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 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
40 DWORD NumVertexes
= NumPrimitives
;
42 switch (PrimitiveType
) {
43 case WINED3DPT_POINTLIST
:
45 *primType
= GL_POINTS
;
46 NumVertexes
= NumPrimitives
;
49 case WINED3DPT_LINELIST
:
52 NumVertexes
= NumPrimitives
* 2;
55 case WINED3DPT_LINESTRIP
:
56 TRACE("LINE_STRIP\n");
57 *primType
= GL_LINE_STRIP
;
58 NumVertexes
= NumPrimitives
+ 1;
61 case WINED3DPT_TRIANGLELIST
:
63 *primType
= GL_TRIANGLES
;
64 NumVertexes
= NumPrimitives
* 3;
67 case WINED3DPT_TRIANGLESTRIP
:
68 TRACE("TRIANGLE_STRIP\n");
69 *primType
= GL_TRIANGLE_STRIP
;
70 NumVertexes
= NumPrimitives
+ 2;
73 case WINED3DPT_TRIANGLEFAN
:
74 TRACE("TRIANGLE_FAN\n");
75 *primType
= GL_TRIANGLE_FAN
;
76 NumVertexes
= NumPrimitives
+ 2;
80 FIXME("Unhandled primitive\n");
81 *primType
= GL_POINTS
;
87 static BOOL
fixed_get_input(
88 BYTE usage
, BYTE usage_idx
,
89 unsigned int* regnum
) {
93 /* Those positions must have the order in the
94 * named part of the strided data */
96 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
98 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
100 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
102 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
104 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
106 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
108 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
110 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
111 *regnum
= 7 + usage_idx
;
112 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
113 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
114 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
115 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
116 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
117 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
118 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
119 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
120 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
121 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
122 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
123 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
124 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
125 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
126 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
127 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
130 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131 debug_d3ddeclusage(usage
), usage_idx
);
137 void primitiveDeclarationConvertToStridedData(
138 IWineD3DDevice
*iface
,
139 BOOL useVertexShaderFunction
,
140 WineDirect3DVertexStridedData
*strided
,
143 /* We need to deal with frequency data!*/
145 const BYTE
*data
= NULL
;
146 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
147 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
149 const WINED3DVERTEXELEMENT
*element
;
151 DWORD numPreloadStreams
= This
->stateBlock
->streamIsUP
? 0 : vertexDeclaration
->num_streams
;
152 const DWORD
*streams
= vertexDeclaration
->streams
;
154 /* Check for transformed vertices, disable vertex shader if present */
155 strided
->position_transformed
= vertexDeclaration
->position_transformed
;
156 if(vertexDeclaration
->position_transformed
) {
157 useVertexShaderFunction
= FALSE
;
160 /* Translate the declaration into strided data */
161 strided
->swizzle_map
= 0;
162 for (i
= 0 ; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
167 element
= vertexDeclaration
->pDeclarationWine
+ i
;
168 TRACE("%p Element %p (%u of %u)\n", vertexDeclaration
->pDeclarationWine
,
169 element
, i
+ 1, vertexDeclaration
->declarationWNumElements
- 1);
171 if (This
->stateBlock
->streamSource
[element
->Stream
] == NULL
)
174 stride
= This
->stateBlock
->streamStride
[element
->Stream
];
175 if (This
->stateBlock
->streamIsUP
) {
176 TRACE("Stream is up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
178 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
180 TRACE("Stream isn't up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
181 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[element
->Stream
], 0, &streamVBO
);
183 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
184 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
185 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
186 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
187 * not, drawStridedSlow is needed, including a vertex buffer path.
189 if(This
->stateBlock
->loadBaseVertexIndex
< 0) {
190 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This
->stateBlock
->loadBaseVertexIndex
);
192 data
= ((IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[element
->Stream
])->resource
.allocatedMemory
;
193 if((UINT_PTR
)data
< -This
->stateBlock
->loadBaseVertexIndex
* stride
) {
194 FIXME("System memory vertex data load offset is negative!\n");
199 if( streamVBO
!= 0) *fixup
= TRUE
;
200 else if(*fixup
&& !useVertexShaderFunction
&&
201 (element
->Usage
== WINED3DDECLUSAGE_COLOR
||
202 element
->Usage
== WINED3DDECLUSAGE_POSITIONT
)) {
203 static BOOL warned
= FALSE
;
205 /* This may be bad with the fixed function pipeline */
206 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
212 data
+= element
->Offset
;
214 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
216 if (useVertexShaderFunction
)
217 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
218 element
->Usage
, element
->UsageIndex
, &idx
);
220 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
223 TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
224 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
225 useVertexShaderFunction
? "shader": "fixed function", idx
,
226 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
227 element
->Stream
, element
->Offset
, stride
, debug_d3ddecltype(element
->Type
), streamVBO
);
229 if (!useVertexShaderFunction
&& !vertexDeclaration
->ffp_valid
[i
]) {
230 WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
231 debug_d3ddecltype(element
->Type
), debug_d3ddeclusage(element
->Usage
));
233 strided
->u
.input
[idx
].lpData
= data
;
234 strided
->u
.input
[idx
].dwType
= element
->Type
;
235 strided
->u
.input
[idx
].dwStride
= stride
;
236 strided
->u
.input
[idx
].VBO
= streamVBO
;
237 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
238 if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA
) && element
->Type
== WINED3DDECLTYPE_D3DCOLOR
)
240 strided
->swizzle_map
|= 1 << idx
;
242 strided
->use_map
|= 1 << idx
;
246 /* Now call PreLoad on all the vertex buffers. In the very rare case
247 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
248 * The vertex buffer can now use the strided structure in the device instead of finding its
251 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
254 for(i
=0; i
< numPreloadStreams
; i
++) {
255 IWineD3DVertexBuffer
*vb
= This
->stateBlock
->streamSource
[streams
[i
]];
257 IWineD3DVertexBuffer_PreLoad(vb
);
262 static void drawStridedFast(IWineD3DDevice
*iface
, GLenum primitive_type
,
263 UINT min_vertex_idx
, UINT max_vertex_idx
, UINT count
, short idx_size
,
264 const void *idx_data
, UINT start_idx
)
266 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
270 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, primitive_type
, count
, min_vertex_idx
);
273 glDrawElements(primitive_type
, count
,
274 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
275 (const char *)idx_data
+ (idx_size
* start_idx
));
276 checkGLcall("glDrawElements");
278 glDrawRangeElements(primitive_type
, min_vertex_idx
, max_vertex_idx
, count
,
279 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
280 (const char *)idx_data
+ (idx_size
* start_idx
));
281 checkGLcall("glDrawRangeElements");
286 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This
, primitive_type
, start_idx
, count
);
288 glDrawArrays(primitive_type
, start_idx
, count
);
289 checkGLcall("glDrawArrays");
294 * Actually draw using the supplied information.
295 * Slower GL version which extracts info about each vertex in turn
298 static void drawStridedSlow(IWineD3DDevice
*iface
, const WineDirect3DVertexStridedData
*sd
, UINT NumVertexes
,
299 GLenum glPrimType
, const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
)
301 unsigned int textureNo
= 0;
302 const WORD
*pIdxBufS
= NULL
;
303 const DWORD
*pIdxBufL
= NULL
;
305 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
306 const UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
307 long SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
308 BOOL pixelShader
= use_ps(This
->stateBlock
);
309 BOOL specular_fog
= FALSE
;
310 UINT texture_stages
= GL_LIMITS(texture_stages
);
311 const BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
312 const BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
315 TRACE("Using slow vertex array code\n");
317 /* Variable Initialization */
319 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
320 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
321 * idxData will be != NULL
323 if(idxData
== NULL
) {
324 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
327 if (idxSize
== 2) pIdxBufS
= idxData
;
328 else pIdxBufL
= idxData
;
329 } else if (idxData
) {
330 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
334 /* Start drawing in GL */
335 VTRACE(("glBegin(%x)\n", glPrimType
));
338 if (sd
->u
.s
.position
.lpData
) position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
340 if (sd
->u
.s
.normal
.lpData
) normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
341 else glNormal3f(0, 0, 0);
343 if (sd
->u
.s
.diffuse
.lpData
) diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
344 else glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
345 if (This
->activeContext
->num_untracked_materials
&& sd
->u
.s
.diffuse
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
)
346 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd
->u
.s
.diffuse
.dwType
));
348 if (sd
->u
.s
.specular
.lpData
)
350 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
352 /* special case where the fog density is stored in the specular alpha channel */
353 if (This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]
354 && (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
355 || sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)
356 && This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
358 if (GL_SUPPORT(EXT_FOG_COORD
))
360 if (sd
->u
.s
.specular
.dwType
== WINED3DDECLTYPE_D3DCOLOR
) specular_fog
= TRUE
;
361 else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd
->u
.s
.specular
.dwType
));
369 /* TODO: Use the fog table code from old ddraw */
370 FIXME("Implement fog for transformed vertices in software\n");
376 else if (GL_SUPPORT(EXT_SECONDARY_COLOR
))
378 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
381 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
383 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
384 int texture_idx
= This
->texUnitMap
[textureNo
];
386 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0)
388 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
392 if (!pixelShader
&& !This
->stateBlock
->textures
[textureNo
]) continue;
394 if (texture_idx
== -1) continue;
398 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
401 else if (coordIdx
< 0)
403 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
407 if(sd
->u
.s
.texCoords
[coordIdx
].lpData
)
409 texCoords
[coordIdx
] =
410 sd
->u
.s
.texCoords
[coordIdx
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[coordIdx
].streamNo
];
411 tex_mask
|= (1 << textureNo
);
415 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
416 if (GL_SUPPORT(ARB_MULTITEXTURE
))
417 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
419 glTexCoord4f(0, 0, 0, 1);
423 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
424 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
427 /* For each primitive */
428 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
429 UINT texture
, tmp_tex_mask
;
430 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
431 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
434 /* For indexed data, we need to go a few more strides in */
435 if (idxData
!= NULL
) {
437 /* Indexed so work out the number of strides to skip */
439 VTRACE(("Idx for vertex %u = %u\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
440 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
442 VTRACE(("Idx for vertex %u = %u\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
443 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
447 tmp_tex_mask
= tex_mask
;
448 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
454 if (!(tmp_tex_mask
& 1)) continue;
456 coord_idx
= This
->stateBlock
->textureState
[texture
][WINED3DTSS_TEXCOORDINDEX
];
457 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coord_idx
].dwStride
);
459 texture_idx
= This
->texUnitMap
[texture
];
460 multi_texcoord_funcs
[sd
->u
.s
.texCoords
[coord_idx
].dwType
](GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
463 /* Diffuse -------------------------------- */
465 const void *ptrToCoords
= diffuse
+ SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
;
467 diffuse_funcs
[sd
->u
.s
.diffuse
.dwType
](ptrToCoords
);
468 if(This
->activeContext
->num_untracked_materials
) {
469 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
473 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
474 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
475 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
476 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
478 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
479 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
484 /* Specular ------------------------------- */
486 const void *ptrToCoords
= specular
+ SkipnStrides
* sd
->u
.s
.specular
.dwStride
;
488 specular_funcs
[sd
->u
.s
.specular
.dwType
](ptrToCoords
);
492 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
493 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
497 /* Normal -------------------------------- */
498 if (normal
!= NULL
) {
499 const void *ptrToCoords
= normal
+ SkipnStrides
* sd
->u
.s
.normal
.dwStride
;
500 normal_funcs
[sd
->u
.s
.normal
.dwType
](ptrToCoords
);
503 /* Position -------------------------------- */
505 const void *ptrToCoords
= position
+ SkipnStrides
* sd
->u
.s
.position
.dwStride
;
506 position_funcs
[sd
->u
.s
.position
.dwType
](ptrToCoords
);
509 /* For non indexed mode, step onto next parts */
510 if (idxData
== NULL
) {
516 checkGLcall("glEnd and previous calls");
519 static inline void send_attribute(IWineD3DDeviceImpl
*This
, const DWORD type
, const UINT index
, const void *ptr
) {
521 case WINED3DDECLTYPE_FLOAT1
:
522 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
524 case WINED3DDECLTYPE_FLOAT2
:
525 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
527 case WINED3DDECLTYPE_FLOAT3
:
528 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
530 case WINED3DDECLTYPE_FLOAT4
:
531 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
534 case WINED3DDECLTYPE_UBYTE4
:
535 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
537 case WINED3DDECLTYPE_D3DCOLOR
:
538 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA
))
540 const DWORD
*src
= ptr
;
541 DWORD c
= *src
& 0xff00ff00;
542 c
|= (*src
& 0xff0000) >> 16;
543 c
|= (*src
& 0xff) << 16;
544 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
547 /* else fallthrough */
548 case WINED3DDECLTYPE_UBYTE4N
:
549 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
552 case WINED3DDECLTYPE_SHORT2
:
553 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
555 case WINED3DDECLTYPE_SHORT4
:
556 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
559 case WINED3DDECLTYPE_SHORT2N
:
561 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
562 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
565 case WINED3DDECLTYPE_USHORT2N
:
567 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
568 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
571 case WINED3DDECLTYPE_SHORT4N
:
572 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
574 case WINED3DDECLTYPE_USHORT4N
:
575 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
578 case WINED3DDECLTYPE_UDEC3
:
579 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
580 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
582 case WINED3DDECLTYPE_DEC3N
:
583 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
584 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
587 case WINED3DDECLTYPE_FLOAT16_2
:
588 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
589 * byte float according to the IEEE standard
591 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
592 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
594 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
595 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
596 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
599 case WINED3DDECLTYPE_FLOAT16_4
:
600 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
601 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
603 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
604 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
605 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
606 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
607 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
611 case WINED3DDECLTYPE_UNUSED
:
613 ERR("Unexpected attribute declaration: %d\n", type
);
618 static void drawStridedSlowVs(IWineD3DDevice
*iface
, const WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
619 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
)
621 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
622 long SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
623 const WORD
*pIdxBufS
= NULL
;
624 const DWORD
*pIdxBufL
= NULL
;
627 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
631 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
632 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
633 * idxData will be != NULL
635 if(idxData
== NULL
) {
636 idxData
= ((IWineD3DIndexBufferImpl
*) stateblock
->pIndexData
)->resource
.allocatedMemory
;
639 if (idxSize
== 2) pIdxBufS
= idxData
;
640 else pIdxBufL
= idxData
;
641 } else if (idxData
) {
642 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
646 /* Start drawing in GL */
647 VTRACE(("glBegin(%x)\n", glPrimitiveType
));
648 glBegin(glPrimitiveType
);
650 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
651 if (idxData
!= NULL
) {
653 /* Indexed so work out the number of strides to skip */
655 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
656 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
658 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
659 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
663 for(i
= MAX_ATTRIBS
- 1; i
>= 0; i
--) {
664 if(!sd
->u
.input
[i
].lpData
) continue;
666 ptr
= sd
->u
.input
[i
].lpData
+
667 sd
->u
.input
[i
].dwStride
* SkipnStrides
+
668 stateblock
->streamOffset
[sd
->u
.input
[i
].streamNo
];
670 send_attribute(This
, sd
->u
.input
[i
].dwType
, i
, ptr
);
678 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, const WineDirect3DVertexStridedData
*sd
,
679 UINT numberOfVertices
, GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
682 UINT numInstances
= 0, i
;
683 int numInstancedAttribs
= 0, j
;
684 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
685 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
686 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
689 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
690 * We don't support this for now
692 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
693 * But the StreamSourceFreq value has a different meaning in that situation.
695 FIXME("Non-indexed instanced drawing is not supported\n");
699 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
701 /* First, figure out how many instances we have to draw */
702 for(i
= 0; i
< MAX_STREAMS
; i
++) {
703 /* Look at the streams and take the first one which matches */
704 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
705 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
706 if(stateblock
->streamFreq
[i
] == 0){
709 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
711 break; /* break, because only the first suitable value is interesting */
715 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
716 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
717 instancedData
[numInstancedAttribs
] = i
;
718 numInstancedAttribs
++;
722 /* now draw numInstances instances :-) */
723 for(i
= 0; i
< numInstances
; i
++) {
724 /* Specify the instanced attributes using immediate mode calls */
725 for(j
= 0; j
< numInstancedAttribs
; j
++) {
726 const BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
727 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
728 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
729 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
730 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
731 ptr
+= (long) vb
->resource
.allocatedMemory
;
734 send_attribute(This
, sd
->u
.input
[instancedData
[j
]].dwType
, instancedData
[j
], ptr
);
737 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
738 (const char *)idxData
+(idxSize
* startIdx
));
739 checkGLcall("glDrawElements");
743 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
745 IWineD3DVertexBufferImpl
*vb
;
747 if(s
->u
.s
.position
.VBO
) {
748 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
749 s
->u
.s
.position
.VBO
= 0;
750 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
752 if(s
->u
.s
.blendWeights
.VBO
) {
753 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
754 s
->u
.s
.blendWeights
.VBO
= 0;
755 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
757 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
758 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
759 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
760 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
762 if(s
->u
.s
.normal
.VBO
) {
763 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
764 s
->u
.s
.normal
.VBO
= 0;
765 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
767 if(s
->u
.s
.pSize
.VBO
) {
768 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
769 s
->u
.s
.pSize
.VBO
= 0;
770 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
772 if(s
->u
.s
.diffuse
.VBO
) {
773 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
774 s
->u
.s
.diffuse
.VBO
= 0;
775 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
777 if(s
->u
.s
.specular
.VBO
) {
778 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
779 s
->u
.s
.specular
.VBO
= 0;
780 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
782 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
783 if(s
->u
.s
.texCoords
[i
].VBO
) {
784 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
785 s
->u
.s
.texCoords
[i
].VBO
= 0;
786 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
789 if(s
->u
.s
.position2
.VBO
) {
790 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
791 s
->u
.s
.position2
.VBO
= 0;
792 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
794 if(s
->u
.s
.normal2
.VBO
) {
795 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
796 s
->u
.s
.normal2
.VBO
= 0;
797 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
799 if(s
->u
.s
.tangent
.VBO
) {
800 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
801 s
->u
.s
.tangent
.VBO
= 0;
802 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
804 if(s
->u
.s
.binormal
.VBO
) {
805 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
806 s
->u
.s
.binormal
.VBO
= 0;
807 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
809 if(s
->u
.s
.tessFactor
.VBO
) {
810 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
811 s
->u
.s
.tessFactor
.VBO
= 0;
812 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
815 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
817 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
819 if(s
->u
.s
.depth
.VBO
) {
820 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
821 s
->u
.s
.depth
.VBO
= 0;
822 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
824 if(s
->u
.s
.sample
.VBO
) {
825 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
826 s
->u
.s
.sample
.VBO
= 0;
827 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
831 /* Routine common to the draw primitive and draw indexed primitive routines */
832 void drawPrimitive(IWineD3DDevice
*iface
, int PrimitiveType
, long NumPrimitives
,
833 UINT numberOfVertices
, long StartIdx
, short idxSize
, const void *idxData
, int minIndex
)
836 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
837 IWineD3DSurfaceImpl
*target
;
840 if (NumPrimitives
== 0) return;
842 /* Invalidate the back buffer memory so LockRect will read it the next time */
843 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
844 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
846 IWineD3DSurface_LoadLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, NULL
);
847 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, TRUE
);
851 /* Signals other modules that a drawing is in progress and the stateblock finalized */
852 This
->isInDraw
= TRUE
;
854 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
856 if (This
->stencilBufferTarget
) {
857 /* Note that this depends on the ActivateContext call above to set
858 * This->render_offscreen properly */
859 DWORD location
= This
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
860 surface_load_ds_location(This
->stencilBufferTarget
, location
);
861 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
864 /* Ok, we will be updating the screen from here onwards so grab the lock */
868 BOOL emulation
= FALSE
;
869 const WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
870 WineDirect3DVertexStridedData stridedlcl
;
871 /* Ok, Work out which primitive is requested and how many vertexes that
873 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
874 if (numberOfVertices
== 0 )
875 numberOfVertices
= calculatedNumberOfindices
;
877 if (!use_vs(This
->stateBlock
))
879 if (!This
->strided_streams
.position_transformed
&& This
->activeContext
->num_untracked_materials
880 && This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
])
884 FIXME("Using software emulation because not all material properties could be tracked\n");
887 TRACE("Using software emulation because not all material properties could be tracked\n");
891 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
892 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
893 * to a float in the vertex buffer
897 FIXME("Using software emulation because manual fog coordinates are provided\n");
900 TRACE("Using software emulation because manual fog coordinates are provided\n");
906 strided
= &stridedlcl
;
907 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
908 remove_vbos(This
, &stridedlcl
);
912 if (This
->useDrawStridedSlow
|| emulation
) {
913 /* Immediate mode drawing */
914 if (use_vs(This
->stateBlock
))
918 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
921 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
923 drawStridedSlowVs(iface
, strided
, calculatedNumberOfindices
,
924 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
);
926 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
927 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
);
929 } else if(This
->instancedDraw
) {
930 /* Instancing emulation with mixing immediate mode and arrays */
931 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
932 idxData
, idxSize
, minIndex
, StartIdx
);
934 drawStridedFast(iface
, glPrimType
, minIndex
, minIndex
+ numberOfVertices
- 1,
935 calculatedNumberOfindices
, idxSize
, idxData
, StartIdx
);
939 /* Finished updating the screen, restore lock */
941 TRACE("Done all gl drawing\n");
944 #ifdef SHOW_FRAME_MAKEUP
946 static long int primCounter
= 0;
947 /* NOTE: set primCounter to the value reported by drawprim
948 before you want to to write frame makeup to /tmp */
949 if (primCounter
>= 0) {
950 WINED3DLOCKED_RECT r
;
952 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
953 sprintf(buffer
, "/tmp/backbuffer_%ld.tga", primCounter
);
954 TRACE("Saving screenshot %s\n", buffer
);
955 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
956 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
958 #ifdef SHOW_TEXTURE_MAKEUP
960 IWineD3DSurface
*pSur
;
962 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
963 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
964 sprintf(buffer
, "/tmp/texture_%p_%ld_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
965 TRACE("Saving texture %s\n", buffer
);
966 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
967 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
968 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
969 IWineD3DSurface_Release(pSur
);
971 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
978 TRACE("drawprim #%ld\n", primCounter
);
983 /* Control goes back to the device, stateblock values may change again */
984 This
->isInDraw
= FALSE
;
987 static void normalize_normal(float *n
) {
988 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
989 if(length
== 0.0) return;
990 length
= sqrt(length
);
991 n
[0] = n
[0] / length
;
992 n
[1] = n
[1] / length
;
993 n
[2] = n
[2] / length
;
996 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
998 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
999 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1000 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1001 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1004 * To read back, the opengl feedback mode is used. This creates a problem because we want
1005 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1006 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1007 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1008 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1010 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1011 * resulting colors back to the normals.
1013 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1014 * does not restore it because normally a draw follows immediately afterwards. The caller is
1015 * responsible of taking care that either the gl states are restored, or the context activated
1016 * for drawing to reset the lastWasBlit flag.
1018 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1019 struct WineD3DRectPatch
*patch
) {
1020 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1021 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1022 WineDirect3DVertexStridedData strided
;
1024 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1026 GLenum feedback_type
;
1027 GLfloat
*feedbuffer
;
1029 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1032 memset(&strided
, 0, sizeof(strided
));
1033 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1034 if(strided
.u
.s
.position
.VBO
) {
1035 IWineD3DVertexBufferImpl
*vb
;
1036 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1037 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1038 (unsigned long) vb
->resource
.allocatedMemory
);
1040 vtxStride
= strided
.u
.s
.position
.dwStride
;
1041 data
= strided
.u
.s
.position
.lpData
+
1042 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1043 vtxStride
* info
->StartVertexOffsetWidth
;
1045 /* Not entirely sure about what happens with transformed vertices */
1046 if (strided
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
1048 if(vtxStride
% sizeof(GLfloat
)) {
1049 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1050 * I don't see how the stride could not be a multiple of 4, but make sure
1053 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1055 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1056 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1058 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1059 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1062 /* First, get the boundary cube of the input data */
1063 for(j
= 0; j
< info
->Height
; j
++) {
1064 for(i
= 0; i
< info
->Width
; i
++) {
1065 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1066 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1067 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1068 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1069 if(v
[2] < neg_z
) neg_z
= v
[2];
1073 /* This needs some improvements in the vertex decl code */
1074 FIXME("Cannot find data to generate. Only generating position and normals\n");
1075 patch
->has_normals
= TRUE
;
1076 patch
->has_texcoords
= FALSE
;
1078 /* Simply activate the context for blitting. This disables all the things we don't want and
1079 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1080 * patch (as opposed to normal draws) will most likely need different changes anyway
1082 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1085 glMatrixMode(GL_PROJECTION
);
1086 checkGLcall("glMatrixMode(GL_PROJECTION)");
1088 checkGLcall("glLoadIndentity()");
1089 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1090 glTranslatef(0, 0, 0.5);
1091 checkGLcall("glScalef");
1092 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1093 checkGLcall("glViewport");
1095 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1096 * our feedback buffer parser
1098 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1099 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1100 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1101 if(patch
->has_normals
) {
1102 static const GLfloat black
[] = {0, 0, 0, 0};
1103 static const GLfloat red
[] = {1, 0, 0, 0};
1104 static const GLfloat green
[] = {0, 1, 0, 0};
1105 static const GLfloat blue
[] = {0, 0, 1, 0};
1106 static const GLfloat white
[] = {1, 1, 1, 1};
1107 glEnable(GL_LIGHTING
);
1108 checkGLcall("glEnable(GL_LIGHTING)");
1109 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1110 checkGLcall("glLightModel for MODEL_AMBIENT");
1111 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1113 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1114 glDisable(GL_LIGHT0
+ i
);
1115 checkGLcall("glDisable(GL_LIGHT0 + i)");
1116 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1119 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1120 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1121 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1122 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1123 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1124 glEnable(GL_LIGHT0
);
1125 checkGLcall("Setting up light 1\n");
1126 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1127 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1128 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1129 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1130 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1131 glEnable(GL_LIGHT1
);
1132 checkGLcall("Setting up light 2\n");
1133 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1134 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1135 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1136 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1137 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1138 glEnable(GL_LIGHT2
);
1139 checkGLcall("Setting up light 3\n");
1141 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1142 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1143 glDisable(GL_COLOR_MATERIAL
);
1144 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1145 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1146 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1147 checkGLcall("Setting up materials\n");
1150 /* Enable the needed maps.
1151 * GL_MAP2_VERTEX_3 is needed for positional data.
1152 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1153 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1155 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1156 out_vertex_size
= 3 /* position */;
1157 d3d_out_vertex_size
= 3;
1158 glEnable(GL_MAP2_VERTEX_3
);
1159 if(patch
->has_normals
&& patch
->has_texcoords
) {
1160 FIXME("Texcoords not handled yet\n");
1161 feedback_type
= GL_3D_COLOR_TEXTURE
;
1162 out_vertex_size
+= 8;
1163 d3d_out_vertex_size
+= 7;
1164 glEnable(GL_AUTO_NORMAL
);
1165 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1166 } else if(patch
->has_texcoords
) {
1167 FIXME("Texcoords not handled yet\n");
1168 feedback_type
= GL_3D_COLOR_TEXTURE
;
1169 out_vertex_size
+= 7;
1170 d3d_out_vertex_size
+= 4;
1171 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1172 } else if(patch
->has_normals
) {
1173 feedback_type
= GL_3D_COLOR
;
1174 out_vertex_size
+= 4;
1175 d3d_out_vertex_size
+= 3;
1176 glEnable(GL_AUTO_NORMAL
);
1178 feedback_type
= GL_3D
;
1180 checkGLcall("glEnable vertex attrib generation");
1182 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1183 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1184 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1186 glMap2f(GL_MAP2_VERTEX_3
,
1187 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1188 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1189 (const GLfloat
*)data
);
1190 checkGLcall("glMap2f");
1191 if(patch
->has_texcoords
) {
1192 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1193 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1194 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1195 (const GLfloat
*)data
);
1196 checkGLcall("glMap2f");
1198 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1199 checkGLcall("glMapGrid2f");
1201 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1202 checkGLcall("glFeedbackBuffer");
1203 glRenderMode(GL_FEEDBACK
);
1205 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1206 checkGLcall("glEvalMesh2\n");
1208 i
= glRenderMode(GL_RENDER
);
1211 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1213 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1214 return WINED3DERR_DRIVERINTERNALERROR
;
1215 } else if(i
!= buffer_size
) {
1217 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1219 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1220 return WINED3DERR_DRIVERINTERNALERROR
;
1222 TRACE("Got %d elements as expected\n", i
);
1225 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1226 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1228 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1229 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1230 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1233 if(feedbuffer
[j
+ 1] != 3) {
1234 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1237 /* Somehow there are different ideas about back / front facing, so fix up the
1240 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1241 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1242 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1243 if(patch
->has_normals
) {
1244 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1245 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1246 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1248 i
+= d3d_out_vertex_size
;
1250 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1251 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1252 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1253 if(patch
->has_normals
) {
1254 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1255 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1256 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1258 i
+= d3d_out_vertex_size
;
1260 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1261 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1262 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1263 if(patch
->has_normals
) {
1264 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1265 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1266 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1268 i
+= d3d_out_vertex_size
;
1271 if(patch
->has_normals
) {
1272 /* Now do the same with reverse light directions */
1273 static const GLfloat x
[] = {-1, 0, 0, 0};
1274 static const GLfloat y
[] = { 0, -1, 0, 0};
1275 static const GLfloat z
[] = { 0, 0, -1, 0};
1276 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1277 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1278 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1279 checkGLcall("Setting up reverse light directions\n");
1281 glRenderMode(GL_FEEDBACK
);
1282 checkGLcall("glRenderMode(GL_FEEDBACK)");
1283 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1284 checkGLcall("glEvalMesh2\n");
1285 i
= glRenderMode(GL_RENDER
);
1286 checkGLcall("glRenderMode(GL_RENDER)");
1289 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1290 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1291 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1294 if(feedbuffer
[j
+ 1] != 3) {
1295 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1298 if(patch
->mem
[i
+ 3] == 0.0)
1299 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1300 if(patch
->mem
[i
+ 4] == 0.0)
1301 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1302 if(patch
->mem
[i
+ 5] == 0.0)
1303 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1304 normalize_normal(patch
->mem
+ i
+ 3);
1305 i
+= d3d_out_vertex_size
;
1307 if(patch
->mem
[i
+ 3] == 0.0)
1308 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1309 if(patch
->mem
[i
+ 4] == 0.0)
1310 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1311 if(patch
->mem
[i
+ 5] == 0.0)
1312 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1313 normalize_normal(patch
->mem
+ i
+ 3);
1314 i
+= d3d_out_vertex_size
;
1316 if(patch
->mem
[i
+ 3] == 0.0)
1317 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1318 if(patch
->mem
[i
+ 4] == 0.0)
1319 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1320 if(patch
->mem
[i
+ 5] == 0.0)
1321 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1322 normalize_normal(patch
->mem
+ i
+ 3);
1323 i
+= d3d_out_vertex_size
;
1327 glDisable(GL_MAP2_VERTEX_3
);
1328 glDisable(GL_AUTO_NORMAL
);
1329 glDisable(GL_MAP2_NORMAL
);
1330 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1331 checkGLcall("glDisable vertex attrib generation");
1334 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1336 vtxStride
= 3 * sizeof(float);
1337 if(patch
->has_normals
) {
1338 vtxStride
+= 3 * sizeof(float);
1340 if(patch
->has_texcoords
) {
1341 vtxStride
+= 4 * sizeof(float);
1343 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1344 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1345 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1346 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1347 patch
->strided
.u
.s
.position
.streamNo
= 255;
1349 if(patch
->has_normals
) {
1350 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1351 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1352 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1353 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1355 if(patch
->has_texcoords
) {
1356 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1357 if(patch
->has_normals
) {
1358 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1360 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1361 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1362 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1363 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1366 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;