mirror of
git://source.winehq.org/git/wine.git
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67f2ad4563
the interface but it is more correct way (Microsoft even have a resource type of volume). - Moved usage, format, allocatedMemory and size onto the resource class structure. - Refactored Preload for classes that inherit BaseTexture, preload now binds the texture instead of bind texture calling preload, bindTexture allocated a glTexture if there isn't one. - Added two new class static members BaseTexture_CleanUp and Resource_CleanUp that should be called by classes that implement BaseTexture or Resource.
1634 lines
69 KiB
C
1634 lines
69 KiB
C
/*
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* WINED3D draw functions
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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#if 0 /* TODO */
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extern IDirect3DVertexShaderImpl* VertexShaders[64];
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extern IDirect3DVertexShaderDeclarationImpl* VertexShaderDeclarations[64];
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extern IDirect3DPixelShaderImpl* PixelShaders[64];
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#undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
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#endif
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/* Returns bits for what is expected from the fixed function pipeline, and whether
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a vertex shader will be in use. Note the fvf bits returned may be split over
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multiple streams only if the vertex shader was created, otherwise it all relates
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to stream 0 */
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BOOL initializeFVF(IWineD3DDevice *iface,
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DWORD *FVFbits, /* What to expect in the FVF across all streams */
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BOOL *useVertexShaderFunction) /* Should we use the vertex shader */
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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#if 0 /* TODO: d3d8 call setvertexshader needs to set the FVF in the state block when implemented */
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/* The first thing to work out is if we are using the fixed function pipeline
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which is either SetVertexShader with < VS_HIGHESTFIXEDFXF - in which case this
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is the FVF, or with a shader which was created with no function - in which
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case there is an FVF per declared stream. If this occurs, we also maintain
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an 'OR' of all the FVF's together so we know what to expect across all the
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streams */
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#endif
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if (This->updateStateBlock->vertexShader == NULL) {
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/* Use this as the FVF */
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*FVFbits = This->updateStateBlock->fvf;
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*useVertexShaderFunction = FALSE;
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TRACE("FVF explicitally defined, using fixed function pipeline with FVF=%lx\n", *FVFbits);
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} else {
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#if 0 /* TODO */
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/* Use created shader */
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IDirect3DVertexShaderImpl* vertex_shader = NULL;
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vertex_shader = VERTEX_SHADER(This->updateStateBlock->VertexShader);
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if (vertex_shader == NULL) {
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/* Hmm - User pulled figure out of the air? Unlikely, probably a bug */
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ERR("trying to use unitialised vertex shader: %lu\n", This->updateStateBlock->VertexShader);
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return TRUE;
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} else {
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*FVFbits = This->updateStateBlock->vertexShaderDecl->allFVF;
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if (vertex_shader->function == NULL) {
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/* No function, so many streams supplied plus FVF definition pre stream */
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*useVertexShaderFunction = FALSE;
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TRACE("vertex shader (%lx) declared without program, using fixed function pipeline with FVF=%lx\n",
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This->stateBlock->VertexShader, *FVFbits);
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} else {
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/* Vertex shader needs calling */
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*useVertexShaderFunction = TRUE;
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TRACE("vertex shader will be used (unusued FVF=%lx)\n", *FVFbits);
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}
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}
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#else
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FIXME("Vertex Shaders not moved into wined3d yet\n");
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#endif
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}
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return FALSE;
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}
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/* Issues the glBegin call for gl given the primitive type and count */
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DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
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DWORD NumPrimitives,
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GLenum *primType)
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{
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DWORD NumVertexes = NumPrimitives;
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switch (PrimitiveType) {
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case D3DPT_POINTLIST:
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TRACE("POINTS\n");
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*primType = GL_POINTS;
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NumVertexes = NumPrimitives;
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break;
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case D3DPT_LINELIST:
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TRACE("LINES\n");
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*primType = GL_LINES;
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NumVertexes = NumPrimitives * 2;
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break;
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case D3DPT_LINESTRIP:
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TRACE("LINE_STRIP\n");
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*primType = GL_LINE_STRIP;
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NumVertexes = NumPrimitives + 1;
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break;
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case D3DPT_TRIANGLELIST:
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TRACE("TRIANGLES\n");
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*primType = GL_TRIANGLES;
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NumVertexes = NumPrimitives * 3;
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break;
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case D3DPT_TRIANGLESTRIP:
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TRACE("TRIANGLE_STRIP\n");
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*primType = GL_TRIANGLE_STRIP;
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NumVertexes = NumPrimitives + 2;
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break;
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case D3DPT_TRIANGLEFAN:
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TRACE("TRIANGLE_FAN\n");
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*primType = GL_TRIANGLE_FAN;
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NumVertexes = NumPrimitives + 2;
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break;
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default:
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FIXME("Unhandled primitive\n");
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*primType = GL_POINTS;
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break;
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}
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return NumVertexes;
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}
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/* Ensure the appropriate material states are set up - only change
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state if really required */
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void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
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BOOL requires_material_reset = FALSE;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (This->tracking_color == NEEDS_TRACKING && isDiffuseSupplied) {
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/* If we have not set up the material color tracking, do it now as required */
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glDisable(GL_COLOR_MATERIAL); /* Note: Man pages state must enable AFTER calling glColorMaterial! Required?*/
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checkGLcall("glDisable GL_COLOR_MATERIAL");
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TRACE("glColorMaterial Parm=%x\n", This->tracking_parm);
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glColorMaterial(GL_FRONT_AND_BACK, This->tracking_parm);
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checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
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glEnable(GL_COLOR_MATERIAL);
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checkGLcall("glEnable GL_COLOR_MATERIAL");
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This->tracking_color = IS_TRACKING;
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requires_material_reset = TRUE; /* Restore material settings as will be used */
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} else if ((This->tracking_color == IS_TRACKING && isDiffuseSupplied == FALSE) ||
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(This->tracking_color == NEEDS_TRACKING && isDiffuseSupplied == FALSE)) {
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/* If we are tracking the current color but one isn't supplied, don't! */
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glDisable(GL_COLOR_MATERIAL);
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checkGLcall("glDisable GL_COLOR_MATERIAL");
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This->tracking_color = NEEDS_TRACKING;
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requires_material_reset = TRUE; /* Restore material settings as will be used */
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} else if (This->tracking_color == IS_TRACKING && isDiffuseSupplied) {
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/* No need to reset material colors since no change to gl_color_material */
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requires_material_reset = FALSE;
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} else if (This->tracking_color == NEEDS_DISABLE) {
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glDisable(GL_COLOR_MATERIAL);
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checkGLcall("glDisable GL_COLOR_MATERIAL");
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This->tracking_color = DISABLED_TRACKING;
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requires_material_reset = TRUE; /* Restore material settings as will be used */
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}
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/* Reset the material colors which may have been tracking the color*/
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if (requires_material_reset) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->stateBlock->material.Ambient);
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checkGLcall("glMaterialfv");
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->stateBlock->material.Diffuse);
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checkGLcall("glMaterialfv");
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if (This->stateBlock->renderState[D3DRS_SPECULARENABLE]) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->stateBlock->material.Specular);
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checkGLcall("glMaterialfv");
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} else {
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float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
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checkGLcall("glMaterialfv");
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}
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->stateBlock->material.Emissive);
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checkGLcall("glMaterialfv");
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}
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}
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static GLfloat invymat[16]={
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f};
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/* Setup views - Transformed & lit if RHW, else untransformed.
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Only unlit if Normals are supplied
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Returns: Whether to restore lighting afterwards */
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BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
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BOOL isLightingOn = FALSE;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* If no normals, DISABLE lighting otherwise, don't touch lighing as it is
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set by the appropriate render state. Note Vertex Shader output is already lit */
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if (vtx_lit || useVS) {
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isLightingOn = glIsEnabled(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable(GL_LIGHTING);");
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TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn);
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}
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if (!useVS && vtx_transformed) {
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/* If the last draw was transformed as well, no need to reapply all the matrixes */
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if (!This->last_was_rhw) {
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double X, Y, height, width, minZ, maxZ;
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This->last_was_rhw = TRUE;
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/* Transformed already into viewport coordinates, so we do not need transform
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matrices. Reset all matrices to identity and leave the default matrix in world
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mode. */
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode");
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glLoadIdentity();
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checkGLcall("glLoadIdentity");
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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glLoadIdentity();
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checkGLcall("glLoadIdentity");
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/* Set up the viewport to be full viewport */
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X = This->stateBlock->viewport.X;
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Y = This->stateBlock->viewport.Y;
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height = This->stateBlock->viewport.Height;
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width = This->stateBlock->viewport.Width;
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minZ = This->stateBlock->viewport.MinZ;
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maxZ = This->stateBlock->viewport.MaxZ;
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TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
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glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
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checkGLcall("glOrtho");
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/* Window Coord 0 is the middle of the first pixel, so translate by half
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a pixel (See comment above glTranslate below) */
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glTranslatef(0.5, 0.5, 0);
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checkGLcall("glTranslatef(0.5, 0.5, 0)");
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if (This->renderUpsideDown) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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}
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} else {
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/* Untransformed, so relies on the view and projection matrices */
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if (!useVS && (This->last_was_rhw || !This->modelview_valid)) {
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/* Only reapply when have to */
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This->modelview_valid = TRUE;
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode");
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/* In the general case, the view matrix is the identity matrix */
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if (This->view_ident) {
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glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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} else {
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glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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glMultMatrixf((float *) &This->stateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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}
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if (!useVS && (This->last_was_rhw || !This->proj_valid)) {
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/* Only reapply when have to */
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This->proj_valid = TRUE;
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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/* The rule is that the window coordinate 0 does not correspond to the
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beginning of the first pixel, but the center of the first pixel.
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As a consequence if you want to correctly draw one line exactly from
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the left to the right end of the viewport (with all matrices set to
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be identity), the x coords of both ends of the line would be not
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-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
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instead. */
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glLoadIdentity();
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glTranslatef(1.0/This->stateBlock->viewport.Width, -1.0/This->stateBlock->viewport.Height, 0);
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checkGLcall("glTranslatef (1.0/width, -1.0/height, 0)");
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if (This->renderUpsideDown) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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glMultMatrixf((float *) &This->stateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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/* Vertex Shader output is already transformed, so set up identity matrices */
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/* FIXME: Actually, only true for software emulated ones, so when h/w ones
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come along this needs to take into account whether s/w ones were
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requested or not */
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if (useVS) {
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode");
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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glLoadIdentity();
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/* Window Coord 0 is the middle of the first pixel, so translate by half
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a pixel (See comment above glTranslate above) */
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glTranslatef(1.0/This->stateBlock->viewport.Width, -1.0/This->stateBlock->viewport.Height, 0);
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checkGLcall("glTranslatef (1.0/width, -1.0/height, 0)");
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if (This->renderUpsideDown) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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This->modelview_valid = FALSE;
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This->proj_valid = FALSE;
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}
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This->last_was_rhw = FALSE;
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}
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return isLightingOn;
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}
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void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
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short LoopThroughTo = 0;
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short nStream;
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BOOL canDoViaGLPointers = TRUE;
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int numBlends;
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int numTextures;
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int textureNo;
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int coordIdxInfo = 0x00; /* Information on number of coords supplied */
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int numCoords[8]; /* Holding place for D3DFVF_TEXTUREFORMATx */
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* OK, Now to setup the data locations
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For the non-created vertex shaders, the VertexShader var holds the real
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FVF and only stream 0 matters
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For the created vertex shaders, there is an FVF per stream */
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if (!This->stateBlock->streamIsUP && !(This->updateStateBlock->vertexShader == NULL)) {
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LoopThroughTo = MAX_STREAMS;
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} else {
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LoopThroughTo = 1;
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}
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/* Work through stream by stream */
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for (nStream=0; nStream<LoopThroughTo; nStream++) {
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DWORD stride = This->stateBlock->stream_stride[nStream];
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BYTE *data = NULL;
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DWORD thisFVF = 0;
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/* Skip empty streams */
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if (This->stateBlock->stream_source[nStream] == NULL) continue;
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/* Retrieve appropriate FVF */
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if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */
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thisFVF = This->updateStateBlock->fvf;
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/* Handle memory passed directly as well as vertex buffers */
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if (This->stateBlock->streamIsUP) {
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data = (BYTE *)This->stateBlock->stream_source[nStream];
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} else {
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data = ((IWineD3DVertexBufferImpl *)This->stateBlock->stream_source[nStream])->resource.allocatedMemory;
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}
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} else {
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#if 0 /* TODO: Vertex shader support */
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thisFVF = This->stateBlock->vertexShaderDecl->fvf[nStream];
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data = ((IDirect3DVertexBuffer8Impl *)This->stateBlock->stream_source[nStream])->allocatedMemory;
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#endif
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}
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VTRACE(("FVF for stream %d is %lx\n", nStream, thisFVF));
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if (thisFVF == 0) continue;
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/* Now convert the stream into pointers */
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/* Shuffle to the beginning of the vertexes to render and index from there */
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data = data + (BaseVertexIndex * stride);
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/* Either 3 or 4 floats depending on the FVF */
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/* FIXME: Can blending data be in a different stream to the position data?
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and if so using the fixed pipeline how do we handle it */
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if (thisFVF & D3DFVF_POSITION_MASK) {
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strided->u.s.position.lpData = data;
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strided->u.s.position.dwType = D3DDECLTYPE_FLOAT3;
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strided->u.s.position.dwStride = stride;
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data += 3 * sizeof(float);
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if (thisFVF & D3DFVF_XYZRHW) {
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strided->u.s.position.dwType = D3DDECLTYPE_FLOAT4;
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data += sizeof(float);
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}
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}
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/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
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/** do we have to Check This->updateStateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
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numBlends = ((thisFVF & D3DFVF_POSITION_MASK) >> 1) - 2 +
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((FALSE == (thisFVF & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1); /* WARNING can be < 0 because -2 */
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if (numBlends > 0) {
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canDoViaGLPointers = FALSE;
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strided->u.s.blendWeights.lpData = data;
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strided->u.s.blendWeights.dwType = D3DDECLTYPE_FLOAT1 + (numBlends - 1);
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strided->u.s.blendWeights.dwStride = stride;
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data += numBlends * sizeof(FLOAT);
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if (thisFVF & D3DFVF_LASTBETA_UBYTE4) {
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strided->u.s.blendMatrixIndices.lpData = data;
|
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strided->u.s.blendMatrixIndices.dwType = D3DDECLTYPE_UBYTE4;
|
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strided->u.s.blendMatrixIndices.dwStride= stride;
|
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data += sizeof(DWORD);
|
|
}
|
|
}
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|
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/* Normal is always 3 floats */
|
|
if (thisFVF & D3DFVF_NORMAL) {
|
|
strided->u.s.normal.lpData = data;
|
|
strided->u.s.normal.dwType = D3DDECLTYPE_FLOAT3;
|
|
strided->u.s.normal.dwStride = stride;
|
|
data += 3 * sizeof(FLOAT);
|
|
}
|
|
|
|
/* Pointsize is a single float */
|
|
if (thisFVF & D3DFVF_PSIZE) {
|
|
strided->u.s.pSize.lpData = data;
|
|
strided->u.s.pSize.dwType = D3DDECLTYPE_FLOAT1;
|
|
strided->u.s.pSize.dwStride = stride;
|
|
data += sizeof(FLOAT);
|
|
}
|
|
|
|
/* Diffuse is 4 unsigned bytes */
|
|
if (thisFVF & D3DFVF_DIFFUSE) {
|
|
strided->u.s.diffuse.lpData = data;
|
|
strided->u.s.diffuse.dwType = D3DDECLTYPE_SHORT4;
|
|
strided->u.s.diffuse.dwStride = stride;
|
|
data += sizeof(DWORD);
|
|
}
|
|
|
|
/* Specular is 4 unsigned bytes */
|
|
if (thisFVF & D3DFVF_SPECULAR) {
|
|
strided->u.s.specular.lpData = data;
|
|
strided->u.s.specular.dwType = D3DDECLTYPE_SHORT4;
|
|
strided->u.s.specular.dwStride = stride;
|
|
data += sizeof(DWORD);
|
|
}
|
|
|
|
/* Texture coords */
|
|
numTextures = (thisFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
|
|
coordIdxInfo = (thisFVF & 0x00FF0000) >> 16; /* 16 is from definition of D3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
|
|
|
|
/* numTextures indicates the number of texture coordinates supplied */
|
|
/* However, the first set may not be for stage 0 texture - it all */
|
|
/* depends on D3DTSS_TEXCOORDINDEX. */
|
|
/* The number of bytes for each coordinate set is based off */
|
|
/* D3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
|
|
|
|
/* So, for each supplied texture extract the coords */
|
|
for (textureNo = 0; textureNo < numTextures; ++textureNo) {
|
|
|
|
strided->u.s.texCoords[textureNo].lpData = data;
|
|
strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT1;
|
|
strided->u.s.texCoords[textureNo].dwStride = stride;
|
|
numCoords[textureNo] = coordIdxInfo & 0x03;
|
|
|
|
/* Always one set */
|
|
data += sizeof(float);
|
|
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT1) {
|
|
strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT2;
|
|
data += sizeof(float);
|
|
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT2) {
|
|
strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT3;
|
|
data += sizeof(float);
|
|
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT3) {
|
|
strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT4;
|
|
data += sizeof(float);
|
|
}
|
|
}
|
|
}
|
|
coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Draw a single vertex using this information */
|
|
void draw_vertex(IWineD3DDevice *iface, /* interface */
|
|
BOOL isXYZ, float x, float y, float z, float rhw, /* xyzn position*/
|
|
BOOL isNormal, float nx, float ny, float nz, /* normal */
|
|
BOOL isDiffuse, float *dRGBA, /* 1st colors */
|
|
BOOL isSpecular, float *sRGB, /* 2ndry colors */
|
|
BOOL isPtSize, float ptSize, /* pointSize */
|
|
WINED3DVECTOR_4 *texcoords, int *numcoords) /* texture info */
|
|
{
|
|
unsigned int textureNo;
|
|
float s, t, r, q;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* Diffuse -------------------------------- */
|
|
if (isDiffuse) {
|
|
glColor4fv(dRGBA);
|
|
VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n", dRGBA[0], dRGBA[1], dRGBA[2], dRGBA[3]));
|
|
}
|
|
|
|
/* Specular Colour ------------------------------------------*/
|
|
if (isSpecular) {
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3fvEXT(sRGB));
|
|
VTRACE(("glSecondaryColor4f: r,g,b=%f,%f,%f\n", sRGB[0], sRGB[1], sRGB[2]));
|
|
} else {
|
|
VTRACE(("Specular color extensions not supplied\n"));
|
|
}
|
|
}
|
|
|
|
/* Normal -------------------------------- */
|
|
if (isNormal) {
|
|
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
|
|
glNormal3f(nx, ny, nz);
|
|
}
|
|
|
|
/* Point Size ----------------------------------------------*/
|
|
if (isPtSize) {
|
|
|
|
/* no such functionality in the fixed function GL pipeline */
|
|
FIXME("Cannot change ptSize here in openGl\n");
|
|
}
|
|
|
|
/* Texture coords --------------------------- */
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
continue ;
|
|
}
|
|
|
|
/* Query tex coords */
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
|
|
int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
|
|
if (coordIdx > 7) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
continue;
|
|
} else if (numcoords[coordIdx] == 0) {
|
|
TRACE("tex: %d - Skipping tex coords, as no data supplied or no coords supplied\n", textureNo);
|
|
continue;
|
|
} else {
|
|
|
|
/* Initialize vars */
|
|
s = 0.0f;
|
|
t = 0.0f;
|
|
r = 0.0f;
|
|
q = 0.0f;
|
|
|
|
switch (numcoords[coordIdx]) {
|
|
case 4: q = texcoords[coordIdx].w; /* drop through */
|
|
case 3: r = texcoords[coordIdx].z; /* drop through */
|
|
case 2: t = texcoords[coordIdx].y; /* drop through */
|
|
case 1: s = texcoords[coordIdx].x;
|
|
}
|
|
|
|
switch (numcoords[coordIdx]) { /* Supply the provided texture coords */
|
|
case D3DTTFF_COUNT1:
|
|
VTRACE(("tex:%d, s=%f\n", textureNo, s));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD1F(textureNo, s);
|
|
} else {
|
|
glTexCoord1f(s);
|
|
}
|
|
break;
|
|
case D3DTTFF_COUNT2:
|
|
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD2F(textureNo, s, t);
|
|
} else {
|
|
glTexCoord2f(s, t);
|
|
}
|
|
break;
|
|
case D3DTTFF_COUNT3:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD3F(textureNo, s, t, r);
|
|
} else {
|
|
glTexCoord3f(s, t, r);
|
|
}
|
|
break;
|
|
case D3DTTFF_COUNT4:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD4F(textureNo, s, t, r, q);
|
|
} else {
|
|
glTexCoord4f(s, t, r, q);
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Should not get here as numCoords should be 0->4 (%x)!\n", numcoords[coordIdx]);
|
|
}
|
|
}
|
|
}
|
|
} /* End of textures */
|
|
|
|
/* Position -------------------------------- */
|
|
if (isXYZ) {
|
|
if (1.0f == rhw || rhw < 0.00001f) {
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
|
|
glVertex3f(x, y, z);
|
|
} else {
|
|
/* Cannot optimize by dividing through by rhw as rhw is required
|
|
later for perspective in the GL pipeline for vertex shaders */
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
|
|
glVertex4f(x,y,z,rhw);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Actually draw using the supplied information.
|
|
* Faster GL version using pointers to data, harder to debug though
|
|
* Note does not handle vertex shaders yet
|
|
*/
|
|
void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|
int PrimitiveType, ULONG NumPrimitives,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
|
unsigned int textureNo = 0;
|
|
GLenum glPrimType = GL_POINTS;
|
|
int NumVertexes = NumPrimitives;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("Using fast vertex array code\n");
|
|
|
|
/* Vertex Pointers -----------------------------------------*/
|
|
if (sd->u.s.position.lpData != NULL) {
|
|
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glVertexPointer(%ld, GL_FLOAT, %ld, %p)\n",
|
|
sd->u.s.position.dwStride,
|
|
sd->u.s.position.dwType + 1,
|
|
sd->u.s.position.lpData));
|
|
|
|
/* Disable RHW mode as 'w' coord handling for rhw mode should
|
|
not impact screen position whereas in GL it does. This may
|
|
result in very slightly distored textures in rhw mode, but
|
|
a very minimal different */
|
|
glVertexPointer(3, GL_FLOAT, /* RHW: Was 'sd->u.s.position.dwType + 1' */
|
|
sd->u.s.position.dwStride,
|
|
sd->u.s.position.lpData);
|
|
checkGLcall("glVertexPointer(...)");
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
|
|
|
} else {
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_VERTEX_ARRAY)");
|
|
}
|
|
|
|
/* Blend Data ----------------------------------------------*/
|
|
if ((sd->u.s.blendWeights.lpData != NULL) ||
|
|
(sd->u.s.blendMatrixIndices.lpData != NULL)) {
|
|
#if 1 /* Vertex blend support needs to be added */
|
|
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
DWORD fvf = (sd->u.s.blendWeights.dwType - D3DDECLTYPE_FLOAT1) + 1;
|
|
int numBlends = ((fvf & D3DFVF_POSITION_MASK) >> 1) - 2 + ((FALSE == (fvf & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1);
|
|
|
|
/*FIXME("TODO\n");*/
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glWeightPointerARB(%ld, GL_FLOAT, %ld, %p)\n",
|
|
numBlends,
|
|
sd->u.s.blendWeights.dwStride,
|
|
sd->u.s.blendWeights.lpData));
|
|
GL_EXTCALL(glWeightPointerARB)(numBlends, GL_FLOAT,
|
|
sd->u.s.blendWeights.dwStride,
|
|
sd->u.s.blendWeights.lpData);
|
|
checkGLcall("glWeightPointerARB(...)");
|
|
glEnableClientState(GL_WEIGHT_ARRAY_ARB);
|
|
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
|
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
|
|
/*FIXME("TODO\n");*/
|
|
/*
|
|
GLExtCall(glVertexWeightPointerEXT)(numBlends, GL_FLOAT, skip, curPos);
|
|
checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
|
|
glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
|
|
checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
|
|
*/
|
|
} else {
|
|
FIXME("unsupported blending in openGl\n");
|
|
}
|
|
} else {
|
|
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
FIXME("TODO\n");
|
|
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
|
|
FIXME("TODO\n");
|
|
/*
|
|
glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
|
|
checkGLcall("glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
|
|
*/
|
|
}
|
|
#else
|
|
/* FIXME: Won't get here as will drop to slow method */
|
|
FIXME("Blending not supported in fast draw routine\n");
|
|
#endif
|
|
}
|
|
|
|
/* Normals -------------------------------------------------*/
|
|
if (sd->u.s.normal.lpData != NULL) {
|
|
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glNormalPointer(GL_FLOAT, %ld, %p)\n",
|
|
sd->u.s.normal.dwStride,
|
|
sd->u.s.normal.lpData));
|
|
glNormalPointer(GL_FLOAT,
|
|
sd->u.s.normal.dwStride,
|
|
sd->u.s.normal.lpData);
|
|
checkGLcall("glNormalPointer(...)");
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
|
|
|
|
} else {
|
|
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_NORMAL_ARRAY)");
|
|
glNormal3f(0, 0, 1);
|
|
checkGLcall("glNormal3f(0, 0, 1)");
|
|
}
|
|
|
|
/* Point Size ----------------------------------------------*/
|
|
if (sd->u.s.pSize.lpData != NULL) {
|
|
|
|
/* no such functionality in the fixed function GL pipeline */
|
|
/* FIXME: Won't get here as will drop to slow method */
|
|
FIXME("Cannot change ptSize here in openGl\n");
|
|
}
|
|
|
|
/* Diffuse Colour ------------------------------------------*/
|
|
/* WARNING: Data here MUST be in RGBA format, so cannot */
|
|
/* go directly into fast mode from app pgm, because */
|
|
/* directx requires data in BGRA format. */
|
|
if (sd->u.s.diffuse.lpData != NULL) {
|
|
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %ld, %p)\n",
|
|
sd->u.s.diffuse.dwStride,
|
|
sd->u.s.diffuse.lpData));
|
|
glColorPointer(4, GL_UNSIGNED_BYTE,
|
|
sd->u.s.diffuse.dwStride,
|
|
sd->u.s.diffuse.lpData);
|
|
checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
|
|
|
|
} else {
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
checkGLcall("glDisableClientState(GL_COLOR_ARRAY)");
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
checkGLcall("glColor4f(1, 1, 1, 1)");
|
|
}
|
|
|
|
/* Specular Colour ------------------------------------------*/
|
|
if (sd->u.s.specular.lpData != NULL) {
|
|
|
|
/* Note dwType == float3 or float4 == 2 or 3 */
|
|
VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %ld, %p)\n",
|
|
sd->u.s.specular.dwStride,
|
|
sd->u.s.specular.lpData));
|
|
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
|
|
sd->u.s.specular.dwStride,
|
|
sd->u.s.specular.lpData);
|
|
vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
|
|
glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
|
vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
|
} else {
|
|
/* Missing specular color is not critical, no warnings */
|
|
VTRACE(("Specular colour is not supported in this GL implementation\n"));
|
|
}
|
|
|
|
} else {
|
|
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
|
checkGLcall("glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
|
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
|
checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
|
|
} else {
|
|
/* Missing specular color is not critical, no warnings */
|
|
VTRACE(("Specular colour is not supported in this GL implementation\n"));
|
|
}
|
|
}
|
|
|
|
/* Texture coords -------------------------------------------*/
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
|
|
/* Select the correct texture stage */
|
|
GLCLIENTACTIVETEXTURE(textureNo);
|
|
|
|
/* Query tex coords */
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
|
|
continue;
|
|
}
|
|
|
|
if (coordIdx > 7) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
|
|
|
|
} else if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
|
|
VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
|
|
|
|
} else {
|
|
|
|
/* The coords to supply depend completely on the fvf / vertex shader */
|
|
GLint size;
|
|
GLenum type;
|
|
|
|
switch (sd->u.s.texCoords[coordIdx].dwType) {
|
|
case D3DDECLTYPE_FLOAT1: size = 1, type = GL_FLOAT; break;
|
|
case D3DDECLTYPE_FLOAT2: size = 2, type = GL_FLOAT; break;
|
|
case D3DDECLTYPE_FLOAT3: size = 3, type = GL_FLOAT; break;
|
|
case D3DDECLTYPE_FLOAT4: size = 4, type = GL_FLOAT; break;
|
|
case D3DDECLTYPE_SHORT2: size = 2, type = GL_SHORT; break;
|
|
case D3DDECLTYPE_SHORT4: size = 4, type = GL_SHORT; break;
|
|
case D3DDECLTYPE_UBYTE4: size = 4, type = GL_UNSIGNED_BYTE; break;
|
|
default: FIXME("Unrecognized data type %ld\n", sd->u.s.texCoords[coordIdx].dwType);
|
|
size = 4; type = GL_UNSIGNED_BYTE;
|
|
}
|
|
|
|
glTexCoordPointer(size, type, sd->u.s.texCoords[coordIdx].dwStride, sd->u.s.texCoords[coordIdx].lpData);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
} else {
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
|
|
}
|
|
}
|
|
|
|
/* Ok, Work out which primitive is requested and how many vertexes that
|
|
will be */
|
|
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
|
|
/* Finally do the drawing */
|
|
if (idxData != NULL) {
|
|
|
|
TRACE("glElements(%x, %d, %ld, ...)\n", glPrimType, NumVertexes, minIndex);
|
|
#if 1 /* FIXME: Want to use DrawRangeElements, but wrong calculation! */
|
|
glDrawElements(glPrimType, NumVertexes, idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
#else
|
|
glDrawRangeElements(glPrimType, minIndex, minIndex+NumVertexes-1, NumVertexes,
|
|
idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
#endif
|
|
checkGLcall("glDrawRangeElements");
|
|
|
|
} else {
|
|
|
|
/* Note first is now zero as we shuffled along earlier */
|
|
TRACE("glDrawArrays(%x, 0, %d)\n", glPrimType, NumVertexes);
|
|
glDrawArrays(glPrimType, 0, NumVertexes);
|
|
checkGLcall("glDrawArrays");
|
|
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Actually draw using the supplied information.
|
|
* Slower GL version which extracts info about each vertex in turn
|
|
*/
|
|
void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|
int PrimitiveType, ULONG NumPrimitives,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
|
|
|
unsigned int textureNo = 0;
|
|
GLenum glPrimType = GL_POINTS;
|
|
int NumVertexes = NumPrimitives;
|
|
const short *pIdxBufS = NULL;
|
|
const long *pIdxBufL = NULL;
|
|
LONG SkipnStrides = 0;
|
|
LONG vx_index;
|
|
float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
|
|
float nx = 0.0f, ny = 0.0, nz = 0.0f; /* normal x,y,z coordinates */
|
|
float rhw = 0.0f; /* rhw */
|
|
float ptSize = 0.0f; /* Point size */
|
|
DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
|
|
DWORD specularColor = 0; /* Specular Color */
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("Using slow vertex array code\n");
|
|
|
|
/* Variable Initialization */
|
|
if (idxData != NULL) {
|
|
if (idxSize == 2) pIdxBufS = (const short *) idxData;
|
|
else pIdxBufL = (const long *) idxData;
|
|
}
|
|
|
|
/* Ok, Work out which primitive is requested and how many vertexes that will be */
|
|
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimType));
|
|
glBegin(glPrimType);
|
|
|
|
/* For each primitive */
|
|
for (vx_index = 0; vx_index < NumVertexes; vx_index++) {
|
|
|
|
/* Initialize diffuse color */
|
|
diffuseColor = 0xFFFFFFFF;
|
|
|
|
/* 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 %ld = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufS[startIdx+vx_index];
|
|
} else {
|
|
VTRACE(("Idx for vertex %ld = %ld\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx+vx_index];
|
|
}
|
|
}
|
|
|
|
/* Position Information ------------------ */
|
|
if (sd->u.s.position.lpData != NULL) {
|
|
|
|
float *ptrToCoords = (float *)(sd->u.s.position.lpData + (SkipnStrides * sd->u.s.position.dwStride));
|
|
x = ptrToCoords[0];
|
|
y = ptrToCoords[1];
|
|
z = ptrToCoords[2];
|
|
rhw = 1.0;
|
|
VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
|
|
|
|
/* RHW follows, only if transformed, ie 4 floats were provided */
|
|
if (sd->u.s.position.dwType == D3DDECLTYPE_FLOAT4) {
|
|
rhw = ptrToCoords[3];
|
|
VTRACE(("rhw=%f\n", rhw));
|
|
}
|
|
}
|
|
|
|
/* Blending data -------------------------- */
|
|
if (sd->u.s.blendWeights.lpData != NULL) {
|
|
/*float *ptrToCoords = (float *)(sd->u.s.blendWeights.lpData + (SkipnStrides * sd->u.s.blendWeights.dwStride));*/
|
|
FIXME("Blending not supported yet\n");
|
|
|
|
if (sd->u.s.blendMatrixIndices.lpData != NULL) {
|
|
/*DWORD *ptrToCoords = (DWORD *)(sd->u.s.blendMatrixIndices.lpData + (SkipnStrides * sd->u.s.blendMatrixIndices.dwStride));*/
|
|
}
|
|
}
|
|
|
|
/* Vertex Normal Data (untransformed only)- */
|
|
if (sd->u.s.normal.lpData != NULL) {
|
|
|
|
float *ptrToCoords = (float *)(sd->u.s.normal.lpData + (SkipnStrides * sd->u.s.normal.dwStride));
|
|
nx = ptrToCoords[0];
|
|
ny = ptrToCoords[1];
|
|
nz = ptrToCoords[2];
|
|
VTRACE(("nx,ny,nz=%f,%f,%f\n", nx, ny, nz));
|
|
}
|
|
|
|
/* Point Size ----------------------------- */
|
|
if (sd->u.s.pSize.lpData != NULL) {
|
|
|
|
float *ptrToCoords = (float *)(sd->u.s.pSize.lpData + (SkipnStrides * sd->u.s.pSize.dwStride));
|
|
ptSize = ptrToCoords[0];
|
|
VTRACE(("ptSize=%f\n", ptSize));
|
|
FIXME("No support for ptSize yet\n");
|
|
}
|
|
|
|
/* Diffuse -------------------------------- */
|
|
if (sd->u.s.diffuse.lpData != NULL) {
|
|
|
|
DWORD *ptrToCoords = (DWORD *)(sd->u.s.diffuse.lpData + (SkipnStrides * sd->u.s.diffuse.dwStride));
|
|
diffuseColor = ptrToCoords[0];
|
|
VTRACE(("diffuseColor=%lx\n", diffuseColor));
|
|
}
|
|
|
|
/* Specular -------------------------------- */
|
|
if (sd->u.s.specular.lpData != NULL) {
|
|
|
|
DWORD *ptrToCoords = (DWORD *)(sd->u.s.specular.lpData + (SkipnStrides * sd->u.s.specular.dwStride));
|
|
specularColor = ptrToCoords[0];
|
|
VTRACE(("specularColor=%lx\n", specularColor));
|
|
}
|
|
|
|
/* Texture coords --------------------------- */
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
|
|
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
continue ;
|
|
}
|
|
|
|
/* Query tex coords */
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
|
|
int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
|
|
float *ptrToCoords = (float *)(sd->u.s.texCoords[coordIdx].lpData + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
|
|
float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
|
|
|
|
if (coordIdx > 7) {
|
|
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
|
continue;
|
|
} else if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
|
|
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
|
|
continue;
|
|
} else {
|
|
|
|
int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == D3DDECLTYPE_FLOAT1 etc */
|
|
|
|
/* The coords to supply depend completely on the fvf / vertex shader */
|
|
switch (coordsToUse) {
|
|
case 4: q = ptrToCoords[3]; /* drop through */
|
|
case 3: r = ptrToCoords[2]; /* drop through */
|
|
case 2: t = ptrToCoords[1]; /* drop through */
|
|
case 1: s = ptrToCoords[0];
|
|
}
|
|
|
|
/* Projected is more 'fun' - Move the last coord to the 'q'
|
|
parameter (see comments under D3DTSS_TEXTURETRANSFORMFLAGS */
|
|
if ((This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) &&
|
|
(This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
|
|
|
|
if (This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED) {
|
|
switch (coordsToUse) {
|
|
case 0: /* Drop Through */
|
|
case 1:
|
|
FIXME("D3DTTFF_PROJECTED but only zero or one coordinate?\n");
|
|
break;
|
|
case 2:
|
|
q = t;
|
|
t = 0.0;
|
|
coordsToUse = 4;
|
|
break;
|
|
case 3:
|
|
q = r;
|
|
r = 0.0;
|
|
coordsToUse = 4;
|
|
break;
|
|
case 4: /* Nop here */
|
|
break;
|
|
default:
|
|
FIXME("Unexpected D3DTSS_TEXTURETRANSFORMFLAGS value of %ld\n",
|
|
This->updateStateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED);
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (coordsToUse) { /* Supply the provided texture coords */
|
|
case D3DTTFF_COUNT1:
|
|
VTRACE(("tex:%d, s=%f\n", textureNo, s));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD1F(textureNo, s);
|
|
} else {
|
|
glTexCoord1f(s);
|
|
}
|
|
break;
|
|
case D3DTTFF_COUNT2:
|
|
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD2F(textureNo, s, t);
|
|
} else {
|
|
glTexCoord2f(s, t);
|
|
}
|
|
break;
|
|
case D3DTTFF_COUNT3:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD3F(textureNo, s, t, r);
|
|
} else {
|
|
glTexCoord3f(s, t, r);
|
|
}
|
|
break;
|
|
case D3DTTFF_COUNT4:
|
|
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GLMULTITEXCOORD4F(textureNo, s, t, r, q);
|
|
} else {
|
|
glTexCoord4f(s, t, r, q);
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
|
|
}
|
|
}
|
|
}
|
|
} /* End of textures */
|
|
|
|
/* Diffuse -------------------------------- */
|
|
if (sd->u.s.diffuse.lpData != NULL) {
|
|
glColor4ub((diffuseColor >> 16) & 0xFF,
|
|
(diffuseColor >> 8) & 0xFF,
|
|
(diffuseColor >> 0) & 0xFF,
|
|
(diffuseColor >> 24) & 0xFF);
|
|
VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n",
|
|
((diffuseColor >> 16) & 0xFF) / 255.0f,
|
|
((diffuseColor >> 8) & 0xFF) / 255.0f,
|
|
((diffuseColor >> 0) & 0xFF) / 255.0f,
|
|
((diffuseColor >> 24) & 0xFF) / 255.0f));
|
|
} else {
|
|
if (vx_index == 0) glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
/* Specular ------------------------------- */
|
|
if (sd->u.s.diffuse.lpData != NULL) {
|
|
VTRACE(("glSecondaryColor4ub: r,g,b=%f,%f,%f\n",
|
|
((specularColor >> 16) & 0xFF) / 255.0f,
|
|
((specularColor >> 8) & 0xFF) / 255.0f,
|
|
((specularColor >> 0) & 0xFF) / 255.0f));
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3ubEXT)(
|
|
(specularColor >> 16) & 0xFF,
|
|
(specularColor >> 8) & 0xFF,
|
|
(specularColor >> 0) & 0xFF);
|
|
} else {
|
|
/* Do not worry if specular colour missing and disable request */
|
|
VTRACE(("Specular color extensions not supplied\n"));
|
|
}
|
|
} else {
|
|
if (vx_index == 0) {
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
|
} else {
|
|
/* Do not worry if specular colour missing and disable request */
|
|
VTRACE(("Specular color extensions not supplied\n"));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Normal -------------------------------- */
|
|
if (sd->u.s.normal.lpData != NULL) {
|
|
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
|
|
glNormal3f(nx, ny, nz);
|
|
} else {
|
|
if (vx_index == 0) glNormal3f(0, 0, 1);
|
|
}
|
|
|
|
/* Position -------------------------------- */
|
|
if (sd->u.s.position.lpData != NULL) {
|
|
if (1.0f == rhw || ((rhw < 0.0001f) && (rhw > -0.0001f))) {
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
|
|
glVertex3f(x, y, z);
|
|
} else {
|
|
GLfloat w = 1.0 / rhw;
|
|
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
|
|
glVertex4f(x*w, y*w, z*w, w);
|
|
}
|
|
}
|
|
|
|
/* For non indexed mode, step onto next parts */
|
|
if (idxData == NULL) {
|
|
SkipnStrides += 1;
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
checkGLcall("glEnd and previous calls");
|
|
}
|
|
|
|
#if 0 /* TODO: Software/Hardware vertex blending support */
|
|
/*
|
|
* Draw with emulated vertex shaders
|
|
* Note: strided data is uninitialized, as we need to pass the vertex
|
|
* shader directly as ordering irs yet
|
|
*/
|
|
void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|
int PrimitiveType, ULONG NumPrimitives,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
|
|
|
unsigned int textureNo = 0;
|
|
GLenum glPrimType = GL_POINTS;
|
|
int NumVertexes = NumPrimitives;
|
|
const short *pIdxBufS = NULL;
|
|
const long *pIdxBufL = NULL;
|
|
LONG SkipnStrides = 0;
|
|
LONG vx_index;
|
|
float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
|
|
float rhw = 0.0f; /* rhw */
|
|
float ptSize = 0.0f; /* Point size */
|
|
D3DVECTOR_4 texcoords[8]; /* Texture Coords */
|
|
int numcoords[8]; /* Number of coords */
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
IDirect3DVertexShaderImpl* vertex_shader = NULL;
|
|
|
|
TRACE("Using slow software vertex shader code\n");
|
|
|
|
/* Variable Initialization */
|
|
if (idxData != NULL) {
|
|
if (idxSize == 2) pIdxBufS = (const short *) idxData;
|
|
else pIdxBufL = (const long *) idxData;
|
|
}
|
|
|
|
/* Ok, Work out which primitive is requested and how many vertexes that will be */
|
|
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
|
|
/* Retrieve the VS information */
|
|
vertex_shader = VERTEX_SHADER(This->stateBlock->VertexShader);
|
|
|
|
/* Start drawing in GL */
|
|
VTRACE(("glBegin(%x)\n", glPrimType));
|
|
glBegin(glPrimType);
|
|
|
|
/* For each primitive */
|
|
for (vx_index = 0; vx_index < NumVertexes; vx_index++) {
|
|
|
|
/* 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 %ld = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufS[startIdx+vx_index];
|
|
} else {
|
|
VTRACE(("Idx for vertex %ld = %ld\n", vx_index, pIdxBufL[startIdx+vx_index]));
|
|
SkipnStrides = pIdxBufL[startIdx+vx_index];
|
|
}
|
|
}
|
|
|
|
/* Fill the vertex shader input */
|
|
IDirect3DDeviceImpl_FillVertexShaderInputSW(This, vertex_shader, SkipnStrides);
|
|
|
|
/* Initialize the output fields to the same defaults as it would normally have */
|
|
memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
|
|
vertex_shader->output.oD[0].x = 1.0;
|
|
vertex_shader->output.oD[0].y = 1.0;
|
|
vertex_shader->output.oD[0].z = 1.0;
|
|
vertex_shader->output.oD[0].w = 1.0;
|
|
|
|
/* Now execute the vertex shader */
|
|
IDirect3DVertexShaderImpl_ExecuteSW(vertex_shader, &vertex_shader->input, &vertex_shader->output);
|
|
|
|
/*
|
|
TRACE_VECTOR(vertex_shader->output.oPos);
|
|
TRACE_VECTOR(vertex_shader->output.oD[0]);
|
|
TRACE_VECTOR(vertex_shader->output.oD[1]);
|
|
TRACE_VECTOR(vertex_shader->output.oT[0]);
|
|
TRACE_VECTOR(vertex_shader->output.oT[1]);
|
|
TRACE_VECTOR(vertex_shader->input.V[0]);
|
|
TRACE_VECTOR(vertex_shader->data->C[0]);
|
|
TRACE_VECTOR(vertex_shader->data->C[1]);
|
|
TRACE_VECTOR(vertex_shader->data->C[2]);
|
|
TRACE_VECTOR(vertex_shader->data->C[3]);
|
|
TRACE_VECTOR(vertex_shader->data->C[4]);
|
|
TRACE_VECTOR(vertex_shader->data->C[5]);
|
|
TRACE_VECTOR(vertex_shader->data->C[6]);
|
|
TRACE_VECTOR(vertex_shader->data->C[7]);
|
|
*/
|
|
|
|
/* Extract out the output */
|
|
/*FIXME: Fog coords? */
|
|
x = vertex_shader->output.oPos.x;
|
|
y = vertex_shader->output.oPos.y;
|
|
z = vertex_shader->output.oPos.z;
|
|
rhw = vertex_shader->output.oPos.w;
|
|
ptSize = vertex_shader->output.oPts.x; /* Fixme - Is this right? */
|
|
|
|
/** Update textures coords using vertex_shader->output.oT[0->7] */
|
|
memset(texcoords, 0x00, sizeof(texcoords));
|
|
memset(numcoords, 0x00, sizeof(numcoords));
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
texcoords[textureNo].x = vertex_shader->output.oT[textureNo].x;
|
|
texcoords[textureNo].y = vertex_shader->output.oT[textureNo].y;
|
|
texcoords[textureNo].z = vertex_shader->output.oT[textureNo].z;
|
|
texcoords[textureNo].w = vertex_shader->output.oT[textureNo].w;
|
|
if (This->updateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) {
|
|
numcoords[textureNo] = This->updateStateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & ~D3DTTFF_PROJECTED;
|
|
} else {
|
|
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->stateBlock->textures[textureNo])) {
|
|
case D3DRTYPE_TEXTURE: numcoords[textureNo] = 2; break;
|
|
case D3DRTYPE_VOLUMETEXTURE: numcoords[textureNo] = 3; break;
|
|
default: numcoords[textureNo] = 4;
|
|
}
|
|
}
|
|
} else {
|
|
numcoords[textureNo] = 0;
|
|
}
|
|
}
|
|
|
|
/* Draw using this information */
|
|
draw_vertex(iface,
|
|
TRUE, x, y, z, rhw,
|
|
TRUE, 0.0f, 0.0f, 1.0f,
|
|
TRUE, (float*) &vertex_shader->output.oD[0],
|
|
TRUE, (float*) &vertex_shader->output.oD[1],
|
|
FALSE, ptSize, /* FIXME: Change back when supported */
|
|
texcoords, numcoords);
|
|
|
|
/* For non indexed mode, step onto next parts */
|
|
if (idxData == NULL) {
|
|
SkipnStrides += 1;
|
|
}
|
|
|
|
} /* for each vertex */
|
|
|
|
glEnd();
|
|
checkGLcall("glEnd and previous calls");
|
|
}
|
|
|
|
void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|
int PrimitiveType, ULONG NumPrimitives,
|
|
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
|
|
|
IDirect3DVertexShaderImpl* vertex_shader = NULL;
|
|
int i;
|
|
int NumVertexes;
|
|
int glPrimType;
|
|
int maxAttribs;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("Drawing with hardware vertex shaders\n");
|
|
|
|
/* Retrieve the VS information */
|
|
vertex_shader = VERTEX_SHADER(This->stateBlock->VertexShader);
|
|
|
|
/* Enable the Vertex Shader */
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertex_shader->prgId));
|
|
checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertex_shader->prgId);");
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
|
|
|
|
/* Update the constants */
|
|
for (i=0; i<D3D8_VSHADER_MAX_CONSTANTS; i++) {
|
|
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, (GLfloat *)&This->stateBlock->vertexShaderConstant[i]));
|
|
checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
|
|
}
|
|
|
|
/* Set up the vertex.attr[n] inputs */
|
|
IDirect3DDeviceImpl_FillVertexShaderInputArbHW(This, vertex_shader, 0);
|
|
|
|
/* Ok, Work out which primitive is requested and how many vertexes that
|
|
will be */
|
|
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
|
|
|
/* Finally do the drawing */
|
|
if (idxData != NULL) {
|
|
|
|
TRACE("glElements(%x, %d, %ld, ...)\n", glPrimType, NumVertexes, minIndex);
|
|
#if 1 /* FIXME: Want to use DrawRangeElements, but wrong calculation! */
|
|
glDrawElements(glPrimType, NumVertexes, idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
#else
|
|
glDrawRangeElements(glPrimType, minIndex, minIndex+NumVertexes-1, NumVertexes,
|
|
idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
|
(const char *)idxData+(idxSize * startIdx));
|
|
#endif
|
|
checkGLcall("glDrawRangeElements");
|
|
|
|
} else {
|
|
|
|
/* Note first is now zero as we shuffled along earlier */
|
|
TRACE("glDrawArrays(%x, 0, %d)\n", glPrimType, NumVertexes);
|
|
glDrawArrays(glPrimType, 0, NumVertexes);
|
|
checkGLcall("glDrawArrays");
|
|
|
|
}
|
|
|
|
{
|
|
GLint errPos;
|
|
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
|
|
if (errPos != -1)
|
|
FIXME("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
|
|
}
|
|
|
|
|
|
/* Leave all the attribs disabled */
|
|
glGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
|
|
/* MESA does not support it right not */
|
|
if (glGetError() != GL_NO_ERROR)
|
|
maxAttribs = 16;
|
|
for (i=0; i<maxAttribs; i++) {
|
|
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
|
|
checkGLcall("glDisableVertexAttribArrayARB(reg);");
|
|
}
|
|
|
|
/* Done */
|
|
glDisable(GL_VERTEX_PROGRAM_ARB);
|
|
}
|
|
#endif
|
|
|
|
/* Routine common to the draw primitive and draw indexed primitive routines */
|
|
void drawPrimitive(IWineD3DDevice *iface,
|
|
int PrimitiveType, long NumPrimitives,
|
|
|
|
/* for Indexed: */
|
|
long StartVertexIndex,
|
|
long StartIdx,
|
|
short idxSize,
|
|
const void *idxData,
|
|
int minIndex) {
|
|
|
|
BOOL rc = FALSE;
|
|
DWORD fvf = 0;
|
|
#if 0 /* TODO: vertex and pixel shaders */
|
|
IDirect3DVertexShaderImpl *vertex_shader = NULL;
|
|
IDirect3DPixelShaderImpl *pixel_shader = NULL;
|
|
#endif
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
unsigned int i;
|
|
BOOL useVertexShaderFunction = FALSE;
|
|
BOOL isLightingOn = FALSE;
|
|
Direct3DVertexStridedData dataLocations;
|
|
int useHW = FALSE;
|
|
|
|
/* Work out what the FVF should look like */
|
|
rc = initializeFVF(iface, &fvf, &useVertexShaderFunction);
|
|
if (rc) return;
|
|
|
|
/* If we will be using a vertex shader, do some initialization for it */
|
|
if (useVertexShaderFunction) {
|
|
#if 0 /* TODO: vertex and pixel shaders */
|
|
vertex_shader = VERTEX_SHADER(This->updateStateBlock->VertexShader);
|
|
memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
|
|
|
|
useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
|
|
This->devType != D3DDEVTYPE_REF &&
|
|
!This->stateBlock->renderState[D3DRS_SOFTWAREVERTEXPROCESSING] &&
|
|
vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING);
|
|
|
|
/** init Constants */
|
|
if (This->updateStateBlock->Changed.vertexShaderConstant) {
|
|
TRACE_(d3d_shader)("vertex shader initializing constants\n");
|
|
IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->updateStateBlock->vertexShaderConstant[0], 96);
|
|
}
|
|
#endif /* TODO: vertex and pixel shaders */
|
|
}
|
|
|
|
/* Ok, we will be updating the screen from here onwards so grab the lock */
|
|
ENTER_GL();
|
|
|
|
#if 0 /* TODO: vertex and pixel shaders */
|
|
/* If we will be using a pixel, do some initialization for it */
|
|
if ((pixel_shader = PIXEL_SHADER(This->updateStateBlock->PixelShader))) {
|
|
TRACE("drawing with pixel shader handle %p\n", pixel_shader);
|
|
memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8));
|
|
|
|
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId));
|
|
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);");
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
|
|
|
|
/* init Constants */
|
|
if (This->updateStateBlock->Changed.pixelShaderConstant) {
|
|
TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader);
|
|
IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->updateStateBlock->pixelShaderConstant[0], 8);
|
|
}
|
|
/* Update the constants */
|
|
for (i=0; i<D3D8_PSHADER_MAX_CONSTANTS; i++) {
|
|
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, (GLfloat *)&This->stateBlock->pixelShaderConstant[i]));
|
|
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB");
|
|
}
|
|
}
|
|
#endif /* TODO: vertex and pixel shaders */
|
|
|
|
/* Setup transform matrices and sort out */
|
|
if (useHW) {
|
|
/* Lighting is not completely bypassed with ATI drivers although it should be. Mesa is ok from this respect...
|
|
So make sure lighting is disabled. */
|
|
isLightingOn = glIsEnabled(GL_LIGHTING);
|
|
glDisable(GL_LIGHTING);
|
|
checkGLcall("glDisable(GL_LIGHTING);");
|
|
TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn);
|
|
} else
|
|
isLightingOn = primitiveInitState(iface,
|
|
fvf & D3DFVF_XYZRHW,
|
|
!(fvf & D3DFVF_NORMAL),
|
|
useVertexShaderFunction);
|
|
|
|
/* Initialize all values to null */
|
|
if (useVertexShaderFunction == FALSE) {
|
|
memset(&dataLocations, 0x00, sizeof(dataLocations));
|
|
|
|
/* Convert to strided data */
|
|
primitiveConvertToStridedData(iface, &dataLocations, StartVertexIndex);
|
|
|
|
/* Dump out what parts we have supplied */
|
|
TRACE("Strided Data (from FVF/VS): %lx\n", fvf);
|
|
TRACE_STRIDED((&dataLocations), position);
|
|
TRACE_STRIDED((&dataLocations), blendWeights);
|
|
TRACE_STRIDED((&dataLocations), blendMatrixIndices);
|
|
TRACE_STRIDED((&dataLocations), normal);
|
|
TRACE_STRIDED((&dataLocations), pSize);
|
|
TRACE_STRIDED((&dataLocations), diffuse);
|
|
TRACE_STRIDED((&dataLocations), specular);
|
|
TRACE_STRIDED((&dataLocations), texCoords[0]);
|
|
TRACE_STRIDED((&dataLocations), texCoords[1]);
|
|
TRACE_STRIDED((&dataLocations), texCoords[2]);
|
|
TRACE_STRIDED((&dataLocations), texCoords[3]);
|
|
TRACE_STRIDED((&dataLocations), texCoords[4]);
|
|
TRACE_STRIDED((&dataLocations), texCoords[5]);
|
|
TRACE_STRIDED((&dataLocations), texCoords[6]);
|
|
TRACE_STRIDED((&dataLocations), texCoords[7]);
|
|
}
|
|
|
|
/* Now initialize the materials state */
|
|
init_materials(iface, (dataLocations.u.s.diffuse.lpData != NULL));
|
|
|
|
|
|
/* And re-upload any dirty textures */
|
|
for (i=0; i<GL_LIMITS(textures); i++) {
|
|
|
|
if ((This->stateBlock->textures[i] != NULL) &&
|
|
(IWineD3DBaseTexture_GetDirty(This->stateBlock->textures[i])))
|
|
{
|
|
/* Load up the texture now */
|
|
IWineD3DTexture_PreLoad((IWineD3DTexture *) This->stateBlock->textures[i]);
|
|
/* TODO: Is this right, as its cast all texture types to texture8... checkme */
|
|
}
|
|
}
|
|
|
|
/* Now draw the graphics to the screen */
|
|
if (useVertexShaderFunction) {
|
|
|
|
/* Ideally, we should have software FV and hardware VS, possibly
|
|
depending on the device type? */
|
|
|
|
if (useHW) {
|
|
TRACE("Swap HW vertex shader\n");
|
|
#if 0 /* TODO: vertex and pixel shaders */
|
|
drawStridedHardwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
|
idxData, idxSize, minIndex, StartIdx);
|
|
#endif
|
|
} else {
|
|
/* We will have to use the very, very slow emulation layer */
|
|
TRACE("Swap SW vertex shader\n");
|
|
#if 0 /* TODO: vertex and pixel shaders */
|
|
drawStridedSoftwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
|
idxData, idxSize, minIndex, StartIdx);
|
|
#endif
|
|
}
|
|
|
|
} else if ((dataLocations.u.s.pSize.lpData != NULL)
|
|
|| (dataLocations.u.s.diffuse.lpData != NULL)
|
|
/*|| (dataLocations.u.s.blendWeights.lpData != NULL)*/) {
|
|
|
|
/* Fixme, Ideally, only use the per-vertex code for software HAL
|
|
but until opengl supports all the functions returned to setup
|
|
vertex arrays, we need to drop down to the slow mechanism for
|
|
certain functions */
|
|
|
|
/* We will have to use the slow version of GL per vertex setup */
|
|
drawStridedSlow(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
|
idxData, idxSize, minIndex, StartIdx);
|
|
|
|
} else {
|
|
|
|
/* We can use the fast version of GL pointers */
|
|
drawStridedFast(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
|
idxData, idxSize, minIndex, StartIdx);
|
|
}
|
|
|
|
/* If vertex shaders or no normals, restore previous lighting state */
|
|
if (useVertexShaderFunction || !(fvf & D3DFVF_NORMAL)) {
|
|
if (isLightingOn) glEnable(GL_LIGHTING);
|
|
else glDisable(GL_LIGHTING);
|
|
TRACE("Restored lighting to original state\n");
|
|
}
|
|
|
|
#if 0 /* TODO: vertex and pixel shaders */
|
|
if (pixel_shader)
|
|
{
|
|
#if 0
|
|
GLint errPos;
|
|
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
|
|
if (errPos != -1)
|
|
FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
|
|
#endif
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
#endif
|
|
|
|
/* Finshed updating the screen, restore lock */
|
|
LEAVE_GL();
|
|
TRACE("Done all gl drawing\n");
|
|
|
|
/* Diagnostics */
|
|
#if defined(SHOW_FRAME_MAKEUP)
|
|
{
|
|
if (isDumpingFrames) {
|
|
D3DLOCKED_RECT r;
|
|
char buffer[80];
|
|
IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) This->renderTarget, &r, NULL, D3DLOCK_READONLY);
|
|
sprintf(buffer, "/tmp/backbuffer_%ld.ppm", primCounter);
|
|
TRACE("Saving screenshot %s\n", buffer);
|
|
IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This->renderTarget, buffer);
|
|
IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) This->renderTarget);
|
|
|
|
#if defined(SHOW_TEXTURE_MAKEUP)
|
|
{
|
|
LPDIRECT3DSURFACE8 pSur;
|
|
int textureNo;
|
|
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
|
if (This->stateBlock->textures[textureNo] != NULL) {
|
|
sprintf(buffer, "/tmp/texture_%ld_%d.ppm", primCounter, textureNo);
|
|
TRACE("Saving texture %s (Format:%s)\n", buffer, debug_d3dformat(((IDirect3DBaseTexture8Impl *)This->stateBlock->textures[textureNo])->format));
|
|
IDirect3DTexture8Impl_GetSurfaceLevel((LPDIRECT3DTEXTURE8) This->stateBlock->textures[textureNo], 0, &pSur);
|
|
IDirect3DSurface8Impl_SaveSnapshot(pSur, buffer);
|
|
IDirect3DSurface8Impl_Release(pSur);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
primCounter = primCounter + 1;
|
|
}
|
|
}
|
|
#endif
|
|
}
|