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 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
40 DWORD NumVertexes = NumPrimitives;
42 switch (PrimitiveType) {
43 case WINED3DPT_POINTLIST:
45 *primType = GL_POINTS;
46 NumVertexes = NumPrimitives;
49 case WINED3DPT_LINELIST:
52 NumVertexes = NumPrimitives * 2;
55 case WINED3DPT_LINESTRIP:
56 TRACE("LINE_STRIP\n");
57 *primType = GL_LINE_STRIP;
58 NumVertexes = NumPrimitives + 1;
61 case WINED3DPT_TRIANGLELIST:
63 *primType = GL_TRIANGLES;
64 NumVertexes = NumPrimitives * 3;
67 case WINED3DPT_TRIANGLESTRIP:
68 TRACE("TRIANGLE_STRIP\n");
69 *primType = GL_TRIANGLE_STRIP;
70 NumVertexes = NumPrimitives + 2;
73 case WINED3DPT_TRIANGLEFAN:
74 TRACE("TRIANGLE_FAN\n");
75 *primType = GL_TRIANGLE_FAN;
76 NumVertexes = NumPrimitives + 2;
80 FIXME("Unhandled primitive\n");
81 *primType = GL_POINTS;
87 static BOOL fixed_get_input(
88 BYTE usage, BYTE usage_idx,
89 unsigned int* regnum) {
93 /* Those positions must have the order in the
94 * named part of the strided data */
96 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
98 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
100 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
102 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
104 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
106 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
108 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
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;
130 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131 debug_d3ddeclusage(usage), usage_idx);
137 void primitiveDeclarationConvertToStridedData(
138 IWineD3DDevice *iface,
139 BOOL useVertexShaderFunction,
140 WineDirect3DVertexStridedData *strided,
143 /* We need to deal with frequency data!*/
145 const BYTE *data = NULL;
146 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
147 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
149 const WINED3DVERTEXELEMENT *element;
151 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
152 const DWORD *streams = vertexDeclaration->streams;
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;
160 /* Translate the declaration into strided data */
161 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
166 element = vertexDeclaration->pDeclarationWine + i;
167 TRACE("%p Element %p (%u of %u)\n", vertexDeclaration->pDeclarationWine,
168 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
170 if (This->stateBlock->streamSource[element->Stream] == NULL)
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]);
177 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
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);
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.
188 if(This->stateBlock->loadBaseVertexIndex < 0) {
189 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
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");
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;
204 /* This may be bad with the fixed function pipeline */
205 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
211 data += element->Offset;
213 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
215 if (useVertexShaderFunction)
216 stride_used = vshader_get_input(This->stateBlock->vertexShader,
217 element->Usage, element->UsageIndex, &idx);
219 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
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);
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));
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;
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
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
248 for(i=0; i < numPreloadStreams; i++) {
249 IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
251 IWineD3DVertexBuffer_PreLoad(vb);
256 static void drawStridedFast(IWineD3DDevice *iface, UINT numberOfVertices, GLenum glPrimitiveType,
257 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx)
259 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
261 if (idxSize != 0 /* This crashes sometimes!*/) {
262 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
263 idxData = idxData == (void *)-1 ? NULL : idxData;
265 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
266 (const char *)idxData+(idxSize * startIdx));
267 checkGLcall("glDrawElements");
268 #else /* using drawRangeElements may be faster */
270 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
271 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
272 (const char *)idxData+(idxSize * startIdx));
273 checkGLcall("glDrawRangeElements");
277 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, glPrimitiveType, startIdx, numberOfVertices);
278 glDrawArrays(glPrimitiveType, startIdx, numberOfVertices);
279 checkGLcall("glDrawArrays");
286 * Actually draw using the supplied information.
287 * Slower GL version which extracts info about each vertex in turn
290 static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes,
291 GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx)
293 unsigned int textureNo = 0;
294 const WORD *pIdxBufS = NULL;
295 const DWORD *pIdxBufL = NULL;
297 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
298 const UINT *streamOffset = This->stateBlock->streamOffset;
299 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
300 BOOL pixelShader = use_ps(This->stateBlock);
301 BOOL specular_fog = FALSE;
302 UINT texture_stages = GL_LIMITS(texture_stages);
303 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
304 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
307 TRACE("Using slow vertex array code\n");
309 /* Variable Initialization */
311 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
312 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
313 * idxData will be != NULL
315 if(idxData == NULL) {
316 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
319 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
320 else pIdxBufL = (const DWORD *) idxData;
321 } else if (idxData) {
322 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
326 /* Start drawing in GL */
327 VTRACE(("glBegin(%x)\n", glPrimType));
330 if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
332 if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
333 else glNormal3f(0, 0, 0);
335 if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
336 else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
337 if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
338 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
340 if (sd->u.s.specular.lpData)
342 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
344 /* special case where the fog density is stored in the specular alpha channel */
345 if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
346 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
347 || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
348 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
350 if (GL_SUPPORT(EXT_FOG_COORD))
352 if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
353 else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
361 /* TODO: Use the fog table code from old ddraw */
362 FIXME("Implement fog for transformed vertices in software\n");
368 else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
370 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
373 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
375 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
376 int texture_idx = This->texUnitMap[textureNo];
378 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
380 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
384 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
386 if (texture_idx == -1) continue;
390 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
393 else if (coordIdx < 0)
395 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
399 if(sd->u.s.texCoords[coordIdx].lpData)
401 texCoords[coordIdx] =
402 sd->u.s.texCoords[coordIdx].lpData + streamOffset[sd->u.s.texCoords[coordIdx].streamNo];
403 tex_mask |= (1 << textureNo);
407 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
408 if (GL_SUPPORT(ARB_MULTITEXTURE))
409 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
411 glTexCoord4f(0, 0, 0, 1);
415 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
416 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
419 /* For each primitive */
420 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
421 UINT texture, tmp_tex_mask;
422 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
423 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
426 /* For indexed data, we need to go a few more strides in */
427 if (idxData != NULL) {
429 /* Indexed so work out the number of strides to skip */
431 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
432 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
434 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
435 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
439 tmp_tex_mask = tex_mask;
440 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
446 if (!(tmp_tex_mask & 1)) continue;
448 coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
449 ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
451 texture_idx = This->texUnitMap[texture];
452 multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
455 /* Diffuse -------------------------------- */
457 const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride;
459 diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords);
460 if(This->activeContext->num_untracked_materials) {
461 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
465 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
466 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
467 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
468 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
470 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
471 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
476 /* Specular ------------------------------- */
478 const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
480 specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
484 DWORD specularColor = *(const DWORD *)ptrToCoords;
485 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
489 /* Normal -------------------------------- */
490 if (normal != NULL) {
491 const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride;
492 normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
495 /* Position -------------------------------- */
497 const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride;
498 position_funcs[sd->u.s.position.dwType](ptrToCoords);
501 /* For non indexed mode, step onto next parts */
502 if (idxData == NULL) {
508 checkGLcall("glEnd and previous calls");
511 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
513 case WINED3DDECLTYPE_FLOAT1:
514 GL_EXTCALL(glVertexAttrib1fvARB(index, (const float *)ptr));
516 case WINED3DDECLTYPE_FLOAT2:
517 GL_EXTCALL(glVertexAttrib2fvARB(index, (const float *)ptr));
519 case WINED3DDECLTYPE_FLOAT3:
520 GL_EXTCALL(glVertexAttrib3fvARB(index, (const float *)ptr));
522 case WINED3DDECLTYPE_FLOAT4:
523 GL_EXTCALL(glVertexAttrib4fvARB(index, (const float *)ptr));
526 case WINED3DDECLTYPE_UBYTE4:
527 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
529 case WINED3DDECLTYPE_UBYTE4N:
530 case WINED3DDECLTYPE_D3DCOLOR:
531 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
534 case WINED3DDECLTYPE_SHORT2:
535 GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
537 case WINED3DDECLTYPE_SHORT4:
538 GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
541 case WINED3DDECLTYPE_SHORT2N:
543 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
544 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
547 case WINED3DDECLTYPE_USHORT2N:
549 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
550 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
553 case WINED3DDECLTYPE_SHORT4N:
554 GL_EXTCALL(glVertexAttrib4NsvARB(index, (const GLshort *)ptr));
556 case WINED3DDECLTYPE_USHORT4N:
557 GL_EXTCALL(glVertexAttrib4NusvARB(index, (const GLushort *)ptr));
560 case WINED3DDECLTYPE_UDEC3:
561 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
562 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
564 case WINED3DDECLTYPE_DEC3N:
565 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
566 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
569 case WINED3DDECLTYPE_FLOAT16_2:
570 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
571 * byte float according to the IEEE standard
573 if (GL_SUPPORT(NV_HALF_FLOAT)) {
574 GL_EXTCALL(glVertexAttrib2hvNV(index, (const GLhalfNV *)ptr));
576 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
577 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
578 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
581 case WINED3DDECLTYPE_FLOAT16_4:
582 if (GL_SUPPORT(NV_HALF_FLOAT)) {
583 GL_EXTCALL(glVertexAttrib4hvNV(index, (const GLhalfNV *)ptr));
585 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
586 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
587 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
588 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
589 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
593 case WINED3DDECLTYPE_UNUSED:
595 ERR("Unexpected attribute declaration: %d\n", type);
600 static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
601 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx)
603 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
604 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
605 const WORD *pIdxBufS = NULL;
606 const DWORD *pIdxBufL = NULL;
609 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
613 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
614 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
615 * idxData will be != NULL
617 if(idxData == NULL) {
618 idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
621 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
622 else pIdxBufL = (const DWORD *) idxData;
623 } else if (idxData) {
624 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
628 /* Start drawing in GL */
629 VTRACE(("glBegin(%x)\n", glPrimitiveType));
630 glBegin(glPrimitiveType);
632 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
633 if (idxData != NULL) {
635 /* Indexed so work out the number of strides to skip */
637 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
638 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
640 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
641 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
645 for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
646 if(!sd->u.input[i].lpData) continue;
648 ptr = sd->u.input[i].lpData +
649 sd->u.input[i].dwStride * SkipnStrides +
650 stateblock->streamOffset[sd->u.input[i].streamNo];
652 send_attribute(This, sd->u.input[i].dwType, i, ptr);
660 static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd,
661 UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
664 UINT numInstances = 0, i;
665 int numInstancedAttribs = 0, j;
666 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
667 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
668 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
671 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
672 * We don't support this for now
674 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
675 * But the StreamSourceFreq value has a different meaning in that situation.
677 FIXME("Non-indexed instanced drawing is not supported\n");
681 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
682 idxData = idxData == (void *)-1 ? NULL : idxData;
684 /* First, figure out how many instances we have to draw */
685 for(i = 0; i < MAX_STREAMS; i++) {
686 /* Look at the streams and take the first one which matches */
687 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
688 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
689 if(stateblock->streamFreq[i] == 0){
692 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
694 break; /* break, because only the first suitable value is interesting */
698 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
699 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
700 instancedData[numInstancedAttribs] = i;
701 numInstancedAttribs++;
705 /* now draw numInstances instances :-) */
706 for(i = 0; i < numInstances; i++) {
707 /* Specify the instanced attributes using immediate mode calls */
708 for(j = 0; j < numInstancedAttribs; j++) {
709 const BYTE *ptr = sd->u.input[instancedData[j]].lpData +
710 sd->u.input[instancedData[j]].dwStride * i +
711 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
712 if(sd->u.input[instancedData[j]].VBO) {
713 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
714 ptr += (long) vb->resource.allocatedMemory;
717 send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
720 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
721 (const char *)idxData+(idxSize * startIdx));
722 checkGLcall("glDrawElements");
726 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
728 IWineD3DVertexBufferImpl *vb;
730 if(s->u.s.position.VBO) {
731 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
732 s->u.s.position.VBO = 0;
733 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
735 if(s->u.s.blendWeights.VBO) {
736 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
737 s->u.s.blendWeights.VBO = 0;
738 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
740 if(s->u.s.blendMatrixIndices.VBO) {
741 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
742 s->u.s.blendMatrixIndices.VBO = 0;
743 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
745 if(s->u.s.normal.VBO) {
746 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
747 s->u.s.normal.VBO = 0;
748 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
750 if(s->u.s.pSize.VBO) {
751 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
752 s->u.s.pSize.VBO = 0;
753 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
755 if(s->u.s.diffuse.VBO) {
756 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
757 s->u.s.diffuse.VBO = 0;
758 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
760 if(s->u.s.specular.VBO) {
761 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
762 s->u.s.specular.VBO = 0;
763 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
765 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
766 if(s->u.s.texCoords[i].VBO) {
767 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
768 s->u.s.texCoords[i].VBO = 0;
769 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
772 if(s->u.s.position2.VBO) {
773 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
774 s->u.s.position2.VBO = 0;
775 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
777 if(s->u.s.normal2.VBO) {
778 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
779 s->u.s.normal2.VBO = 0;
780 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
782 if(s->u.s.tangent.VBO) {
783 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
784 s->u.s.tangent.VBO = 0;
785 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
787 if(s->u.s.binormal.VBO) {
788 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
789 s->u.s.binormal.VBO = 0;
790 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
792 if(s->u.s.tessFactor.VBO) {
793 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
794 s->u.s.tessFactor.VBO = 0;
795 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
798 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
800 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
802 if(s->u.s.depth.VBO) {
803 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
804 s->u.s.depth.VBO = 0;
805 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
807 if(s->u.s.sample.VBO) {
808 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
809 s->u.s.sample.VBO = 0;
810 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
814 /* Routine common to the draw primitive and draw indexed primitive routines */
815 void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
816 UINT numberOfVertices, long StartIdx, short idxSize, const void *idxData, int minIndex)
819 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
820 IWineD3DSurfaceImpl *target;
823 if (NumPrimitives == 0) return;
825 /* Invalidate the back buffer memory so LockRect will read it the next time */
826 for(i = 0; i < GL_LIMITS(buffers); i++) {
827 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
829 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
830 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
834 /* Signals other modules that a drawing is in progress and the stateblock finalized */
835 This->isInDraw = TRUE;
837 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
839 if (This->stencilBufferTarget) {
840 /* Note that this depends on the ActivateContext call above to set
841 * This->render_offscreen properly */
842 DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
843 surface_load_ds_location(This->stencilBufferTarget, location);
844 surface_modify_ds_location(This->stencilBufferTarget, location);
847 /* Ok, we will be updating the screen from here onwards so grab the lock */
851 BOOL emulation = FALSE;
852 const WineDirect3DVertexStridedData *strided = &This->strided_streams;
853 WineDirect3DVertexStridedData stridedlcl;
854 /* Ok, Work out which primitive is requested and how many vertexes that
856 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
857 if (numberOfVertices == 0 )
858 numberOfVertices = calculatedNumberOfindices;
860 if (!use_vs(This->stateBlock))
862 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
863 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
866 FIXME("Using software emulation because not all material properties could be tracked\n");
869 TRACE("Using software emulation because not all material properties could be tracked\n");
873 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
874 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
875 * to a float in the vertex buffer
879 FIXME("Using software emulation because manual fog coordinates are provided\n");
882 TRACE("Using software emulation because manual fog coordinates are provided\n");
888 strided = &stridedlcl;
889 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
890 remove_vbos(This, &stridedlcl);
894 if (This->useDrawStridedSlow || emulation) {
895 /* Immediate mode drawing */
896 if (use_vs(This->stateBlock))
900 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
903 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
905 drawStridedSlowVs(iface, strided, calculatedNumberOfindices,
906 glPrimType, idxData, idxSize, minIndex, StartIdx);
908 drawStridedSlow(iface, strided, calculatedNumberOfindices,
909 glPrimType, idxData, idxSize, minIndex, StartIdx);
911 } else if(This->instancedDraw) {
912 /* Instancing emulation with mixing immediate mode and arrays */
913 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
914 idxData, idxSize, minIndex, StartIdx);
916 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
917 idxData, idxSize, minIndex, StartIdx);
921 /* Finished updating the screen, restore lock */
923 TRACE("Done all gl drawing\n");
926 #ifdef SHOW_FRAME_MAKEUP
928 static long int primCounter = 0;
929 /* NOTE: set primCounter to the value reported by drawprim
930 before you want to to write frame makeup to /tmp */
931 if (primCounter >= 0) {
932 WINED3DLOCKED_RECT r;
934 IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
935 sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
936 TRACE("Saving screenshot %s\n", buffer);
937 IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
938 IWineD3DSurface_UnlockRect(This->render_targets[0]);
940 #ifdef SHOW_TEXTURE_MAKEUP
942 IWineD3DSurface *pSur;
944 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
945 if (This->stateBlock->textures[textureNo] != NULL) {
946 sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
947 TRACE("Saving texture %s\n", buffer);
948 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
949 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
950 IWineD3DSurface_SaveSnapshot(pSur, buffer);
951 IWineD3DSurface_Release(pSur);
953 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
960 TRACE("drawprim #%ld\n", primCounter);
965 /* Control goes back to the device, stateblock values may change again */
966 This->isInDraw = FALSE;
969 static void normalize_normal(float *n) {
970 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
971 if(length == 0.0) return;
972 length = sqrt(length);
973 n[0] = n[0] / length;
974 n[1] = n[1] / length;
975 n[2] = n[2] / length;
978 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
980 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
981 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
982 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
983 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
986 * To read back, the opengl feedback mode is used. This creates a problem because we want
987 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
988 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
989 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
990 * them to [-1.0;+1.0] and set the viewport up to scale them back.
992 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
993 * resulting colors back to the normals.
995 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
996 * does not restore it because normally a draw follows immediately afterwards. The caller is
997 * responsible of taking care that either the gl states are restored, or the context activated
998 * for drawing to reset the lastWasBlit flag.
1000 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1001 struct WineD3DRectPatch *patch) {
1002 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1003 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1004 WineDirect3DVertexStridedData strided;
1006 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1008 GLenum feedback_type;
1009 GLfloat *feedbuffer;
1011 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1014 memset(&strided, 0, sizeof(strided));
1015 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1016 if(strided.u.s.position.VBO) {
1017 IWineD3DVertexBufferImpl *vb;
1018 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1019 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1020 (unsigned long) vb->resource.allocatedMemory);
1022 vtxStride = strided.u.s.position.dwStride;
1023 data = strided.u.s.position.lpData +
1024 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1025 vtxStride * info->StartVertexOffsetWidth;
1027 /* Not entirely sure about what happens with transformed vertices */
1028 if(strided.u.s.position_transformed) {
1029 FIXME("Transformed position in rectpatch generation\n");
1031 if(vtxStride % sizeof(GLfloat)) {
1032 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1033 * I don't see how the stride could not be a multiple of 4, but make sure
1036 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1038 if(info->Basis != WINED3DBASIS_BEZIER) {
1039 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1041 if(info->Degree != WINED3DDEGREE_CUBIC) {
1042 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1045 /* First, get the boundary cube of the input data */
1046 for(j = 0; j < info->Height; j++) {
1047 for(i = 0; i < info->Width; i++) {
1048 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
1049 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1050 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1051 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1052 if(v[2] < neg_z) neg_z = v[2];
1056 /* This needs some improvements in the vertex decl code */
1057 FIXME("Cannot find data to generate. Only generating position and normals\n");
1058 patch->has_normals = TRUE;
1059 patch->has_texcoords = FALSE;
1061 /* Simply activate the context for blitting. This disables all the things we don't want and
1062 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1063 * patch (as opposed to normal draws) will most likely need different changes anyway
1065 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1068 glMatrixMode(GL_PROJECTION);
1069 checkGLcall("glMatrixMode(GL_PROJECTION)");
1071 checkGLcall("glLoadIndentity()");
1072 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1073 glTranslatef(0, 0, 0.5);
1074 checkGLcall("glScalef");
1075 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1076 checkGLcall("glViewport");
1078 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1079 * our feedback buffer parser
1081 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1082 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1083 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1084 if(patch->has_normals) {
1085 static const GLfloat black[] = {0, 0, 0, 0};
1086 static const GLfloat red[] = {1, 0, 0, 0};
1087 static const GLfloat green[] = {0, 1, 0, 0};
1088 static const GLfloat blue[] = {0, 0, 1, 0};
1089 static const GLfloat white[] = {1, 1, 1, 1};
1090 glEnable(GL_LIGHTING);
1091 checkGLcall("glEnable(GL_LIGHTING)");
1092 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1093 checkGLcall("glLightModel for MODEL_AMBIENT");
1094 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1096 for(i = 3; i < GL_LIMITS(lights); i++) {
1097 glDisable(GL_LIGHT0 + i);
1098 checkGLcall("glDisable(GL_LIGHT0 + i)");
1099 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1102 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1103 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1104 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1105 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1106 glLightfv(GL_LIGHT0, GL_POSITION, red);
1107 glEnable(GL_LIGHT0);
1108 checkGLcall("Setting up light 1\n");
1109 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1110 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1111 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1112 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1113 glLightfv(GL_LIGHT1, GL_POSITION, green);
1114 glEnable(GL_LIGHT1);
1115 checkGLcall("Setting up light 2\n");
1116 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1117 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1118 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1119 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1120 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1121 glEnable(GL_LIGHT2);
1122 checkGLcall("Setting up light 3\n");
1124 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1125 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1126 glDisable(GL_COLOR_MATERIAL);
1127 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1128 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1129 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1130 checkGLcall("Setting up materials\n");
1133 /* Enable the needed maps.
1134 * GL_MAP2_VERTEX_3 is needed for positional data.
1135 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1136 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1138 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1139 out_vertex_size = 3 /* position */;
1140 d3d_out_vertex_size = 3;
1141 glEnable(GL_MAP2_VERTEX_3);
1142 if(patch->has_normals && patch->has_texcoords) {
1143 FIXME("Texcoords not handled yet\n");
1144 feedback_type = GL_3D_COLOR_TEXTURE;
1145 out_vertex_size += 8;
1146 d3d_out_vertex_size += 7;
1147 glEnable(GL_AUTO_NORMAL);
1148 glEnable(GL_MAP2_TEXTURE_COORD_4);
1149 } else if(patch->has_texcoords) {
1150 FIXME("Texcoords not handled yet\n");
1151 feedback_type = GL_3D_COLOR_TEXTURE;
1152 out_vertex_size += 7;
1153 d3d_out_vertex_size += 4;
1154 glEnable(GL_MAP2_TEXTURE_COORD_4);
1155 } else if(patch->has_normals) {
1156 feedback_type = GL_3D_COLOR;
1157 out_vertex_size += 4;
1158 d3d_out_vertex_size += 3;
1159 glEnable(GL_AUTO_NORMAL);
1161 feedback_type = GL_3D;
1163 checkGLcall("glEnable vertex attrib generation");
1165 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1166 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1167 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1169 glMap2f(GL_MAP2_VERTEX_3,
1170 0, 1, vtxStride / sizeof(float), info->Width,
1171 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1172 (const GLfloat *)data);
1173 checkGLcall("glMap2f");
1174 if(patch->has_texcoords) {
1175 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1176 0, 1, vtxStride / sizeof(float), info->Width,
1177 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1178 (const GLfloat *)data);
1179 checkGLcall("glMap2f");
1181 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1182 checkGLcall("glMapGrid2f");
1184 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1185 checkGLcall("glFeedbackBuffer");
1186 glRenderMode(GL_FEEDBACK);
1188 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1189 checkGLcall("glEvalMesh2\n");
1191 i = glRenderMode(GL_RENDER);
1194 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1196 HeapFree(GetProcessHeap(), 0, feedbuffer);
1197 return WINED3DERR_DRIVERINTERNALERROR;
1198 } else if(i != buffer_size) {
1200 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1202 HeapFree(GetProcessHeap(), 0, feedbuffer);
1203 return WINED3DERR_DRIVERINTERNALERROR;
1205 TRACE("Got %d elements as expected\n", i);
1208 HeapFree(GetProcessHeap(), 0, patch->mem);
1209 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1211 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1212 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1213 ERR("Unexpected token: %f\n", feedbuffer[j]);
1216 if(feedbuffer[j + 1] != 3) {
1217 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1220 /* Somehow there are different ideas about back / front facing, so fix up the
1223 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1224 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1225 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1226 if(patch->has_normals) {
1227 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1228 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1229 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1231 i += d3d_out_vertex_size;
1233 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1234 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1235 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1236 if(patch->has_normals) {
1237 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1238 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1239 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1241 i += d3d_out_vertex_size;
1243 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1244 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1245 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1246 if(patch->has_normals) {
1247 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1248 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1249 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1251 i += d3d_out_vertex_size;
1254 if(patch->has_normals) {
1255 /* Now do the same with reverse light directions */
1256 static const GLfloat x[] = {-1, 0, 0, 0};
1257 static const GLfloat y[] = { 0, -1, 0, 0};
1258 static const GLfloat z[] = { 0, 0, -1, 0};
1259 glLightfv(GL_LIGHT0, GL_POSITION, x);
1260 glLightfv(GL_LIGHT1, GL_POSITION, y);
1261 glLightfv(GL_LIGHT2, GL_POSITION, z);
1262 checkGLcall("Setting up reverse light directions\n");
1264 glRenderMode(GL_FEEDBACK);
1265 checkGLcall("glRenderMode(GL_FEEDBACK)");
1266 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1267 checkGLcall("glEvalMesh2\n");
1268 i = glRenderMode(GL_RENDER);
1269 checkGLcall("glRenderMode(GL_RENDER)");
1272 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1273 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1274 ERR("Unexpected token: %f\n", feedbuffer[j]);
1277 if(feedbuffer[j + 1] != 3) {
1278 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1281 if(patch->mem[i + 3] == 0.0)
1282 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1283 if(patch->mem[i + 4] == 0.0)
1284 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1285 if(patch->mem[i + 5] == 0.0)
1286 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1287 normalize_normal(patch->mem + i + 3);
1288 i += d3d_out_vertex_size;
1290 if(patch->mem[i + 3] == 0.0)
1291 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1292 if(patch->mem[i + 4] == 0.0)
1293 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1294 if(patch->mem[i + 5] == 0.0)
1295 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1296 normalize_normal(patch->mem + i + 3);
1297 i += d3d_out_vertex_size;
1299 if(patch->mem[i + 3] == 0.0)
1300 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1301 if(patch->mem[i + 4] == 0.0)
1302 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1303 if(patch->mem[i + 5] == 0.0)
1304 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1305 normalize_normal(patch->mem + i + 3);
1306 i += d3d_out_vertex_size;
1310 glDisable(GL_MAP2_VERTEX_3);
1311 glDisable(GL_AUTO_NORMAL);
1312 glDisable(GL_MAP2_NORMAL);
1313 glDisable(GL_MAP2_TEXTURE_COORD_4);
1314 checkGLcall("glDisable vertex attrib generation");
1317 HeapFree(GetProcessHeap(), 0, feedbuffer);
1319 vtxStride = 3 * sizeof(float);
1320 if(patch->has_normals) {
1321 vtxStride += 3 * sizeof(float);
1323 if(patch->has_texcoords) {
1324 vtxStride += 4 * sizeof(float);
1326 memset(&patch->strided, 0, sizeof(&patch->strided));
1327 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1328 patch->strided.u.s.position.dwStride = vtxStride;
1329 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1330 patch->strided.u.s.position.streamNo = 255;
1332 if(patch->has_normals) {
1333 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1334 patch->strided.u.s.normal.dwStride = vtxStride;
1335 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1336 patch->strided.u.s.normal.streamNo = 255;
1338 if(patch->has_texcoords) {
1339 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1340 if(patch->has_normals) {
1341 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1343 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1344 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1345 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1346 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1349 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;