy */
1011 IWineD3DSwapChain_Release(swapchain
);
1012 } else if(wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1013 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1014 /* TODO: Move container dirtification to ModifyLocation */
1015 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DBaseTexture
, (void **)&texture
);
1018 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
1019 IWineD3DTexture_Release(texture
);
1022 /* FBO offscreen target. Texture == Drawable */
1023 target
->Flags
|= SFLAG_INTEXTURE
;
1026 /* Must be an fbo render target */
1027 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, TRUE
);
1028 target
->Flags
|= SFLAG_INTEXTURE
;
1033 /* Ok, we will be updating the screen from here onwards so grab the lock */
1035 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1037 apply_fbo_state(iface
);
1041 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
1044 if (This
->depth_copy_state
== WINED3D_DCS_COPY
) {
1047 This
->depth_copy_state
= WINED3D_DCS_INITIAL
;
1051 BOOL emulation
= FALSE
;
1052 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
1053 WineDirect3DVertexStridedData stridedlcl
;
1054 /* Ok, Work out which primitive is requested and how many vertexes that
1056 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
1057 if (numberOfVertices
== 0 )
1058 numberOfVertices
= calculatedNumberOfindices
;
1061 if(!This
->strided_streams
.u
.s
.position_transformed
&& This
->activeContext
->num_untracked_materials
&&
1062 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
1063 FIXME("Using software emulation because not all material properties could be tracked\n");
1066 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
1067 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1068 * to a float in the vertex buffer
1070 FIXME("Using software emulation because manual fog coordinates are provided\n");
1075 strided
= &stridedlcl
;
1076 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
1077 remove_vbos(This
, &stridedlcl
);
1081 if (This
->useDrawStridedSlow
|| emulation
) {
1082 /* Immediate mode drawing */
1084 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
1085 drawStridedSlowVs(iface
, strided
, calculatedNumberOfindices
, glPrimType
,
1086 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1088 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
1089 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1091 } else if(This
->instancedDraw
) {
1092 /* Instancing emulation with mixing immediate mode and arrays */
1093 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1094 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1096 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1097 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1101 /* Finished updating the screen, restore lock */
1103 TRACE("Done all gl drawing\n");
1106 #ifdef SHOW_FRAME_MAKEUP
1108 static long int primCounter
= 0;
1109 /* NOTE: set primCounter to the value reported by drawprim
1110 before you want to to write frame makeup to /tmp */
1111 if (primCounter
>= 0) {
1112 WINED3DLOCKED_RECT r
;
1114 IWineD3DSurface_LockRect(This
->renderTarget
, &r
, NULL
, WINED3DLOCK_READONLY
);
1115 sprintf(buffer
, "/tmp/backbuffer_%d.tga", primCounter
);
1116 TRACE("Saving screenshot %s\n", buffer
);
1117 IWineD3DSurface_SaveSnapshot(This
->renderTarget
, buffer
);
1118 IWineD3DSurface_UnlockRect(This
->renderTarget
);
1120 #ifdef SHOW_TEXTURE_MAKEUP
1122 IWineD3DSurface
*pSur
;
1124 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1125 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1126 sprintf(buffer
, "/tmp/texture_%p_%d_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1127 TRACE("Saving texture %s\n", buffer
);
1128 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1129 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1130 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1131 IWineD3DSurface_Release(pSur
);
1133 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1140 TRACE("drawprim #%d\n", primCounter
);
1145 /* Control goes back to the device, stateblock values may change again */
1146 This
->isInDraw
= FALSE
;
1149 static void normalize_normal(float *n
) {
1150 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1151 if(length
== 0.0) return;
1152 length
= sqrt(length
);
1153 n
[0] = n
[0] / length
;
1154 n
[1] = n
[1] / length
;
1155 n
[2] = n
[2] / length
;
1158 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1160 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1161 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1162 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1163 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1166 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1167 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1168 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1169 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1170 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1172 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1173 * resulting colors back to the normals.
1175 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1176 * does not restore it because normally a draw follows immediately afterwards. The caller is
1177 * responsible of taking care that either the gl states are restored, or the context activated
1178 * for drawing to reset the lastWasBlit flag.
1180 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1181 struct WineD3DRectPatch
*patch
) {
1182 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1183 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1184 WineDirect3DVertexStridedData strided
;
1186 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1188 GLenum feedback_type
;
1189 GLfloat
*feedbuffer
;
1191 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1194 memset(&strided
, 0, sizeof(strided
));
1195 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1196 if(strided
.u
.s
.position
.VBO
) {
1197 IWineD3DVertexBufferImpl
*vb
;
1198 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1199 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1200 (unsigned long) vb
->resource
.allocatedMemory
);
1202 vtxStride
= strided
.u
.s
.position
.dwStride
;
1203 data
= strided
.u
.s
.position
.lpData
+
1204 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1205 vtxStride
* info
->StartVertexOffsetWidth
;
1207 /* Not entirely sure about what happens with transformed vertices */
1208 if(strided
.u
.s
.position_transformed
) {
1209 FIXME("Transformed position in rectpatch generation\n");
1211 if(vtxStride
% sizeof(GLfloat
)) {
1212 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1213 * I don't see how the stride could not be a multiple of 4, but make sure
1216 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1218 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1219 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1221 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1222 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1225 /* First, get the boundary cube of the input data */
1226 for(j
= 0; j
< info
->Height
; j
++) {
1227 for(i
= 0; i
< info
->Width
; i
++) {
1228 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1229 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1230 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1231 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1232 if(v
[2] < neg_z
) neg_z
= v
[2];
1236 /* This needs some improvements in the vertex decl code */
1237 FIXME("Cannot find data to generate. Only generating position and normals\n");
1238 patch
->has_normals
= TRUE
;
1239 patch
->has_texcoords
= FALSE
;
1241 /* Simply activate the context for blitting. This disables all the things we don't want and
1242 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1243 * patch (as opposed to normal draws) will most likely need different changes anyway
1245 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1248 glMatrixMode(GL_PROJECTION
);
1249 checkGLcall("glMatrixMode(GL_PROJECTION)");
1251 checkGLcall("glLoadIndentity()");
1252 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1253 glTranslatef(0, 0, 0.5);
1254 checkGLcall("glScalef");
1255 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1256 checkGLcall("glViewport");
1258 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1259 * our feedback buffer parser
1261 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1262 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1263 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1264 if(patch
->has_normals
) {
1265 float black
[4] = {0, 0, 0, 0};
1266 float red
[4] = {1, 0, 0, 0};
1267 float green
[4] = {0, 1, 0, 0};
1268 float blue
[4] = {0, 0, 1, 0};
1269 float white
[4] = {1, 1, 1, 1};
1270 glEnable(GL_LIGHTING
);
1271 checkGLcall("glEnable(GL_LIGHTING)");
1272 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1273 checkGLcall("glLightModel for MODEL_AMBIENT");
1274 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1276 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1277 glDisable(GL_LIGHT0
+ i
);
1278 checkGLcall("glDisable(GL_LIGHT0 + i)");
1279 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1282 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1283 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1284 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1285 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1286 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1287 glEnable(GL_LIGHT0
);
1288 checkGLcall("Setting up light 1\n");
1289 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1290 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1291 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1292 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1293 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1294 glEnable(GL_LIGHT1
);
1295 checkGLcall("Setting up light 2\n");
1296 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1297 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1298 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1299 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1300 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1301 glEnable(GL_LIGHT2
);
1302 checkGLcall("Setting up light 3\n");
1304 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1305 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1306 glDisable(GL_COLOR_MATERIAL
);
1307 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1308 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1309 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1310 checkGLcall("Setting up materials\n");
1313 /* Enable the needed maps.
1314 * GL_MAP2_VERTEX_3 is needed for positional data.
1315 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1316 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1318 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1319 out_vertex_size
= 3 /* position */;
1320 d3d_out_vertex_size
= 3;
1321 glEnable(GL_MAP2_VERTEX_3
);
1322 if(patch
->has_normals
&& patch
->has_texcoords
) {
1323 FIXME("Texcoords not handled yet\n");
1324 feedback_type
= GL_3D_COLOR_TEXTURE
;
1325 out_vertex_size
+= 8;
1326 d3d_out_vertex_size
+= 7;
1327 glEnable(GL_AUTO_NORMAL
);
1328 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1329 } else if(patch
->has_texcoords
) {
1330 FIXME("Texcoords not handled yet\n");
1331 feedback_type
= GL_3D_COLOR_TEXTURE
;
1332 out_vertex_size
+= 7;
1333 d3d_out_vertex_size
+= 4;
1334 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1335 } else if(patch
->has_normals
) {
1336 feedback_type
= GL_3D_COLOR
;
1337 out_vertex_size
+= 4;
1338 d3d_out_vertex_size
+= 3;
1339 glEnable(GL_AUTO_NORMAL
);
1341 feedback_type
= GL_3D
;
1343 checkGLcall("glEnable vertex attrib generation");
1345 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1346 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1347 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1349 glMap2f(GL_MAP2_VERTEX_3
,
1350 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1351 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1353 checkGLcall("glMap2f");
1354 if(patch
->has_texcoords
) {
1355 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1356 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1357 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1359 checkGLcall("glMap2f");
1361 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1362 checkGLcall("glMapGrid2f");
1364 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1365 checkGLcall("glFeedbackBuffer");
1366 glRenderMode(GL_FEEDBACK
);
1368 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1369 checkGLcall("glEvalMesh2\n");
1371 i
= glRenderMode(GL_RENDER
);
1373 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1375 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1376 return WINED3DERR_DRIVERINTERNALERROR
;
1377 } else if(i
!= buffer_size
) {
1378 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1380 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1381 return WINED3DERR_DRIVERINTERNALERROR
;
1383 TRACE("Got %d elements as expected\n", i
);
1386 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1387 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1389 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1390 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1391 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1394 if(feedbuffer
[j
+ 1] != 3) {
1395 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1398 /* Somehow there are different ideas about back / front facing, so fix up the
1401 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1402 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1403 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1404 if(patch
->has_normals
) {
1405 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1406 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1407 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1409 i
+= d3d_out_vertex_size
;
1411 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1412 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1413 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1414 if(patch
->has_normals
) {
1415 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1416 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1417 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1419 i
+= d3d_out_vertex_size
;
1421 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1422 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1423 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1424 if(patch
->has_normals
) {
1425 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1426 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1427 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1429 i
+= d3d_out_vertex_size
;
1432 if(patch
->has_normals
) {
1433 /* Now do the same with reverse light directions */
1434 float x
[4] = {-1, 0, 0, 0};
1435 float y
[4] = { 0, -1, 0, 0};
1436 float z
[4] = { 0, 0, -1, 0};
1437 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1438 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1439 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1440 checkGLcall("Setting up reverse light directions\n");
1442 glRenderMode(GL_FEEDBACK
);
1443 checkGLcall("glRenderMode(GL_FEEDBACK)");
1444 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1445 checkGLcall("glEvalMesh2\n");
1446 i
= glRenderMode(GL_RENDER
);
1447 checkGLcall("glRenderMode(GL_RENDER)");
1450 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1451 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1452 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1455 if(feedbuffer
[j
+ 1] != 3) {
1456 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1459 if(patch
->mem
[i
+ 3] == 0.0)
1460 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1461 if(patch
->mem
[i
+ 4] == 0.0)
1462 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1463 if(patch
->mem
[i
+ 5] == 0.0)
1464 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1465 normalize_normal(patch
->mem
+ i
+ 3);
1466 i
+= d3d_out_vertex_size
;
1468 if(patch
->mem
[i
+ 3] == 0.0)
1469 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1470 if(patch
->mem
[i
+ 4] == 0.0)
1471 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1472 if(patch
->mem
[i
+ 5] == 0.0)
1473 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1474 normalize_normal(patch
->mem
+ i
+ 3);
1475 i
+= d3d_out_vertex_size
;
1477 if(patch
->mem
[i
+ 3] == 0.0)
1478 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1479 if(patch
->mem
[i
+ 4] == 0.0)
1480 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1481 if(patch
->mem
[i
+ 5] == 0.0)
1482 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1483 normalize_normal(patch
->mem
+ i
+ 3);
1484 i
+= d3d_out_vertex_size
;
1488 glDisable(GL_MAP2_VERTEX_3
);
1489 glDisable(GL_AUTO_NORMAL
);
1490 glDisable(GL_MAP2_NORMAL
);
1491 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1492 checkGLcall("glDisable vertex attrib generation");
1495 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1497 vtxStride
= 3 * sizeof(float);
1498 if(patch
->has_normals
) {
1499 vtxStride
+= 3 * sizeof(float);
1501 if(patch
->has_texcoords
) {
1502 vtxStride
+= 4 * sizeof(float);
1504 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1505 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1506 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1507 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1508 patch
->strided
.u
.s
.position
.streamNo
= 255;
1510 if(patch
->has_normals
) {
1511 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1512 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1513 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1514 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1516 if(patch
->has_texcoords
) {
1517 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1518 if(patch
->has_normals
) {
1519 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1521 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1522 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1523 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1524 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1527 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;