back out geom-pipeline changes that break sprite particles

This commit is contained in:
cxgeorge 2001-11-16 21:43:55 +00:00
parent 04f34561c1
commit 1c158b6dd0

View File

@ -1207,18 +1207,7 @@ render_frame() {
} // for (int c = 0; c < max_channel_index; c++)
#endif
// do I need to do this to avoid extra refs to geom arrays?
#define SETNULL(_PTR) { if(_PTR != NULL) _PTR = NULL; }
SETNULL(_coords);
SETNULL(_colors);
SETNULL(_norms);
SETNULL(_texcoords);
SETNULL(_vindexes);
SETNULL(_cindexes);
SETNULL(_nindexes);
SETNULL(_tindexes);
// draw new tri-based FPS meter
// draw new tri-based FPS meter
if(dx_show_fps_meter) {
DO_PSTATS_STUFF(PStatTimer timer(_win->_show_fps_pcollector));
@ -1821,15 +1810,6 @@ draw_prim_setup(const Geom *geom) {
////////
geom->get_coords(_coords,_vindexes);
if(_vindexes!=NULL) {
_pCurCoordIndex = &_vindexes[0];
} else {
_pCurCoord = &_coords[0];
}
// eventually want to elim the make_vi, make sure nothing else requires it (sprites/spheres)
vi = geom->make_vertex_iterator();
_curFVFflags = D3DFVF_XYZ;
size_t vertex_size = sizeof(D3DVALUE) * 3;
@ -1925,27 +1905,14 @@ wants_colors() const {
void DXGraphicsStateGuardian::
draw_prim_inner_loop(int nVerts, const Geom *geom, DWORD perFlags) {
// Vertexf NextVert;
Vertexf *pNextVert;
Vertexf NextVert;
perFlags &= ~PER_COORD; // should always be set anyway
// 2 branches, 1 for indexed verts
for(;nVerts > 0;nVerts--) {
// coord info will always be _perVertex
// GET_NEXT_VERTEX(NextVert); // need to optimize these
// add_to_FVFBuf((void *)&NextVert, sizeof(D3DVECTOR));
if(_vindexes != NULL) {
pNextVert= &_coords[*_pCurCoordIndex];
_pCurCoordIndex++;
} else {
pNextVert = _pCurCoord;
_pCurCoord++;
}
memcpy(_pCurFvfBufPtr,(void*)pNextVert,sizeof(D3DVECTOR));
_pCurFvfBufPtr+=sizeof(D3DVECTOR);
GET_NEXT_VERTEX(NextVert); // need to optimize these
add_to_FVFBuf((void *)&NextVert, sizeof(D3DVECTOR));
if(perFlags==0xC) {
// break out the common case first
@ -2022,7 +1989,7 @@ draw_point(GeomPoint *geom, GeomContext *gc) {
GeomBindType bind;
PTA_ushort vindexes,nindexes,tindexes,cindexes;
geom->get_coords(coords,vindexes);
geom->get_coords(coords,bind,vindexes);
geom->get_normals(norms,bind,nindexes);
geom->get_colors(colors,bind,cindexes);
geom->get_texcoords(texcoords,bind,tindexes);
@ -2397,7 +2364,7 @@ draw_sprite(GeomSprite *geom, GeomContext *gc) {
_d3dDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &OldD3DWorldMatrix);
// Geom::VertexIterator vi = geom->make_vertex_iterator();
Geom::VertexIterator vi = geom->make_vertex_iterator();
Geom::ColorIterator ci = geom->make_color_iterator();
// note although sprite particles technically dont require a texture,
@ -2828,10 +2795,10 @@ draw_tri(GeomTri *geom, GeomContext *gc) {
PTA_Normalf norms;
PTA_Colorf colors;
PTA_TexCoordf texcoords;
GeomBindType TexCoordBinding,ColorBinding,NormalBinding;
GeomBindType TexCoordBinding,ColorBinding,NormalBinding,junk1;
PTA_ushort vindexes,nindexes,tindexes,cindexes;
geom->get_coords(coords,vindexes);
geom->get_coords(coords,junk1,vindexes);
geom->get_normals(norms,NormalBinding,nindexes);
geom->get_colors(colors,ColorBinding,cindexes);
geom->get_texcoords(texcoords,TexCoordBinding,tindexes);
@ -3174,16 +3141,19 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
PTA_Normalf norms;
PTA_Colorf colors;
PTA_TexCoordf texcoords;
GeomBindType TexCoordBinding,ColorBinding,NormalBinding;
GeomBindType TexCoordBinding,ColorBinding,NormalBinding,junk1;
PTA_ushort vindexes,nindexes,tindexes,cindexes;
geom->get_coords(coords,vindexes);
geom->get_coords(coords,junk1,vindexes);
geom->get_normals(norms,NormalBinding,nindexes);
geom->get_colors(colors,ColorBinding,cindexes);
geom->get_texcoords(texcoords,TexCoordBinding,tindexes);
#ifndef DONT_USE_DRAWPRIMSTRIDED
GeomVertFormat GeomVrtFmt;
#ifdef DONT_USE_DRAWPRIMSTRIDED
GeomVrtFmt=MixedFmtVerts;
#else
GeomVrtFmt=FlatVerts;
if(!geom->uses_components()) {
@ -3208,15 +3178,13 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
// for Indexed Prims and mixed indexed/non-indexed prims, we will use old pipeline
// cant handle indexed prims because usually have different index arrays for different components,
// and DrIdxPrmStrd only accepts 1 index array for all components
#ifndef DONT_USE_DRAWPRIMSTRIDED
if (GeomVrtFmt!=FlatVerts) {
#endif
// this is the old geom setup, it reformats every vtx into an output array passed to d3d
_perVertex = PER_COORD;
_perPrim = _perComp = 0;
switch(NormalBinding) {
switch (geom->get_binding(G_NORMAL)) {
case G_PER_VERTEX:
_perVertex |= PER_NORMAL;
break;
@ -3228,7 +3196,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
break;
}
switch (ColorBinding) {
switch (geom->get_binding(G_COLOR)) {
case G_PER_VERTEX:
_perVertex |= PER_COLOR;
break;
@ -3240,7 +3208,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
break;
}
if(TexCoordBinding == G_PER_VERTEX) // does any other setting make sense?
if (geom->get_binding(G_TEXCOORD) == G_PER_VERTEX)
_perVertex |= PER_TEXCOORD;
size_t vertex_size = draw_prim_setup(geom);
@ -3248,7 +3216,6 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
// iterate through the triangle primitives
for (uint i = 0; i < nPrims; i++) {
int nVerts;
if (_perPrim & PER_COLOR) {
GET_NEXT_COLOR();
@ -3256,11 +3223,13 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
if (_perPrim & PER_NORMAL)
p_normal = geom->get_next_normal(ni); // set primitive normal if there is one.
if(pLengthArr!=NULL) {
nVerts = *(pLengthArr++);
} else {
// else we've been called by draw_quad, which has no lengths array
int nVerts;
if(pLengthArr==NULL) {
// we've been called by draw_quad, which has no lengths array
nVerts=4;
} else {
nVerts = *(pLengthArr++);
}
#ifdef _DEBUG
@ -3268,36 +3237,36 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
nassertv(_pCurFvfBufPtr == NULL); // make sure the storage pointer is clean.
nassertv(nVerts * vertex_size < VERT_BUFFER_SIZE);
#endif
_pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
_pCurFvfBufPtr = _pFvfBufBasePtr; // _pCurFvfBufPtr changes, _pFvfBufBasePtr doesn't
if(_perComp==0x0) {
draw_prim_inner_loop(nVerts, geom, _perVertex);
draw_prim_inner_loop(nVerts, geom, _perVertex);
} else {
if(trilisttype==D3DPT_TRIANGLESTRIP) {
// in flat shade mode, D3D strips color using the 1st vertex.
// (note: differs from OGL, which always uses last vtx for strips&fans
if(trilisttype==D3DPT_TRIANGLESTRIP) {
// in flat shade mode, D3D strips color using the 1st vertex.
// (note: differs from OGL, which always uses last vtx for strips&fans
// Store all but last 2 verts
draw_prim_inner_loop(nVerts-2, geom, _perVertex | _perComp);
// Store all but last 2 verts
draw_prim_inner_loop(nVerts-2, geom, _perVertex | _perComp);
// _perComp attribs should not be fetched for last 2 verts
draw_prim_inner_loop(2, geom, _perVertex);
} else {
// in flat shade mode, D3D fans color using the 2nd vertex.
// (note: differs from OGL, which always uses last vtx for strips&fans
// _perComp attribs should not be fetched for first & last verts, they will
// be associated with middle n-2 verts
// _perComp attribs should not be fetched for last 2 verts
draw_prim_inner_loop(2, geom, _perVertex);
} else {
// in flat shade mode, D3D fans color using the 2nd vertex.
// (note: differs from OGL, which always uses last vtx for strips&fans
// _perComp attribs should not be fetched for first & last verts, they will
// be associated with middle n-2 verts
draw_prim_inner_loop(1, geom, _perVertex);
draw_prim_inner_loop(1, geom, _perVertex);
draw_prim_inner_loop(nVerts-2, geom, _perVertex | _perComp);
draw_prim_inner_loop(nVerts-2, geom, _perVertex | _perComp);
draw_prim_inner_loop(1, geom, _perVertex);
}
draw_prim_inner_loop(1, geom, _perVertex);
}
}
if(!_bDrawPrimDoSetupVertexBuffer) {
hr = _d3dDevice->DrawPrimitive(trilisttype, _curFVFflags, _pFvfBufBasePtr, nVerts, NULL);
HRESULT hr = _d3dDevice->DrawPrimitive(trilisttype, _curFVFflags, _pFvfBufBasePtr, nVerts, NULL);
TestDrawPrimFailure(DrawPrim,hr,_pDD,nVerts,nVerts-2);
} else {
COPYVERTDATA_2_VERTEXBUFFER(trilisttype,nVerts);
@ -3305,8 +3274,6 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
_pCurFvfBufPtr = NULL;
}
#ifndef DONT_USE_DRAWPRIMSTRIDED
// strided path didnt provide speedup, harder to maintain
} else {
// new geom setup that uses strided DP calls to avoid making an extra pass over the data
@ -3552,7 +3519,6 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
nassertv(_pCurFvfBufPtr == NULL);
}
#endif
}
//-----------------------------------------------------------------------------
@ -4635,11 +4601,59 @@ void DXGraphicsStateGuardian::apply_light( PointLight* light ) {
// Description:
////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
// The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better
// solution later.
#ifdef WBD_GL_MODE
#ifdef GSG_VERBOSE
dxgsg_cat.debug()
<< "glMatrixMode(GL_MODELVIEW)" << endl;
dxgsg_cat.debug()
<< "glPushMatrix()" << endl;
dxgsg_cat.debug()
<< "glLoadIdentity()" << endl;
#endif
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(LMatrix4f::convert_mat(_coordinate_system, CS_yup_left)
.get_data());
GLenum id = get_light_id( _cur_light_id );
Colorf black(0, 0, 0, 1);
glLightfv(id, GL_AMBIENT, black.get_data());
glLightfv(id, GL_DIFFUSE, light->get_color().get_data());
glLightfv(id, GL_SPECULAR, light->get_specular().get_data());
// Position needs to specify x, y, z, and w
// w == 0 implies light is at infinity
LPoint3f dir = get_rel_forward( light, _current_root_node,
_coordinate_system );
LPoint4f pos( -dir[0], -dir[1], -dir[2], 0 );
glLightfv( id, GL_POSITION, pos.get_data() );
// GL_SPOT_DIRECTION is not significant when cutoff == 180
// In this case, position x, y, z specifies direction
// Exponent == 0 implies uniform light distribution
glLightf( id, GL_SPOT_EXPONENT, 0 );
// Cutoff == 180 means uniform point light source
glLightf( id, GL_SPOT_CUTOFF, 180.0 );
// Default attenuation values (only spotlight can modify these)
glLightf( id, GL_CONSTANT_ATTENUATION, 1 );
glLightf( id, GL_LINEAR_ATTENUATION, 0 );
glLightf( id, GL_QUADRATIC_ATTENUATION, 0 );
glPopMatrix();
#ifdef GSG_VERBOSE
dxgsg_cat.debug()
<< "glPopMatrix()" << endl;
#endif
#else // DX Directional light
D3DCOLORVALUE black;
black.r = black.g = black.b = black.a = 0.0f;
// DX Directional light
D3DLIGHT7 alight;
ZeroMemory(&alight, sizeof(D3DLIGHT7));
@ -4648,21 +4662,21 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
alight.dcvAmbient = black ;
alight.dcvSpecular = *(D3DCOLORVALUE *)(light->get_specular().get_data());
// The light direction will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better
// solution later.
alight.dvDirection = *(D3DVECTOR *)
(get_rel_forward( light, _current_projection_node, CS_yup_left).get_data());
alight.dvRange = D3DLIGHT_RANGE_MAX;
alight.dvFalloff = 1.0f;
alight.dvAttenuation0 = 1.0f; // constant factor
alight.dvAttenuation1 = 0.0f; // linear factor
alight.dvAttenuation2 = 0.0f; // quadratic factor
alight.dvAttenuation0 = 1.0f; // constant
alight.dvAttenuation1 = 0.0f; // linear
alight.dvAttenuation2 = 0.0f; // quadratic
HRESULT res = _d3dDevice->SetLight(_cur_light_id, &alight);
// _d3dDevice->LightEnable( _cur_light_id, TRUE );
// _d3dDevice->SetRenderState( D3DRENDERSTATE_LIGHTING, TRUE );
#endif // WBD_GL_MODE
}
////////////////////////////////////////////////////////////////////
@ -4671,6 +4685,54 @@ void DXGraphicsStateGuardian::apply_light( DirectionalLight* light ) {
// Description:
////////////////////////////////////////////////////////////////////
void DXGraphicsStateGuardian::apply_light( Spotlight* light ) {
// The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better
// solution later.
#ifdef WBD_GL_MODE
#ifdef GSG_VERBOSE
dxgsg_cat.debug()
<< "glMatrixMode(GL_MODELVIEW)" << endl;
dxgsg_cat.debug()
<< "glPushMatrix()" << endl;
dxgsg_cat.debug()
<< "glLoadIdentity()" << endl;
#endif
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(LMatrix4f::convert_mat(_coordinate_system, CS_yup_left)
.get_data());
GLenum id = get_light_id( _cur_light_id );
Colorf black(0, 0, 0, 1);
glLightfv(id, GL_AMBIENT, black.get_data());
glLightfv(id, GL_DIFFUSE, light->get_color().get_data());
glLightfv(id, GL_SPECULAR, light->get_specular().get_data());
// Position needs to specify x, y, z, and w
// w == 1 implies non-infinite position
LPoint3f pos = get_rel_pos( light, _current_projection_node );
LPoint4f fpos( pos[0], pos[1], pos[2], 1 );
glLightfv( id, GL_POSITION, fpos.get_data() );
glLightfv( id, GL_SPOT_DIRECTION,
get_rel_forward( light, _current_projection_node,
_coordinate_system ).get_data() );
glLightf( id, GL_SPOT_EXPONENT, light->get_exponent() );
glLightf( id, GL_SPOT_CUTOFF,
light->get_cutoff_angle() );
glLightf( id, GL_CONSTANT_ATTENUATION,
light->get_constant_attenuation() );
glLightf( id, GL_LINEAR_ATTENUATION,
light->get_linear_attenuation() );
glLightf( id, GL_QUADRATIC_ATTENUATION,
light->get_quadratic_attenuation() );
glPopMatrix();
#ifdef GSG_VERBOSE
dxgsg_cat.debug()
<< "glPopMatrix()" << endl;
#endif
#else // DX Spotlight
D3DCOLORVALUE black;
black.r = black.g = black.b = black.a = 0.0f;
@ -4682,10 +4744,6 @@ void DXGraphicsStateGuardian::apply_light( Spotlight* light ) {
alight.dcvDiffuse = *(D3DCOLORVALUE *)(light->get_color().get_data());
alight.dcvSpecular = *(D3DCOLORVALUE *)(light->get_specular().get_data());
// The light position will be relative to the current matrix, so
// we have to know what the current matrix is. Find a better
// solution later.
alight.dvPosition = *(D3DVECTOR *)
(get_rel_pos( light, _current_root_node ).get_data());
@ -4702,6 +4760,8 @@ void DXGraphicsStateGuardian::apply_light( Spotlight* light ) {
alight.dvAttenuation2 = (D3DVALUE)light->get_quadratic_attenuation();// quadratic
HRESULT res = _d3dDevice->SetLight(_cur_light_id, &alight);
#endif // WBD_GL_MODE
}
////////////////////////////////////////////////////////////////////
@ -5000,7 +5060,7 @@ void DXGraphicsStateGuardian::issue_light(const LightTransition *attrib ) {
// Initialize the current ambient light total and currently enabled
// light list
_cur_ambient_light.set(0.0f, 0.0f, 0.0f, 1.0f);
_cur_ambient_light.set(0, 0, 0, 1);
int i;
for (i = 0; i < _max_lights; i++)
_cur_light_enabled[i] = false;
@ -5062,12 +5122,13 @@ void DXGraphicsStateGuardian::issue_light(const LightTransition *attrib ) {
}
if (_cur_light_id >= 0) {
_cur_light_enabled[_cur_light_id] = enable_light(_cur_light_id, true);
if (enable_light(_cur_light_id, true)) _cur_light_enabled[_cur_light_id] = true;
// We need to do something different for each type of light
light->apply(this);
} else if (_cur_light_id == -1) {
dxgsg_cat.error() << "issue_light() - failed to bind light to id" << endl;
dxgsg_cat.error()
<< "issue_light() - failed to bind light to id" << endl;
}
}
}
@ -6896,7 +6957,7 @@ prepare_geom_node(GeomNode *node) {
} // end per-Prim (strip) loop
if(old_coord_indices!=NULL) {
me->set_coords(old_coords, new_coord_indices);
me->set_coords(old_coords, coordbinding, new_coord_indices);
new_lengths.push_back(new_coord_indices.size());
} else {
me->set_coords(new_coords);