- sync wined3d with wine
[reactos.git] / reactos / dll / directx / wine / wined3d / drawprim.c
1 /*
2 * WINED3D draw functions
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 *
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
15 *
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
20 *
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 */
25
26 #include "config.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 #include <stdio.h>
33 #include <math.h>
34
35 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
37 DWORD NumPrimitives,
38 GLenum *primType)
39 {
40 DWORD NumVertexes = NumPrimitives;
41
42 switch (PrimitiveType) {
43 case WINED3DPT_POINTLIST:
44 TRACE("POINTS\n");
45 *primType = GL_POINTS;
46 NumVertexes = NumPrimitives;
47 break;
48
49 case WINED3DPT_LINELIST:
50 TRACE("LINES\n");
51 *primType = GL_LINES;
52 NumVertexes = NumPrimitives * 2;
53 break;
54
55 case WINED3DPT_LINESTRIP:
56 TRACE("LINE_STRIP\n");
57 *primType = GL_LINE_STRIP;
58 NumVertexes = NumPrimitives + 1;
59 break;
60
61 case WINED3DPT_TRIANGLELIST:
62 TRACE("TRIANGLES\n");
63 *primType = GL_TRIANGLES;
64 NumVertexes = NumPrimitives * 3;
65 break;
66
67 case WINED3DPT_TRIANGLESTRIP:
68 TRACE("TRIANGLE_STRIP\n");
69 *primType = GL_TRIANGLE_STRIP;
70 NumVertexes = NumPrimitives + 2;
71 break;
72
73 case WINED3DPT_TRIANGLEFAN:
74 TRACE("TRIANGLE_FAN\n");
75 *primType = GL_TRIANGLE_FAN;
76 NumVertexes = NumPrimitives + 2;
77 break;
78
79 default:
80 FIXME("Unhandled primitive\n");
81 *primType = GL_POINTS;
82 break;
83 }
84 return NumVertexes;
85 }
86
87 static BOOL fixed_get_input(
88 BYTE usage, BYTE usage_idx,
89 unsigned int* regnum) {
90
91 *regnum = -1;
92
93 /* Those positions must have the order in the
94 * named part of the strided data */
95
96 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
97 *regnum = 0;
98 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
99 *regnum = 1;
100 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
101 *regnum = 2;
102 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
103 *regnum = 3;
104 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
105 *regnum = 4;
106 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
107 *regnum = 5;
108 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
109 *regnum = 6;
110 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
111 *regnum = 7 + usage_idx;
112 else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
113 *regnum = 7 + WINED3DDP_MAXTEXCOORD;
114 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
115 *regnum = 8 + WINED3DDP_MAXTEXCOORD;
116 else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
117 *regnum = 9 + WINED3DDP_MAXTEXCOORD;
118 else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
119 *regnum = 10 + WINED3DDP_MAXTEXCOORD;
120 else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
121 *regnum = 11 + WINED3DDP_MAXTEXCOORD;
122 else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
123 *regnum = 12 + WINED3DDP_MAXTEXCOORD;
124 else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
125 *regnum = 13 + WINED3DDP_MAXTEXCOORD;
126 else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
127 *regnum = 14 + WINED3DDP_MAXTEXCOORD;
128
129 if (*regnum == -1) {
130 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131 debug_d3ddeclusage(usage), usage_idx);
132 return FALSE;
133 }
134 return TRUE;
135 }
136
137 void primitiveDeclarationConvertToStridedData(
138 IWineD3DDevice *iface,
139 BOOL useVertexShaderFunction,
140 WineDirect3DVertexStridedData *strided,
141 BOOL *fixup) {
142
143 /* We need to deal with frequency data!*/
144
145 const BYTE *data = NULL;
146 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
147 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
148 unsigned int i;
149 const WINED3DVERTEXELEMENT *element;
150 DWORD stride;
151 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
152 const DWORD *streams = vertexDeclaration->streams;
153
154 /* Check for transformed vertices, disable vertex shader if present */
155 strided->u.s.position_transformed = vertexDeclaration->position_transformed;
156 if(vertexDeclaration->position_transformed) {
157 useVertexShaderFunction = FALSE;
158 }
159
160 /* Translate the declaration into strided data */
161 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
162 GLint streamVBO = 0;
163 BOOL stride_used;
164 unsigned int idx;
165
166 element = vertexDeclaration->pDeclarationWine + i;
167 TRACE("%p Element %p (%u of %u)\n", vertexDeclaration->pDeclarationWine,
168 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
169
170 if (This->stateBlock->streamSource[element->Stream] == NULL)
171 continue;
172
173 stride = This->stateBlock->streamStride[element->Stream];
174 if (This->stateBlock->streamIsUP) {
175 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
176 streamVBO = 0;
177 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
178 } else {
179 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
180 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
181
182 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
183 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
184 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
185 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
186 * not, drawStridedSlow is needed, including a vertex buffer path.
187 */
188 if(This->stateBlock->loadBaseVertexIndex < 0) {
189 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
190 streamVBO = 0;
191 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
192 if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
193 FIXME("System memory vertex data load offset is negative!\n");
194 }
195 }
196
197 if(fixup) {
198 if( streamVBO != 0) *fixup = TRUE;
199 else if(*fixup && !useVertexShaderFunction &&
200 (element->Usage == WINED3DDECLUSAGE_COLOR ||
201 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
202 static BOOL warned = FALSE;
203 if(!warned) {
204 /* This may be bad with the fixed function pipeline */
205 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
206 warned = TRUE;
207 }
208 }
209 }
210 }
211 data += element->Offset;
212
213 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
214
215 if (useVertexShaderFunction)
216 stride_used = vshader_get_input(This->stateBlock->vertexShader,
217 element->Usage, element->UsageIndex, &idx);
218 else
219 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
220
221 if (stride_used) {
222 TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
223 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
224 useVertexShaderFunction? "shader": "fixed function", idx,
225 debug_d3ddeclusage(element->Usage), element->UsageIndex,
226 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
227
228 if (!useVertexShaderFunction && !vertexDeclaration->ffp_valid[i]) {
229 WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
230 debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage));
231 } else {
232 strided->u.input[idx].lpData = data;
233 strided->u.input[idx].dwType = element->Type;
234 strided->u.input[idx].dwStride = stride;
235 strided->u.input[idx].VBO = streamVBO;
236 strided->u.input[idx].streamNo = element->Stream;
237 }
238 }
239 }
240 /* Now call PreLoad on all the vertex buffers. In the very rare case
241 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242 * The vertex buffer can now use the strided structure in the device instead of finding its
243 * own again.
244 *
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
246 * once in there.
247 */
248 for(i=0; i < numPreloadStreams; i++) {
249 IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
250 if(vb) {
251 IWineD3DVertexBuffer_PreLoad(vb);
252 }
253 }
254 }
255
256 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
257 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
259
260 if (idxSize != 0 /* This crashes sometimes!*/) {
261 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
262 idxData = idxData == (void *)-1 ? NULL : idxData;
263 #if 1
264 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
265 (const char *)idxData+(idxSize * startIdx));
266 checkGLcall("glDrawElements");
267 #else /* using drawRangeElements may be faster */
268
269 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
270 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
271 (const char *)idxData+(idxSize * startIdx));
272 checkGLcall("glDrawRangeElements");
273 #endif
274
275 } else {
276 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, glPrimitiveType, startVertex, numberOfVertices);
277 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
278 checkGLcall("glDrawArrays");
279 }
280
281 return;
282 }
283
284 /*
285 * Actually draw using the supplied information.
286 * Slower GL version which extracts info about each vertex in turn
287 */
288
289 static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes,
290 GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
291 {
292 unsigned int textureNo = 0;
293 const WORD *pIdxBufS = NULL;
294 const DWORD *pIdxBufL = NULL;
295 ULONG vx_index;
296 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
297 const UINT *streamOffset = This->stateBlock->streamOffset;
298 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
299 BOOL pixelShader = use_ps(This);
300 BOOL specular_fog = FALSE;
301 UINT texture_stages = GL_LIMITS(texture_stages);
302 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
303 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
304 DWORD tex_mask = 0;
305
306 TRACE("Using slow vertex array code\n");
307
308 /* Variable Initialization */
309 if (idxSize != 0) {
310 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
311 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
312 * idxData will be != NULL
313 */
314 if(idxData == NULL) {
315 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
316 }
317
318 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
319 else pIdxBufL = (const DWORD *) idxData;
320 } else if (idxData) {
321 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
322 return;
323 }
324
325 /* Start drawing in GL */
326 VTRACE(("glBegin(%x)\n", glPrimType));
327 glBegin(glPrimType);
328
329 if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
330
331 if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
332 else glNormal3f(0, 0, 0);
333
334 if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
335 else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
336 if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
337 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
338
339 if (sd->u.s.specular.lpData)
340 {
341 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
342
343 /* special case where the fog density is stored in the specular alpha channel */
344 if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
345 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
346 || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
347 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
348 {
349 if (GL_SUPPORT(EXT_FOG_COORD))
350 {
351 if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
352 else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
353 }
354 else
355 {
356 static BOOL warned;
357
358 if (!warned)
359 {
360 /* TODO: Use the fog table code from old ddraw */
361 FIXME("Implement fog for transformed vertices in software\n");
362 warned = TRUE;
363 }
364 }
365 }
366 }
367 else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
368 {
369 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
370 }
371
372 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
373 {
374 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
375 int texture_idx = This->texUnitMap[textureNo];
376
377 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
378 {
379 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
380 continue;
381 }
382
383 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
384
385 if (texture_idx == -1) continue;
386
387 if (coordIdx > 7)
388 {
389 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
390 continue;
391 }
392 else if (coordIdx < 0)
393 {
394 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
395 continue;
396 }
397
398 if(sd->u.s.texCoords[coordIdx].lpData)
399 {
400 texCoords[coordIdx] =
401 sd->u.s.texCoords[coordIdx].lpData + streamOffset[sd->u.s.texCoords[coordIdx].streamNo];
402 tex_mask |= (1 << textureNo);
403 }
404 else
405 {
406 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
407 if (GL_SUPPORT(ARB_MULTITEXTURE))
408 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
409 else
410 glTexCoord4f(0, 0, 0, 1);
411 }
412 }
413
414 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
415 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
416 */
417
418 /* For each primitive */
419 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
420 UINT texture, tmp_tex_mask;
421 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
422 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
423 */
424
425 /* For indexed data, we need to go a few more strides in */
426 if (idxData != NULL) {
427
428 /* Indexed so work out the number of strides to skip */
429 if (idxSize == 2) {
430 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
431 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
432 } else {
433 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
434 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
435 }
436 }
437
438 tmp_tex_mask = tex_mask;
439 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
440 {
441 int coord_idx;
442 const void *ptr;
443
444 if (!(tmp_tex_mask & 1)) continue;
445
446 coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
447 ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
448
449 if (GL_SUPPORT(ARB_MULTITEXTURE))
450 {
451 int texture_idx = This->texUnitMap[texture];
452 multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
453 }
454 else
455 {
456 texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](ptr);
457 }
458 }
459
460 /* Diffuse -------------------------------- */
461 if (diffuse) {
462 const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride;
463
464 diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords);
465 if(This->activeContext->num_untracked_materials) {
466 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
467 unsigned char i;
468 float color[4];
469
470 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
471 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
472 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
473 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
474
475 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
476 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
477 }
478 }
479 }
480
481 /* Specular ------------------------------- */
482 if (specular) {
483 const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
484
485 specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
486
487 if (specular_fog)
488 {
489 DWORD specularColor = *(const DWORD *)ptrToCoords;
490 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
491 }
492 }
493
494 /* Normal -------------------------------- */
495 if (normal != NULL) {
496 const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride;
497 normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
498 }
499
500 /* Position -------------------------------- */
501 if (position) {
502 const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride;
503 position_funcs[sd->u.s.position.dwType](ptrToCoords);
504 }
505
506 /* For non indexed mode, step onto next parts */
507 if (idxData == NULL) {
508 ++SkipnStrides;
509 }
510 }
511
512 glEnd();
513 checkGLcall("glEnd and previous calls");
514 }
515
516 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
517 switch(type) {
518 case WINED3DDECLTYPE_FLOAT1:
519 GL_EXTCALL(glVertexAttrib1fvARB(index, (const float *)ptr));
520 break;
521 case WINED3DDECLTYPE_FLOAT2:
522 GL_EXTCALL(glVertexAttrib2fvARB(index, (const float *)ptr));
523 break;
524 case WINED3DDECLTYPE_FLOAT3:
525 GL_EXTCALL(glVertexAttrib3fvARB(index, (const float *)ptr));
526 break;
527 case WINED3DDECLTYPE_FLOAT4:
528 GL_EXTCALL(glVertexAttrib4fvARB(index, (const float *)ptr));
529 break;
530
531 case WINED3DDECLTYPE_UBYTE4:
532 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
533 break;
534 case WINED3DDECLTYPE_UBYTE4N:
535 case WINED3DDECLTYPE_D3DCOLOR:
536 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
537 break;
538
539 case WINED3DDECLTYPE_SHORT2:
540 GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
541 break;
542 case WINED3DDECLTYPE_SHORT4:
543 GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
544 break;
545
546 case WINED3DDECLTYPE_SHORT2N:
547 {
548 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
549 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
550 break;
551 }
552 case WINED3DDECLTYPE_USHORT2N:
553 {
554 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
555 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
556 break;
557 }
558 case WINED3DDECLTYPE_SHORT4N:
559 GL_EXTCALL(glVertexAttrib4NsvARB(index, (const GLshort *)ptr));
560 break;
561 case WINED3DDECLTYPE_USHORT4N:
562 GL_EXTCALL(glVertexAttrib4NusvARB(index, (const GLushort *)ptr));
563 break;
564
565 case WINED3DDECLTYPE_UDEC3:
566 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
567 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
568 break;
569 case WINED3DDECLTYPE_DEC3N:
570 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
571 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
572 break;
573
574 case WINED3DDECLTYPE_FLOAT16_2:
575 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
576 * byte float according to the IEEE standard
577 */
578 if (GL_SUPPORT(NV_HALF_FLOAT)) {
579 GL_EXTCALL(glVertexAttrib2hvNV(index, (const GLhalfNV *)ptr));
580 } else {
581 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
582 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
583 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
584 }
585 break;
586 case WINED3DDECLTYPE_FLOAT16_4:
587 if (GL_SUPPORT(NV_HALF_FLOAT)) {
588 GL_EXTCALL(glVertexAttrib4hvNV(index, (const GLhalfNV *)ptr));
589 } else {
590 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
591 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
592 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
593 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
594 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
595 }
596 break;
597
598 case WINED3DDECLTYPE_UNUSED:
599 default:
600 ERR("Unexpected attribute declaration: %d\n", type);
601 break;
602 }
603 }
604
605 static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
606 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
607 {
608 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
609 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
610 const WORD *pIdxBufS = NULL;
611 const DWORD *pIdxBufL = NULL;
612 ULONG vx_index;
613 int i;
614 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
615 const BYTE *ptr;
616
617 if (idxSize != 0) {
618 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
619 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
620 * idxData will be != NULL
621 */
622 if(idxData == NULL) {
623 idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
624 }
625
626 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
627 else pIdxBufL = (const DWORD *) idxData;
628 } else if (idxData) {
629 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
630 return;
631 }
632
633 /* Start drawing in GL */
634 VTRACE(("glBegin(%x)\n", glPrimitiveType));
635 glBegin(glPrimitiveType);
636
637 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
638 if (idxData != NULL) {
639
640 /* Indexed so work out the number of strides to skip */
641 if (idxSize == 2) {
642 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
643 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
644 } else {
645 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
646 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
647 }
648 }
649
650 for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
651 if(!sd->u.input[i].lpData) continue;
652
653 ptr = sd->u.input[i].lpData +
654 sd->u.input[i].dwStride * SkipnStrides +
655 stateblock->streamOffset[sd->u.input[i].streamNo];
656
657 send_attribute(This, sd->u.input[i].dwType, i, ptr);
658 }
659 SkipnStrides++;
660 }
661
662 glEnd();
663 }
664
665 static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd,
666 UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
667 ULONG startIdx, ULONG startVertex)
668 {
669 UINT numInstances = 0, i;
670 int numInstancedAttribs = 0, j;
671 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
672 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
673 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
674
675 if (idxSize == 0) {
676 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
677 * We don't support this for now
678 *
679 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
680 * But the StreamSourceFreq value has a different meaning in that situation.
681 */
682 FIXME("Non-indexed instanced drawing is not supported\n");
683 return;
684 }
685
686 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
687 idxData = idxData == (void *)-1 ? NULL : idxData;
688
689 /* First, figure out how many instances we have to draw */
690 for(i = 0; i < MAX_STREAMS; i++) {
691 /* Look at the streams and take the first one which matches */
692 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
693 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
694 if(stateblock->streamFreq[i] == 0){
695 numInstances = 1;
696 } else {
697 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
698 }
699 break; /* break, because only the first suitable value is interesting */
700 }
701 }
702
703 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
704 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
705 instancedData[numInstancedAttribs] = i;
706 numInstancedAttribs++;
707 }
708 }
709
710 /* now draw numInstances instances :-) */
711 for(i = 0; i < numInstances; i++) {
712 /* Specify the instanced attributes using immediate mode calls */
713 for(j = 0; j < numInstancedAttribs; j++) {
714 const BYTE *ptr = sd->u.input[instancedData[j]].lpData +
715 sd->u.input[instancedData[j]].dwStride * i +
716 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
717 if(sd->u.input[instancedData[j]].VBO) {
718 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
719 ptr += (long) vb->resource.allocatedMemory;
720 }
721
722 send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
723 }
724
725 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
726 (const char *)idxData+(idxSize * startIdx));
727 checkGLcall("glDrawElements");
728 }
729 }
730
731 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
732 unsigned char i;
733 IWineD3DVertexBufferImpl *vb;
734
735 if(s->u.s.position.VBO) {
736 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
737 s->u.s.position.VBO = 0;
738 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
739 }
740 if(s->u.s.blendWeights.VBO) {
741 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
742 s->u.s.blendWeights.VBO = 0;
743 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
744 }
745 if(s->u.s.blendMatrixIndices.VBO) {
746 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
747 s->u.s.blendMatrixIndices.VBO = 0;
748 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
749 }
750 if(s->u.s.normal.VBO) {
751 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
752 s->u.s.normal.VBO = 0;
753 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
754 }
755 if(s->u.s.pSize.VBO) {
756 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
757 s->u.s.pSize.VBO = 0;
758 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
759 }
760 if(s->u.s.diffuse.VBO) {
761 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
762 s->u.s.diffuse.VBO = 0;
763 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
764 }
765 if(s->u.s.specular.VBO) {
766 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
767 s->u.s.specular.VBO = 0;
768 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
769 }
770 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
771 if(s->u.s.texCoords[i].VBO) {
772 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
773 s->u.s.texCoords[i].VBO = 0;
774 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
775 }
776 }
777 if(s->u.s.position2.VBO) {
778 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
779 s->u.s.position2.VBO = 0;
780 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
781 }
782 if(s->u.s.normal2.VBO) {
783 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
784 s->u.s.normal2.VBO = 0;
785 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
786 }
787 if(s->u.s.tangent.VBO) {
788 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
789 s->u.s.tangent.VBO = 0;
790 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
791 }
792 if(s->u.s.binormal.VBO) {
793 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
794 s->u.s.binormal.VBO = 0;
795 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
796 }
797 if(s->u.s.tessFactor.VBO) {
798 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
799 s->u.s.tessFactor.VBO = 0;
800 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
801 }
802 if(s->u.s.fog.VBO) {
803 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
804 s->u.s.fog.VBO = 0;
805 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
806 }
807 if(s->u.s.depth.VBO) {
808 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
809 s->u.s.depth.VBO = 0;
810 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
811 }
812 if(s->u.s.sample.VBO) {
813 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
814 s->u.s.sample.VBO = 0;
815 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
816 }
817 }
818
819 /* Routine common to the draw primitive and draw indexed primitive routines */
820 void drawPrimitive(IWineD3DDevice *iface,
821 int PrimitiveType,
822 long NumPrimitives,
823 /* for Indexed: */
824 long StartVertexIndex,
825 UINT numberOfVertices,
826 long StartIdx,
827 short idxSize,
828 const void *idxData,
829 int minIndex) {
830
831 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
832 IWineD3DSurfaceImpl *target;
833 unsigned int i;
834
835 if (NumPrimitives == 0) return;
836
837 /* Invalidate the back buffer memory so LockRect will read it the next time */
838 for(i = 0; i < GL_LIMITS(buffers); i++) {
839 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
840 if (target) {
841 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
842 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
843 }
844 }
845
846 /* Signals other modules that a drawing is in progress and the stateblock finalized */
847 This->isInDraw = TRUE;
848
849 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
850
851 if (This->stencilBufferTarget) {
852 /* Note that this depends on the ActivateContext call above to set
853 * This->render_offscreen properly */
854 DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
855 surface_load_ds_location(This->stencilBufferTarget, location);
856 surface_modify_ds_location(This->stencilBufferTarget, location);
857 }
858
859 /* Ok, we will be updating the screen from here onwards so grab the lock */
860 ENTER_GL();
861 {
862 GLenum glPrimType;
863 BOOL emulation = FALSE;
864 const WineDirect3DVertexStridedData *strided = &This->strided_streams;
865 WineDirect3DVertexStridedData stridedlcl;
866 /* Ok, Work out which primitive is requested and how many vertexes that
867 will be */
868 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
869 if (numberOfVertices == 0 )
870 numberOfVertices = calculatedNumberOfindices;
871
872 if(!use_vs(This)) {
873 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
874 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
875 static BOOL warned;
876 if (!warned) {
877 FIXME("Using software emulation because not all material properties could be tracked\n");
878 warned = TRUE;
879 } else {
880 TRACE("Using software emulation because not all material properties could be tracked\n");
881 }
882 emulation = TRUE;
883 }
884 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
885 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
886 * to a float in the vertex buffer
887 */
888 static BOOL warned;
889 if (!warned) {
890 FIXME("Using software emulation because manual fog coordinates are provided\n");
891 warned = TRUE;
892 } else {
893 TRACE("Using software emulation because manual fog coordinates are provided\n");
894 }
895 emulation = TRUE;
896 }
897
898 if(emulation) {
899 strided = &stridedlcl;
900 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
901 remove_vbos(This, &stridedlcl);
902 }
903 }
904
905 if (This->useDrawStridedSlow || emulation) {
906 /* Immediate mode drawing */
907 if(use_vs(This)) {
908 static BOOL warned;
909 if (!warned) {
910 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
911 warned = TRUE;
912 } else {
913 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
914 }
915 drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
916 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
917 } else {
918 drawStridedSlow(iface, strided, calculatedNumberOfindices,
919 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
920 }
921 } else if(This->instancedDraw) {
922 /* Instancing emulation with mixing immediate mode and arrays */
923 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
924 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
925 } else {
926 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
927 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
928 }
929 }
930
931 /* Finished updating the screen, restore lock */
932 LEAVE_GL();
933 TRACE("Done all gl drawing\n");
934
935 /* Diagnostics */
936 #ifdef SHOW_FRAME_MAKEUP
937 {
938 static long int primCounter = 0;
939 /* NOTE: set primCounter to the value reported by drawprim
940 before you want to to write frame makeup to /tmp */
941 if (primCounter >= 0) {
942 WINED3DLOCKED_RECT r;
943 char buffer[80];
944 IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
945 sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
946 TRACE("Saving screenshot %s\n", buffer);
947 IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
948 IWineD3DSurface_UnlockRect(This->render_targets[0]);
949
950 #ifdef SHOW_TEXTURE_MAKEUP
951 {
952 IWineD3DSurface *pSur;
953 int textureNo;
954 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
955 if (This->stateBlock->textures[textureNo] != NULL) {
956 sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
957 TRACE("Saving texture %s\n", buffer);
958 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
959 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
960 IWineD3DSurface_SaveSnapshot(pSur, buffer);
961 IWineD3DSurface_Release(pSur);
962 } else {
963 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
964 }
965 }
966 }
967 }
968 #endif
969 }
970 TRACE("drawprim #%ld\n", primCounter);
971 ++primCounter;
972 }
973 #endif
974
975 /* Control goes back to the device, stateblock values may change again */
976 This->isInDraw = FALSE;
977 }
978
979 static void normalize_normal(float *n) {
980 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
981 if(length == 0.0) return;
982 length = sqrt(length);
983 n[0] = n[0] / length;
984 n[1] = n[1] / length;
985 n[2] = n[2] / length;
986 }
987
988 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
989 *
990 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
991 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
992 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
993 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
994 * in drawprim.
995 *
996 * To read back, the opengl feedback mode is used. This creates a problem because we want
997 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
998 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
999 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1000 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1001 *
1002 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1003 * resulting colors back to the normals.
1004 *
1005 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1006 * does not restore it because normally a draw follows immediately afterwards. The caller is
1007 * responsible of taking care that either the gl states are restored, or the context activated
1008 * for drawing to reset the lastWasBlit flag.
1009 */
1010 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1011 struct WineD3DRectPatch *patch) {
1012 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1013 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1014 WineDirect3DVertexStridedData strided;
1015 const BYTE *data;
1016 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1017 DWORD vtxStride;
1018 GLenum feedback_type;
1019 GLfloat *feedbuffer;
1020
1021 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1022 * Beware of vbos
1023 */
1024 memset(&strided, 0, sizeof(strided));
1025 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1026 if(strided.u.s.position.VBO) {
1027 IWineD3DVertexBufferImpl *vb;
1028 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1029 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1030 (unsigned long) vb->resource.allocatedMemory);
1031 }
1032 vtxStride = strided.u.s.position.dwStride;
1033 data = strided.u.s.position.lpData +
1034 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1035 vtxStride * info->StartVertexOffsetWidth;
1036
1037 /* Not entirely sure about what happens with transformed vertices */
1038 if(strided.u.s.position_transformed) {
1039 FIXME("Transformed position in rectpatch generation\n");
1040 }
1041 if(vtxStride % sizeof(GLfloat)) {
1042 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1043 * I don't see how the stride could not be a multiple of 4, but make sure
1044 * to check it
1045 */
1046 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1047 }
1048 if(info->Basis != WINED3DBASIS_BEZIER) {
1049 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1050 }
1051 if(info->Degree != WINED3DDEGREE_CUBIC) {
1052 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1053 }
1054
1055 /* First, get the boundary cube of the input data */
1056 for(j = 0; j < info->Height; j++) {
1057 for(i = 0; i < info->Width; i++) {
1058 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
1059 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1060 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1061 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1062 if(v[2] < neg_z) neg_z = v[2];
1063 }
1064 }
1065
1066 /* This needs some improvements in the vertex decl code */
1067 FIXME("Cannot find data to generate. Only generating position and normals\n");
1068 patch->has_normals = TRUE;
1069 patch->has_texcoords = FALSE;
1070
1071 /* Simply activate the context for blitting. This disables all the things we don't want and
1072 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1073 * patch (as opposed to normal draws) will most likely need different changes anyway
1074 */
1075 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1076 ENTER_GL();
1077
1078 glMatrixMode(GL_PROJECTION);
1079 checkGLcall("glMatrixMode(GL_PROJECTION)");
1080 glLoadIdentity();
1081 checkGLcall("glLoadIndentity()");
1082 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1083 glTranslatef(0, 0, 0.5);
1084 checkGLcall("glScalef");
1085 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1086 checkGLcall("glViewport");
1087
1088 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1089 * our feedback buffer parser
1090 */
1091 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1092 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1093 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1094 if(patch->has_normals) {
1095 const GLfloat black[4] = {0, 0, 0, 0};
1096 const GLfloat red[4] = {1, 0, 0, 0};
1097 const GLfloat green[4] = {0, 1, 0, 0};
1098 const GLfloat blue[4] = {0, 0, 1, 0};
1099 const GLfloat white[4] = {1, 1, 1, 1};
1100 glEnable(GL_LIGHTING);
1101 checkGLcall("glEnable(GL_LIGHTING)");
1102 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1103 checkGLcall("glLightModel for MODEL_AMBIENT");
1104 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1105
1106 for(i = 3; i < GL_LIMITS(lights); i++) {
1107 glDisable(GL_LIGHT0 + i);
1108 checkGLcall("glDisable(GL_LIGHT0 + i)");
1109 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1110 }
1111
1112 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1113 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1114 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1115 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1116 glLightfv(GL_LIGHT0, GL_POSITION, red);
1117 glEnable(GL_LIGHT0);
1118 checkGLcall("Setting up light 1\n");
1119 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1120 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1121 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1122 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1123 glLightfv(GL_LIGHT1, GL_POSITION, green);
1124 glEnable(GL_LIGHT1);
1125 checkGLcall("Setting up light 2\n");
1126 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1127 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1128 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1129 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1130 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1131 glEnable(GL_LIGHT2);
1132 checkGLcall("Setting up light 3\n");
1133
1134 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1135 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1136 glDisable(GL_COLOR_MATERIAL);
1137 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1138 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1139 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1140 checkGLcall("Setting up materials\n");
1141 }
1142
1143 /* Enable the needed maps.
1144 * GL_MAP2_VERTEX_3 is needed for positional data.
1145 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1146 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1147 */
1148 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1149 out_vertex_size = 3 /* position */;
1150 d3d_out_vertex_size = 3;
1151 glEnable(GL_MAP2_VERTEX_3);
1152 if(patch->has_normals && patch->has_texcoords) {
1153 FIXME("Texcoords not handled yet\n");
1154 feedback_type = GL_3D_COLOR_TEXTURE;
1155 out_vertex_size += 8;
1156 d3d_out_vertex_size += 7;
1157 glEnable(GL_AUTO_NORMAL);
1158 glEnable(GL_MAP2_TEXTURE_COORD_4);
1159 } else if(patch->has_texcoords) {
1160 FIXME("Texcoords not handled yet\n");
1161 feedback_type = GL_3D_COLOR_TEXTURE;
1162 out_vertex_size += 7;
1163 d3d_out_vertex_size += 4;
1164 glEnable(GL_MAP2_TEXTURE_COORD_4);
1165 } else if(patch->has_normals) {
1166 feedback_type = GL_3D_COLOR;
1167 out_vertex_size += 4;
1168 d3d_out_vertex_size += 3;
1169 glEnable(GL_AUTO_NORMAL);
1170 } else {
1171 feedback_type = GL_3D;
1172 }
1173 checkGLcall("glEnable vertex attrib generation");
1174
1175 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1176 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1177 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1178
1179 glMap2f(GL_MAP2_VERTEX_3,
1180 0, 1, vtxStride / sizeof(float), info->Width,
1181 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1182 (const GLfloat *)data);
1183 checkGLcall("glMap2f");
1184 if(patch->has_texcoords) {
1185 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1186 0, 1, vtxStride / sizeof(float), info->Width,
1187 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1188 (const GLfloat *)data);
1189 checkGLcall("glMap2f");
1190 }
1191 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1192 checkGLcall("glMapGrid2f");
1193
1194 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1195 checkGLcall("glFeedbackBuffer");
1196 glRenderMode(GL_FEEDBACK);
1197
1198 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1199 checkGLcall("glEvalMesh2\n");
1200
1201 i = glRenderMode(GL_RENDER);
1202 if(i == -1) {
1203 LEAVE_GL();
1204 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1205 Sleep(10000);
1206 HeapFree(GetProcessHeap(), 0, feedbuffer);
1207 return WINED3DERR_DRIVERINTERNALERROR;
1208 } else if(i != buffer_size) {
1209 LEAVE_GL();
1210 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1211 Sleep(10000);
1212 HeapFree(GetProcessHeap(), 0, feedbuffer);
1213 return WINED3DERR_DRIVERINTERNALERROR;
1214 } else {
1215 TRACE("Got %d elements as expected\n", i);
1216 }
1217
1218 HeapFree(GetProcessHeap(), 0, patch->mem);
1219 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1220 i = 0;
1221 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1222 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1223 ERR("Unexpected token: %f\n", feedbuffer[j]);
1224 continue;
1225 }
1226 if(feedbuffer[j + 1] != 3) {
1227 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1228 continue;
1229 }
1230 /* Somehow there are different ideas about back / front facing, so fix up the
1231 * vertex order
1232 */
1233 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1234 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1235 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1236 if(patch->has_normals) {
1237 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1238 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1239 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1240 }
1241 i += d3d_out_vertex_size;
1242
1243 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1244 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1245 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1246 if(patch->has_normals) {
1247 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1248 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1249 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1250 }
1251 i += d3d_out_vertex_size;
1252
1253 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1254 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1255 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1256 if(patch->has_normals) {
1257 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1258 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1259 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1260 }
1261 i += d3d_out_vertex_size;
1262 }
1263
1264 if(patch->has_normals) {
1265 /* Now do the same with reverse light directions */
1266 const GLfloat x[4] = {-1, 0, 0, 0};
1267 const GLfloat y[4] = { 0, -1, 0, 0};
1268 const GLfloat z[4] = { 0, 0, -1, 0};
1269 glLightfv(GL_LIGHT0, GL_POSITION, x);
1270 glLightfv(GL_LIGHT1, GL_POSITION, y);
1271 glLightfv(GL_LIGHT2, GL_POSITION, z);
1272 checkGLcall("Setting up reverse light directions\n");
1273
1274 glRenderMode(GL_FEEDBACK);
1275 checkGLcall("glRenderMode(GL_FEEDBACK)");
1276 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1277 checkGLcall("glEvalMesh2\n");
1278 i = glRenderMode(GL_RENDER);
1279 checkGLcall("glRenderMode(GL_RENDER)");
1280
1281 i = 0;
1282 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1283 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1284 ERR("Unexpected token: %f\n", feedbuffer[j]);
1285 continue;
1286 }
1287 if(feedbuffer[j + 1] != 3) {
1288 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1289 continue;
1290 }
1291 if(patch->mem[i + 3] == 0.0)
1292 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1293 if(patch->mem[i + 4] == 0.0)
1294 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1295 if(patch->mem[i + 5] == 0.0)
1296 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1297 normalize_normal(patch->mem + i + 3);
1298 i += d3d_out_vertex_size;
1299
1300 if(patch->mem[i + 3] == 0.0)
1301 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1302 if(patch->mem[i + 4] == 0.0)
1303 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1304 if(patch->mem[i + 5] == 0.0)
1305 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1306 normalize_normal(patch->mem + i + 3);
1307 i += d3d_out_vertex_size;
1308
1309 if(patch->mem[i + 3] == 0.0)
1310 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1311 if(patch->mem[i + 4] == 0.0)
1312 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1313 if(patch->mem[i + 5] == 0.0)
1314 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1315 normalize_normal(patch->mem + i + 3);
1316 i += d3d_out_vertex_size;
1317 }
1318 }
1319
1320 glDisable(GL_MAP2_VERTEX_3);
1321 glDisable(GL_AUTO_NORMAL);
1322 glDisable(GL_MAP2_NORMAL);
1323 glDisable(GL_MAP2_TEXTURE_COORD_4);
1324 checkGLcall("glDisable vertex attrib generation");
1325 LEAVE_GL();
1326
1327 HeapFree(GetProcessHeap(), 0, feedbuffer);
1328
1329 vtxStride = 3 * sizeof(float);
1330 if(patch->has_normals) {
1331 vtxStride += 3 * sizeof(float);
1332 }
1333 if(patch->has_texcoords) {
1334 vtxStride += 4 * sizeof(float);
1335 }
1336 memset(&patch->strided, 0, sizeof(&patch->strided));
1337 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1338 patch->strided.u.s.position.dwStride = vtxStride;
1339 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1340 patch->strided.u.s.position.streamNo = 255;
1341
1342 if(patch->has_normals) {
1343 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1344 patch->strided.u.s.normal.dwStride = vtxStride;
1345 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1346 patch->strided.u.s.normal.streamNo = 255;
1347 }
1348 if(patch->has_texcoords) {
1349 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1350 if(patch->has_normals) {
1351 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1352 }
1353 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1354 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1355 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1356 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1357 * application.
1358 */
1359 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1360 }
1361
1362 return WINED3D_OK;
1363 }