- some more code sharing between D3DDevice versions

- implementation of D3DFVF_TLVERTEX format fast path
This commit is contained in:
Lionel Ulmer 2002-11-30 19:19:00 +00:00 committed by Alexandre Julliard
parent 2b47a2b8b4
commit a6e5080296
2 changed files with 106 additions and 77 deletions

View file

@ -610,7 +610,7 @@ GL_IDirect3DDeviceImpl_7_3T_2T_SetTransform(LPDIRECT3DDEVICE7 iface,
return DD_OK;
}
inline static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
{
switch (d3dpt) {
case D3DPT_POINTLIST:
@ -649,83 +649,68 @@ inline static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
}
}
static void draw_primitive_handle_GL_state(IDirect3DDeviceGLImpl *glThis,
BOOLEAN vertex_transformed,
BOOLEAN vertex_lit) {
/* Puts GL in the correct lighting / transformation mode */
if ((glThis->last_vertices_transformed == TRUE) && (vertex_transformed == FALSE)) {
/* Need to put the correct transformation again if we go from Transformed
vertices to non-transformed ones.
*/
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float *) glThis->view_mat);
glMultMatrixf((float *) glThis->world_mat);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) glThis->proj_mat);
} else if ((glThis->last_vertices_transformed == FALSE) && (vertex_transformed == TRUE)) {
GLdouble height, width, minZ, maxZ;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (glThis->parent.current_viewport == NULL) {
ERR("No current viewport !\n");
/* Using standard values */
height = 640.0;
width = 480.0;
minZ = -10.0;
maxZ = 10.0;
} else {
if (glThis->parent.current_viewport->use_vp2 == 1) {
height = (GLdouble) glThis->parent.current_viewport->viewports.vp2.dwHeight;
width = (GLdouble) glThis->parent.current_viewport->viewports.vp2.dwWidth;
minZ = (GLdouble) glThis->parent.current_viewport->viewports.vp2.dvMinZ;
maxZ = (GLdouble) glThis->parent.current_viewport->viewports.vp2.dvMaxZ;
} else {
height = (GLdouble) glThis->parent.current_viewport->viewports.vp1.dwHeight;
width = (GLdouble) glThis->parent.current_viewport->viewports.vp1.dwWidth;
minZ = (GLdouble) glThis->parent.current_viewport->viewports.vp1.dvMinZ;
maxZ = (GLdouble) glThis->parent.current_viewport->viewports.vp1.dvMaxZ;
}
}
glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
}
if ((glThis->last_vertices_lit == TRUE) && (vertex_lit == FALSE)) {
glEnable(GL_LIGHTING);
} else if ((glThis->last_vertices_lit == TRUE) && (vertex_lit == TRUE)) {
glDisable(GL_LIGHTING);
}
/* And save the current state */
glThis->last_vertices_transformed = vertex_transformed;
glThis->last_vertices_lit = vertex_lit;
}
inline static void draw_primitive(IDirect3DDeviceGLImpl *glThis, DWORD maxvert, WORD *index,
D3DVERTEXTYPE d3dvt, D3DPRIMITIVETYPE d3dpt, void *lpvertex)
{
DWORD vx_index;
/* Puts GL in the correct lighting mode */
if (glThis->vertex_type != d3dvt) {
if ((glThis->vertex_type == D3DVT_TLVERTEX) &&
(d3dvt != D3DVT_TLVERTEX)) {
/* Need to put the correct transformation again if we go from Transformed / Lighted
vertices to non-transformed ones.
*/
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float *) glThis->view_mat);
glMultMatrixf((float *) glThis->world_mat);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float *) glThis->proj_mat);
}
switch (d3dvt) {
case D3DVT_VERTEX:
TRACE("Standard Vertex\n");
glEnable(GL_LIGHTING);
break;
case D3DVT_LVERTEX:
TRACE("Lighted Vertex\n");
glDisable(GL_LIGHTING);
break;
case D3DVT_TLVERTEX: {
GLdouble height, width, minZ, maxZ;
TRACE("Transformed - Lighted Vertex\n");
if (glThis->vertex_type != D3DVT_TLVERTEX) {
/* First, disable lighting */
glDisable(GL_LIGHTING);
/* Then do not put any transformation matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
if (glThis->parent.current_viewport == NULL) {
ERR("No current viewport !\n");
/* Using standard values */
height = 640.0;
width = 480.0;
minZ = -10.0;
maxZ = 10.0;
} else {
if (glThis->parent.current_viewport->use_vp2 == 1) {
height = (GLdouble) glThis->parent.current_viewport->viewports.vp2.dwHeight;
width = (GLdouble) glThis->parent.current_viewport->viewports.vp2.dwWidth;
minZ = (GLdouble) glThis->parent.current_viewport->viewports.vp2.dvMinZ;
maxZ = (GLdouble) glThis->parent.current_viewport->viewports.vp2.dvMaxZ;
} else {
height = (GLdouble) glThis->parent.current_viewport->viewports.vp1.dwHeight;
width = (GLdouble) glThis->parent.current_viewport->viewports.vp1.dwWidth;
minZ = (GLdouble) glThis->parent.current_viewport->viewports.vp1.dvMinZ;
maxZ = (GLdouble) glThis->parent.current_viewport->viewports.vp1.dvMaxZ;
}
}
glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
} break;
default:
ERR("Unhandled vertex type\n");
break;
}
glThis->vertex_type = d3dvt;
}
draw_primitive_handle_GL_state(glThis, d3dvt == D3DVT_TLVERTEX, d3dvt != D3DVT_VERTEX);
draw_primitive_start_GL(d3dpt);
/* Draw the primitives */
@ -886,6 +871,13 @@ typedef struct {
float tu1, tv1;
} D3DFVF_VERTEX_1;
typedef struct {
float x, y, z, rhw;
DWORD diffuse;
DWORD specular;
float tu1, tv1;
} D3DFVF_TLVERTEX_1;
static void draw_primitive_7(IDirect3DDeviceImpl *This,
D3DPRIMITIVETYPE d3dptPrimitiveType,
DWORD d3dvtVertexType,
@ -895,19 +887,21 @@ static void draw_primitive_7(IDirect3DDeviceImpl *This,
DWORD dwIndexCount,
DWORD dwFlags)
{
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
if (TRACE_ON(ddraw)) {
TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
}
ENTER_GL();
draw_primitive_handle_GL_state(glThis,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
(d3dvtVertexType & D3DFVF_NORMAL) == 0);
draw_primitive_start_GL(d3dptPrimitiveType);
/* Some fast paths first before the generic case.... */
if (d3dvtVertexType == D3DFVF_VERTEX) {
D3DFVF_VERTEX_1 *vertices = (D3DFVF_VERTEX_1 *) lpvVertices;
int index;
glEnable(GL_LIGHTING);
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
@ -920,6 +914,38 @@ static void draw_primitive_7(IDirect3DDeviceImpl *This,
vertices[i].nx, vertices[i].ny, vertices[i].nz,
vertices[i].tu1, vertices[i].tv1);
}
} else if (d3dvtVertexType == D3DFVF_TLVERTEX) {
D3DFVF_TLVERTEX_1 *vertices = (D3DFVF_TLVERTEX_1 *) lpvVertices;
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
glColor4ub((vertices[i].diffuse >> 24) & 0xFF,
(vertices[i].diffuse >> 16) & 0xFF,
(vertices[i].diffuse >> 8) & 0xFF,
(vertices[i].diffuse >> 0) & 0xFF);
/* Todo : handle specular... */
glTexCoord2f(vertices[i].tu1, vertices[i].tv1);
if (vertices[i].rhw < 0.00001)
glVertex3f(vertices[i].x, vertices[i].y, vertices[i].z);
else
glVertex4f(vertices[i].x / vertices[i].rhw,
vertices[i].y / vertices[i].rhw,
vertices[i].z / vertices[i].rhw,
1.0 / vertices[i].rhw);
TRACE(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
vertices[i].x, vertices[i].y, vertices[i].z, vertices[i].rhw,
(vertices[i].diffuse >> 24) & 0xFF,
(vertices[i].diffuse >> 16) & 0xFF,
(vertices[i].diffuse >> 8) & 0xFF,
(vertices[i].diffuse >> 0) & 0xFF,
(vertices[i].specular >> 24) & 0xFF,
(vertices[i].specular >> 16) & 0xFF,
(vertices[i].specular >> 8) & 0xFF,
(vertices[i].specular >> 0) & 0xFF,
vertices[i].tu1, vertices[i].tv1);
}
}
glEnd();
@ -1176,6 +1202,7 @@ ICOM_VTABLE(IDirect3DDevice) VTABLE_IDirect3DDevice =
by other OpenGL code in D3D
- handle the case where no 'Begin / EndScene' was done between two locks
- handle the rectangles in the unlock too
- handle pitch correctly...
*/
static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
{
@ -1255,6 +1282,7 @@ static void d3ddevice_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
return;
}
glRasterPos2f(0.0, 0.0);
glDrawPixels(This->surface_desc.dwWidth, This->surface_desc.dwHeight,
GL_RGB, buffer_type, This->surface_desc.lpSurface);
glDrawBuffer(prev_draw);
@ -1350,7 +1378,6 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
gl_object->render_state.dst = GL_ZERO;
gl_object->render_state.mag = GL_NEAREST;
gl_object->render_state.min = GL_NEAREST;
gl_object->vertex_type = 0;
/* Allocate memory for the matrices */
gl_object->world_mat = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
@ -1371,6 +1398,7 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
glColor3f(1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDrawBuffer(buffer);
glReadBuffer(buffer);
/* glDisable(GL_DEPTH_TEST); Need here to check for the presence of a ZBuffer and to reenable it when the ZBuffer is attached */
LEAVE_GL();

View file

@ -101,7 +101,8 @@ typedef struct IDirect3DDeviceGLImpl
RenderState render_state;
/* The last type of vertex drawn */
D3DVERTEXTYPE vertex_type;
BOOLEAN last_vertices_transformed;
BOOLEAN last_vertices_lit;
D3DMATRIX *world_mat;
D3DMATRIX *view_mat;