blob: 4fe4f041b288d245f7c58bbe57fa99062008418a [file] [log] [blame]
/* Direct3D ExecuteBuffer
(c) 1998 Lionel ULMER
This files contains the implementation of Direct3DExecuteBuffer. */
#include "config.h"
#include "windows.h"
#include "wintypes.h"
#include "winerror.h"
#include "interfaces.h"
#include "heap.h"
#include "ddraw.h"
#include "d3d.h"
#include "debug.h"
#include "d3d_private.h"
#ifdef HAVE_MESAGL
static IDirect3DExecuteBuffer_VTable executebuffer_vtable;
/*******************************************************************************
* ExecuteBuffer static functions
*/
void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
}
void _dump_executedata(LPD3DEXECUTEDATA lpData) {
DUMP("dwSize : %ld\n", lpData->dwSize);
DUMP("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
DUMP("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
DUMP("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
_dump_d3dstatus(&(lpData->dsStatus));
}
#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);
static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
LPDIRECT3DDEVICE dev,
LPDIRECT3DVIEWPORT vp) {
DWORD bs = lpBuff->desc.dwBufferSize;
DWORD vs = lpBuff->data.dwVertexOffset;
DWORD vc = lpBuff->data.dwVertexCount;
DWORD is = lpBuff->data.dwInstructionOffset;
DWORD il = lpBuff->data.dwInstructionLength;
unsigned char *instr = lpBuff->desc.lpData + is;
LPD3DVERTEX vert = (LPD3DVERTEX) (lpBuff->desc.lpData + vs);
LPD3DVERTEX tvert = lpBuff->vertex_data;
OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
TRACE(ddraw, "ExecuteData : \n");
_dump_executedata(&(lpBuff->data));
while (1) {
LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
BYTE size;
WORD count;
count = current->wCount;
size = current->bSize;
instr += sizeof(D3DINSTRUCTION);
switch (current->bOpcode) {
case D3DOP_POINT: {
TRACE(ddraw, "POINT-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_LINE: {
TRACE(ddraw, "LINE-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_TRIANGLE: {
int i;
TRACE(ddraw, "TRIANGLE (%d)\n", count);
/* Use given matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); /* The model transformation was done during the
transformation phase */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) odev->proj_mat);
glMultMatrixf((float *) odev->view_mat);
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");
}
glBegin(GL_TRIANGLES); {
DO_VERTEX(ci->v1.v1);
DO_VERTEX(ci->v2.v2);
DO_VERTEX(ci->v3.v3);
} glEnd();
instr += size;
}
} break;
case D3DOP_MATRIXLOAD: {
TRACE(ddraw, "MATRIXLOAD-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_MATRIXMULTIPLY: {
int i;
TRACE(ddraw, "MATRIXMULTIPLY (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
TRACE(ddraw, " Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
/* Do the multiplication..
As I am VERY lazy, I let OpenGL do the multiplication for me */
glMatrixMode(GL_PROJECTION);
/* 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);
/* Restore the current matrix */
glPopMatrix();
instr += size;
}
} break;
case D3DOP_STATETRANSFORM: {
int i;
TRACE(ddraw, "STATETRANSFORM (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
switch (ci->t.dtstTransformStateType) {
case D3DTRANSFORMSTATE_WORLD: {
TRACE(ddraw, " WORLD (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
odev->world_mat = (D3DMATRIX*) ci->v.dwArg[0];
} break;
case D3DTRANSFORMSTATE_VIEW: {
TRACE(ddraw, " VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0];
} break;
case D3DTRANSFORMSTATE_PROJECTION: {
TRACE(ddraw, " PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0];
} break;
default:
ERR(ddraw, " Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType);
break;
}
instr += size;
}
} break;
case D3DOP_STATELIGHT: {
int i;
TRACE(ddraw, "STATELIGHT (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
switch (ci->t.dlstLightStateType) {
case D3DLIGHTSTATE_MATERIAL: {
LPDIRECT3DMATERIAL mat = (LPDIRECT3DMATERIAL) ci->v.dwArg[0];
TRACE(ddraw, " MATERIAL\n");
if (mat != NULL) {
mat->activate(mat);
} else {
TRACE(ddraw, " bad Material Handle\n");
}
} break ;
case D3DLIGHTSTATE_AMBIENT: {
float light[4];
DWORD dwLightState = ci->v.dwArg[0];
TRACE(ddraw, " AMBIENT\n");
light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
light[1] = ((dwLightState >> 8) & 0xFF) / 255.0;
light[2] = ((dwLightState >> 0) & 0xFF) / 255.0;
light[3] = 1.0;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
TRACE(ddraw, " R:%02lx G:%02lx B:%02lx A:%02lx\n",
((dwLightState >> 16) & 0xFF),
((dwLightState >> 8) & 0xFF),
((dwLightState >> 0) & 0xFF),
((dwLightState >> 24) & 0xFF));
} break ;
case D3DLIGHTSTATE_COLORMODEL: {
TRACE(ddraw, " COLORMODEL\n");
} break ;
case D3DLIGHTSTATE_FOGMODE: {
TRACE(ddraw, " FOGMODE\n");
} break ;
case D3DLIGHTSTATE_FOGSTART: {
TRACE(ddraw, " FOGSTART\n");
} break ;
case D3DLIGHTSTATE_FOGEND: {
TRACE(ddraw, " FOGEND\n");
} break ;
case D3DLIGHTSTATE_FOGDENSITY: {
TRACE(ddraw, " FOGDENSITY\n");
} break ;
default:
ERR(ddraw, " Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType);
break;
}
instr += size;
}
} break;
case D3DOP_STATERENDER: {
int i;
TRACE(ddraw, "STATERENDER (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0]);
instr += size;
}
} break;
case D3DOP_PROCESSVERTICES: {
int i;
TRACE(ddraw, "PROCESSVERTICES (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
TRACE(ddraw, " Start : %d Dest : %d Count : %ld\n",
ci->wStart, ci->wDest, ci->dwCount);
TRACE(ddraw, " Flags : ");
if (TRACE_ON(ddraw)) {
if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
DUMP("COPY ");
if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
DUMP("NOCOLOR ");
if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
DUMP("OPMASK ");
if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
DUMP("TRANSFORM ");
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
DUMP("TRANSFORMLIGHT ");
if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
DUMP("UPDATEEXTENTS ");
DUMP("\n");
}
/* This is where doing Direct3D on top on OpenGL is quite difficult.
This method transforms a set of vertices using the CURRENT state
(lighting, projection, ...) but does not rasterize them.
They will oinly be put on screen later (with the POINT / LINE and
TRIANGLE op-codes). The problem is that you can have a triangle
with each point having been transformed using another state...
In this implementation, I will emulate only ONE thing : each
vertex can have its own "WORLD" transformation (this is used in the
TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
execute buffer use the same state.
If I find applications that change other states, I will try to do a
more 'fine-tuned' state emulation (but I may become quite tricky if
it changes a light position in the middle of a triangle).
In this case, a 'direct' approach (i.e. without using OpenGL, but
writing our own 3D rasterizer) would be easier. */
/* The current method (with the hypothesis that only the WORLD matrix
will change between two points) is like this :
- I transform 'manually' all the vertices with the current WORLD
matrix and store them in the vertex buffer
- during the rasterization phase, the WORLD matrix will be set to
the Identity matrix */
/* 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);
/* */
}
instr += size;
}
} break;
case D3DOP_TEXTURELOAD: {
TRACE(ddraw, "TEXTURELOAD-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_EXIT: {
TRACE(ddraw, "EXIT (%d)\n", count);
/* We did this instruction */
instr += size;
/* Exit this loop */
goto end_of_buffer;
} break;
case D3DOP_BRANCHFORWARD: {
TRACE(ddraw, "BRANCHFORWARD-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_SPAN: {
TRACE(ddraw, "SPAN-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_SETSTATUS: {
TRACE(ddraw, "SETSTATUS-s (%d)\n", count);
instr += count * size;
} break;
default:
ERR(ddraw, "Unhandled OpCode !!!\n");
/* Try to save ... */
instr += count * size;
break;
}
}
end_of_buffer:
}
/*******************************************************************************
* ExecuteBuffer Creation functions
*/
LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(LPDIRECT3DDEVICE d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
{
LPDIRECT3DEXECUTEBUFFER eb;
eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBuffer));
eb->ref = 1;
eb->lpvtbl = &executebuffer_vtable;
eb->d3ddev = d3ddev;
/* Initializes memory */
eb->desc = *lpDesc;
/* No buffer given */
if (!(eb->desc.dwFlags & D3DDEB_LPDATA))
eb->desc.lpData = NULL;
/* No buffer size given */
if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE))
eb->desc.dwBufferSize = 0;
/* Create buffer if asked */
if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) {
eb->need_free = TRUE;
eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize);
} else {
eb->need_free = FALSE;
}
/* No vertices for the moment */
eb->vertex_data = NULL;
eb->desc.dwFlags |= D3DDEB_LPDATA;
eb->execute = execute;
return eb;
}
/*******************************************************************************
* IDirect3DLight methods
*/
static HRESULT WINAPI IDirect3DExecuteBuffer_QueryInterface(LPDIRECT3DEXECUTEBUFFER this,
REFIID riid,
LPVOID* ppvObj)
{
char xrefiid[50];
WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
return S_OK;
}
static ULONG WINAPI IDirect3DExecuteBuffer_AddRef(LPDIRECT3DEXECUTEBUFFER this)
{
TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
return ++(this->ref);
}
static ULONG WINAPI IDirect3DExecuteBuffer_Release(LPDIRECT3DEXECUTEBUFFER this)
{
FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
if (!--(this->ref)) {
if ((this->desc.lpData != NULL) && this->need_free)
HeapFree(GetProcessHeap(),0,this->desc.lpData);
if (this->vertex_data != NULL)
HeapFree(GetProcessHeap(),0,this->vertex_data);
HeapFree(GetProcessHeap(),0,this);
return 0;
}
return this->ref;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Initialize(LPDIRECT3DEXECUTEBUFFER this,
LPDIRECT3DDEVICE lpDirect3DDevice,
LPD3DEXECUTEBUFFERDESC lpDesc)
{
FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpDirect3DDevice, lpDesc);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Lock(LPDIRECT3DEXECUTEBUFFER this,
LPD3DEXECUTEBUFFERDESC lpDesc)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpDesc);
/* Copies the buffer description */
*lpDesc = this->desc;
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Unlock(LPDIRECT3DEXECUTEBUFFER this)
{
TRACE(ddraw, "(%p)->()\n", this);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_SetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
LPD3DEXECUTEDATA lpData)
{
DWORD nbvert;
TRACE(ddraw, "(%p)->(%p)\n", this, lpData);
this->data = *lpData;
/* Get the number of vertices in the execute buffer */
nbvert = this->data.dwVertexCount;
/* 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));
if (TRACE_ON(ddraw)) {
_dump_executedata(lpData);
}
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_GetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
LPD3DEXECUTEDATA lpData)
{
TRACE(ddraw, "(%p)->(%p): stub\n", this, lpData);
*lpData = this->data;
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Validate(LPDIRECT3DEXECUTEBUFFER this,
LPDWORD lpdwOffset,
LPD3DVALIDATECALLBACK lpFunc,
LPVOID lpUserArg,
DWORD dwReserved)
{
TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", this, lpdwOffset, lpFunc, lpUserArg, dwReserved);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Optimize(LPDIRECT3DEXECUTEBUFFER this,
DWORD dwReserved)
{
TRACE(ddraw, "(%p)->(%lu)\n", this, dwReserved);
return DD_OK;
}
/*******************************************************************************
* IDirect3DLight VTable
*/
static IDirect3DExecuteBuffer_VTable executebuffer_vtable = {
/*** IUnknown methods ***/
IDirect3DExecuteBuffer_QueryInterface,
IDirect3DExecuteBuffer_AddRef,
IDirect3DExecuteBuffer_Release,
/*** IDirect3DExecuteBuffer methods ***/
IDirect3DExecuteBuffer_Initialize,
IDirect3DExecuteBuffer_Lock,
IDirect3DExecuteBuffer_Unlock,
IDirect3DExecuteBuffer_SetExecuteData,
IDirect3DExecuteBuffer_GetExecuteData,
IDirect3DExecuteBuffer_Validate,
IDirect3DExecuteBuffer_Optimize
};
#endif /* HAVE_MESAGL */