2 * WINED3D draw functions
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
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.
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.
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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
35 static BOOL fixed_get_input(
36 BYTE usage, BYTE usage_idx,
37 unsigned int* regnum) {
41 /* Those positions must have the order in the
42 * named part of the strided data */
44 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
46 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
48 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
50 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
52 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
54 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
56 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
58 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
59 *regnum = 7 + usage_idx;
60 else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
61 *regnum = 7 + WINED3DDP_MAXTEXCOORD;
62 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
63 *regnum = 8 + WINED3DDP_MAXTEXCOORD;
64 else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
65 *regnum = 9 + WINED3DDP_MAXTEXCOORD;
66 else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
67 *regnum = 10 + WINED3DDP_MAXTEXCOORD;
68 else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
69 *regnum = 11 + WINED3DDP_MAXTEXCOORD;
70 else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
71 *regnum = 12 + WINED3DDP_MAXTEXCOORD;
72 else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
73 *regnum = 13 + WINED3DDP_MAXTEXCOORD;
74 else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
75 *regnum = 14 + WINED3DDP_MAXTEXCOORD;
78 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
79 debug_d3ddeclusage(usage), usage_idx);
85 void primitiveDeclarationConvertToStridedData(
86 IWineD3DDevice *iface,
87 BOOL useVertexShaderFunction,
88 WineDirect3DVertexStridedData *strided,
91 /* We need to deal with frequency data!*/
93 const BYTE *data = NULL;
94 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
95 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
97 const WINED3DVERTEXELEMENT *element;
99 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
100 const DWORD *streams = vertexDeclaration->streams;
102 /* Check for transformed vertices, disable vertex shader if present */
103 strided->position_transformed = vertexDeclaration->position_transformed;
104 if(vertexDeclaration->position_transformed) {
105 useVertexShaderFunction = FALSE;
108 /* Translate the declaration into strided data */
109 strided->swizzle_map = 0;
110 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
111 GLuint streamVBO = 0;
115 element = vertexDeclaration->pDeclarationWine + i;
116 TRACE("%p Element %p (%u of %u)\n", vertexDeclaration->pDeclarationWine,
117 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
119 if (This->stateBlock->streamSource[element->Stream] == NULL)
122 stride = This->stateBlock->streamStride[element->Stream];
123 if (This->stateBlock->streamIsUP) {
124 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
126 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
128 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
129 data = buffer_get_memory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
131 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
132 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
133 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
134 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
135 * not, drawStridedSlow is needed, including a vertex buffer path.
137 if(This->stateBlock->loadBaseVertexIndex < 0) {
138 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
140 data = ((struct wined3d_buffer *)This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
141 if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
142 FIXME("System memory vertex data load offset is negative!\n");
147 if( streamVBO != 0) *fixup = TRUE;
148 else if(*fixup && !useVertexShaderFunction &&
149 (element->Usage == WINED3DDECLUSAGE_COLOR ||
150 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
151 static BOOL warned = FALSE;
153 /* This may be bad with the fixed function pipeline */
154 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
160 data += element->Offset;
162 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
164 if (useVertexShaderFunction)
165 stride_used = vshader_get_input(This->stateBlock->vertexShader,
166 element->Usage, element->UsageIndex, &idx);
168 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
171 TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
172 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
173 useVertexShaderFunction? "shader": "fixed function", idx,
174 debug_d3ddeclusage(element->Usage), element->UsageIndex,
175 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
177 if (!useVertexShaderFunction && !vertexDeclaration->ffp_valid[i]) {
178 WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
179 debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage));
181 strided->u.input[idx].lpData = data;
182 strided->u.input[idx].dwType = element->Type;
183 strided->u.input[idx].dwStride = stride;
184 strided->u.input[idx].VBO = streamVBO;
185 strided->u.input[idx].streamNo = element->Stream;
186 if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) && element->Type == WINED3DDECLTYPE_D3DCOLOR)
188 strided->swizzle_map |= 1 << idx;
190 strided->use_map |= 1 << idx;
194 /* Now call PreLoad on all the vertex buffers. In the very rare case
195 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
196 * The vertex buffer can now use the strided structure in the device instead of finding its
199 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
202 for(i=0; i < numPreloadStreams; i++) {
203 IWineD3DBuffer *vb = This->stateBlock->streamSource[streams[i]];
205 IWineD3DBuffer_PreLoad(vb);
210 static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
211 UINT min_vertex_idx, UINT max_vertex_idx, UINT count, UINT idx_size,
212 const void *idx_data, UINT start_idx)
214 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
218 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, primitive_type, count, min_vertex_idx);
221 glDrawElements(primitive_type, count,
222 idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
223 (const char *)idx_data + (idx_size * start_idx));
224 checkGLcall("glDrawElements");
226 glDrawRangeElements(primitive_type, min_vertex_idx, max_vertex_idx, count,
227 idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
228 (const char *)idx_data + (idx_size * start_idx));
229 checkGLcall("glDrawRangeElements");
234 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, primitive_type, start_idx, count);
236 glDrawArrays(primitive_type, start_idx, count);
237 checkGLcall("glDrawArrays");
242 * Actually draw using the supplied information.
243 * Slower GL version which extracts info about each vertex in turn
246 static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes,
247 GLenum glPrimType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
249 unsigned int textureNo = 0;
250 const WORD *pIdxBufS = NULL;
251 const DWORD *pIdxBufL = NULL;
253 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
254 const UINT *streamOffset = This->stateBlock->streamOffset;
255 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
256 BOOL pixelShader = use_ps(This->stateBlock);
257 BOOL specular_fog = FALSE;
258 UINT texture_stages = GL_LIMITS(texture_stages);
259 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
260 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
263 TRACE("Using slow vertex array code\n");
265 /* Variable Initialization */
267 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
268 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
269 * idxData will be != NULL
271 if(idxData == NULL) {
272 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
275 if (idxSize == 2) pIdxBufS = idxData;
276 else pIdxBufL = idxData;
277 } else if (idxData) {
278 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
282 /* Start drawing in GL */
283 VTRACE(("glBegin(%x)\n", glPrimType));
286 if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
288 if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
289 else glNormal3f(0, 0, 0);
291 if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
292 else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
293 if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
294 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
296 if (sd->u.s.specular.lpData)
298 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
300 /* special case where the fog density is stored in the specular alpha channel */
301 if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
302 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
303 || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
304 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
306 if (GL_SUPPORT(EXT_FOG_COORD))
308 if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
309 else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
317 /* TODO: Use the fog table code from old ddraw */
318 FIXME("Implement fog for transformed vertices in software\n");
324 else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
326 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
329 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
331 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
332 int texture_idx = This->texUnitMap[textureNo];
334 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
336 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
340 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
342 if (texture_idx == -1) continue;
346 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
349 else if (coordIdx < 0)
351 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
355 if(sd->u.s.texCoords[coordIdx].lpData)
357 texCoords[coordIdx] =
358 sd->u.s.texCoords[coordIdx].lpData + streamOffset[sd->u.s.texCoords[coordIdx].streamNo];
359 tex_mask |= (1 << textureNo);
363 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
364 if (GL_SUPPORT(ARB_MULTITEXTURE))
365 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
367 glTexCoord4f(0, 0, 0, 1);
371 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
372 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
375 /* For each primitive */
376 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
377 UINT texture, tmp_tex_mask;
378 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
379 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
382 /* For indexed data, we need to go a few more strides in */
383 if (idxData != NULL) {
385 /* Indexed so work out the number of strides to skip */
387 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
388 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
390 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
391 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
395 tmp_tex_mask = tex_mask;
396 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
402 if (!(tmp_tex_mask & 1)) continue;
404 coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
405 ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
407 texture_idx = This->texUnitMap[texture];
408 multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
411 /* Diffuse -------------------------------- */
413 const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride;
415 diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords);
416 if(This->activeContext->num_untracked_materials) {
417 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
421 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
422 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
423 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
424 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
426 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
427 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
432 /* Specular ------------------------------- */
434 const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
436 specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
440 DWORD specularColor = *(const DWORD *)ptrToCoords;
441 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
445 /* Normal -------------------------------- */
446 if (normal != NULL) {
447 const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride;
448 normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
451 /* Position -------------------------------- */
453 const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride;
454 position_funcs[sd->u.s.position.dwType](ptrToCoords);
457 /* For non indexed mode, step onto next parts */
458 if (idxData == NULL) {
464 checkGLcall("glEnd and previous calls");
467 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
469 case WINED3DDECLTYPE_FLOAT1:
470 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
472 case WINED3DDECLTYPE_FLOAT2:
473 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
475 case WINED3DDECLTYPE_FLOAT3:
476 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
478 case WINED3DDECLTYPE_FLOAT4:
479 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
482 case WINED3DDECLTYPE_UBYTE4:
483 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
485 case WINED3DDECLTYPE_D3DCOLOR:
486 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
488 const DWORD *src = ptr;
489 DWORD c = *src & 0xff00ff00;
490 c |= (*src & 0xff0000) >> 16;
491 c |= (*src & 0xff) << 16;
492 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
495 /* else fallthrough */
496 case WINED3DDECLTYPE_UBYTE4N:
497 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
500 case WINED3DDECLTYPE_SHORT2:
501 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
503 case WINED3DDECLTYPE_SHORT4:
504 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
507 case WINED3DDECLTYPE_SHORT2N:
509 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
510 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
513 case WINED3DDECLTYPE_USHORT2N:
515 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
516 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
519 case WINED3DDECLTYPE_SHORT4N:
520 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
522 case WINED3DDECLTYPE_USHORT4N:
523 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
526 case WINED3DDECLTYPE_UDEC3:
527 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
528 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
530 case WINED3DDECLTYPE_DEC3N:
531 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
532 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
535 case WINED3DDECLTYPE_FLOAT16_2:
536 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
537 * byte float according to the IEEE standard
539 if (GL_SUPPORT(NV_HALF_FLOAT)) {
540 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
542 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
543 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
544 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
547 case WINED3DDECLTYPE_FLOAT16_4:
548 if (GL_SUPPORT(NV_HALF_FLOAT)) {
549 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
551 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
552 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
553 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
554 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
555 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
559 case WINED3DDECLTYPE_UNUSED:
561 ERR("Unexpected attribute declaration: %d\n", type);
566 static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
567 GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
569 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
570 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
571 const WORD *pIdxBufS = NULL;
572 const DWORD *pIdxBufL = NULL;
575 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
579 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
580 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
581 * idxData will be != NULL
583 if(idxData == NULL) {
584 idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
587 if (idxSize == 2) pIdxBufS = idxData;
588 else pIdxBufL = idxData;
589 } else if (idxData) {
590 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
594 /* Start drawing in GL */
595 VTRACE(("glBegin(%x)\n", glPrimitiveType));
596 glBegin(glPrimitiveType);
598 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
599 if (idxData != NULL) {
601 /* Indexed so work out the number of strides to skip */
603 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
604 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
606 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
607 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
611 for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
612 if(!sd->u.input[i].lpData) continue;
614 ptr = sd->u.input[i].lpData +
615 sd->u.input[i].dwStride * SkipnStrides +
616 stateblock->streamOffset[sd->u.input[i].streamNo];
618 send_attribute(This, sd->u.input[i].dwType, i, ptr);
626 static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd,
627 UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex,
630 UINT numInstances = 0, i;
631 int numInstancedAttribs = 0, j;
632 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
633 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
634 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
637 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
638 * We don't support this for now
640 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
641 * But the StreamSourceFreq value has a different meaning in that situation.
643 FIXME("Non-indexed instanced drawing is not supported\n");
647 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
649 /* First, figure out how many instances we have to draw */
650 for(i = 0; i < MAX_STREAMS; i++) {
651 /* Look at the streams and take the first one which matches */
652 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
653 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
654 if(stateblock->streamFreq[i] == 0){
657 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
659 break; /* break, because only the first suitable value is interesting */
663 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
664 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
665 instancedData[numInstancedAttribs] = i;
666 numInstancedAttribs++;
670 /* now draw numInstances instances :-) */
671 for(i = 0; i < numInstances; i++) {
672 /* Specify the instanced attributes using immediate mode calls */
673 for(j = 0; j < numInstancedAttribs; j++) {
674 const BYTE *ptr = sd->u.input[instancedData[j]].lpData +
675 sd->u.input[instancedData[j]].dwStride * i +
676 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
677 if(sd->u.input[instancedData[j]].VBO) {
678 struct wined3d_buffer *vb = (struct wined3d_buffer *)stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
679 ptr += (long) vb->resource.allocatedMemory;
682 send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
685 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
686 (const char *)idxData+(idxSize * startIdx));
687 checkGLcall("glDrawElements");
691 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
693 struct wined3d_buffer *vb;
695 if(s->u.s.position.VBO) {
696 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.position.streamNo];
697 s->u.s.position.VBO = 0;
698 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
700 if(s->u.s.blendWeights.VBO) {
701 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
702 s->u.s.blendWeights.VBO = 0;
703 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
705 if(s->u.s.blendMatrixIndices.VBO) {
706 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
707 s->u.s.blendMatrixIndices.VBO = 0;
708 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
710 if(s->u.s.normal.VBO) {
711 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.normal.streamNo];
712 s->u.s.normal.VBO = 0;
713 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
715 if(s->u.s.pSize.VBO) {
716 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.pSize.streamNo];
717 s->u.s.pSize.VBO = 0;
718 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
720 if(s->u.s.diffuse.VBO) {
721 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
722 s->u.s.diffuse.VBO = 0;
723 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
725 if(s->u.s.specular.VBO) {
726 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.specular.streamNo];
727 s->u.s.specular.VBO = 0;
728 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
730 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
731 if(s->u.s.texCoords[i].VBO) {
732 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
733 s->u.s.texCoords[i].VBO = 0;
734 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
737 if(s->u.s.position2.VBO) {
738 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.position2.streamNo];
739 s->u.s.position2.VBO = 0;
740 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
742 if(s->u.s.normal2.VBO) {
743 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.normal2.streamNo];
744 s->u.s.normal2.VBO = 0;
745 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
747 if(s->u.s.tangent.VBO) {
748 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.tangent.streamNo];
749 s->u.s.tangent.VBO = 0;
750 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
752 if(s->u.s.binormal.VBO) {
753 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.binormal.streamNo];
754 s->u.s.binormal.VBO = 0;
755 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
757 if(s->u.s.tessFactor.VBO) {
758 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
759 s->u.s.tessFactor.VBO = 0;
760 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
763 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.fog.streamNo];
765 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
767 if(s->u.s.depth.VBO) {
768 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.depth.streamNo];
769 s->u.s.depth.VBO = 0;
770 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
772 if(s->u.s.sample.VBO) {
773 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[s->u.s.sample.streamNo];
774 s->u.s.sample.VBO = 0;
775 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
779 /* Routine common to the draw primitive and draw indexed primitive routines */
780 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
781 UINT StartIdx, UINT idxSize, const void *idxData, UINT minIndex)
784 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
785 IWineD3DSurfaceImpl *target;
788 if (!index_count) return;
790 /* Invalidate the back buffer memory so LockRect will read it the next time */
791 for(i = 0; i < GL_LIMITS(buffers); i++) {
792 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
794 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
795 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
799 /* Signals other modules that a drawing is in progress and the stateblock finalized */
800 This->isInDraw = TRUE;
802 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
804 if (This->stencilBufferTarget) {
805 /* Note that this depends on the ActivateContext call above to set
806 * This->render_offscreen properly */
807 DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
808 surface_load_ds_location(This->stencilBufferTarget, location);
809 surface_modify_ds_location(This->stencilBufferTarget, location);
812 /* Ok, we will be updating the screen from here onwards so grab the lock */
815 GLenum glPrimType = This->stateBlock->gl_primitive_type;
816 BOOL emulation = FALSE;
817 const WineDirect3DVertexStridedData *strided = &This->strided_streams;
818 WineDirect3DVertexStridedData stridedlcl;
820 if (!numberOfVertices) numberOfVertices = index_count;
822 if (!use_vs(This->stateBlock))
824 if (!This->strided_streams.position_transformed && This->activeContext->num_untracked_materials
825 && This->stateBlock->renderState[WINED3DRS_LIGHTING])
829 FIXME("Using software emulation because not all material properties could be tracked\n");
832 TRACE("Using software emulation because not all material properties could be tracked\n");
836 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
837 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
838 * to a float in the vertex buffer
842 FIXME("Using software emulation because manual fog coordinates are provided\n");
845 TRACE("Using software emulation because manual fog coordinates are provided\n");
851 strided = &stridedlcl;
852 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
853 remove_vbos(This, &stridedlcl);
857 if (This->useDrawStridedSlow || emulation) {
858 /* Immediate mode drawing */
859 if (use_vs(This->stateBlock))
863 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
866 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
868 drawStridedSlowVs(iface, strided, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
870 drawStridedSlow(iface, strided, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
872 } else if(This->instancedDraw) {
873 /* Instancing emulation with mixing immediate mode and arrays */
874 drawStridedInstanced(iface, &This->strided_streams, index_count,
875 glPrimType, idxData, idxSize, minIndex, StartIdx);
877 drawStridedFast(iface, glPrimType, minIndex, minIndex + numberOfVertices - 1,
878 index_count, idxSize, idxData, StartIdx);
882 /* Finished updating the screen, restore lock */
884 TRACE("Done all gl drawing\n");
887 #ifdef SHOW_FRAME_MAKEUP
889 static long int primCounter = 0;
890 /* NOTE: set primCounter to the value reported by drawprim
891 before you want to to write frame makeup to /tmp */
892 if (primCounter >= 0) {
893 WINED3DLOCKED_RECT r;
895 IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
896 sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
897 TRACE("Saving screenshot %s\n", buffer);
898 IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
899 IWineD3DSurface_UnlockRect(This->render_targets[0]);
901 #ifdef SHOW_TEXTURE_MAKEUP
903 IWineD3DSurface *pSur;
905 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
906 if (This->stateBlock->textures[textureNo] != NULL) {
907 sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
908 TRACE("Saving texture %s\n", buffer);
909 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
910 IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
911 IWineD3DSurface_SaveSnapshot(pSur, buffer);
912 IWineD3DSurface_Release(pSur);
914 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
921 TRACE("drawprim #%ld\n", primCounter);
926 /* Control goes back to the device, stateblock values may change again */
927 This->isInDraw = FALSE;
930 static void normalize_normal(float *n) {
931 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
932 if(length == 0.0) return;
933 length = sqrt(length);
934 n[0] = n[0] / length;
935 n[1] = n[1] / length;
936 n[2] = n[2] / length;
939 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
941 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
942 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
943 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
944 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
947 * To read back, the opengl feedback mode is used. This creates a problem because we want
948 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
949 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
950 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
951 * them to [-1.0;+1.0] and set the viewport up to scale them back.
953 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
954 * resulting colors back to the normals.
956 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
957 * does not restore it because normally a draw follows immediately afterwards. The caller is
958 * responsible of taking care that either the gl states are restored, or the context activated
959 * for drawing to reset the lastWasBlit flag.
961 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
962 struct WineD3DRectPatch *patch) {
963 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
964 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
965 WineDirect3DVertexStridedData strided;
967 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
969 GLenum feedback_type;
972 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
975 memset(&strided, 0, sizeof(strided));
976 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
977 if(strided.u.s.position.VBO) {
978 struct wined3d_buffer *vb;
979 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[strided.u.s.position.streamNo];
980 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
981 (unsigned long) vb->resource.allocatedMemory);
983 vtxStride = strided.u.s.position.dwStride;
984 data = strided.u.s.position.lpData +
985 vtxStride * info->Stride * info->StartVertexOffsetHeight +
986 vtxStride * info->StartVertexOffsetWidth;
988 /* Not entirely sure about what happens with transformed vertices */
989 if (strided.position_transformed) FIXME("Transformed position in rectpatch generation\n");
991 if(vtxStride % sizeof(GLfloat)) {
992 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
993 * I don't see how the stride could not be a multiple of 4, but make sure
996 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
998 if(info->Basis != WINED3DBASIS_BEZIER) {
999 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1001 if(info->Degree != WINED3DDEGREE_CUBIC) {
1002 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1005 /* First, get the boundary cube of the input data */
1006 for(j = 0; j < info->Height; j++) {
1007 for(i = 0; i < info->Width; i++) {
1008 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
1009 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1010 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1011 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1012 if(v[2] < neg_z) neg_z = v[2];
1016 /* This needs some improvements in the vertex decl code */
1017 FIXME("Cannot find data to generate. Only generating position and normals\n");
1018 patch->has_normals = TRUE;
1019 patch->has_texcoords = FALSE;
1021 /* Simply activate the context for blitting. This disables all the things we don't want and
1022 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1023 * patch (as opposed to normal draws) will most likely need different changes anyway
1025 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1028 glMatrixMode(GL_PROJECTION);
1029 checkGLcall("glMatrixMode(GL_PROJECTION)");
1031 checkGLcall("glLoadIndentity()");
1032 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1033 glTranslatef(0, 0, 0.5);
1034 checkGLcall("glScalef");
1035 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1036 checkGLcall("glViewport");
1038 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1039 * our feedback buffer parser
1041 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1042 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1043 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1044 if(patch->has_normals) {
1045 static const GLfloat black[] = {0, 0, 0, 0};
1046 static const GLfloat red[] = {1, 0, 0, 0};
1047 static const GLfloat green[] = {0, 1, 0, 0};
1048 static const GLfloat blue[] = {0, 0, 1, 0};
1049 static const GLfloat white[] = {1, 1, 1, 1};
1050 glEnable(GL_LIGHTING);
1051 checkGLcall("glEnable(GL_LIGHTING)");
1052 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1053 checkGLcall("glLightModel for MODEL_AMBIENT");
1054 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1056 for(i = 3; i < GL_LIMITS(lights); i++) {
1057 glDisable(GL_LIGHT0 + i);
1058 checkGLcall("glDisable(GL_LIGHT0 + i)");
1059 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1062 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1063 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1064 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1065 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1066 glLightfv(GL_LIGHT0, GL_POSITION, red);
1067 glEnable(GL_LIGHT0);
1068 checkGLcall("Setting up light 1\n");
1069 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1070 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1071 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1072 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1073 glLightfv(GL_LIGHT1, GL_POSITION, green);
1074 glEnable(GL_LIGHT1);
1075 checkGLcall("Setting up light 2\n");
1076 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1077 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1078 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1079 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1080 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1081 glEnable(GL_LIGHT2);
1082 checkGLcall("Setting up light 3\n");
1084 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1085 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1086 glDisable(GL_COLOR_MATERIAL);
1087 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1088 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1089 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1090 checkGLcall("Setting up materials\n");
1093 /* Enable the needed maps.
1094 * GL_MAP2_VERTEX_3 is needed for positional data.
1095 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1096 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1098 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1099 out_vertex_size = 3 /* position */;
1100 d3d_out_vertex_size = 3;
1101 glEnable(GL_MAP2_VERTEX_3);
1102 if(patch->has_normals && patch->has_texcoords) {
1103 FIXME("Texcoords not handled yet\n");
1104 feedback_type = GL_3D_COLOR_TEXTURE;
1105 out_vertex_size += 8;
1106 d3d_out_vertex_size += 7;
1107 glEnable(GL_AUTO_NORMAL);
1108 glEnable(GL_MAP2_TEXTURE_COORD_4);
1109 } else if(patch->has_texcoords) {
1110 FIXME("Texcoords not handled yet\n");
1111 feedback_type = GL_3D_COLOR_TEXTURE;
1112 out_vertex_size += 7;
1113 d3d_out_vertex_size += 4;
1114 glEnable(GL_MAP2_TEXTURE_COORD_4);
1115 } else if(patch->has_normals) {
1116 feedback_type = GL_3D_COLOR;
1117 out_vertex_size += 4;
1118 d3d_out_vertex_size += 3;
1119 glEnable(GL_AUTO_NORMAL);
1121 feedback_type = GL_3D;
1123 checkGLcall("glEnable vertex attrib generation");
1125 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1126 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1127 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1129 glMap2f(GL_MAP2_VERTEX_3,
1130 0, 1, vtxStride / sizeof(float), info->Width,
1131 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1132 (const GLfloat *)data);
1133 checkGLcall("glMap2f");
1134 if(patch->has_texcoords) {
1135 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1136 0, 1, vtxStride / sizeof(float), info->Width,
1137 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1138 (const GLfloat *)data);
1139 checkGLcall("glMap2f");
1141 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1142 checkGLcall("glMapGrid2f");
1144 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1145 checkGLcall("glFeedbackBuffer");
1146 glRenderMode(GL_FEEDBACK);
1148 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1149 checkGLcall("glEvalMesh2\n");
1151 i = glRenderMode(GL_RENDER);
1154 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1156 HeapFree(GetProcessHeap(), 0, feedbuffer);
1157 return WINED3DERR_DRIVERINTERNALERROR;
1158 } else if(i != buffer_size) {
1160 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1162 HeapFree(GetProcessHeap(), 0, feedbuffer);
1163 return WINED3DERR_DRIVERINTERNALERROR;
1165 TRACE("Got %d elements as expected\n", i);
1168 HeapFree(GetProcessHeap(), 0, patch->mem);
1169 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1171 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1172 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1173 ERR("Unexpected token: %f\n", feedbuffer[j]);
1176 if(feedbuffer[j + 1] != 3) {
1177 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1180 /* Somehow there are different ideas about back / front facing, so fix up the
1183 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1184 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1185 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1186 if(patch->has_normals) {
1187 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1188 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1189 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1191 i += d3d_out_vertex_size;
1193 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1194 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1195 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1196 if(patch->has_normals) {
1197 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1198 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1199 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1201 i += d3d_out_vertex_size;
1203 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1204 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1205 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1206 if(patch->has_normals) {
1207 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1208 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1209 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1211 i += d3d_out_vertex_size;
1214 if(patch->has_normals) {
1215 /* Now do the same with reverse light directions */
1216 static const GLfloat x[] = {-1, 0, 0, 0};
1217 static const GLfloat y[] = { 0, -1, 0, 0};
1218 static const GLfloat z[] = { 0, 0, -1, 0};
1219 glLightfv(GL_LIGHT0, GL_POSITION, x);
1220 glLightfv(GL_LIGHT1, GL_POSITION, y);
1221 glLightfv(GL_LIGHT2, GL_POSITION, z);
1222 checkGLcall("Setting up reverse light directions\n");
1224 glRenderMode(GL_FEEDBACK);
1225 checkGLcall("glRenderMode(GL_FEEDBACK)");
1226 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1227 checkGLcall("glEvalMesh2\n");
1228 i = glRenderMode(GL_RENDER);
1229 checkGLcall("glRenderMode(GL_RENDER)");
1232 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1233 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1234 ERR("Unexpected token: %f\n", feedbuffer[j]);
1237 if(feedbuffer[j + 1] != 3) {
1238 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1241 if(patch->mem[i + 3] == 0.0)
1242 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1243 if(patch->mem[i + 4] == 0.0)
1244 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1245 if(patch->mem[i + 5] == 0.0)
1246 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1247 normalize_normal(patch->mem + i + 3);
1248 i += d3d_out_vertex_size;
1250 if(patch->mem[i + 3] == 0.0)
1251 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1252 if(patch->mem[i + 4] == 0.0)
1253 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1254 if(patch->mem[i + 5] == 0.0)
1255 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1256 normalize_normal(patch->mem + i + 3);
1257 i += d3d_out_vertex_size;
1259 if(patch->mem[i + 3] == 0.0)
1260 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1261 if(patch->mem[i + 4] == 0.0)
1262 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1263 if(patch->mem[i + 5] == 0.0)
1264 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1265 normalize_normal(patch->mem + i + 3);
1266 i += d3d_out_vertex_size;
1270 glDisable(GL_MAP2_VERTEX_3);
1271 glDisable(GL_AUTO_NORMAL);
1272 glDisable(GL_MAP2_NORMAL);
1273 glDisable(GL_MAP2_TEXTURE_COORD_4);
1274 checkGLcall("glDisable vertex attrib generation");
1277 HeapFree(GetProcessHeap(), 0, feedbuffer);
1279 vtxStride = 3 * sizeof(float);
1280 if(patch->has_normals) {
1281 vtxStride += 3 * sizeof(float);
1283 if(patch->has_texcoords) {
1284 vtxStride += 4 * sizeof(float);
1286 memset(&patch->strided, 0, sizeof(&patch->strided));
1287 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1288 patch->strided.u.s.position.dwStride = vtxStride;
1289 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1290 patch->strided.u.s.position.streamNo = 255;
1292 if(patch->has_normals) {
1293 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1294 patch->strided.u.s.normal.dwStride = vtxStride;
1295 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1296 patch->strided.u.s.normal.streamNo = 255;
1298 if(patch->has_texcoords) {
1299 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1300 if(patch->has_normals) {
1301 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1303 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1304 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1305 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1306 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1309 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;