Commit 5b8b7764 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Small rhw vertex fix.

Fix the one pixel displacement and move the glOrtho code in a common function.
parent fc6ffb29
......@@ -180,6 +180,49 @@ static GLfloat invymat[16] = {
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
/* If the last draw was transformed as well, no need to reapply all the matrixes */
if ( (!This->last_was_rhw) || (This->viewport_changed) ) {
double X, Y, height, width, minZ, maxZ;
This->last_was_rhw = TRUE;
This->viewport_changed = FALSE;
/* Transformed already into viewport coordinates, so we do not need transform
matrices. Reset all matrices to identity and leave the default matrix in world
mode. */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
glLoadIdentity();
checkGLcall("glLoadIdentity");
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* Set up the viewport to be full viewport */
X = This->stateBlock->viewport.X;
Y = This->stateBlock->viewport.Y;
height = This->stateBlock->viewport.Height;
width = This->stateBlock->viewport.Width;
minZ = This->stateBlock->viewport.MinZ;
maxZ = This->stateBlock->viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate below) */
glTranslatef(0.375, 0.375, 0);
checkGLcall("glTranslatef(0.375, 0.375, 0)");
if (This->renderUpsideDown) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
}
}
/* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied
Returns: Whether to restore lighting afterwards */
......@@ -198,48 +241,7 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
}
if (!useVS && vtx_transformed) {
/* If the last draw was transformed as well, no need to reapply all the matrixes */
if ( (!This->last_was_rhw) || (This->viewport_changed) ) {
double X, Y, height, width, minZ, maxZ;
This->last_was_rhw = TRUE;
This->viewport_changed = FALSE;
/* Transformed already into viewport coordinates, so we do not need transform
matrices. Reset all matrices to identity and leave the default matrix in world
mode. */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
glLoadIdentity();
checkGLcall("glLoadIdentity");
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* Set up the viewport to be full viewport */
X = This->stateBlock->viewport.X;
Y = This->stateBlock->viewport.Y;
height = This->stateBlock->viewport.Height;
width = This->stateBlock->viewport.Width;
minZ = This->stateBlock->viewport.MinZ;
maxZ = This->stateBlock->viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate below) */
glTranslatef(0.5, 0.5, 0);
checkGLcall("glTranslatef(0.5, 0.5, 0)");
if (This->renderUpsideDown) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
}
d3ddevice_set_ortho(This);
} else {
/* Untransformed, so relies on the view and projection matrices */
......
......@@ -780,41 +780,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
/* glDrawPixels transforms the raster position as though it was a vertex -
we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
per drawprim (and leave set - it will sort itself out due to last_was_rhw */
if ( (!myDevice->last_was_rhw) || (myDevice->viewport_changed) ) {
double X, Y, height, width, minZ, maxZ;
myDevice->last_was_rhw = TRUE;
myDevice->viewport_changed = FALSE;
/* Transformed already into viewport coordinates, so we do not need transform
matrices. Reset all matrices to identity and leave the default matrix in world
mode. */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* Set up the viewport to be full viewport */
X = myDevice->stateBlock->viewport.X;
Y = myDevice->stateBlock->viewport.Y;
height = myDevice->stateBlock->viewport.Height;
width = myDevice->stateBlock->viewport.Width;
minZ = myDevice->stateBlock->viewport.MinZ;
maxZ = myDevice->stateBlock->viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate below) */
glTranslatef(0.5, 0.5, 0);
checkGLcall("glTranslatef(0.5, 0.5, 0)");
}
d3ddevice_set_ortho(This->resource.wineD3DDevice);
if (iface == implSwapChain->backBuffer || iface == myDevice->renderTarget) {
glDrawBuffer(GL_BACK);
......@@ -2192,40 +2158,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Draw a textured quad
*/
if ( TRUE ) {
double X, Y, height, width, minZ, maxZ;
myDevice->last_was_rhw = FALSE;
myDevice->viewport_changed = FALSE;
/* Transformed already into viewport coordinates, so we do not need transform
matrices. Reset all matrices to identity and leave the default matrix in world
mode. */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* Set up the viewport to be full viewport */
X = myDevice->stateBlock->viewport.X;
Y = myDevice->stateBlock->viewport.Y;
height = myDevice->stateBlock->viewport.Height;
width = myDevice->stateBlock->viewport.Width;
minZ = myDevice->stateBlock->viewport.MinZ;
maxZ = myDevice->stateBlock->viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate below) */
glTranslatef(0.375, 0.375, 0);
checkGLcall("glTranslatef(0.375, 0.375, 0)");
}
d3ddevice_set_ortho(This->resource.wineD3DDevice);
glBegin(GL_QUADS);
......
......@@ -597,8 +597,7 @@ typedef struct PrivateData
DWORD size;
} PrivateData;
/* OpenGL ortho matrix setup */
void d3ddevice_set_ortho(IWineD3DDeviceImpl *This, BOOL dontclip);
void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
/*****************************************************************************
* IWineD3DResource implementation structure
......
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