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wine
wine-cw
Commits
5c3c5903
Commit
5c3c5903
authored
Jun 12, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jun 15, 2006
Browse files
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Plain Diff
wined3d: Correct vertex fog for transformed vertices and correctly
handle non-vertex, non-table fog.
parent
cc06ed3d
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
172 additions
and
34 deletions
+172
-34
device.c
dlls/wined3d/device.c
+104
-33
drawprim.c
dlls/wined3d/drawprim.c
+57
-1
wined3d_gl.h
include/wine/wined3d_gl.h
+11
-0
No files found.
dlls/wined3d/device.c
View file @
5c3c5903
...
...
@@ -3750,7 +3750,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
case
WINED3DRS_FOGENABLE
:
{
if
(
Value
/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/
)
{
if
(
Value
)
{
glEnable
(
GL_FOG
);
checkGLcall
(
"glEnable GL_FOG"
);
}
else
{
...
...
@@ -3781,45 +3781,116 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
break
;
case
WINED3DRS_FOGTABLEMODE
:
{
glHint
(
GL_FOG_HINT
,
GL_NICEST
);
switch
(
Value
)
{
case
D3DFOG_NONE
:
{
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]
==
D3DFOG_NONE
)
{
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
}
/* Otherwise leave the vertex fog value */
break
;
}
case
D3DFOG_EXP
:
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
break
;
case
D3DFOG_EXP2
:
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
break
;
case
D3DFOG_LINEAR
:
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
break
;
default:
FIXME
(
"Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!
\n
"
,
Value
);
}
if
(
GL_SUPPORT
(
NV_FOG_DISTANCE
))
{
glFogi
(
GL_FOG_DISTANCE_MODE_NV
,
GL_EYE_PLANE_ABSOLUTE_NV
);
}
}
break
;
case
WINED3DRS_FOGVERTEXMODE
:
{
glHint
(
GL_FOG_HINT
,
GL_FASTEST
);
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]
==
D3DFOG_NONE
)
{
switch
(
Value
)
{
case
D3DFOG_EXP
:
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
break
;
case
D3DFOG_EXP2
:
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
break
;
case
D3DFOG_NONE
:
case
D3DFOG_LINEAR
:
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
break
;
default:
FIXME
(
"Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!
\n
"
,
Value
);
glHint
(
GL_FOG_HINT
,
GL_FASTEST
);
checkGLcall
(
"glHint(GL_FOG_HINT, GL_FASTEST)"
);
switch
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
])
{
/* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
* If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
*/
case
D3DFOG_EXP
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FRAGMENT_DEPTH
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
D3DFOG_EXP2
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FRAGMENT_DEPTH
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
D3DFOG_LINEAR
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FRAGMENT_DEPTH
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
D3DFOG_NONE
:
{
/* Both are none? According to msdn the alpha channel of the specular
* color contains a fog factor. Set it in drawStridedSlow.
* Same happens with Vertexfog on transformed vertices
*/
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FOG_COORD
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD)
\n
"
);
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR)"
);
glFogf
(
GL_FOG_START
,
(
float
)
0xff
);
checkGLcall
(
"glFogfv GL_FOG_START"
);
glFogf
(
GL_FOG_END
,
0
.
0
);
checkGLcall
(
"glFogfv GL_FOG_END"
);
}
else
{
/* Disable GL fog, handle this in software in drawStridedSlow */
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable(GL_FOG)"
);
}
break
;
}
default:
FIXME
(
"Unexpected WINED3DRS_FOGVERTEXMODE %ld
\n
"
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]);
}
if
(
GL_SUPPORT
(
NV_FOG_DISTANCE
))
{
glFogi
(
GL_FOG_DISTANCE_MODE_NV
,
This
->
stateBlock
->
renderState
[
WINED3DRS_RANGEFOGENABLE
]
?
GL_EYE_RADIAL_NV
:
GL_EYE_PLANE_ABSOLUTE_NV
);
}
else
{
glHint
(
GL_FOG_HINT
,
GL_NICEST
);
checkGLcall
(
"glHint(GL_FOG_HINT, GL_NICEST)"
);
switch
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
])
{
case
D3DFOG_EXP
:
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FRAGMENT_DEPTH
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
D3DFOG_EXP2
:
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FRAGMENT_DEPTH
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
D3DFOG_LINEAR
:
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FRAGMENT_DEPTH
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
D3DFOG_NONE
:
/* Won't happen */
default:
FIXME
(
"Unexpected WINED3DRS_FOGTABLEMODE %ld
\n
"
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]);
}
}
if
(
GL_SUPPORT
(
NV_FOG_DISTANCE
))
{
glFogi
(
GL_FOG_DISTANCE_MODE_NV
,
GL_EYE_PLANE_ABSOLUTE_NV
);
}
}
break
;
...
...
dlls/wined3d/drawprim.c
View file @
5c3c5903
...
...
@@ -218,8 +218,30 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
glMultMatrixf
(
invymat
);
checkGLcall
(
"glMultMatrixf(invymat)"
);
}
}
/* Vertex fog on transformed vertices? Use the calculated fog factor stored in the specular color */
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGENABLE
]
&&
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]
!=
D3DFOG_NONE
)
{
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FOG_COORD
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD)"
);
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR)"
);
/* The dx fog range in this case is fixed to 0 - 255,
* but in GL it still depends on the fog start and end (according to the ext)
* Use this to turn around the fog as it's needed. That prevents some
* calculations during drawing :-)
*/
glFogf
(
GL_FOG_START
,
(
float
)
0xff
);
checkGLcall
(
"glFogfv GL_FOG_END"
);
glFogf
(
GL_FOG_END
,
0
.
0
);
checkGLcall
(
"glFogfv GL_FOG_START"
);
}
else
{
/* Disable GL fog, handle this in software in drawStridedSlow */
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable(GL_FOG)"
);
}
}
}
}
/* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied
...
...
@@ -240,6 +262,7 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
if
(
!
useVS
&&
vtx_transformed
)
{
d3ddevice_set_ortho
(
This
);
}
else
{
/* Untransformed, so relies on the view and projection matrices */
...
...
@@ -311,6 +334,23 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
This
->
proj_valid
=
FALSE
;
}
This
->
last_was_rhw
=
FALSE
;
/* Restore fogging */
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGENABLE
]
&&
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]
!=
D3DFOG_NONE
)
{
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORD_SRC
,
GL_FRAGMENT_DEPTH
);
checkGLcall
(
"glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH)
\n
"
);
/* Reapply the fog range */
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
/* Restore the fog mode */
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGTABLEMODE
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]);
}
else
{
/* Enable GL_FOG again because we disabled it above */
glEnable
(
GL_FOG
);
checkGLcall
(
"glEnable(GL_FOG)"
);
}
}
}
return
isLightingOn
;
}
...
...
@@ -1489,6 +1529,22 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
/* Specular ------------------------------- */
if
(
sd
->
u
.
s
.
specular
.
lpData
!=
NULL
)
{
/* special case where the fog density is stored in the diffuse alpha channel */
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGENABLE
]
&&
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]
==
D3DFOG_NONE
||
sd
->
u
.
s
.
position
.
dwType
==
D3DDECLTYPE_FLOAT4
)
&&
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]
==
D3DFOG_NONE
)
{
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
GL_EXTCALL
(
glFogCoordfEXT
(
specularColor
>>
24
));
}
else
{
static
BOOL
warned
=
FALSE
;
if
(
!
warned
)
{
/* TODO: Use the fog table code from old ddraw */
FIXME
(
"Implement fog for transformed vertices in software
\n
"
);
warned
=
TRUE
;
}
}
}
VTRACE
((
"glSecondaryColor4ub: r,g,b=%lu,%lu,%lu
\n
"
,
D3DCOLOR_B_R
(
specularColor
),
D3DCOLOR_B_G
(
specularColor
),
...
...
include/wine/wined3d_gl.h
View file @
5c3c5903
...
...
@@ -646,6 +646,12 @@ typedef GLvoid* (APIENTRY * PGLFNMAPBUFFERARBPROC) (GLenum target, GLenum access
typedef
GLboolean
(
APIENTRY
*
PGLFNUNMAPBUFFERARBPROC
)
(
GLenum
target
);
typedef
void
(
APIENTRY
*
PGLFNGETBUFFERPARAMETERIVARBPROC
)
(
GLenum
target
,
GLenum
pname
,
GLint
*
params
);
typedef
void
(
APIENTRY
*
PGLFNGETBUFFERPOINTERVARBPROC
)
(
GLenum
target
,
GLenum
pname
,
GLvoid
*
*
params
);
/* GL_EXT_fog_coord */
typedef
void
(
APIENTRY
*
PGLFNGLFOGCOORDFEXTPROC
)
(
GLfloat
intesity
);
typedef
void
(
APIENTRY
*
PGLFNGLFOGCOORDFVEXTPROC
)
(
GLfloat
intesity
);
typedef
void
(
APIENTRY
*
PGLFNGLFOGCOORDDEXTPROC
)
(
GLfloat
intesity
);
typedef
void
(
APIENTRY
*
PGLFNGLFOGCOORDDVEXTPROC
)
(
GLfloat
intesity
);
typedef
void
(
APIENTRY
*
PGLFNGLFOGCOORDPOINTEREXTPROC
)
(
GLenum
type
,
GLsizei
stride
,
GLvoid
*
data
);
/* GL_ARB_shader_objects (GLSL) */
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
...
...
@@ -1424,6 +1430,11 @@ typedef enum _GL_SupportedExt {
USE_GL_FUNC(PGLFNGETBUFFERPOINTERVARBPROC, glGetBufferPointervARB); \
/** EXT Extensions **/
\
/* GL_EXT_fog_coord */
\
USE_GL_FUNC(PGLFNGLFOGCOORDFEXTPROC, glFogCoordfEXT); \
USE_GL_FUNC(PGLFNGLFOGCOORDFVEXTPROC, glFogCoordfvEXT); \
USE_GL_FUNC(PGLFNGLFOGCOORDDEXTPROC, glFogCoorddEXT); \
USE_GL_FUNC(PGLFNGLFOGCOORDDVEXTPROC, glFogCoordvEXT); \
USE_GL_FUNC(PGLFNGLFOGCOORDPOINTEREXTPROC, glFogCoordPointerEXT); \
/* GL_EXT_framebuffer_object */
\
USE_GL_FUNC(PGLFNGLISRENDERBUFFEREXTPROC, glIsRenderbufferEXT); \
USE_GL_FUNC(PGLFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT); \
...
...
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