- better support for ExecuteBuffers
diff --git a/graphics/d3dexecutebuffer.c b/graphics/d3dexecutebuffer.c
index 5152300..32c5fff 100644
--- a/graphics/d3dexecutebuffer.c
+++ b/graphics/d3dexecutebuffer.c
@@ -18,6 +18,34 @@
#ifdef HAVE_MESAGL
+/* Structure to store the 'semi transformed' vertices */
+typedef struct {
+ D3DVALUE x;
+ D3DVALUE y;
+ D3DVALUE z;
+ D3DVALUE w;
+
+ D3DVALUE nx;
+ D3DVALUE ny;
+ D3DVALUE nz;
+
+ D3DVALUE u;
+ D3DVALUE v;
+} OGL_Vertex;
+
+typedef struct {
+ D3DVALUE x;
+ D3DVALUE y;
+ D3DVALUE z;
+ D3DVALUE w;
+
+ D3DCOLOR c;
+ D3DCOLOR sc;
+
+ D3DVALUE u;
+ D3DVALUE v;
+} OGL_LVertex;
+
static IDirect3DExecuteBuffer_VTable executebuffer_vtable;
/*******************************************************************************
@@ -36,29 +64,122 @@
}
#define DO_VERTEX(index) \
- glNormal3f(tvert[index].nx.nx, \
- tvert[index].ny.ny, \
- tvert[index].nz.nz); \
- glVertex3f(tvert[index].x.x, \
- tvert[index].y.y, \
- tvert[index].z.z);
+{ \
+ glTexCoord2f(vx[index].u, \
+ vx[index].v); \
+ glNormal3f(vx[index].nx, \
+ vx[index].ny, \
+ vx[index].nz); \
+ glVertex4f(vx[index].x, \
+ vx[index].y, \
+ vx[index].z, \
+ vx[index].w); \
+ \
+ TRACE(ddraw, " V: %f %f %f %f (%f %f %f) (%f %f)\n", \
+ vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
+ vx[index].nx, vx[index].ny, vx[index].nz, \
+ vx[index].u, vx[index].v); \
+}
+
+#define DO_LVERTEX(index) \
+{ \
+ DWORD col = l_vx[index].c; \
+ \
+ glColor3f(((col >> 16) & 0xFF) / 255.0, \
+ ((col >> 8) & 0xFF) / 255.0, \
+ ((col >> 0) & 0xFF) / 255.0); \
+ glTexCoord2f(l_vx[index].u, \
+ l_vx[index].v); \
+ glVertex4f(l_vx[index].x, \
+ l_vx[index].y, \
+ l_vx[index].z, \
+ l_vx[index].w); \
+ \
+ TRACE(ddraw, " LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
+ l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
+ ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
+ l_vx[index].u, l_vx[index].v); \
+}
+
+#define DO_TLVERTEX(index) \
+{ \
+ D3DTLVERTEX *vx = &(tl_vx[index]); \
+ DWORD col = vx->c.color; \
+ \
+ glColor3f(((col >> 16) & 0xFF) / 255.0, \
+ ((col >> 8) & 0xFF) / 255.0, \
+ ((col >> 0) & 0xFF) / 255.0); \
+ glTexCoord2f(vx->u.tu, vx->v.tv); \
+ if (vx->r.rhw < 0.01) \
+ glVertex3f(vx->x.sx, \
+ vx->y.sy, \
+ vx->z.sz); \
+ else \
+ glVertex4f(vx->x.sx / vx->r.rhw, \
+ vx->y.sy / vx->r.rhw, \
+ vx->z.sz / vx->r.rhw, \
+ 1.0 / vx->r.rhw); \
+ TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
+ vx->x.sx, vx->y.sy, vx->z.sz, \
+ ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
+ vx->u.tu, vx->v.tv, vx->r.rhw); \
+}
+
+#define TRIANGLE_LOOP(macro) \
+{ \
+ glBegin(GL_TRIANGLES); { \
+ for (i = 0; i < count; i++) { \
+ LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
+ \
+ TRACE(ddraw, " v1: %d v2: %d v3: %d\n", \
+ ci->v1.v1, ci->v2.v2, ci->v3.v3); \
+ TRACE(ddraw, " Flags : "); \
+ if (TRACE_ON(ddraw)) { \
+ /* Wireframe */ \
+ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
+ DUMP("EDGEENABLE1 "); \
+ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
+ DUMP("EDGEENABLE2 "); \
+ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
+ DUMP("EDGEENABLE3 "); \
+ \
+ /* Strips / Fans */ \
+ if (ci->wFlags == D3DTRIFLAG_EVEN) \
+ DUMP("EVEN "); \
+ if (ci->wFlags == D3DTRIFLAG_ODD) \
+ DUMP("ODD "); \
+ if (ci->wFlags == D3DTRIFLAG_START) \
+ DUMP("START "); \
+ if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
+ DUMP("STARTFLAT(%d) ", ci->wFlags); \
+ DUMP("\n"); \
+ } \
+ \
+ /* Draw the triangle */ \
+ macro(ci->v1.v1); \
+ macro(ci->v2.v2); \
+ macro(ci->v3.v3); \
+ \
+ instr += size; \
+ } \
+ } glEnd(); \
+}
static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
LPDIRECT3DDEVICE dev,
LPDIRECT3DVIEWPORT vp) {
- DWORD bs = lpBuff->desc.dwBufferSize;
+ /* DWORD bs = lpBuff->desc.dwBufferSize; */
DWORD vs = lpBuff->data.dwVertexOffset;
- DWORD vc = lpBuff->data.dwVertexCount;
+ /* DWORD vc = lpBuff->data.dwVertexCount; */
DWORD is = lpBuff->data.dwInstructionOffset;
- DWORD il = lpBuff->data.dwInstructionLength;
+ /* DWORD il = lpBuff->data.dwInstructionLength; */
- unsigned char *instr = lpBuff->desc.lpData + is;
- LPD3DVERTEX vert = (LPD3DVERTEX) (lpBuff->desc.lpData + vs);
- LPD3DVERTEX tvert = lpBuff->vertex_data;
+ void *instr = lpBuff->desc.lpData + is;
OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
TRACE(ddraw, "ExecuteData : \n");
+ if (TRACE_ON(ddraw))
_dump_executedata(&(lpBuff->data));
while (1) {
@@ -85,51 +206,116 @@
case D3DOP_TRIANGLE: {
int i;
+ float z_inv_matrix[16] = {
+ 1.0, 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0, 0.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 1.0, 1.0
+ };
+
+ OGL_Vertex *vx = (OGL_Vertex *) lpBuff->vertex_data;
+ OGL_LVertex *l_vx = (OGL_LVertex *) lpBuff->vertex_data;
+ D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) lpBuff->vertex_data;
+
TRACE(ddraw, "TRIANGLE (%d)\n", count);
+ switch (lpBuff->vertex_type) {
+ case D3DVT_VERTEX:
+ /* This time, there is lighting */
+ glEnable(GL_LIGHTING);
+
/* Use given matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); /* The model transformation was done during the
transformation phase */
glMatrixMode(GL_PROJECTION);
- glLoadMatrixf((float *) odev->proj_mat);
+ TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
+ dump_mat(odev->proj_mat);
+ TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
+ dump_mat(odev->view_mat);
+
+ glLoadMatrixf((float *) z_inv_matrix);
+ glMultMatrixf((float *) odev->proj_mat);
glMultMatrixf((float *) odev->view_mat);
+ break;
- for (i = 0; i < count; i++) {
- LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
+ case D3DVT_LVERTEX:
+ /* No lighting */
+ glDisable(GL_LIGHTING);
- TRACE(ddraw, " v1: %d v2: %d v3: %d\n",
- ci->v1.v1, ci->v2.v2, ci->v3.v3);
- TRACE(ddraw, " Flags : ");
- if (TRACE_ON(ddraw)) {
- /* Wireframe */
- if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
- DUMP("EDGEENABLE1 ");
- if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
- DUMP("EDGEENABLE2 ");
- if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
- DUMP("EDGEENABLE3 ");
+ /* Use given matrixes */
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity(); /* The model transformation was done during the
+ transformation phase */
+ glMatrixMode(GL_PROJECTION);
- /* Strips / Fans */
- if (ci->wFlags == D3DTRIFLAG_EVEN)
- DUMP("EVEN ");
- if (ci->wFlags == D3DTRIFLAG_ODD)
- DUMP("ODD ");
- if (ci->wFlags == D3DTRIFLAG_START)
- DUMP("START ");
- if ((ci->wFlags > 0) && (ci->wFlags < 30))
- DUMP("STARTFLAT(%d) ", ci->wFlags);
- DUMP("\n");
+ TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
+ dump_mat(odev->proj_mat);
+ TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
+ dump_mat(odev->view_mat);
+
+ glLoadMatrixf((float *) z_inv_matrix);
+ glMultMatrixf((float *) odev->proj_mat);
+ glMultMatrixf((float *) odev->view_mat);
+ break;
+
+ case D3DVT_TLVERTEX: {
+ GLdouble height, width, minZ, maxZ;
+
+ /* First, disable lighting */
+ glDisable(GL_LIGHTING);
+
+ /* Then do not put any transformation matrixes */
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ if (vp == NULL) {
+ ERR(ddraw, "No current viewport !\n");
+ /* Using standard values */
+ height = 640.0;
+ width = 480.0;
+ minZ = -10.0;
+ maxZ = 10.0;
+ } else {
+ height = (GLdouble) vp->viewport.vp1.dwHeight;
+ width = (GLdouble) vp->viewport.vp1.dwWidth;
+ minZ = (GLdouble) vp->viewport.vp1.dvMinZ;
+ maxZ = (GLdouble) vp->viewport.vp1.dvMaxZ;
+
+ if (minZ == maxZ) {
+ /* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
+ minZ = 0.0;
+ maxZ = 1.0;
}
+ }
- glBegin(GL_TRIANGLES); {
- DO_VERTEX(ci->v1.v1);
- DO_VERTEX(ci->v2.v2);
- DO_VERTEX(ci->v3.v3);
- } glEnd();
+ glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
+ } break;
- instr += size;
+ default:
+ ERR(ddraw, "Unhandled vertex type !\n");
+ break;
}
+
+ switch (lpBuff->vertex_type) {
+ case D3DVT_VERTEX:
+ TRIANGLE_LOOP(DO_VERTEX);
+ break;
+
+ case D3DVT_LVERTEX:
+ TRIANGLE_LOOP(DO_LVERTEX);
+ break;
+
+ case D3DVT_TLVERTEX:
+ TRIANGLE_LOOP(DO_TLVERTEX);
+ break;
+
+ default:
+ ERR(ddraw, "Unhandled vertex type !\n");
+ }
+
} break;
case D3DOP_MATRIXLOAD: {
@@ -157,9 +343,9 @@
/* Save the current matrix */
glPushMatrix();
/* Load Matrix one and do the multiplication */
- glLoadMatrixf((float *) ci->hSrcMatrix1);
- glMultMatrixf((float *) ci->hSrcMatrix2);
- glGetFloatv(GL_PROJECTION_MATRIX, (float *) ci->hDestMatrix);
+ glLoadMatrixf((float *) c);
+ glMultMatrixf((float *) b);
+ glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
/* Restore the current matrix */
glPopMatrix();
@@ -335,11 +521,69 @@
/* Enough for the moment */
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
- /* Enable lighting, so that when the rasterization will take place,
- the correct LIGHTING state is active. */
- glEnable(GL_LIGHTING);
+ int nb;
+ D3DVERTEX *src = ((LPD3DVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
+ OGL_Vertex *dst = ((OGL_Vertex *) (lpBuff->vertex_data)) + ci->wDest;
+ D3DMATRIX *mat = odev->world_mat;
- /* */
+ TRACE(ddraw, " World Matrix : (%p)\n", mat);
+ dump_mat(mat);
+
+ lpBuff->vertex_type = D3DVT_VERTEX;
+
+ for (nb = 0; nb < ci->dwCount; nb++) {
+ /* For the moment, no normal transformation... */
+ dst->nx = src->nx.nx;
+ dst->ny = src->ny.ny;
+ dst->nz = src->nz.nz;
+
+ dst->u = src->u.tu;
+ dst->v = src->v.tv;
+
+ /* Now, the matrix multiplication */
+ dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
+ dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
+ dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
+ dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
+
+ src++;
+ dst++;
+ }
+ } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
+ int nb;
+ D3DLVERTEX *src = ((LPD3DLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
+ OGL_LVertex *dst = ((OGL_LVertex *) (lpBuff->vertex_data)) + ci->wDest;
+ D3DMATRIX *mat = odev->world_mat;
+
+ TRACE(ddraw, " World Matrix : (%p)\n", mat);
+ dump_mat(mat);
+
+ lpBuff->vertex_type = D3DVT_LVERTEX;
+
+ for (nb = 0; nb < ci->dwCount; nb++) {
+ dst->c = src->c.color;
+ dst->sc = src->s.specular;
+ dst->u = src->u.tu;
+ dst->v = src->v.tv;
+
+ /* Now, the matrix multiplication */
+ dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
+ dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
+ dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
+ dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
+
+ src++;
+ dst++;
+ }
+ } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
+ D3DTLVERTEX *src = ((LPD3DTLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
+ D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (lpBuff->vertex_data)) + ci->wDest;
+
+ lpBuff->vertex_type = D3DVT_TLVERTEX;
+
+ memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
+ } else {
+ ERR(ddraw, "Unhandled vertex processing !\n");
}
instr += size;
@@ -361,9 +605,24 @@
} break;
case D3DOP_BRANCHFORWARD: {
- TRACE(ddraw, "BRANCHFORWARD-s (%d)\n", count);
+ int i;
+ TRACE(ddraw, "BRANCHFORWARD (%d)\n", count);
- instr += count * size;
+ for (i = 0; i < count; i++) {
+ LPD3DBRANCH ci = (LPD3DBRANCH) instr;
+
+ if ((lpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
+ if (!ci->bNegate) {
+ TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
+ }
+ } else {
+ if (ci->bNegate) {
+ TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
+ }
+ }
+
+ instr += size;
+ }
} break;
case D3DOP_SPAN: {
@@ -373,9 +632,16 @@
} break;
case D3DOP_SETSTATUS: {
- TRACE(ddraw, "SETSTATUS-s (%d)\n", count);
+ int i;
+ TRACE(ddraw, "SETSTATUS (%d)\n", count);
- instr += count * size;
+ for (i = 0; i < count; i++) {
+ LPD3DSTATUS ci = (LPD3DSTATUS) instr;
+
+ lpBuff->data.dsStatus = *ci;
+
+ instr += size;
+ }
} break;
default:
@@ -517,7 +783,7 @@
/* Prepares the transformed vertex buffer */
if (this->vertex_data != NULL)
HeapFree(GetProcessHeap(), 0, this->vertex_data);
- this->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(D3DVERTEX));
+ this->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex));
if (TRACE_ON(ddraw)) {
diff --git a/include/d3d.h b/include/d3d.h
index 1496950..3637734 100644
--- a/include/d3d.h
+++ b/include/d3d.h
@@ -1456,7 +1456,8 @@
D3DEXECUTEDATA data;
/* This buffer will store the transformed vertices */
- D3DVERTEX *vertex_data;
+ void *vertex_data;
+ D3DVERTEXTYPE vertex_type;
/* This flags is set to TRUE if we allocated ourselves the
data buffer */