write: Add Japanese resources.
[wine/wine-kai.git] / dlls / wined3d / drawprim.c
blob95af758bf18c7d309e27d2ca66d703be55f2367e
1 /*
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
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 #include <stdio.h>
33 #include <math.h>
35 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
37 DWORD NumPrimitives,
38 GLenum *primType)
40 DWORD NumVertexes = NumPrimitives;
42 switch (PrimitiveType) {
43 case WINED3DPT_POINTLIST:
44 TRACE("POINTS\n");
45 *primType = GL_POINTS;
46 NumVertexes = NumPrimitives;
47 break;
49 case WINED3DPT_LINELIST:
50 TRACE("LINES\n");
51 *primType = GL_LINES;
52 NumVertexes = NumPrimitives * 2;
53 break;
55 case WINED3DPT_LINESTRIP:
56 TRACE("LINE_STRIP\n");
57 *primType = GL_LINE_STRIP;
58 NumVertexes = NumPrimitives + 1;
59 break;
61 case WINED3DPT_TRIANGLELIST:
62 TRACE("TRIANGLES\n");
63 *primType = GL_TRIANGLES;
64 NumVertexes = NumPrimitives * 3;
65 break;
67 case WINED3DPT_TRIANGLESTRIP:
68 TRACE("TRIANGLE_STRIP\n");
69 *primType = GL_TRIANGLE_STRIP;
70 NumVertexes = NumPrimitives + 2;
71 break;
73 case WINED3DPT_TRIANGLEFAN:
74 TRACE("TRIANGLE_FAN\n");
75 *primType = GL_TRIANGLE_FAN;
76 NumVertexes = NumPrimitives + 2;
77 break;
79 default:
80 FIXME("Unhandled primitive\n");
81 *primType = GL_POINTS;
82 break;
84 return NumVertexes;
87 static BOOL fixed_get_input(
88 BYTE usage, BYTE usage_idx,
89 unsigned int* regnum) {
91 *regnum = -1;
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)
97 *regnum = 0;
98 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
99 *regnum = 1;
100 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
101 *regnum = 2;
102 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
103 *regnum = 3;
104 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
105 *regnum = 4;
106 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
107 *regnum = 5;
108 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
109 *regnum = 6;
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;
129 if (*regnum == -1) {
130 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131 debug_d3ddeclusage(usage), usage_idx);
132 return FALSE;
134 return TRUE;
137 void primitiveDeclarationConvertToStridedData(
138 IWineD3DDevice *iface,
139 BOOL useVertexShaderFunction,
140 WineDirect3DVertexStridedData *strided,
141 BOOL *fixup) {
143 /* We need to deal with frequency data!*/
145 BYTE *data = NULL;
146 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
147 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
148 int i;
149 WINED3DVERTEXELEMENT *element;
150 DWORD stride;
151 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
152 DWORD *streams = vertexDeclaration->streams;
154 /* Check for transformed vertices, disable vertex shader if present */
155 strided->u.s.position_transformed = vertexDeclaration->position_transformed;
156 if(vertexDeclaration->position_transformed) {
157 useVertexShaderFunction = FALSE;
160 /* Translate the declaration into strided data */
161 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
162 GLint streamVBO = 0;
163 BOOL stride_used;
164 unsigned int idx;
166 element = vertexDeclaration->pDeclarationWine + i;
167 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
168 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
170 if (This->stateBlock->streamSource[element->Stream] == NULL)
171 continue;
173 stride = This->stateBlock->streamStride[element->Stream];
174 if (This->stateBlock->streamIsUP) {
175 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
176 streamVBO = 0;
177 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
178 } else {
179 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
180 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
182 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
183 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
184 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
185 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
186 * not, drawStridedSlow is needed, including a vertex buffer path.
188 if(This->stateBlock->loadBaseVertexIndex < 0) {
189 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
190 streamVBO = 0;
191 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
192 if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
193 FIXME("System memory vertex data load offset is negative!\n");
197 if(fixup) {
198 if( streamVBO != 0) *fixup = TRUE;
199 else if(*fixup && !useVertexShaderFunction &&
200 (element->Usage == WINED3DDECLUSAGE_COLOR ||
201 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
202 static BOOL warned = FALSE;
203 if(!warned) {
204 /* This may be bad with the fixed function pipeline */
205 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
206 warned = TRUE;
211 data += element->Offset;
213 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
215 if (useVertexShaderFunction)
216 stride_used = vshader_get_input(This->stateBlock->vertexShader,
217 element->Usage, element->UsageIndex, &idx);
218 else
219 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
221 if (stride_used) {
222 TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
223 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
224 useVertexShaderFunction? "shader": "fixed function", idx,
225 debug_d3ddeclusage(element->Usage), element->UsageIndex,
226 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
228 if (!useVertexShaderFunction && !vertexDeclaration->ffp_valid[i]) {
229 WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
230 debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage));
231 } else {
232 strided->u.input[idx].lpData = data;
233 strided->u.input[idx].dwType = element->Type;
234 strided->u.input[idx].dwStride = stride;
235 strided->u.input[idx].VBO = streamVBO;
236 strided->u.input[idx].streamNo = element->Stream;
240 /* Now call PreLoad on all the vertex buffers. In the very rare case
241 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242 * The vertex buffer can now use the strided structure in the device instead of finding its
243 * own again.
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
246 * once in there.
248 for(i=0; i < numPreloadStreams; i++) {
249 IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
250 if(vb) {
251 IWineD3DVertexBuffer_PreLoad(vb);
256 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
257 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
260 if (idxSize != 0 /* This crashes sometimes!*/) {
261 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
262 idxData = idxData == (void *)-1 ? NULL : idxData;
263 #if 1
264 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
265 (const char *)idxData+(idxSize * startIdx));
266 checkGLcall("glDrawElements");
267 #else /* using drawRangeElements may be faster */
269 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
270 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
271 (const char *)idxData+(idxSize * startIdx));
272 checkGLcall("glDrawRangeElements");
273 #endif
275 } else {
276 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, glPrimitiveType, startVertex, numberOfVertices);
277 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
278 checkGLcall("glDrawArrays");
281 return;
285 * Actually draw using the supplied information.
286 * Slower GL version which extracts info about each vertex in turn
289 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
290 UINT NumVertexes, GLenum glPrimType,
291 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
293 unsigned int textureNo = 0;
294 const WORD *pIdxBufS = NULL;
295 const DWORD *pIdxBufL = NULL;
296 LONG vx_index;
297 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
298 DWORD specularColor = 0; /* Specular Color */
299 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
300 UINT *streamOffset = This->stateBlock->streamOffset;
301 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
302 BOOL pixelShader = use_ps(This);
304 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
305 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
307 TRACE("Using slow vertex array code\n");
309 /* Variable Initialization */
310 if (idxSize != 0) {
311 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
312 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
313 * idxData will be != NULL
315 if(idxData == NULL) {
316 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
319 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
320 else pIdxBufL = (const DWORD *) idxData;
323 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
324 * to the strided Data in the device and might be needed intact on the next draw
326 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
327 if(sd->u.s.texCoords[textureNo].lpData) {
328 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
329 } else {
330 texCoords[textureNo] = NULL;
333 if(sd->u.s.diffuse.lpData) {
334 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
336 if(sd->u.s.specular.lpData) {
337 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
339 if(sd->u.s.normal.lpData) {
340 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
342 if(sd->u.s.position.lpData) {
343 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
346 if(FIXME_ON(d3d_draw)) {
347 if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
348 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
349 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
350 if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
351 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
354 if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
355 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
359 /* Start drawing in GL */
360 VTRACE(("glBegin(%x)\n", glPrimType));
361 glBegin(glPrimType);
363 /* Default settings for data that is not passed */
364 if (sd->u.s.normal.lpData == NULL) {
365 glNormal3f(0, 0, 0);
367 if(sd->u.s.diffuse.lpData == NULL) {
368 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
370 if(sd->u.s.specular.lpData == NULL) {
371 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
372 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
376 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
377 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
380 /* For each primitive */
381 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
383 /* Initialize diffuse color */
384 diffuseColor = 0xFFFFFFFF;
386 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
387 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
390 /* For indexed data, we need to go a few more strides in */
391 if (idxData != NULL) {
393 /* Indexed so work out the number of strides to skip */
394 if (idxSize == 2) {
395 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
396 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
397 } else {
398 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
399 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
403 /* Texture coords --------------------------- */
404 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
406 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
407 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
408 continue ;
411 /* Query tex coords */
412 if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
413 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
414 int texture_idx = This->texUnitMap[textureNo];
415 void *ptrToCoords;
417 if (coordIdx > 7) {
418 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
419 continue;
420 } else if (coordIdx < 0) {
421 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
422 continue;
425 if (texture_idx == -1) continue;
427 if (texCoords[coordIdx] == NULL) {
428 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
429 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
430 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
431 } else {
432 glTexCoord4f(0, 0, 0, 1);
434 continue;
437 ptrToCoords = texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride);
438 if (GL_SUPPORT(ARB_MULTITEXTURE))
439 multi_texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](GL_TEXTURE0_ARB + texture_idx, ptrToCoords);
440 else
441 texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](ptrToCoords);
443 } /* End of textures */
445 /* Diffuse -------------------------------- */
446 if (diffuse) {
447 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
449 diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords);
450 if(This->activeContext->num_untracked_materials) {
451 unsigned char i;
452 float color[4];
454 diffuseColor = ptrToCoords[0];
455 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
456 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
457 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
458 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
460 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
461 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
466 /* Specular ------------------------------- */
467 if (specular) {
468 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
470 /* special case where the fog density is stored in the specular alpha channel */
471 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
472 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
473 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
474 if(GL_SUPPORT(EXT_FOG_COORD)) {
475 specularColor = ptrToCoords[0];
476 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
477 } else {
478 static BOOL warned = FALSE;
479 if(!warned) {
480 /* TODO: Use the fog table code from old ddraw */
481 FIXME("Implement fog for transformed vertices in software\n");
482 warned = TRUE;
487 specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords);
490 /* Normal -------------------------------- */
491 if (normal != NULL) {
492 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
493 normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
496 /* Position -------------------------------- */
497 if (position) {
498 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
499 position_funcs[sd->u.s.position.dwType](ptrToCoords);
502 /* For non indexed mode, step onto next parts */
503 if (idxData == NULL) {
504 ++SkipnStrides;
508 glEnd();
509 checkGLcall("glEnd and previous calls");
512 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
513 switch(type) {
514 case WINED3DDECLTYPE_FLOAT1:
515 GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr));
516 break;
517 case WINED3DDECLTYPE_FLOAT2:
518 GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr));
519 break;
520 case WINED3DDECLTYPE_FLOAT3:
521 GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr));
522 break;
523 case WINED3DDECLTYPE_FLOAT4:
524 GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr));
525 break;
527 case WINED3DDECLTYPE_UBYTE4:
528 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
529 break;
530 case WINED3DDECLTYPE_UBYTE4N:
531 case WINED3DDECLTYPE_D3DCOLOR:
532 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
533 break;
535 case WINED3DDECLTYPE_SHORT2:
536 GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
537 break;
538 case WINED3DDECLTYPE_SHORT4:
539 GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
540 break;
542 case WINED3DDECLTYPE_SHORT2N:
544 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
545 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
546 break;
548 case WINED3DDECLTYPE_USHORT2N:
550 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
551 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
552 break;
554 case WINED3DDECLTYPE_SHORT4N:
555 GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr));
556 break;
557 case WINED3DDECLTYPE_USHORT4N:
558 GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr));
559 break;
561 case WINED3DDECLTYPE_UDEC3:
562 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
563 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
564 break;
565 case WINED3DDECLTYPE_DEC3N:
566 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
567 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
568 break;
570 case WINED3DDECLTYPE_FLOAT16_2:
571 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
572 * byte float according to the IEEE standard
574 if (GL_SUPPORT(NV_HALF_FLOAT)) {
575 GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr));
576 } else {
577 float x = float_16_to_32(((unsigned short *) ptr) + 0);
578 float y = float_16_to_32(((unsigned short *) ptr) + 1);
579 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
581 break;
582 case WINED3DDECLTYPE_FLOAT16_4:
583 if (GL_SUPPORT(NV_HALF_FLOAT)) {
584 GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr));
585 } else {
586 float x = float_16_to_32(((unsigned short *) ptr) + 0);
587 float y = float_16_to_32(((unsigned short *) ptr) + 1);
588 float z = float_16_to_32(((unsigned short *) ptr) + 2);
589 float w = float_16_to_32(((unsigned short *) ptr) + 3);
590 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
592 break;
594 case WINED3DDECLTYPE_UNUSED:
595 default:
596 ERR("Unexpected attribute declaration: %d\n", type);
597 break;
601 static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
602 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx,
603 ULONG startVertex) {
605 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
606 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
607 const WORD *pIdxBufS = NULL;
608 const DWORD *pIdxBufL = NULL;
609 LONG vx_index;
610 int i;
611 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
612 BYTE *ptr;
614 if (idxSize != 0) {
615 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
616 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
617 * idxData will be != NULL
619 if(idxData == NULL) {
620 idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
623 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
624 else pIdxBufL = (const DWORD *) idxData;
627 /* Start drawing in GL */
628 VTRACE(("glBegin(%x)\n", glPrimitiveType));
629 glBegin(glPrimitiveType);
631 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
632 if (idxData != NULL) {
634 /* Indexed so work out the number of strides to skip */
635 if (idxSize == 2) {
636 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
637 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
638 } else {
639 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
640 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
644 for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
645 if(!sd->u.input[i].lpData) continue;
647 ptr = sd->u.input[i].lpData +
648 sd->u.input[i].dwStride * SkipnStrides +
649 stateblock->streamOffset[sd->u.input[i].streamNo];
651 send_attribute(This, sd->u.input[i].dwType, i, ptr);
653 SkipnStrides++;
656 glEnd();
659 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h) {
660 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
661 GLint old_binding = 0;
663 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
665 glDisable(GL_CULL_FACE);
666 glEnable(GL_BLEND);
667 glDisable(GL_ALPHA_TEST);
668 glDisable(GL_SCISSOR_TEST);
669 glDisable(GL_STENCIL_TEST);
670 glEnable(GL_DEPTH_TEST);
671 glDepthFunc(GL_ALWAYS);
672 glDepthMask(GL_TRUE);
673 glBlendFunc(GL_ZERO, GL_ONE);
674 glViewport(0, 0, w, h);
676 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
677 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
678 glBindTexture(GL_TEXTURE_2D, texture);
679 glEnable(GL_TEXTURE_2D);
681 This->shader_backend->shader_select_depth_blt(iface);
683 glBegin(GL_TRIANGLE_STRIP);
684 glVertex2f(-1.0f, -1.0f);
685 glVertex2f(1.0f, -1.0f);
686 glVertex2f(-1.0f, 1.0f);
687 glVertex2f(1.0f, 1.0f);
688 glEnd();
690 glBindTexture(GL_TEXTURE_2D, old_binding);
692 glPopAttrib();
694 This->shader_backend->shader_deselect_depth_blt(iface);
697 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
698 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
699 ULONG startIdx, ULONG startVertex) {
700 UINT numInstances = 0;
701 int numInstancedAttribs = 0, i, j;
702 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
703 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
704 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
706 if (idxSize == 0) {
707 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
708 * We don't support this for now
710 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
711 * But the StreamSourceFreq value has a different meaning in that situation.
713 FIXME("Non-indexed instanced drawing is not supported\n");
714 return;
717 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
718 idxData = idxData == (void *)-1 ? NULL : idxData;
720 /* First, figure out how many instances we have to draw */
721 for(i = 0; i < MAX_STREAMS; i++) {
722 /* Look at the streams and take the first one which matches */
723 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
724 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
725 if(stateblock->streamFreq[i] == 0){
726 numInstances = 1;
727 } else {
728 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
730 break; /* break, because only the first suitable value is interesting */
734 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
735 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
736 instancedData[numInstancedAttribs] = i;
737 numInstancedAttribs++;
741 /* now draw numInstances instances :-) */
742 for(i = 0; i < numInstances; i++) {
743 /* Specify the instanced attributes using immediate mode calls */
744 for(j = 0; j < numInstancedAttribs; j++) {
745 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
746 sd->u.input[instancedData[j]].dwStride * i +
747 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
748 if(sd->u.input[instancedData[j]].VBO) {
749 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
750 ptr += (long) vb->resource.allocatedMemory;
753 send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
756 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
757 (const char *)idxData+(idxSize * startIdx));
758 checkGLcall("glDrawElements");
762 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
763 unsigned char i;
764 IWineD3DVertexBufferImpl *vb;
766 if(s->u.s.position.VBO) {
767 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
768 s->u.s.position.VBO = 0;
769 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
771 if(s->u.s.blendWeights.VBO) {
772 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
773 s->u.s.blendWeights.VBO = 0;
774 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
776 if(s->u.s.blendMatrixIndices.VBO) {
777 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
778 s->u.s.blendMatrixIndices.VBO = 0;
779 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
781 if(s->u.s.normal.VBO) {
782 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
783 s->u.s.normal.VBO = 0;
784 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
786 if(s->u.s.pSize.VBO) {
787 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
788 s->u.s.pSize.VBO = 0;
789 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
791 if(s->u.s.diffuse.VBO) {
792 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
793 s->u.s.diffuse.VBO = 0;
794 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
796 if(s->u.s.specular.VBO) {
797 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
798 s->u.s.specular.VBO = 0;
799 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
801 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
802 if(s->u.s.texCoords[i].VBO) {
803 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
804 s->u.s.texCoords[i].VBO = 0;
805 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
808 if(s->u.s.position2.VBO) {
809 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
810 s->u.s.position2.VBO = 0;
811 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
813 if(s->u.s.normal2.VBO) {
814 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
815 s->u.s.normal2.VBO = 0;
816 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
818 if(s->u.s.tangent.VBO) {
819 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
820 s->u.s.tangent.VBO = 0;
821 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
823 if(s->u.s.binormal.VBO) {
824 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
825 s->u.s.binormal.VBO = 0;
826 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
828 if(s->u.s.tessFactor.VBO) {
829 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
830 s->u.s.tessFactor.VBO = 0;
831 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
833 if(s->u.s.fog.VBO) {
834 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
835 s->u.s.fog.VBO = 0;
836 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
838 if(s->u.s.depth.VBO) {
839 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
840 s->u.s.depth.VBO = 0;
841 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
843 if(s->u.s.sample.VBO) {
844 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
845 s->u.s.sample.VBO = 0;
846 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
850 /* Routine common to the draw primitive and draw indexed primitive routines */
851 void drawPrimitive(IWineD3DDevice *iface,
852 int PrimitiveType,
853 long NumPrimitives,
854 /* for Indexed: */
855 long StartVertexIndex,
856 UINT numberOfVertices,
857 long StartIdx,
858 short idxSize,
859 const void *idxData,
860 int minIndex) {
862 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
863 IWineD3DSurfaceImpl *target;
864 int i;
866 if (NumPrimitives == 0) return;
868 /* Invalidate the back buffer memory so LockRect will read it the next time */
869 for(i = 0; i < GL_LIMITS(buffers); i++) {
870 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
871 if (target) {
872 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
873 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
877 /* Signals other modules that a drawing is in progress and the stateblock finalized */
878 This->isInDraw = TRUE;
880 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
882 if (This->stencilBufferTarget) {
883 /* Note that this depends on the ActivateContext call above to set
884 * This->render_offscreen properly */
885 DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
886 surface_load_ds_location(This->stencilBufferTarget, location);
887 surface_modify_ds_location(This->stencilBufferTarget, location);
890 /* Ok, we will be updating the screen from here onwards so grab the lock */
891 ENTER_GL();
893 GLenum glPrimType;
894 BOOL emulation = FALSE;
895 WineDirect3DVertexStridedData *strided = &This->strided_streams;
896 WineDirect3DVertexStridedData stridedlcl;
897 /* Ok, Work out which primitive is requested and how many vertexes that
898 will be */
899 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
900 if (numberOfVertices == 0 )
901 numberOfVertices = calculatedNumberOfindices;
903 if(!use_vs(This)) {
904 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
905 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
906 static BOOL first = TRUE;
907 if(first) {
908 FIXME("Using software emulation because not all material properties could be tracked\n");
909 first = FALSE;
910 } else {
911 TRACE("Using software emulation because not all material properties could be tracked\n");
913 emulation = TRUE;
915 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
916 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
917 * to a float in the vertex buffer
919 static BOOL first = TRUE;
920 if(first) {
921 FIXME("Using software emulation because manual fog coordinates are provided\n");
922 first = FALSE;
923 } else {
924 TRACE("Using software emulation because manual fog coordinates are provided\n");
926 emulation = TRUE;
929 if(emulation) {
930 strided = &stridedlcl;
931 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
932 remove_vbos(This, &stridedlcl);
936 if (This->useDrawStridedSlow || emulation) {
937 /* Immediate mode drawing */
938 if(use_vs(This)) {
939 static BOOL first = TRUE;
940 if(first) {
941 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
942 first = FALSE;
943 } else {
944 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
946 drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
947 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
948 } else {
949 drawStridedSlow(iface, strided, calculatedNumberOfindices,
950 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
952 } else if(This->instancedDraw) {
953 /* Instancing emulation with mixing immediate mode and arrays */
954 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
955 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
956 } else {
957 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
958 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
962 /* Finished updating the screen, restore lock */
963 LEAVE_GL();
964 TRACE("Done all gl drawing\n");
966 /* Diagnostics */
967 #ifdef SHOW_FRAME_MAKEUP
969 static long int primCounter = 0;
970 /* NOTE: set primCounter to the value reported by drawprim
971 before you want to to write frame makeup to /tmp */
972 if (primCounter >= 0) {
973 WINED3DLOCKED_RECT r;
974 char buffer[80];
975 IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
976 sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
977 TRACE("Saving screenshot %s\n", buffer);
978 IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
979 IWineD3DSurface_UnlockRect(This->render_targets[0]);
981 #ifdef SHOW_TEXTURE_MAKEUP
983 IWineD3DSurface *pSur;
984 int textureNo;
985 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
986 if (This->stateBlock->textures[textureNo] != NULL) {
987 sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
988 TRACE("Saving texture %s\n", buffer);
989 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
990 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
991 IWineD3DSurface_SaveSnapshot(pSur, buffer);
992 IWineD3DSurface_Release(pSur);
993 } else {
994 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
999 #endif
1001 TRACE("drawprim #%ld\n", primCounter);
1002 ++primCounter;
1004 #endif
1006 /* Control goes back to the device, stateblock values may change again */
1007 This->isInDraw = FALSE;
1010 static void normalize_normal(float *n) {
1011 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1012 if(length == 0.0) return;
1013 length = sqrt(length);
1014 n[0] = n[0] / length;
1015 n[1] = n[1] / length;
1016 n[2] = n[2] / length;
1019 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1021 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1022 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1023 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1024 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1025 * in drawprim.
1027 * To read back, the opengl feedback mode is used. This creates a problem because we want
1028 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1029 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1030 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1031 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1033 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1034 * resulting colors back to the normals.
1036 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1037 * does not restore it because normally a draw follows immediately afterwards. The caller is
1038 * responsible of taking care that either the gl states are restored, or the context activated
1039 * for drawing to reset the lastWasBlit flag.
1041 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1042 struct WineD3DRectPatch *patch) {
1043 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1044 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1045 WineDirect3DVertexStridedData strided;
1046 BYTE *data;
1047 WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1048 DWORD vtxStride;
1049 GLenum feedback_type;
1050 GLfloat *feedbuffer;
1052 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1053 * Beware of vbos
1055 memset(&strided, 0, sizeof(strided));
1056 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1057 if(strided.u.s.position.VBO) {
1058 IWineD3DVertexBufferImpl *vb;
1059 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1060 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1061 (unsigned long) vb->resource.allocatedMemory);
1063 vtxStride = strided.u.s.position.dwStride;
1064 data = strided.u.s.position.lpData +
1065 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1066 vtxStride * info->StartVertexOffsetWidth;
1068 /* Not entirely sure about what happens with transformed vertices */
1069 if(strided.u.s.position_transformed) {
1070 FIXME("Transformed position in rectpatch generation\n");
1072 if(vtxStride % sizeof(GLfloat)) {
1073 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1074 * I don't see how the stride could not be a multiple of 4, but make sure
1075 * to check it
1077 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1079 if(info->Basis != WINED3DBASIS_BEZIER) {
1080 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1082 if(info->Degree != WINED3DDEGREE_CUBIC) {
1083 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1086 /* First, get the boundary cube of the input data */
1087 for(j = 0; j < info->Height; j++) {
1088 for(i = 0; i < info->Width; i++) {
1089 float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1090 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1091 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1092 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1093 if(v[2] < neg_z) neg_z = v[2];
1097 /* This needs some improvements in the vertex decl code */
1098 FIXME("Cannot find data to generate. Only generating position and normals\n");
1099 patch->has_normals = TRUE;
1100 patch->has_texcoords = FALSE;
1102 /* Simply activate the context for blitting. This disables all the things we don't want and
1103 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1104 * patch (as opposed to normal draws) will most likely need different changes anyway
1106 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1107 ENTER_GL();
1109 glMatrixMode(GL_PROJECTION);
1110 checkGLcall("glMatrixMode(GL_PROJECTION)");
1111 glLoadIdentity();
1112 checkGLcall("glLoadIndentity()");
1113 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1114 glTranslatef(0, 0, 0.5);
1115 checkGLcall("glScalef");
1116 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1117 checkGLcall("glViewport");
1119 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1120 * our feedback buffer parser
1122 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1123 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1124 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1125 if(patch->has_normals) {
1126 float black[4] = {0, 0, 0, 0};
1127 float red[4] = {1, 0, 0, 0};
1128 float green[4] = {0, 1, 0, 0};
1129 float blue[4] = {0, 0, 1, 0};
1130 float white[4] = {1, 1, 1, 1};
1131 glEnable(GL_LIGHTING);
1132 checkGLcall("glEnable(GL_LIGHTING)");
1133 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1134 checkGLcall("glLightModel for MODEL_AMBIENT");
1135 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1137 for(i = 3; i < GL_LIMITS(lights); i++) {
1138 glDisable(GL_LIGHT0 + i);
1139 checkGLcall("glDisable(GL_LIGHT0 + i)");
1140 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1143 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1144 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1145 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1146 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1147 glLightfv(GL_LIGHT0, GL_POSITION, red);
1148 glEnable(GL_LIGHT0);
1149 checkGLcall("Setting up light 1\n");
1150 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1151 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1152 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1153 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1154 glLightfv(GL_LIGHT1, GL_POSITION, green);
1155 glEnable(GL_LIGHT1);
1156 checkGLcall("Setting up light 2\n");
1157 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1158 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1159 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1160 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1161 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1162 glEnable(GL_LIGHT2);
1163 checkGLcall("Setting up light 3\n");
1165 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1166 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1167 glDisable(GL_COLOR_MATERIAL);
1168 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1169 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1170 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1171 checkGLcall("Setting up materials\n");
1174 /* Enable the needed maps.
1175 * GL_MAP2_VERTEX_3 is needed for positional data.
1176 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1177 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1179 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1180 out_vertex_size = 3 /* position */;
1181 d3d_out_vertex_size = 3;
1182 glEnable(GL_MAP2_VERTEX_3);
1183 if(patch->has_normals && patch->has_texcoords) {
1184 FIXME("Texcoords not handled yet\n");
1185 feedback_type = GL_3D_COLOR_TEXTURE;
1186 out_vertex_size += 8;
1187 d3d_out_vertex_size += 7;
1188 glEnable(GL_AUTO_NORMAL);
1189 glEnable(GL_MAP2_TEXTURE_COORD_4);
1190 } else if(patch->has_texcoords) {
1191 FIXME("Texcoords not handled yet\n");
1192 feedback_type = GL_3D_COLOR_TEXTURE;
1193 out_vertex_size += 7;
1194 d3d_out_vertex_size += 4;
1195 glEnable(GL_MAP2_TEXTURE_COORD_4);
1196 } else if(patch->has_normals) {
1197 feedback_type = GL_3D_COLOR;
1198 out_vertex_size += 4;
1199 d3d_out_vertex_size += 3;
1200 glEnable(GL_AUTO_NORMAL);
1201 } else {
1202 feedback_type = GL_3D;
1204 checkGLcall("glEnable vertex attrib generation");
1206 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1207 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1208 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1210 glMap2f(GL_MAP2_VERTEX_3,
1211 0, 1, vtxStride / sizeof(float), info->Width,
1212 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1213 (float *) data);
1214 checkGLcall("glMap2f");
1215 if(patch->has_texcoords) {
1216 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1217 0, 1, vtxStride / sizeof(float), info->Width,
1218 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1219 (float *) data);
1220 checkGLcall("glMap2f");
1222 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1223 checkGLcall("glMapGrid2f");
1225 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1226 checkGLcall("glFeedbackBuffer");
1227 glRenderMode(GL_FEEDBACK);
1229 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1230 checkGLcall("glEvalMesh2\n");
1232 i = glRenderMode(GL_RENDER);
1233 if(i == -1) {
1234 LEAVE_GL();
1235 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1236 Sleep(10000);
1237 HeapFree(GetProcessHeap(), 0, feedbuffer);
1238 return WINED3DERR_DRIVERINTERNALERROR;
1239 } else if(i != buffer_size) {
1240 LEAVE_GL();
1241 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1242 Sleep(10000);
1243 HeapFree(GetProcessHeap(), 0, feedbuffer);
1244 return WINED3DERR_DRIVERINTERNALERROR;
1245 } else {
1246 TRACE("Got %d elements as expected\n", i);
1249 HeapFree(GetProcessHeap(), 0, patch->mem);
1250 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1251 i = 0;
1252 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1253 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1254 ERR("Unexpected token: %f\n", feedbuffer[j]);
1255 continue;
1257 if(feedbuffer[j + 1] != 3) {
1258 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1259 continue;
1261 /* Somehow there are different ideas about back / front facing, so fix up the
1262 * vertex order
1264 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1265 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1266 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1267 if(patch->has_normals) {
1268 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1269 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1270 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1272 i += d3d_out_vertex_size;
1274 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1275 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1276 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1277 if(patch->has_normals) {
1278 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1279 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1280 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1282 i += d3d_out_vertex_size;
1284 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1285 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1286 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1287 if(patch->has_normals) {
1288 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1289 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1290 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1292 i += d3d_out_vertex_size;
1295 if(patch->has_normals) {
1296 /* Now do the same with reverse light directions */
1297 float x[4] = {-1, 0, 0, 0};
1298 float y[4] = { 0, -1, 0, 0};
1299 float z[4] = { 0, 0, -1, 0};
1300 glLightfv(GL_LIGHT0, GL_POSITION, x);
1301 glLightfv(GL_LIGHT1, GL_POSITION, y);
1302 glLightfv(GL_LIGHT2, GL_POSITION, z);
1303 checkGLcall("Setting up reverse light directions\n");
1305 glRenderMode(GL_FEEDBACK);
1306 checkGLcall("glRenderMode(GL_FEEDBACK)");
1307 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1308 checkGLcall("glEvalMesh2\n");
1309 i = glRenderMode(GL_RENDER);
1310 checkGLcall("glRenderMode(GL_RENDER)");
1312 i = 0;
1313 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1314 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1315 ERR("Unexpected token: %f\n", feedbuffer[j]);
1316 continue;
1318 if(feedbuffer[j + 1] != 3) {
1319 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1320 continue;
1322 if(patch->mem[i + 3] == 0.0)
1323 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1324 if(patch->mem[i + 4] == 0.0)
1325 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1326 if(patch->mem[i + 5] == 0.0)
1327 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1328 normalize_normal(patch->mem + i + 3);
1329 i += d3d_out_vertex_size;
1331 if(patch->mem[i + 3] == 0.0)
1332 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1333 if(patch->mem[i + 4] == 0.0)
1334 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1335 if(patch->mem[i + 5] == 0.0)
1336 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1337 normalize_normal(patch->mem + i + 3);
1338 i += d3d_out_vertex_size;
1340 if(patch->mem[i + 3] == 0.0)
1341 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1342 if(patch->mem[i + 4] == 0.0)
1343 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1344 if(patch->mem[i + 5] == 0.0)
1345 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1346 normalize_normal(patch->mem + i + 3);
1347 i += d3d_out_vertex_size;
1351 glDisable(GL_MAP2_VERTEX_3);
1352 glDisable(GL_AUTO_NORMAL);
1353 glDisable(GL_MAP2_NORMAL);
1354 glDisable(GL_MAP2_TEXTURE_COORD_4);
1355 checkGLcall("glDisable vertex attrib generation");
1356 LEAVE_GL();
1358 HeapFree(GetProcessHeap(), 0, feedbuffer);
1360 vtxStride = 3 * sizeof(float);
1361 if(patch->has_normals) {
1362 vtxStride += 3 * sizeof(float);
1364 if(patch->has_texcoords) {
1365 vtxStride += 4 * sizeof(float);
1367 memset(&patch->strided, 0, sizeof(&patch->strided));
1368 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1369 patch->strided.u.s.position.dwStride = vtxStride;
1370 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1371 patch->strided.u.s.position.streamNo = 255;
1373 if(patch->has_normals) {
1374 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1375 patch->strided.u.s.normal.dwStride = vtxStride;
1376 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1377 patch->strided.u.s.normal.streamNo = 255;
1379 if(patch->has_texcoords) {
1380 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1381 if(patch->has_normals) {
1382 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1384 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1385 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1386 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1387 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1388 * application.
1390 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1393 return WINED3D_OK;