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_stream_info
*si
, UINT NumVertexes
,
74 GLenum glPrimType
, const void *idxData
, UINT idxSize
, UINT minIndex
, UINT startIdx
)
76 struct WineD3DContext
*context
= context_get_current();
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 element
= &si
->elements
[WINED3D_FFP_POSITION
];
117 if (element
->data
) position
= element
->data
+ streamOffset
[element
->stream_idx
];
119 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
120 if (element
->data
) normal
= element
->data
+ streamOffset
[element
->stream_idx
];
121 else glNormal3f(0, 0, 0);
123 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
124 if (element
->data
) diffuse
= element
->data
+ streamOffset
[element
->stream_idx
];
125 else glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
126 num_untracked_materials
= context
->num_untracked_materials
;
127 if (num_untracked_materials
&& element
->format_desc
->format
!= WINED3DFMT_A8R8G8B8
)
128 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format_desc
->format
));
130 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
133 specular
= element
->data
+ streamOffset
[element
->stream_idx
];
135 /* special case where the fog density is stored in the specular alpha channel */
136 if (This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]
137 && (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
138 || si
->elements
[WINED3D_FFP_POSITION
].format_desc
->format
== WINED3DFMT_R32G32B32A32_FLOAT
)
139 && This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
141 if (GL_SUPPORT(EXT_FOG_COORD
))
143 if (element
->format_desc
->format
== WINED3DFMT_A8R8G8B8
) specular_fog
= TRUE
;
144 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format_desc
->format
));
152 /* TODO: Use the fog table code from old ddraw */
153 FIXME("Implement fog for transformed vertices in software\n");
159 else if (GL_SUPPORT(EXT_SECONDARY_COLOR
))
161 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
164 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
166 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
167 int texture_idx
= This
->texUnitMap
[textureNo
];
169 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0)
171 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
175 if (!pixelShader
&& !This
->stateBlock
->textures
[textureNo
]) continue;
177 if (texture_idx
== -1) continue;
181 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
184 else if (coordIdx
< 0)
186 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
190 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
193 texCoords
[coordIdx
] = element
->data
+ streamOffset
[element
->stream_idx
];
194 tex_mask
|= (1 << textureNo
);
198 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
199 if (GL_SUPPORT(ARB_MULTITEXTURE
))
200 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
202 glTexCoord4f(0, 0, 0, 1);
206 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
207 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
210 /* For each primitive */
211 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
212 UINT texture
, tmp_tex_mask
;
213 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
214 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
217 /* For indexed data, we need to go a few more strides in */
218 if (idxData
!= NULL
) {
220 /* Indexed so work out the number of strides to skip */
222 VTRACE(("Idx for vertex %u = %u\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
223 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
225 VTRACE(("Idx for vertex %u = %u\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
226 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
230 tmp_tex_mask
= tex_mask
;
231 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
237 if (!(tmp_tex_mask
& 1)) continue;
239 coord_idx
= This
->stateBlock
->textureState
[texture
][WINED3DTSS_TEXCOORDINDEX
];
240 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
242 texture_idx
= This
->texUnitMap
[texture
];
243 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format_desc
->emit_idx
](
244 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
247 /* Diffuse -------------------------------- */
249 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
251 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format_desc
->emit_idx
](ptrToCoords
);
252 if (num_untracked_materials
)
254 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
258 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
259 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
260 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
261 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
263 for (i
= 0; i
< num_untracked_materials
; ++i
)
265 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
270 /* Specular ------------------------------- */
272 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
274 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format_desc
->emit_idx
](ptrToCoords
);
278 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
279 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
283 /* Normal -------------------------------- */
284 if (normal
!= NULL
) {
285 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
286 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format_desc
->emit_idx
](ptrToCoords
);
289 /* Position -------------------------------- */
291 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
292 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format_desc
->emit_idx
](ptrToCoords
);
295 /* For non indexed mode, step onto next parts */
296 if (idxData
== NULL
) {
302 checkGLcall("glEnd and previous calls");
305 /* GL locking is done by the caller */
306 static inline void send_attribute(IWineD3DDeviceImpl
*This
, WINED3DFORMAT format
, const UINT index
, const void *ptr
)
310 case WINED3DFMT_R32_FLOAT
:
311 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
313 case WINED3DFMT_R32G32_FLOAT
:
314 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
316 case WINED3DFMT_R32G32B32_FLOAT
:
317 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
319 case WINED3DFMT_R32G32B32A32_FLOAT
:
320 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
323 case WINED3DFMT_R8G8B8A8_UINT
:
324 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
326 case WINED3DFMT_A8R8G8B8
:
327 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA
))
329 const DWORD
*src
= ptr
;
330 DWORD c
= *src
& 0xff00ff00;
331 c
|= (*src
& 0xff0000) >> 16;
332 c
|= (*src
& 0xff) << 16;
333 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
336 /* else fallthrough */
337 case WINED3DFMT_R8G8B8A8_UNORM
:
338 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
341 case WINED3DFMT_R16G16_SINT
:
342 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
344 case WINED3DFMT_R16G16B16A16_SINT
:
345 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
348 case WINED3DFMT_R16G16_SNORM
:
350 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
351 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
354 case WINED3DFMT_R16G16_UNORM
:
356 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
357 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
360 case WINED3DFMT_R16G16B16A16_SNORM
:
361 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
363 case WINED3DFMT_R16G16B16A16_UNORM
:
364 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
367 case WINED3DFMT_R10G10B10A2_UINT
:
368 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
369 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
371 case WINED3DFMT_R10G10B10A2_SNORM
:
372 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
373 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
376 case WINED3DFMT_R16G16_FLOAT
:
377 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
378 * byte float according to the IEEE standard
380 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
381 /* Not supported by GL_ARB_half_float_vertex */
382 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
384 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
385 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
386 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
389 case WINED3DFMT_R16G16B16A16_FLOAT
:
390 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
391 /* Not supported by GL_ARB_half_float_vertex */
392 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
394 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
395 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
396 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
397 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
398 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
403 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format
));
408 /* GL locking is done by the caller */
409 static void drawStridedSlowVs(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
, UINT numberOfVertices
,
410 GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
, UINT minIndex
, UINT startIdx
)
412 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
413 long SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
414 const WORD
*pIdxBufS
= NULL
;
415 const DWORD
*pIdxBufL
= NULL
;
418 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
422 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
423 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
424 * idxData will be != NULL
426 if(idxData
== NULL
) {
427 idxData
= buffer_get_sysmem((struct wined3d_buffer
*) This
->stateBlock
->pIndexData
);
430 if (idxSize
== 2) pIdxBufS
= idxData
;
431 else pIdxBufL
= idxData
;
432 } else if (idxData
) {
433 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
437 /* Start drawing in GL */
438 VTRACE(("glBegin(%x)\n", glPrimitiveType
));
439 glBegin(glPrimitiveType
);
441 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
442 if (idxData
!= NULL
) {
444 /* Indexed so work out the number of strides to skip */
446 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
447 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
449 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
450 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
454 for(i
= MAX_ATTRIBS
- 1; i
>= 0; i
--) {
455 if(!si
->elements
[i
].data
) continue;
457 ptr
= si
->elements
[i
].data
+
458 si
->elements
[i
].stride
* SkipnStrides
+
459 stateblock
->streamOffset
[si
->elements
[i
].stream_idx
];
461 send_attribute(This
, si
->elements
[i
].format_desc
->format
, i
, ptr
);
469 /* GL locking is done by the caller */
470 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
,
471 UINT numberOfVertices
, GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
, UINT minIndex
,
474 UINT numInstances
= 0, i
;
475 int numInstancedAttribs
= 0, j
;
476 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
477 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
478 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
481 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
482 * We don't support this for now
484 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
485 * But the StreamSourceFreq value has a different meaning in that situation.
487 FIXME("Non-indexed instanced drawing is not supported\n");
491 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
493 /* First, figure out how many instances we have to draw */
494 for(i
= 0; i
< MAX_STREAMS
; i
++) {
495 /* Look at the streams and take the first one which matches */
496 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
497 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
498 if(stateblock
->streamFreq
[i
] == 0){
501 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
503 break; /* break, because only the first suitable value is interesting */
507 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
509 if (stateblock
->streamFlags
[si
->elements
[i
].stream_idx
] & WINED3DSTREAMSOURCE_INSTANCEDATA
)
511 instancedData
[numInstancedAttribs
] = i
;
512 numInstancedAttribs
++;
516 /* now draw numInstances instances :-) */
517 for(i
= 0; i
< numInstances
; i
++) {
518 /* Specify the instanced attributes using immediate mode calls */
519 for(j
= 0; j
< numInstancedAttribs
; j
++) {
520 const BYTE
*ptr
= si
->elements
[instancedData
[j
]].data
+
521 si
->elements
[instancedData
[j
]].stride
* i
+
522 stateblock
->streamOffset
[si
->elements
[instancedData
[j
]].stream_idx
];
523 if (si
->elements
[instancedData
[j
]].buffer_object
)
525 struct wined3d_buffer
*vb
=
526 (struct wined3d_buffer
*)stateblock
->streamSource
[si
->elements
[instancedData
[j
]].stream_idx
];
527 ptr
+= (long) buffer_get_sysmem(vb
);
530 send_attribute(This
, si
->elements
[instancedData
[j
]].format_desc
->format
, instancedData
[j
], ptr
);
533 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
534 (const char *)idxData
+(idxSize
* startIdx
));
535 checkGLcall("glDrawElements");
539 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, struct wined3d_stream_info
*s
)
543 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
545 struct wined3d_stream_info_element
*e
= &s
->elements
[i
];
546 if (e
->buffer_object
)
548 struct wined3d_buffer
*vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
549 e
->buffer_object
= 0;
550 e
->data
= (BYTE
*)((unsigned long)e
->data
+ (unsigned long)buffer_get_sysmem(vb
));
555 /* Routine common to the draw primitive and draw indexed primitive routines */
556 void drawPrimitive(IWineD3DDevice
*iface
, UINT index_count
, UINT numberOfVertices
,
557 UINT StartIdx
, UINT idxSize
, const void *idxData
, UINT minIndex
)
560 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
561 IWineD3DSurfaceImpl
*target
;
562 struct WineD3DContext
*context
;
565 if (!index_count
) return;
567 if (This
->stateBlock
->renderState
[WINED3DRS_COLORWRITEENABLE
])
569 /* Invalidate the back buffer memory so LockRect will read it the next time */
570 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
572 target
= (IWineD3DSurfaceImpl
*)This
->render_targets
[i
];
575 IWineD3DSurface_LoadLocation((IWineD3DSurface
*)target
, SFLAG_INDRAWABLE
, NULL
);
576 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)target
, SFLAG_INDRAWABLE
, TRUE
);
581 /* Signals other modules that a drawing is in progress and the stateblock finalized */
582 This
->isInDraw
= TRUE
;
584 context
= ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
586 if (This
->stencilBufferTarget
) {
587 /* Note that this depends on the ActivateContext call above to set
588 * This->render_offscreen properly. We don't currently take the
589 * Z-compare function into account, but we could skip loading the
590 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
591 * that we never copy the stencil data.*/
592 DWORD location
= This
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
593 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
]
594 || This
->stateBlock
->renderState
[WINED3DRS_ZENABLE
])
595 surface_load_ds_location(This
->stencilBufferTarget
, context
, location
);
596 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
])
597 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
600 /* Ok, we will be updating the screen from here onwards so grab the lock */
603 GLenum glPrimType
= This
->stateBlock
->gl_primitive_type
;
604 BOOL emulation
= FALSE
;
605 const struct wined3d_stream_info
*stream_info
= &This
->strided_streams
;
606 struct wined3d_stream_info stridedlcl
;
608 if (!numberOfVertices
) numberOfVertices
= index_count
;
610 if (!use_vs(This
->stateBlock
))
612 if (!This
->strided_streams
.position_transformed
&& context
->num_untracked_materials
613 && This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
])
617 FIXME("Using software emulation because not all material properties could be tracked\n");
620 TRACE("Using software emulation because not all material properties could be tracked\n");
624 else if (context
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
])
626 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
627 * to a float in the vertex buffer
631 FIXME("Using software emulation because manual fog coordinates are provided\n");
634 TRACE("Using software emulation because manual fog coordinates are provided\n");
640 stream_info
= &stridedlcl
;
641 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
642 remove_vbos(This
, &stridedlcl
);
646 if (This
->useDrawStridedSlow
|| emulation
) {
647 /* Immediate mode drawing */
648 if (use_vs(This
->stateBlock
))
652 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
655 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
657 drawStridedSlowVs(iface
, stream_info
, index_count
, glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
);
659 drawStridedSlow(iface
, stream_info
, index_count
, glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
);
661 } else if(This
->instancedDraw
) {
662 /* Instancing emulation with mixing immediate mode and arrays */
663 drawStridedInstanced(iface
, &This
->strided_streams
, index_count
,
664 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
);
666 drawStridedFast(iface
, glPrimType
, minIndex
, minIndex
+ numberOfVertices
- 1,
667 index_count
, idxSize
, idxData
, StartIdx
);
671 /* Finished updating the screen, restore lock */
673 TRACE("Done all gl drawing\n");
676 #ifdef SHOW_FRAME_MAKEUP
678 static long int primCounter
= 0;
679 /* NOTE: set primCounter to the value reported by drawprim
680 before you want to to write frame makeup to /tmp */
681 if (primCounter
>= 0) {
682 WINED3DLOCKED_RECT r
;
684 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
685 sprintf(buffer
, "/tmp/backbuffer_%ld.tga", primCounter
);
686 TRACE("Saving screenshot %s\n", buffer
);
687 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
688 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
690 #ifdef SHOW_TEXTURE_MAKEUP
692 IWineD3DSurface
*pSur
;
694 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
695 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
696 sprintf(buffer
, "/tmp/texture_%p_%ld_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
697 TRACE("Saving texture %s\n", buffer
);
698 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
699 IWineD3DTexture_GetSurfaceLevel(This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
700 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
701 IWineD3DSurface_Release(pSur
);
703 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
710 TRACE("drawprim #%ld\n", primCounter
);
715 /* Control goes back to the device, stateblock values may change again */
716 This
->isInDraw
= FALSE
;
719 static void normalize_normal(float *n
) {
720 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
721 if (length
== 0.0f
) return;
722 length
= sqrt(length
);
723 n
[0] = n
[0] / length
;
724 n
[1] = n
[1] / length
;
725 n
[2] = n
[2] / length
;
728 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
730 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
731 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
732 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
733 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
736 * To read back, the opengl feedback mode is used. This creates a problem because we want
737 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
738 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
739 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
740 * them to [-1.0;+1.0] and set the viewport up to scale them back.
742 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
743 * resulting colors back to the normals.
745 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
746 * does not restore it because normally a draw follows immediately afterwards. The caller is
747 * responsible of taking care that either the gl states are restored, or the context activated
748 * for drawing to reset the lastWasBlit flag.
750 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
751 struct WineD3DRectPatch
*patch
) {
752 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
753 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
754 struct wined3d_stream_info stream_info
;
755 struct wined3d_stream_info_element
*e
;
757 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
759 GLenum feedback_type
;
762 /* Simply activate the context for blitting. This disables all the things we don't want and
763 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
764 * patch (as opposed to normal draws) will most likely need different changes anyway. */
765 ActivateContext(This
, NULL
, CTXUSAGE_BLIT
);
767 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
770 device_stream_info_from_declaration(This
, FALSE
, &stream_info
, NULL
);
772 e
= &stream_info
.elements
[WINED3D_FFP_POSITION
];
773 if (e
->buffer_object
)
775 struct wined3d_buffer
*vb
;
776 vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
777 e
->data
= (BYTE
*)((unsigned long)e
->data
+ (unsigned long)buffer_get_sysmem(vb
));
779 vtxStride
= e
->stride
;
781 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
782 vtxStride
* info
->StartVertexOffsetWidth
;
784 /* Not entirely sure about what happens with transformed vertices */
785 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
787 if(vtxStride
% sizeof(GLfloat
)) {
788 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
789 * I don't see how the stride could not be a multiple of 4, but make sure
792 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
794 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
795 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
797 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
798 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
801 /* First, get the boundary cube of the input data */
802 for(j
= 0; j
< info
->Height
; j
++) {
803 for(i
= 0; i
< info
->Width
; i
++) {
804 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
805 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
806 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
807 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
808 if(v
[2] < neg_z
) neg_z
= v
[2];
812 /* This needs some improvements in the vertex decl code */
813 FIXME("Cannot find data to generate. Only generating position and normals\n");
814 patch
->has_normals
= TRUE
;
815 patch
->has_texcoords
= FALSE
;
819 glMatrixMode(GL_PROJECTION
);
820 checkGLcall("glMatrixMode(GL_PROJECTION)");
822 checkGLcall("glLoadIndentity()");
823 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
824 glTranslatef(0.0f
, 0.0f
, 0.5f
);
825 checkGLcall("glScalef");
826 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
827 checkGLcall("glViewport");
829 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
830 * our feedback buffer parser
832 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
833 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
834 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
835 if(patch
->has_normals
) {
836 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
837 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
838 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
839 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
840 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
841 glEnable(GL_LIGHTING
);
842 checkGLcall("glEnable(GL_LIGHTING)");
843 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
844 checkGLcall("glLightModel for MODEL_AMBIENT");
845 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
847 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
848 glDisable(GL_LIGHT0
+ i
);
849 checkGLcall("glDisable(GL_LIGHT0 + i)");
850 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
853 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
854 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
855 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
856 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
857 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
859 checkGLcall("Setting up light 1");
860 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
861 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
862 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
863 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
864 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
866 checkGLcall("Setting up light 2");
867 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
868 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
869 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
870 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
871 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
873 checkGLcall("Setting up light 3");
875 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
876 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
877 glDisable(GL_COLOR_MATERIAL
);
878 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
879 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
880 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
881 checkGLcall("Setting up materials");
884 /* Enable the needed maps.
885 * GL_MAP2_VERTEX_3 is needed for positional data.
886 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
887 * GL_MAP2_TEXTURE_COORD_4 for texture coords
889 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
890 out_vertex_size
= 3 /* position */;
891 d3d_out_vertex_size
= 3;
892 glEnable(GL_MAP2_VERTEX_3
);
893 if(patch
->has_normals
&& patch
->has_texcoords
) {
894 FIXME("Texcoords not handled yet\n");
895 feedback_type
= GL_3D_COLOR_TEXTURE
;
896 out_vertex_size
+= 8;
897 d3d_out_vertex_size
+= 7;
898 glEnable(GL_AUTO_NORMAL
);
899 glEnable(GL_MAP2_TEXTURE_COORD_4
);
900 } else if(patch
->has_texcoords
) {
901 FIXME("Texcoords not handled yet\n");
902 feedback_type
= GL_3D_COLOR_TEXTURE
;
903 out_vertex_size
+= 7;
904 d3d_out_vertex_size
+= 4;
905 glEnable(GL_MAP2_TEXTURE_COORD_4
);
906 } else if(patch
->has_normals
) {
907 feedback_type
= GL_3D_COLOR
;
908 out_vertex_size
+= 4;
909 d3d_out_vertex_size
+= 3;
910 glEnable(GL_AUTO_NORMAL
);
912 feedback_type
= GL_3D
;
914 checkGLcall("glEnable vertex attrib generation");
916 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
917 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
918 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
920 glMap2f(GL_MAP2_VERTEX_3
,
921 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
922 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
923 (const GLfloat
*)data
);
924 checkGLcall("glMap2f");
925 if(patch
->has_texcoords
) {
926 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
927 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
928 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
929 (const GLfloat
*)data
);
930 checkGLcall("glMap2f");
932 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
933 checkGLcall("glMapGrid2f");
935 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
936 checkGLcall("glFeedbackBuffer");
937 glRenderMode(GL_FEEDBACK
);
939 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
940 checkGLcall("glEvalMesh2");
942 i
= glRenderMode(GL_RENDER
);
945 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
946 HeapFree(GetProcessHeap(), 0, feedbuffer
);
947 return WINED3DERR_DRIVERINTERNALERROR
;
948 } else if(i
!= buffer_size
) {
950 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
951 HeapFree(GetProcessHeap(), 0, feedbuffer
);
952 return WINED3DERR_DRIVERINTERNALERROR
;
954 TRACE("Got %d elements as expected\n", i
);
957 HeapFree(GetProcessHeap(), 0, patch
->mem
);
958 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
960 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
961 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
962 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
965 if(feedbuffer
[j
+ 1] != 3) {
966 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
969 /* Somehow there are different ideas about back / front facing, so fix up the
972 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
973 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
974 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
975 if(patch
->has_normals
) {
976 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
977 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
978 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
980 i
+= d3d_out_vertex_size
;
982 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
983 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
984 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
985 if(patch
->has_normals
) {
986 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
987 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
988 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
990 i
+= d3d_out_vertex_size
;
992 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
993 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
994 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
995 if(patch
->has_normals
) {
996 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
997 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
998 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1000 i
+= d3d_out_vertex_size
;
1003 if(patch
->has_normals
) {
1004 /* Now do the same with reverse light directions */
1005 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1006 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1007 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1008 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1009 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1010 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1011 checkGLcall("Setting up reverse light directions");
1013 glRenderMode(GL_FEEDBACK
);
1014 checkGLcall("glRenderMode(GL_FEEDBACK)");
1015 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1016 checkGLcall("glEvalMesh2");
1017 i
= glRenderMode(GL_RENDER
);
1018 checkGLcall("glRenderMode(GL_RENDER)");
1021 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1022 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1023 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1026 if(feedbuffer
[j
+ 1] != 3) {
1027 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1030 if(patch
->mem
[i
+ 3] == 0.0f
)
1031 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1032 if(patch
->mem
[i
+ 4] == 0.0f
)
1033 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1034 if(patch
->mem
[i
+ 5] == 0.0f
)
1035 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1036 normalize_normal(patch
->mem
+ i
+ 3);
1037 i
+= d3d_out_vertex_size
;
1039 if(patch
->mem
[i
+ 3] == 0.0f
)
1040 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1041 if(patch
->mem
[i
+ 4] == 0.0f
)
1042 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1043 if(patch
->mem
[i
+ 5] == 0.0f
)
1044 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1045 normalize_normal(patch
->mem
+ i
+ 3);
1046 i
+= d3d_out_vertex_size
;
1048 if(patch
->mem
[i
+ 3] == 0.0f
)
1049 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1050 if(patch
->mem
[i
+ 4] == 0.0f
)
1051 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1052 if(patch
->mem
[i
+ 5] == 0.0f
)
1053 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1054 normalize_normal(patch
->mem
+ i
+ 3);
1055 i
+= d3d_out_vertex_size
;
1059 glDisable(GL_MAP2_VERTEX_3
);
1060 glDisable(GL_AUTO_NORMAL
);
1061 glDisable(GL_MAP2_NORMAL
);
1062 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1063 checkGLcall("glDisable vertex attrib generation");
1066 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1068 vtxStride
= 3 * sizeof(float);
1069 if(patch
->has_normals
) {
1070 vtxStride
+= 3 * sizeof(float);
1072 if(patch
->has_texcoords
) {
1073 vtxStride
+= 4 * sizeof(float);
1075 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1076 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1077 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1078 patch
->strided
.position
.dwStride
= vtxStride
;
1080 if(patch
->has_normals
) {
1081 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1082 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1083 patch
->strided
.normal
.dwStride
= vtxStride
;
1085 if(patch
->has_texcoords
) {
1086 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1087 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1088 if(patch
->has_normals
) {
1089 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1091 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;