Commit d637aa35 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Move vertex fixups into their own function.

parent 0c453bc7
......@@ -98,8 +98,70 @@ static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) {
int i;
float x, y, z, w;
for(i = num - 1; i >= 0; i--) {
if(haspos) {
float *p = (float *) (((int) src + (int) pos) + i * stride);
/* rhw conversion like in drawStridedSlow */
if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
x = p[0];
y = p[1];
z = p[2];
w = 1.0;
} else {
w = 1.0 / p[3];
x = p[0] * w;
y = p[1] * w;
z = p[2] * w;
}
p = (float *) ((int) dst + i * stride + (int) pos);
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
if(hasdiffuse) {
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse);
srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + i * stride);
/* Color conversion like in drawStridedSlow. watch out for little endianity
* If we want that stuff to work on big endian machines too we have to consider more things
*
* 0xff000000: Alpha mask
* 0x00ff0000: Blue mask
* 0x0000ff00: Green mask
* 0x000000ff: Red mask
*/
*dstColor = 0;
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
}
if(hasspecular) {
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
/* Simmilar to diffuse
* TODO: Write the alpha value out for fog coords
*/
*dstColor = 0;
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
}
}
}
static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
BYTE *data;
UINT start = 0, end = 0, stride = 0;
BOOL useVertexShaderFunction = FALSE, fixup = FALSE;
TRACE("(%p)->()\n", This);
if(This->Flags & VBFLAG_LOAD) {
......@@ -114,10 +176,6 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
if(This->vbo) {
WineDirect3DVertexStridedData strided;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL useVertexShaderFunction = FALSE, fixup = FALSE;
BYTE *data;
UINT i;
UINT start = 0, end = 0, stride = 0;
if(This->Flags & VBFLAG_DIRTY) {
/* Update the old buffer on unlock, use the old desc */
......@@ -237,63 +295,10 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
}
memcpy(data, This->resource.allocatedMemory + start, end - start);
for(i = 0; i < ( end - start) / stride; i++) {
if(strided.u.s.position_transformed) {
float *p = (float *) (((int) This->resource.allocatedMemory +
(int) strided.u.s.position.lpData) + start + i * stride);
float x, y, z, w;
/* rhw conversion like in drawStridedSlow */
if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
x = p[0];
y = p[1];
z = p[2];
w = 1.0;
} else {
w = 1.0 / p[3];
x = p[0] * w;
y = p[1] * w;
z = p[2] * w;
}
p = (float *) ((int) data + i * stride + (int) strided.u.s.position.lpData);
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
if(strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR) {
DWORD srcColor, *dstColor = (DWORD *) (data + i * stride + (int) strided.u.s.diffuse.lpData);
srcColor = * (DWORD *) ( ((int) This->resource.allocatedMemory + (int) strided.u.s.diffuse.lpData) + start + i * stride);
/* Color conversion like in drawStridedSlow. watch out for little endianity
* If we want that stuff to work on big endian machines too we have to consider more things
*
* 0xff000000: Alpha mask
* 0x00ff0000: Blue mask
* 0x0000ff00: Green mask
* 0x000000ff: Red mask
*/
*dstColor = 0;
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
} else if (strided.u.s.diffuse.lpData != NULL) {
FIXME("Type is %ld\n", strided.u.s.diffuse.dwType);
}
if(strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) {
DWORD srcColor, *dstColor = (DWORD *) (data + i * stride + (int) strided.u.s.specular.lpData);
srcColor = * (DWORD *) ( ((int) This->resource.allocatedMemory + (int) strided.u.s.specular.lpData) + start + i * stride);
/* Color conversion like in drawStridedSlow. watch out for little endianity
* If we want that stuff to work on big endian machines too we have to consider more things
*/
*dstColor = 0;
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
}
}
fixup_vertices(data, data, stride, ( end - start) / stride,
strided.u.s.position.lpData, strided.u.s.position_transformed,
strided.u.s.diffuse.lpData, strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR,
strided.u.s.specular.lpData, strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
} else {
data = This->resource.allocatedMemory + start;
}
......
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