| /* |
| * WINED3D draw functions |
| * |
| * Copyright 2002-2004 Jason Edmeades |
| * Copyright 2002-2004 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006, 2008 Henri Verbeet |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw); |
| #define GLINFO_LOCATION This->adapter->gl_info |
| |
| #include <stdio.h> |
| #include <math.h> |
| |
| static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type, |
| UINT min_vertex_idx, UINT max_vertex_idx, UINT count, UINT idx_size, |
| const void *idx_data, UINT start_idx) |
| { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| |
| if (idx_size) |
| { |
| TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, primitive_type, count, min_vertex_idx); |
| |
| #if 1 |
| glDrawElements(primitive_type, count, |
| idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, |
| (const char *)idx_data + (idx_size * start_idx)); |
| checkGLcall("glDrawElements"); |
| #else |
| glDrawRangeElements(primitive_type, min_vertex_idx, max_vertex_idx, count, |
| idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, |
| (const char *)idx_data + (idx_size * start_idx)); |
| checkGLcall("glDrawRangeElements"); |
| #endif |
| } |
| else |
| { |
| TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, primitive_type, start_idx, count); |
| |
| glDrawArrays(primitive_type, start_idx, count); |
| checkGLcall("glDrawArrays"); |
| } |
| } |
| |
| /* |
| * Actually draw using the supplied information. |
| * Slower GL version which extracts info about each vertex in turn |
| */ |
| |
| static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT NumVertexes, |
| GLenum glPrimType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx) |
| { |
| unsigned int textureNo = 0; |
| const WORD *pIdxBufS = NULL; |
| const DWORD *pIdxBufL = NULL; |
| UINT vx_index; |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| const UINT *streamOffset = This->stateBlock->streamOffset; |
| long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex; |
| BOOL pixelShader = use_ps(This->stateBlock); |
| BOOL specular_fog = FALSE; |
| UINT texture_stages = GL_LIMITS(texture_stages); |
| const BYTE *texCoords[WINED3DDP_MAXTEXCOORD]; |
| const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL; |
| const struct wined3d_stream_info_element *element; |
| DWORD tex_mask = 0; |
| |
| TRACE("Using slow vertex array code\n"); |
| |
| /* Variable Initialization */ |
| if (idxSize != 0) { |
| /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer. |
| * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing |
| * idxData will be != NULL |
| */ |
| if(idxData == NULL) { |
| idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory; |
| } |
| |
| if (idxSize == 2) pIdxBufS = idxData; |
| else pIdxBufL = idxData; |
| } else if (idxData) { |
| ERR("non-NULL idxData with 0 idxSize, this should never happen\n"); |
| return; |
| } |
| |
| /* Start drawing in GL */ |
| VTRACE(("glBegin(%x)\n", glPrimType)); |
| glBegin(glPrimType); |
| |
| element = &si->elements[WINED3D_FFP_POSITION]; |
| if (element->data) position = element->data + streamOffset[element->stream_idx]; |
| |
| element = &si->elements[WINED3D_FFP_NORMAL]; |
| if (element->data) normal = element->data + streamOffset[element->stream_idx]; |
| else glNormal3f(0, 0, 0); |
| |
| element = &si->elements[WINED3D_FFP_DIFFUSE]; |
| if (element->data) diffuse = element->data + streamOffset[element->stream_idx]; |
| else glColor4f(1.0f, 1.0f, 1.0f, 1.0f); |
| if (This->activeContext->num_untracked_materials && element->format_desc->format != WINED3DFMT_A8R8G8B8) |
| FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format_desc->format)); |
| |
| element = &si->elements[WINED3D_FFP_SPECULAR]; |
| if (element->data) |
| { |
| specular = element->data + streamOffset[element->stream_idx]; |
| |
| /* special case where the fog density is stored in the specular alpha channel */ |
| if (This->stateBlock->renderState[WINED3DRS_FOGENABLE] |
| && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE |
| || si->elements[WINED3D_FFP_POSITION].format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT) |
| && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) |
| { |
| if (GL_SUPPORT(EXT_FOG_COORD)) |
| { |
| if (element->format_desc->format == WINED3DFMT_A8R8G8B8) specular_fog = TRUE; |
| else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format_desc->format)); |
| } |
| else |
| { |
| static BOOL warned; |
| |
| if (!warned) |
| { |
| /* TODO: Use the fog table code from old ddraw */ |
| FIXME("Implement fog for transformed vertices in software\n"); |
| warned = TRUE; |
| } |
| } |
| } |
| } |
| else if (GL_SUPPORT(EXT_SECONDARY_COLOR)) |
| { |
| GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0); |
| } |
| |
| for (textureNo = 0; textureNo < texture_stages; ++textureNo) |
| { |
| int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX]; |
| int texture_idx = This->texUnitMap[textureNo]; |
| |
| if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) |
| { |
| FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); |
| continue; |
| } |
| |
| if (!pixelShader && !This->stateBlock->textures[textureNo]) continue; |
| |
| if (texture_idx == -1) continue; |
| |
| if (coordIdx > 7) |
| { |
| TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo); |
| continue; |
| } |
| else if (coordIdx < 0) |
| { |
| FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx); |
| continue; |
| } |
| |
| element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx]; |
| if (element->data) |
| { |
| texCoords[coordIdx] = element->data + streamOffset[element->stream_idx]; |
| tex_mask |= (1 << textureNo); |
| } |
| else |
| { |
| TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo); |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) |
| GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1)); |
| else |
| glTexCoord4f(0, 0, 0, 1); |
| } |
| } |
| |
| /* We shouldn't start this function if any VBO is involved. Should I put a safety check here? |
| * Guess it's not necessary(we crash then anyway) and would only eat CPU time |
| */ |
| |
| /* For each primitive */ |
| for (vx_index = 0; vx_index < NumVertexes; ++vx_index) { |
| UINT texture, tmp_tex_mask; |
| /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed |
| * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration |
| */ |
| |
| /* For indexed data, we need to go a few more strides in */ |
| if (idxData != NULL) { |
| |
| /* Indexed so work out the number of strides to skip */ |
| if (idxSize == 2) { |
| VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index])); |
| SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex; |
| } else { |
| VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index])); |
| SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex; |
| } |
| } |
| |
| tmp_tex_mask = tex_mask; |
| for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture) |
| { |
| int coord_idx; |
| const void *ptr; |
| int texture_idx; |
| |
| if (!(tmp_tex_mask & 1)) continue; |
| |
| coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX]; |
| ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride); |
| |
| texture_idx = This->texUnitMap[texture]; |
| multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format_desc->emit_idx]( |
| GL_TEXTURE0_ARB + texture_idx, ptr); |
| } |
| |
| /* Diffuse -------------------------------- */ |
| if (diffuse) { |
| const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride; |
| |
| diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format_desc->emit_idx](ptrToCoords); |
| if(This->activeContext->num_untracked_materials) { |
| DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0]; |
| unsigned char i; |
| float color[4]; |
| |
| color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0; |
| color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0; |
| color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0; |
| color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0; |
| |
| for(i = 0; i < This->activeContext->num_untracked_materials; i++) { |
| glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color); |
| } |
| } |
| } |
| |
| /* Specular ------------------------------- */ |
| if (specular) { |
| const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride; |
| |
| specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format_desc->emit_idx](ptrToCoords); |
| |
| if (specular_fog) |
| { |
| DWORD specularColor = *(const DWORD *)ptrToCoords; |
| GL_EXTCALL(glFogCoordfEXT(specularColor >> 24)); |
| } |
| } |
| |
| /* Normal -------------------------------- */ |
| if (normal != NULL) { |
| const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride; |
| normal_funcs[si->elements[WINED3D_FFP_NORMAL].format_desc->emit_idx](ptrToCoords); |
| } |
| |
| /* Position -------------------------------- */ |
| if (position) { |
| const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride; |
| position_funcs[si->elements[WINED3D_FFP_POSITION].format_desc->emit_idx](ptrToCoords); |
| } |
| |
| /* For non indexed mode, step onto next parts */ |
| if (idxData == NULL) { |
| ++SkipnStrides; |
| } |
| } |
| |
| glEnd(); |
| checkGLcall("glEnd and previous calls"); |
| } |
| |
| static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr) |
| { |
| switch(format) |
| { |
| case WINED3DFMT_R32_FLOAT: |
| GL_EXTCALL(glVertexAttrib1fvARB(index, ptr)); |
| break; |
| case WINED3DFMT_R32G32_FLOAT: |
| GL_EXTCALL(glVertexAttrib2fvARB(index, ptr)); |
| break; |
| case WINED3DFMT_R32G32B32_FLOAT: |
| GL_EXTCALL(glVertexAttrib3fvARB(index, ptr)); |
| break; |
| case WINED3DFMT_R32G32B32A32_FLOAT: |
| GL_EXTCALL(glVertexAttrib4fvARB(index, ptr)); |
| break; |
| |
| case WINED3DFMT_R8G8B8A8_UINT: |
| GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr)); |
| break; |
| case WINED3DFMT_A8R8G8B8: |
| if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)) |
| { |
| const DWORD *src = ptr; |
| DWORD c = *src & 0xff00ff00; |
| c |= (*src & 0xff0000) >> 16; |
| c |= (*src & 0xff) << 16; |
| GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c)); |
| break; |
| } |
| /* else fallthrough */ |
| case WINED3DFMT_R8G8B8A8_UNORM: |
| GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr)); |
| break; |
| |
| case WINED3DFMT_R16G16_SINT: |
| GL_EXTCALL(glVertexAttrib4svARB(index, ptr)); |
| break; |
| case WINED3DFMT_R16G16B16A16_SINT: |
| GL_EXTCALL(glVertexAttrib4svARB(index, ptr)); |
| break; |
| |
| case WINED3DFMT_R16G16_SNORM: |
| { |
| GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1}; |
| GL_EXTCALL(glVertexAttrib4NsvARB(index, s)); |
| break; |
| } |
| case WINED3DFMT_R16G16_UNORM: |
| { |
| GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1}; |
| GL_EXTCALL(glVertexAttrib4NusvARB(index, s)); |
| break; |
| } |
| case WINED3DFMT_R16G16B16A16_SNORM: |
| GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr)); |
| break; |
| case WINED3DFMT_R16G16B16A16_UNORM: |
| GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr)); |
| break; |
| |
| case WINED3DFMT_R10G10B10A2_UINT: |
| FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n"); |
| /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */ |
| break; |
| case WINED3DFMT_R10G10B10A2_SNORM: |
| FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n"); |
| /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */ |
| break; |
| |
| case WINED3DFMT_R16G16_FLOAT: |
| /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4 |
| * byte float according to the IEEE standard |
| */ |
| if (GL_SUPPORT(NV_HALF_FLOAT)) { |
| GL_EXTCALL(glVertexAttrib2hvNV(index, ptr)); |
| } else { |
| float x = float_16_to_32(((const unsigned short *)ptr) + 0); |
| float y = float_16_to_32(((const unsigned short *)ptr) + 1); |
| GL_EXTCALL(glVertexAttrib2fARB(index, x, y)); |
| } |
| break; |
| case WINED3DFMT_R16G16B16A16_FLOAT: |
| if (GL_SUPPORT(NV_HALF_FLOAT)) { |
| GL_EXTCALL(glVertexAttrib4hvNV(index, ptr)); |
| } else { |
| float x = float_16_to_32(((const unsigned short *)ptr) + 0); |
| float y = float_16_to_32(((const unsigned short *)ptr) + 1); |
| float z = float_16_to_32(((const unsigned short *)ptr) + 2); |
| float w = float_16_to_32(((const unsigned short *)ptr) + 3); |
| GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w)); |
| } |
| break; |
| |
| default: |
| ERR("Unexpected attribute format: %s\n", debug_d3dformat(format)); |
| break; |
| } |
| } |
| |
| static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices, |
| GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx) |
| { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; |
| long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex; |
| const WORD *pIdxBufS = NULL; |
| const DWORD *pIdxBufL = NULL; |
| UINT vx_index; |
| int i; |
| IWineD3DStateBlockImpl *stateblock = This->stateBlock; |
| const BYTE *ptr; |
| |
| if (idxSize != 0) { |
| /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer. |
| * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing |
| * idxData will be != NULL |
| */ |
| if(idxData == NULL) { |
| idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory; |
| } |
| |
| if (idxSize == 2) pIdxBufS = idxData; |
| else pIdxBufL = idxData; |
| } else if (idxData) { |
| ERR("non-NULL idxData with 0 idxSize, this should never happen\n"); |
| return; |
| } |
| |
| /* Start drawing in GL */ |
| VTRACE(("glBegin(%x)\n", glPrimitiveType)); |
| glBegin(glPrimitiveType); |
| |
| for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) { |
| if (idxData != NULL) { |
| |
| /* Indexed so work out the number of strides to skip */ |
| if (idxSize == 2) { |
| VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index])); |
| SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex; |
| } else { |
| VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index])); |
| SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex; |
| } |
| } |
| |
| for(i = MAX_ATTRIBS - 1; i >= 0; i--) { |
| if(!si->elements[i].data) continue; |
| |
| ptr = si->elements[i].data + |
| si->elements[i].stride * SkipnStrides + |
| stateblock->streamOffset[si->elements[i].stream_idx]; |
| |
| send_attribute(This, si->elements[i].format_desc->format, i, ptr); |
| } |
| SkipnStrides++; |
| } |
| |
| glEnd(); |
| } |
| |
| static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si, |
| UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, |
| UINT startIdx) |
| { |
| UINT numInstances = 0, i; |
| int numInstancedAttribs = 0, j; |
| UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */]; |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; |
| IWineD3DStateBlockImpl *stateblock = This->stateBlock; |
| |
| if (idxSize == 0) { |
| /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing. |
| * We don't support this for now |
| * |
| * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements. |
| * But the StreamSourceFreq value has a different meaning in that situation. |
| */ |
| FIXME("Non-indexed instanced drawing is not supported\n"); |
| return; |
| } |
| |
| TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex); |
| |
| /* First, figure out how many instances we have to draw */ |
| for(i = 0; i < MAX_STREAMS; i++) { |
| /* Look at the streams and take the first one which matches */ |
| if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) { |
| /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */ |
| if(stateblock->streamFreq[i] == 0){ |
| numInstances = 1; |
| } else { |
| numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */ |
| } |
| break; /* break, because only the first suitable value is interesting */ |
| } |
| } |
| |
| for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i) |
| { |
| if (stateblock->streamFlags[si->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA) |
| { |
| instancedData[numInstancedAttribs] = i; |
| numInstancedAttribs++; |
| } |
| } |
| |
| /* now draw numInstances instances :-) */ |
| for(i = 0; i < numInstances; i++) { |
| /* Specify the instanced attributes using immediate mode calls */ |
| for(j = 0; j < numInstancedAttribs; j++) { |
| const BYTE *ptr = si->elements[instancedData[j]].data + |
| si->elements[instancedData[j]].stride * i + |
| stateblock->streamOffset[si->elements[instancedData[j]].stream_idx]; |
| if (si->elements[instancedData[j]].buffer_object) |
| { |
| struct wined3d_buffer *vb = |
| (struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx]; |
| ptr += (long) vb->resource.allocatedMemory; |
| } |
| |
| send_attribute(This, si->elements[instancedData[j]].format_desc->format, instancedData[j], ptr); |
| } |
| |
| glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, |
| (const char *)idxData+(idxSize * startIdx)); |
| checkGLcall("glDrawElements"); |
| } |
| } |
| |
| static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_info *s) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i) |
| { |
| struct wined3d_stream_info_element *e = &s->elements[i]; |
| if (e->buffer_object) |
| { |
| struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx]; |
| e->buffer_object = 0; |
| e->data = (BYTE *)((unsigned long)e->data + (unsigned long)vb->resource.allocatedMemory); |
| } |
| } |
| } |
| |
| /* Routine common to the draw primitive and draw indexed primitive routines */ |
| void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices, |
| UINT StartIdx, UINT idxSize, const void *idxData, UINT minIndex) |
| { |
| |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| IWineD3DSurfaceImpl *target; |
| unsigned int i; |
| |
| if (!index_count) return; |
| |
| /* Invalidate the back buffer memory so LockRect will read it the next time */ |
| for(i = 0; i < GL_LIMITS(buffers); i++) { |
| target = (IWineD3DSurfaceImpl *) This->render_targets[i]; |
| if (target) { |
| IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL); |
| IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE); |
| } |
| } |
| |
| /* Signals other modules that a drawing is in progress and the stateblock finalized */ |
| This->isInDraw = TRUE; |
| |
| ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM); |
| |
| if (This->stencilBufferTarget) { |
| /* Note that this depends on the ActivateContext call above to set |
| * This->render_offscreen properly */ |
| DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN; |
| surface_load_ds_location(This->stencilBufferTarget, location); |
| surface_modify_ds_location(This->stencilBufferTarget, location); |
| } |
| |
| /* Ok, we will be updating the screen from here onwards so grab the lock */ |
| ENTER_GL(); |
| { |
| GLenum glPrimType = This->stateBlock->gl_primitive_type; |
| BOOL emulation = FALSE; |
| const struct wined3d_stream_info *stream_info = &This->strided_streams; |
| struct wined3d_stream_info stridedlcl; |
| |
| if (!numberOfVertices) numberOfVertices = index_count; |
| |
| if (!use_vs(This->stateBlock)) |
| { |
| if (!This->strided_streams.position_transformed && This->activeContext->num_untracked_materials |
| && This->stateBlock->renderState[WINED3DRS_LIGHTING]) |
| { |
| static BOOL warned; |
| if (!warned) { |
| FIXME("Using software emulation because not all material properties could be tracked\n"); |
| warned = TRUE; |
| } else { |
| TRACE("Using software emulation because not all material properties could be tracked\n"); |
| } |
| emulation = TRUE; |
| } |
| else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) { |
| /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte |
| * to a float in the vertex buffer |
| */ |
| static BOOL warned; |
| if (!warned) { |
| FIXME("Using software emulation because manual fog coordinates are provided\n"); |
| warned = TRUE; |
| } else { |
| TRACE("Using software emulation because manual fog coordinates are provided\n"); |
| } |
| emulation = TRUE; |
| } |
| |
| if(emulation) { |
| stream_info = &stridedlcl; |
| memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl)); |
| remove_vbos(This, &stridedlcl); |
| } |
| } |
| |
| if (This->useDrawStridedSlow || emulation) { |
| /* Immediate mode drawing */ |
| if (use_vs(This->stateBlock)) |
| { |
| static BOOL warned; |
| if (!warned) { |
| FIXME("Using immediate mode with vertex shaders for half float emulation\n"); |
| warned = TRUE; |
| } else { |
| TRACE("Using immediate mode with vertex shaders for half float emulation\n"); |
| } |
| drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx); |
| } else { |
| drawStridedSlow(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx); |
| } |
| } else if(This->instancedDraw) { |
| /* Instancing emulation with mixing immediate mode and arrays */ |
| drawStridedInstanced(iface, &This->strided_streams, index_count, |
| glPrimType, idxData, idxSize, minIndex, StartIdx); |
| } else { |
| drawStridedFast(iface, glPrimType, minIndex, minIndex + numberOfVertices - 1, |
| index_count, idxSize, idxData, StartIdx); |
| } |
| } |
| |
| /* Finished updating the screen, restore lock */ |
| LEAVE_GL(); |
| TRACE("Done all gl drawing\n"); |
| |
| /* Diagnostics */ |
| #ifdef SHOW_FRAME_MAKEUP |
| { |
| static long int primCounter = 0; |
| /* NOTE: set primCounter to the value reported by drawprim |
| before you want to to write frame makeup to /tmp */ |
| if (primCounter >= 0) { |
| WINED3DLOCKED_RECT r; |
| char buffer[80]; |
| IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY); |
| sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter); |
| TRACE("Saving screenshot %s\n", buffer); |
| IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer); |
| IWineD3DSurface_UnlockRect(This->render_targets[0]); |
| |
| #ifdef SHOW_TEXTURE_MAKEUP |
| { |
| IWineD3DSurface *pSur; |
| int textureNo; |
| for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) { |
| if (This->stateBlock->textures[textureNo] != NULL) { |
| sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo); |
| TRACE("Saving texture %s\n", buffer); |
| if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) { |
| IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur); |
| IWineD3DSurface_SaveSnapshot(pSur, buffer); |
| IWineD3DSurface_Release(pSur); |
| } else { |
| FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo])); |
| } |
| } |
| } |
| } |
| #endif |
| } |
| TRACE("drawprim #%ld\n", primCounter); |
| ++primCounter; |
| } |
| #endif |
| |
| /* Control goes back to the device, stateblock values may change again */ |
| This->isInDraw = FALSE; |
| } |
| |
| static void normalize_normal(float *n) { |
| float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2]; |
| if(length == 0.0) return; |
| length = sqrt(length); |
| n[0] = n[0] / length; |
| n[1] = n[1] / length; |
| n[2] = n[2] / length; |
| } |
| |
| /* Tesselates a high order rectangular patch into single triangles using gl evaluators |
| * |
| * The problem is that OpenGL does not offer a direct way to return the tesselated primitives, |
| * and they can't be sent off for rendering directly either. Tesselating is slow, so we want |
| * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated |
| * attributes to numbered shader attributes, so we have to store them and rebind them as needed |
| * in drawprim. |
| * |
| * To read back, the opengl feedback mode is used. This creates a problem because we want |
| * untransformed, unlit vertices, but feedback runs everything through transform and lighting. |
| * Thus disable lighting and set identity matrices to get unmodified colors and positions. |
| * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale |
| * them to [-1.0;+1.0] and set the viewport up to scale them back. |
| * |
| * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the |
| * resulting colors back to the normals. |
| * |
| * NOTE: This function activates a context for blitting, modifies matrices & viewport, but |
| * does not restore it because normally a draw follows immediately afterwards. The caller is |
| * responsible of taking care that either the gl states are restored, or the context activated |
| * for drawing to reset the lastWasBlit flag. |
| */ |
| HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, |
| struct WineD3DRectPatch *patch) { |
| unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size; |
| float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0; |
| struct wined3d_stream_info stream_info; |
| struct wined3d_stream_info_element *e; |
| const BYTE *data; |
| const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo; |
| DWORD vtxStride; |
| GLenum feedback_type; |
| GLfloat *feedbuffer; |
| |
| /* First, locate the position data. This is provided in a vertex buffer in the stateblock. |
| * Beware of vbos |
| */ |
| device_stream_info_from_declaration(This, FALSE, &stream_info, NULL); |
| |
| e = &stream_info.elements[WINED3D_FFP_POSITION]; |
| if (e->buffer_object) |
| { |
| struct wined3d_buffer *vb; |
| vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx]; |
| e->data = (BYTE *)((unsigned long)e->data + (unsigned long)vb->resource.allocatedMemory); |
| } |
| vtxStride = e->stride; |
| data = e->data + |
| vtxStride * info->Stride * info->StartVertexOffsetHeight + |
| vtxStride * info->StartVertexOffsetWidth; |
| |
| /* Not entirely sure about what happens with transformed vertices */ |
| if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n"); |
| |
| if(vtxStride % sizeof(GLfloat)) { |
| /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes. |
| * I don't see how the stride could not be a multiple of 4, but make sure |
| * to check it |
| */ |
| ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n"); |
| } |
| if(info->Basis != WINED3DBASIS_BEZIER) { |
| FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis)); |
| } |
| if(info->Degree != WINED3DDEGREE_CUBIC) { |
| FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree)); |
| } |
| |
| /* First, get the boundary cube of the input data */ |
| for(j = 0; j < info->Height; j++) { |
| for(i = 0; i < info->Width; i++) { |
| const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j); |
| if(fabs(v[0]) > max_x) max_x = fabs(v[0]); |
| if(fabs(v[1]) > max_y) max_y = fabs(v[1]); |
| if(fabs(v[2]) > max_z) max_z = fabs(v[2]); |
| if(v[2] < neg_z) neg_z = v[2]; |
| } |
| } |
| |
| /* This needs some improvements in the vertex decl code */ |
| FIXME("Cannot find data to generate. Only generating position and normals\n"); |
| patch->has_normals = TRUE; |
| patch->has_texcoords = FALSE; |
| |
| /* Simply activate the context for blitting. This disables all the things we don't want and |
| * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the |
| * patch (as opposed to normal draws) will most likely need different changes anyway |
| */ |
| ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT); |
| ENTER_GL(); |
| |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode(GL_PROJECTION)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIndentity()"); |
| glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z)); |
| glTranslatef(0, 0, 0.5); |
| checkGLcall("glScalef"); |
| glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y)); |
| checkGLcall("glViewport"); |
| |
| /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse |
| * our feedback buffer parser |
| */ |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE)); |
| if(patch->has_normals) { |
| static const GLfloat black[] = {0, 0, 0, 0}; |
| static const GLfloat red[] = {1, 0, 0, 0}; |
| static const GLfloat green[] = {0, 1, 0, 0}; |
| static const GLfloat blue[] = {0, 0, 1, 0}; |
| static const GLfloat white[] = {1, 1, 1, 1}; |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable(GL_LIGHTING)"); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); |
| checkGLcall("glLightModel for MODEL_AMBIENT"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT)); |
| |
| for(i = 3; i < GL_LIMITS(lights); i++) { |
| glDisable(GL_LIGHT0 + i); |
| checkGLcall("glDisable(GL_LIGHT0 + i)"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i)); |
| } |
| |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0)); |
| glLightfv(GL_LIGHT0, GL_DIFFUSE, red); |
| glLightfv(GL_LIGHT0, GL_SPECULAR, black); |
| glLightfv(GL_LIGHT0, GL_AMBIENT, black); |
| glLightfv(GL_LIGHT0, GL_POSITION, red); |
| glEnable(GL_LIGHT0); |
| checkGLcall("Setting up light 1\n"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1)); |
| glLightfv(GL_LIGHT1, GL_DIFFUSE, green); |
| glLightfv(GL_LIGHT1, GL_SPECULAR, black); |
| glLightfv(GL_LIGHT1, GL_AMBIENT, black); |
| glLightfv(GL_LIGHT1, GL_POSITION, green); |
| glEnable(GL_LIGHT1); |
| checkGLcall("Setting up light 2\n"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2)); |
| glLightfv(GL_LIGHT2, GL_DIFFUSE, blue); |
| glLightfv(GL_LIGHT2, GL_SPECULAR, black); |
| glLightfv(GL_LIGHT2, GL_AMBIENT, black); |
| glLightfv(GL_LIGHT2, GL_POSITION, blue); |
| glEnable(GL_LIGHT2); |
| checkGLcall("Setting up light 3\n"); |
| |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX)); |
| glDisable(GL_COLOR_MATERIAL); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white); |
| checkGLcall("Setting up materials\n"); |
| } |
| |
| /* Enable the needed maps. |
| * GL_MAP2_VERTEX_3 is needed for positional data. |
| * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL. |
| * GL_MAP2_TEXTURE_COORD_4 for texture coords |
| */ |
| num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]); |
| out_vertex_size = 3 /* position */; |
| d3d_out_vertex_size = 3; |
| glEnable(GL_MAP2_VERTEX_3); |
| if(patch->has_normals && patch->has_texcoords) { |
| FIXME("Texcoords not handled yet\n"); |
| feedback_type = GL_3D_COLOR_TEXTURE; |
| out_vertex_size += 8; |
| d3d_out_vertex_size += 7; |
| glEnable(GL_AUTO_NORMAL); |
| glEnable(GL_MAP2_TEXTURE_COORD_4); |
| } else if(patch->has_texcoords) { |
| FIXME("Texcoords not handled yet\n"); |
| feedback_type = GL_3D_COLOR_TEXTURE; |
| out_vertex_size += 7; |
| d3d_out_vertex_size += 4; |
| glEnable(GL_MAP2_TEXTURE_COORD_4); |
| } else if(patch->has_normals) { |
| feedback_type = GL_3D_COLOR; |
| out_vertex_size += 4; |
| d3d_out_vertex_size += 3; |
| glEnable(GL_AUTO_NORMAL); |
| } else { |
| feedback_type = GL_3D; |
| } |
| checkGLcall("glEnable vertex attrib generation"); |
| |
| buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */ |
| + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */; |
| feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8); |
| |
| glMap2f(GL_MAP2_VERTEX_3, |
| 0, 1, vtxStride / sizeof(float), info->Width, |
| 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, |
| (const GLfloat *)data); |
| checkGLcall("glMap2f"); |
| if(patch->has_texcoords) { |
| glMap2f(GL_MAP2_TEXTURE_COORD_4, |
| 0, 1, vtxStride / sizeof(float), info->Width, |
| 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, |
| (const GLfloat *)data); |
| checkGLcall("glMap2f"); |
| } |
| glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0); |
| checkGLcall("glMapGrid2f"); |
| |
| glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer); |
| checkGLcall("glFeedbackBuffer"); |
| glRenderMode(GL_FEEDBACK); |
| |
| glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1])); |
| checkGLcall("glEvalMesh2\n"); |
| |
| i = glRenderMode(GL_RENDER); |
| if(i == -1) { |
| LEAVE_GL(); |
| ERR("Feedback failed. Expected %d elements back\n", buffer_size); |
| Sleep(10000); |
| HeapFree(GetProcessHeap(), 0, feedbuffer); |
| return WINED3DERR_DRIVERINTERNALERROR; |
| } else if(i != buffer_size) { |
| LEAVE_GL(); |
| ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i); |
| Sleep(10000); |
| HeapFree(GetProcessHeap(), 0, feedbuffer); |
| return WINED3DERR_DRIVERINTERNALERROR; |
| } else { |
| TRACE("Got %d elements as expected\n", i); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, patch->mem); |
| patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8); |
| i = 0; |
| for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) { |
| if(feedbuffer[j] != GL_POLYGON_TOKEN) { |
| ERR("Unexpected token: %f\n", feedbuffer[j]); |
| continue; |
| } |
| if(feedbuffer[j + 1] != 3) { |
| ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]); |
| continue; |
| } |
| /* Somehow there are different ideas about back / front facing, so fix up the |
| * vertex order |
| */ |
| patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */ |
| patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */ |
| patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */ |
| if(patch->has_normals) { |
| patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5]; |
| patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6]; |
| patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7]; |
| } |
| i += d3d_out_vertex_size; |
| |
| patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */ |
| patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */ |
| patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */ |
| if(patch->has_normals) { |
| patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5]; |
| patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6]; |
| patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7]; |
| } |
| i += d3d_out_vertex_size; |
| |
| patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */ |
| patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */ |
| patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */ |
| if(patch->has_normals) { |
| patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5]; |
| patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6]; |
| patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7]; |
| } |
| i += d3d_out_vertex_size; |
| } |
| |
| if(patch->has_normals) { |
| /* Now do the same with reverse light directions */ |
| static const GLfloat x[] = {-1, 0, 0, 0}; |
| static const GLfloat y[] = { 0, -1, 0, 0}; |
| static const GLfloat z[] = { 0, 0, -1, 0}; |
| glLightfv(GL_LIGHT0, GL_POSITION, x); |
| glLightfv(GL_LIGHT1, GL_POSITION, y); |
| glLightfv(GL_LIGHT2, GL_POSITION, z); |
| checkGLcall("Setting up reverse light directions\n"); |
| |
| glRenderMode(GL_FEEDBACK); |
| checkGLcall("glRenderMode(GL_FEEDBACK)"); |
| glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1])); |
| checkGLcall("glEvalMesh2\n"); |
| i = glRenderMode(GL_RENDER); |
| checkGLcall("glRenderMode(GL_RENDER)"); |
| |
| i = 0; |
| for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) { |
| if(feedbuffer[j] != GL_POLYGON_TOKEN) { |
| ERR("Unexpected token: %f\n", feedbuffer[j]); |
| continue; |
| } |
| if(feedbuffer[j + 1] != 3) { |
| ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]); |
| continue; |
| } |
| if(patch->mem[i + 3] == 0.0) |
| patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5]; |
| if(patch->mem[i + 4] == 0.0) |
| patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6]; |
| if(patch->mem[i + 5] == 0.0) |
| patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7]; |
| normalize_normal(patch->mem + i + 3); |
| i += d3d_out_vertex_size; |
| |
| if(patch->mem[i + 3] == 0.0) |
| patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5]; |
| if(patch->mem[i + 4] == 0.0) |
| patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6]; |
| if(patch->mem[i + 5] == 0.0) |
| patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7]; |
| normalize_normal(patch->mem + i + 3); |
| i += d3d_out_vertex_size; |
| |
| if(patch->mem[i + 3] == 0.0) |
| patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5]; |
| if(patch->mem[i + 4] == 0.0) |
| patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6]; |
| if(patch->mem[i + 5] == 0.0) |
| patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7]; |
| normalize_normal(patch->mem + i + 3); |
| i += d3d_out_vertex_size; |
| } |
| } |
| |
| glDisable(GL_MAP2_VERTEX_3); |
| glDisable(GL_AUTO_NORMAL); |
| glDisable(GL_MAP2_NORMAL); |
| glDisable(GL_MAP2_TEXTURE_COORD_4); |
| checkGLcall("glDisable vertex attrib generation"); |
| LEAVE_GL(); |
| |
| HeapFree(GetProcessHeap(), 0, feedbuffer); |
| |
| vtxStride = 3 * sizeof(float); |
| if(patch->has_normals) { |
| vtxStride += 3 * sizeof(float); |
| } |
| if(patch->has_texcoords) { |
| vtxStride += 4 * sizeof(float); |
| } |
| memset(&patch->strided, 0, sizeof(&patch->strided)); |
| patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT; |
| patch->strided.position.lpData = (BYTE *) patch->mem; |
| patch->strided.position.dwStride = vtxStride; |
| |
| if(patch->has_normals) { |
| patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT; |
| patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */; |
| patch->strided.normal.dwStride = vtxStride; |
| } |
| if(patch->has_texcoords) { |
| patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT; |
| patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */; |
| if(patch->has_normals) { |
| patch->strided.texCoords[0].lpData += 3 * sizeof(float); |
| } |
| patch->strided.texCoords[0].dwStride = vtxStride; |
| } |
| |
| return WINED3D_OK; |
| } |