📄 drawprim.c
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BYTE *data;
WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
DWORD vtxStride;
GLenum feedback_type;
GLfloat *feedbuffer;
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
* Beware of vbos
*/
memset(&strided, 0, sizeof(strided));
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
if(strided.u.s.position.VBO) {
IWineD3DVertexBufferImpl *vb;
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
(unsigned long) vb->resource.allocatedMemory);
}
vtxStride = strided.u.s.position.dwStride;
data = strided.u.s.position.lpData +
vtxStride * info->Stride * info->StartVertexOffsetHeight +
vtxStride * info->StartVertexOffsetWidth;
/* Not entirely sure about what happens with transformed vertices */
if(strided.u.s.position_transformed) {
FIXME("Transformed position in rectpatch generation\n");
}
if(vtxStride % sizeof(GLfloat)) {
/* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
* I don't see how the stride could not be a multiple of 4, but make sure
* to check it
*/
ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
}
if(info->Basis != WINED3DBASIS_BEZIER) {
FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
}
if(info->Degree != WINED3DDEGREE_CUBIC) {
FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
}
/* First, get the boundary cube of the input data */
for(j = 0; j < info->Height; j++) {
for(i = 0; i < info->Width; i++) {
float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
if(v[2] < neg_z) neg_z = v[2];
}
}
/* This needs some improvements in the vertex decl code */
FIXME("Cannot find data to generate. Only generating position and normals\n");
patch->has_normals = TRUE;
patch->has_texcoords = FALSE;
/* Simply activate the context for blitting. This disables all the things we don't want and
* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
* patch (as opposed to normal draws) will most likely need different changes anyway
*/
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
ENTER_GL();
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIndentity()");
glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
glTranslatef(0, 0, 0.5);
checkGLcall("glScalef");
glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
checkGLcall("glViewport");
/* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
* our feedback buffer parser
*/
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
if(patch->has_normals) {
float black[4] = {0, 0, 0, 0};
float red[4] = {1, 0, 0, 0};
float green[4] = {0, 1, 0, 0};
float blue[4] = {0, 0, 1, 0};
float white[4] = {1, 1, 1, 1};
glEnable(GL_LIGHTING);
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
checkGLcall("glLightModel for MODEL_AMBIENT");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
for(i = 3; i < GL_LIMITS(lights); i++) {
glDisable(GL_LIGHT0 + i);
checkGLcall("glDisable(GL_LIGHT0 + i)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
glLightfv(GL_LIGHT0, GL_SPECULAR, black);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_POSITION, red);
glEnable(GL_LIGHT0);
checkGLcall("Setting up light 1\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
glLightfv(GL_LIGHT1, GL_POSITION, green);
glEnable(GL_LIGHT1);
checkGLcall("Setting up light 2\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
glLightfv(GL_LIGHT2, GL_POSITION, blue);
glEnable(GL_LIGHT2);
checkGLcall("Setting up light 3\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
checkGLcall("Setting up materials\n");
}
/* Enable the needed maps.
* GL_MAP2_VERTEX_3 is needed for positional data.
* GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
* GL_MAP2_TEXTURE_COORD_4 for texture coords
*/
num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
out_vertex_size = 3 /* position */;
d3d_out_vertex_size = 3;
glEnable(GL_MAP2_VERTEX_3);
if(patch->has_normals && patch->has_texcoords) {
FIXME("Texcoords not handled yet\n");
feedback_type = GL_3D_COLOR_TEXTURE;
out_vertex_size += 8;
d3d_out_vertex_size += 7;
glEnable(GL_AUTO_NORMAL);
glEnable(GL_MAP2_TEXTURE_COORD_4);
} else if(patch->has_texcoords) {
FIXME("Texcoords not handled yet\n");
feedback_type = GL_3D_COLOR_TEXTURE;
out_vertex_size += 7;
d3d_out_vertex_size += 4;
glEnable(GL_MAP2_TEXTURE_COORD_4);
} else if(patch->has_normals) {
feedback_type = GL_3D_COLOR;
out_vertex_size += 4;
d3d_out_vertex_size += 3;
glEnable(GL_AUTO_NORMAL);
} else {
feedback_type = GL_3D;
}
checkGLcall("glEnable vertex attrib generation");
buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
+ 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
glMap2f(GL_MAP2_VERTEX_3,
0, 1, vtxStride / sizeof(float), info->Width,
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
(float *) data);
checkGLcall("glMap2f");
if(patch->has_texcoords) {
glMap2f(GL_MAP2_TEXTURE_COORD_4,
0, 1, vtxStride / sizeof(float), info->Width,
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
(float *) data);
checkGLcall("glMap2f");
}
glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
checkGLcall("glMapGrid2f");
glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
checkGLcall("glFeedbackBuffer");
glRenderMode(GL_FEEDBACK);
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
checkGLcall("glEvalMesh2\n");
i = glRenderMode(GL_RENDER);
if(i == -1) {
ERR("Feedback failed. Expected %d elements back\n", buffer_size);
Sleep(10000);
HeapFree(GetProcessHeap(), 0, feedbuffer);
return WINED3DERR_DRIVERINTERNALERROR;
} else if(i != buffer_size) {
ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
Sleep(10000);
HeapFree(GetProcessHeap(), 0, feedbuffer);
return WINED3DERR_DRIVERINTERNALERROR;
} else {
TRACE("Got %d elements as expected\n", i);
}
HeapFree(GetProcessHeap(), 0, patch->mem);
patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
i = 0;
for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
if(feedbuffer[j] != GL_POLYGON_TOKEN) {
ERR("Unexpected token: %f\n", feedbuffer[j]);
continue;
}
if(feedbuffer[j + 1] != 3) {
ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
continue;
}
/* Somehow there are different ideas about back / front facing, so fix up the
* vertex order
*/
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
}
i += d3d_out_vertex_size;
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
}
i += d3d_out_vertex_size;
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
}
i += d3d_out_vertex_size;
}
if(patch->has_normals) {
/* Now do the same with reverse light directions */
float x[4] = {-1, 0, 0, 0};
float y[4] = { 0, -1, 0, 0};
float z[4] = { 0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, x);
glLightfv(GL_LIGHT1, GL_POSITION, y);
glLightfv(GL_LIGHT2, GL_POSITION, z);
checkGLcall("Setting up reverse light directions\n");
glRenderMode(GL_FEEDBACK);
checkGLcall("glRenderMode(GL_FEEDBACK)");
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
checkGLcall("glEvalMesh2\n");
i = glRenderMode(GL_RENDER);
checkGLcall("glRenderMode(GL_RENDER)");
i = 0;
for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
if(feedbuffer[j] != GL_POLYGON_TOKEN) {
ERR("Unexpected token: %f\n", feedbuffer[j]);
continue;
}
if(feedbuffer[j + 1] != 3) {
ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
continue;
}
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
if(patch->mem[i + 5] == 0.0)
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
normalize_normal(patch->mem + i + 3);
i += d3d_out_vertex_size;
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
if(patch->mem[i + 5] == 0.0)
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
normalize_normal(patch->mem + i + 3);
i += d3d_out_vertex_size;
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4]
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