Update and clean-up draw_primitive_strided_7.

Make draw_primitive_7 based on draw_primitive_strided_7.
oldstable
Christian Costa 2002-12-24 00:25:39 +00:00 committed by Alexandre Julliard
parent 3542c9c4d5
commit 3da729eab6
1 changed files with 141 additions and 202 deletions

View File

@ -930,12 +930,30 @@ typedef struct {
float tu1, tv1;
} D3DFVF_TLVERTEX_1;
typedef struct {
float x, y, z, rhw;
} VERTEX_COORDS;
typedef struct {
float nx,ny,nz;
} NORMAL_COORDS;
typedef struct {
float u,v;
} TEXTURE_COORDS;
#define GET_COMPONENT(cpnt,i,type) ((type*)(lpD3DDrawPrimStrideData->cpnt.lpvData+i*lpD3DDrawPrimStrideData->cpnt.dwStride))
#define GET_POSITION(i) GET_COMPONENT(position,i,VERTEX_COORDS)
#define GET_NORMAL(i) GET_COMPONENT(normal,i,NORMAL_COORDS)
#define GET_DIFFUSE(i) *GET_COMPONENT(diffuse,i,DWORD)
#define GET_SPECULAR(i) *GET_COMPONENT(specular,i,DWORD)
#define GET_TEXTURE(i,n) GET_COMPONENT(textureCoords[n],i,TEXTURE_COORDS)
/* These are the various handler used in the generic path */
static void handle_xyz(char *vertex, int offset, int extra) {
glVertex3fv((float *) (vertex + offset));
inline static void handle_xyz(float *coords) {
glVertex3fv(coords);
}
static void handle_xyzrhw(char *vertex, int offset, int extra) {
float *coords = (float *) (vertex + offset);
inline static void handle_xyzrhw(float *coords) {
if (coords[3] < 0.00001)
glVertex3f(coords[0], coords[1], coords[2]);
else
@ -944,190 +962,27 @@ static void handle_xyzrhw(char *vertex, int offset, int extra) {
coords[2] / coords[3],
1.0 / coords[3]);
}
static void handle_normal(char *vertex, int offset, int extra) {
glNormal3fv((float *) (vertex + offset));
inline static void handle_normal(float *coords) {
glNormal3fv(coords);
}
static void handle_specular(char *vertex, int offset, int extra) {
inline static void handle_specular(DWORD color) {
/* Specular not handled yet properly... */
}
static void handle_diffuse(char *vertex, int offset, int extra) {
DWORD color = *((DWORD *) (vertex + offset));
inline static void handle_diffuse(DWORD color) {
glColor4ub((color >> 16) & 0xFF,
(color >> 8) & 0xFF,
(color >> 0) & 0xFF,
(color >> 24) & 0xFF);
}
static void handle_texture(char *vertex, int offset, int extra) {
if (extra == 0xFF) {
inline static void handle_texture(float *coords, int stage, int single) {
if (single) {
/* Special case for single texture... */
glTexCoord2fv((float *) (vertex + offset));
glTexCoord2fv(coords);
} else {
/* Multitexturing not handled yet */
}
}
static void draw_primitive_7(IDirect3DDeviceImpl *This,
D3DPRIMITIVETYPE d3dptPrimitiveType,
DWORD d3dvtVertexType,
LPVOID lpvVertices,
DWORD dwVertexCount,
LPWORD dwIndices,
DWORD dwIndexCount,
DWORD dwFlags)
{
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
if (TRACE_ON(ddraw)) {
TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
}
ENTER_GL();
draw_primitive_handle_GL_state(glThis,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
(d3dvtVertexType & D3DFVF_NORMAL) == 0);
draw_primitive_start_GL(d3dptPrimitiveType);
/* Some fast paths first before the generic case.... */
if (d3dvtVertexType == D3DFVF_VERTEX) {
D3DFVF_VERTEX_1 *vertices = (D3DFVF_VERTEX_1 *) lpvVertices;
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
glNormal3fv(&(vertices[i].nx));
glTexCoord2fv(&(vertices[i].tu1));
glVertex3fv(&(vertices[i].x));
TRACE(" %f %f %f / %f %f %f (%f %f)\n",
vertices[i].x, vertices[i].y, vertices[i].z,
vertices[i].nx, vertices[i].ny, vertices[i].nz,
vertices[i].tu1, vertices[i].tv1);
}
} else if (d3dvtVertexType == D3DFVF_TLVERTEX) {
D3DFVF_TLVERTEX_1 *vertices = (D3DFVF_TLVERTEX_1 *) lpvVertices;
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
glColor4ub((vertices[i].diffuse >> 16) & 0xFF,
(vertices[i].diffuse >> 8) & 0xFF,
(vertices[i].diffuse >> 0) & 0xFF,
(vertices[i].diffuse >> 24) & 0xFF);
/* Todo : handle specular... */
glTexCoord2fv(&(vertices[i].tu1));
if (vertices[i].rhw < 0.00001)
glVertex3f(vertices[i].x, vertices[i].y, vertices[i].z);
else
glVertex4f(vertices[i].x / vertices[i].rhw,
vertices[i].y / vertices[i].rhw,
vertices[i].z / vertices[i].rhw,
1.0 / vertices[i].rhw);
TRACE(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
vertices[i].x, vertices[i].y, vertices[i].z, vertices[i].rhw,
(vertices[i].diffuse >> 16) & 0xFF,
(vertices[i].diffuse >> 8) & 0xFF,
(vertices[i].diffuse >> 0) & 0xFF,
(vertices[i].diffuse >> 24) & 0xFF,
(vertices[i].specular >> 16) & 0xFF,
(vertices[i].specular >> 8) & 0xFF,
(vertices[i].specular >> 0) & 0xFF,
(vertices[i].specular >> 24) & 0xFF,
vertices[i].tu1, vertices[i].tv1);
}
} else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) ||
((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) {
/* This is the 'slow path' but that should support all possible vertex formats out there...
Note that people should write a fast path for all vertex formats out there...
*/
DWORD elements;
DWORD size;
char *vertices = (char *) lpvVertices;
int index;
int current_offset = 0;
int current_position = 0;
D3DFVF_GENERIC *handler;
if ((glThis->last_vertex_format != d3dvtVertexType) ||
(glThis->handler == NULL)) {
if (glThis->handler == NULL) HeapFree(GetProcessHeap(), 0, glThis->handler);
size = get_flexible_vertex_size(d3dvtVertexType, &elements);
glThis->handler = handler = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, elements * sizeof(D3DFVF_GENERIC));
glThis->last_vertex_format = d3dvtVertexType;
glThis->last_vertex_format_size = size;
glThis->last_vertex_format_elements = elements;
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
handler[elements - 1].handler = handle_xyz;
handler[elements - 1].offset = current_offset;
current_offset += 3 * sizeof(D3DVALUE);
} else {
handler[elements - 1].handler = handle_xyzrhw;
handler[elements - 1].offset = current_offset;
current_offset += 4 * sizeof(D3DVALUE);
}
if (d3dvtVertexType & D3DFVF_NORMAL) {
handler[current_position].handler = handle_normal;
handler[current_position].offset = current_offset;
current_position += 1;
current_offset += 3 * sizeof(D3DVALUE);
}
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
handler[current_position].handler = handle_diffuse;
handler[current_position].offset = current_offset;
current_position += 1;
current_offset += sizeof(DWORD);
}
if (d3dvtVertexType & D3DFVF_SPECULAR) {
handler[current_position].handler = handle_specular;
handler[current_position].offset = current_offset;
current_position += 1;
current_offset += sizeof(DWORD);
}
if (((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT) == 1) {
handler[current_position].handler = handle_texture;
handler[current_position].offset = current_offset;
handler[current_position].extra = 0xFF;
current_position += 1;
current_offset += 2 * sizeof(D3DVALUE);
} else {
int tex_index;
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
handler[current_position].handler = handle_texture;
handler[current_position].offset = current_offset;
handler[current_position].extra = tex_index;
current_position += 1;
current_offset += 2 * sizeof(D3DVALUE);
}
}
} else {
handler = glThis->handler;
size = glThis->last_vertex_format_size;
elements = glThis->last_vertex_format_elements;
}
WARN(" using draw_primitive generic path - for better performance, add a fast path for your vertex case !\n");
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
int elt;
char *vertex = vertices + (i * size);
for (elt = 0; elt < elements; elt++) {
handler[elt].handler(vertex, handler[elt].offset, handler[elt].extra);
}
}
} else {
ERR(" matrix weighting not handled yet....\n");
}
glEnd();
LEAVE_GL();
TRACE("End\n");
}
#define CPNT(cpnt,i,n,type) ((type*)(lpD3DDrawPrimStrideData->cpnt.lpvData+i*lpD3DDrawPrimStrideData->cpnt.dwStride))[n]
static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
D3DPRIMITIVETYPE d3dptPrimitiveType,
DWORD d3dvtVertexType,
@ -1154,41 +1009,81 @@ static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
glNormal3f(CPNT(normal,i,0,D3DVALUE),CPNT(normal,i,1,D3DVALUE),CPNT(normal,i,2,D3DVALUE));
glTexCoord2f(CPNT(textureCoords[1],i,0,D3DVALUE),CPNT(textureCoords[1],i,1,D3DVALUE));
glVertex3f(CPNT(position,i,0,D3DVALUE),CPNT(position,i,1,D3DVALUE),CPNT(position,i,2,D3DVALUE));
TRACE(" %f %f %f / %f %f %f (%f %f)\n",
CPNT(position,i,0,D3DVALUE),CPNT(position,i,1,D3DVALUE),CPNT(position,i,2,D3DVALUE),
CPNT(normal,i,0,D3DVALUE),CPNT(normal,i,1,D3DVALUE),CPNT(normal,i,2,D3DVALUE),
CPNT(textureCoords[1],i,0,D3DVALUE),CPNT(textureCoords[1],i,1,D3DVALUE));
glNormal3fv(&GET_NORMAL(i)->nx);
glTexCoord2fv(&GET_TEXTURE(i,0)->u);
glVertex3fv(&GET_POSITION(i)->x);
TRACE(" %f %f %f / %f %f %f (%f %f)\n",
GET_POSITION(i)->x,GET_POSITION(i)->y,GET_POSITION(i)->z,
GET_NORMAL(i)->nx,GET_NORMAL(i)->ny,GET_NORMAL(i)->nz,
GET_TEXTURE(i,0)->u,GET_TEXTURE(i,0)->v);
}
} else if (d3dvtVertexType == D3DFVF_LVERTEX) {
} else if (d3dvtVertexType == D3DFVF_TLVERTEX) {
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
glColor4ub((CPNT(diffuse,i,0,DWORD) >> 16) & 0xFF,
(CPNT(diffuse,i,0,DWORD) >> 8) & 0xFF,
(CPNT(diffuse,i,0,DWORD) >> 0) & 0xFF,
(CPNT(diffuse,i,0,DWORD) >> 24) & 0xFF);
glColor4ub((GET_DIFFUSE(i) >> 16) & 0xFF,
(GET_DIFFUSE(i) >> 8) & 0xFF,
(GET_DIFFUSE(i) >> 0) & 0xFF,
(GET_DIFFUSE(i) >> 24) & 0xFF);
/* Todo : handle specular... */
glTexCoord2f(CPNT(textureCoords[1],i,0,D3DVALUE),CPNT(textureCoords[1],i,1,D3DVALUE));
glVertex3f(CPNT(position,i,0,D3DVALUE),CPNT(position,i,1,D3DVALUE),CPNT(position,i,2,D3DVALUE));
TRACE(" %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
CPNT(position,i,0,D3DVALUE),CPNT(position,i,1,D3DVALUE),CPNT(position,i,2,D3DVALUE),
(CPNT(diffuse,i,0,DWORD) >> 16) & 0xFF,
(CPNT(diffuse,i,0,DWORD) >> 8) & 0xFF,
(CPNT(diffuse,i,0,DWORD) >> 0) & 0xFF,
(CPNT(diffuse,i,0,DWORD) >> 24) & 0xFF,
(CPNT(specular,i,0,DWORD) >> 16) & 0xFF,
(CPNT(specular,i,0,DWORD) >> 8) & 0xFF,
(CPNT(specular,i,0,DWORD) >> 0) & 0xFF,
(CPNT(specular,i,0,DWORD) >> 24) & 0xFF,
CPNT(textureCoords[0],i,0,D3DVALUE),CPNT(textureCoords[0],i,1,D3DVALUE));
glTexCoord2fv(&GET_TEXTURE(i,0)->u);
if (GET_POSITION(i)->rhw < 0.00001)
glVertex3fv(&GET_POSITION(i)->x);
else {
glVertex4f(GET_POSITION(i)->x / GET_POSITION(i)->rhw,
GET_POSITION(i)->y / GET_POSITION(i)->rhw,
GET_POSITION(i)->z / GET_POSITION(i)->rhw,
1.0 / GET_POSITION(i)->rhw);
}
TRACE(" %f %f %f %f / %02lx %02lx %02lx %02lx - %02lx %02lx %02lx %02lx (%f %f)\n",
GET_POSITION(i)->x,GET_POSITION(i)->y,GET_POSITION(i)->z,GET_POSITION(i)->rhw,
(GET_DIFFUSE(i) >> 16) & 0xFF,
(GET_DIFFUSE(i) >> 8) & 0xFF,
(GET_DIFFUSE(i) >> 0) & 0xFF,
(GET_DIFFUSE(i) >> 24) & 0xFF,
(GET_SPECULAR(i) >> 16) & 0xFF,
(GET_SPECULAR(i) >> 8) & 0xFF,
(GET_SPECULAR(i) >> 0) & 0xFF,
(GET_SPECULAR(i) >> 24) & 0xFF,
GET_TEXTURE(i,0)->u,GET_TEXTURE(i,0)->v);
}
} else if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) ||
((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)) {
/* This is the 'slow path' but that should support all possible vertex formats out there...
Note that people should write a fast path for all vertex formats out there...
*/
int index;
for (index = 0; index < dwIndexCount; index++) {
int i = (dwIndices == NULL) ? index : dwIndices[index];
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
handle_xyz(&GET_POSITION(i)->x);
} else {
handle_xyzrhw(&GET_POSITION(i)->x);
}
if (d3dvtVertexType & D3DFVF_NORMAL) {
handle_normal(&GET_NORMAL(i)->nx);
}
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
handle_diffuse(GET_DIFFUSE(i));
}
if (d3dvtVertexType & D3DFVF_SPECULAR) {
/* Todo : handle specular... */
}
if (((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT) == 1) {
/* Special case for single texture... */
handle_texture(&GET_TEXTURE(i,0)->u,0,1);
} else {
int tex_index;
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
/* Multitexturing not handled yet */
}
}
}
} else {
ERR(" matrix weighting not handled yet....\n");
}
glEnd();
@ -1196,7 +1091,51 @@ static void draw_primitive_strided_7(IDirect3DDeviceImpl *This,
TRACE("End\n");
}
#undef CPNT
static void draw_primitive_7(IDirect3DDeviceImpl *This,
D3DPRIMITIVETYPE d3dptPrimitiveType,
DWORD d3dvtVertexType,
LPVOID lpvVertices,
DWORD dwVertexCount,
LPWORD dwIndices,
DWORD dwIndexCount,
DWORD dwFlags)
{
D3DDRAWPRIMITIVESTRIDEDDATA strided;
int current_offset = 0;
int tex_index;
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) {
strided.position.lpvData = lpvVertices;
current_offset += 3 * sizeof(D3DVALUE);
} else {
strided.position.lpvData = lpvVertices;
current_offset += 4 * sizeof(D3DVALUE);
}
if (d3dvtVertexType & D3DFVF_NORMAL) {
strided.normal.lpvData = lpvVertices + current_offset;
current_offset += 3 * sizeof(D3DVALUE);
}
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
strided.diffuse.lpvData = lpvVertices + current_offset;
current_offset += sizeof(DWORD);
}
if (d3dvtVertexType & D3DFVF_SPECULAR) {
strided.specular.lpvData = lpvVertices + current_offset;
current_offset += sizeof(DWORD);
}
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++) {
strided.textureCoords[tex_index].lpvData = lpvVertices + current_offset;
current_offset += 2*sizeof(D3DVALUE);
}
strided.position.dwStride = current_offset;
strided.normal.dwStride = current_offset;
strided.diffuse.dwStride = current_offset;
strided.specular.dwStride = current_offset;
for (tex_index = 0; tex_index < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); tex_index++)
strided.textureCoords[tex_index].dwStride = current_offset;
draw_primitive_strided_7(This, d3dptPrimitiveType, d3dvtVertexType, &strided, dwVertexCount, dwIndices, dwIndexCount, dwFlags);
}
HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_DrawPrimitive(LPDIRECT3DDEVICE7 iface,