Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
6238f9a6
Commit
6238f9a6
authored
Feb 12, 2003
by
Lionel Ulmer
Committed by
Alexandre Julliard
Feb 12, 2003
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Added fogging for transformed vertices.
parent
62ed0ffe
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
74 additions
and
27 deletions
+74
-27
mesa.c
dlls/ddraw/d3ddevice/mesa.c
+69
-27
mesa_private.h
dlls/ddraw/mesa_private.h
+5
-0
No files found.
dlls/ddraw/d3ddevice/mesa.c
View file @
6238f9a6
...
...
@@ -689,6 +689,23 @@ static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj)
return
(
d
*
Zproj
-
c
)
/
(
a
-
b
*
Zproj
);
}
static
void
build_fog_table
(
BYTE
*
fog_table
,
DWORD
fog_color
)
{
int
i
;
TRACE
(
" rebuilding fog table (%06lx)...
\n
"
,
fog_color
&
0x00FFFFFF
);
for
(
i
=
0
;
i
<
3
;
i
++
)
{
BYTE
fog_color_component
=
(
fog_color
>>
(
8
*
i
))
&
0xFF
;
DWORD
elt
;
for
(
elt
=
0
;
elt
<
0x10000
;
elt
++
)
{
/* We apply the fog transformation and cache the result */
DWORD
fog_intensity
=
elt
&
0xFF
;
DWORD
vertex_color
=
(
elt
>>
8
)
&
0xFF
;
fog_table
[(
i
*
0x10000
)
+
elt
]
=
((
fog_intensity
*
vertex_color
)
+
((
0xFF
-
fog_intensity
)
*
fog_color_component
))
/
0xFF
;
}
}
}
static
void
draw_primitive_handle_GL_state
(
IDirect3DDeviceImpl
*
This
,
BOOLEAN
vertex_transformed
,
BOOLEAN
vertex_lit
)
{
...
...
@@ -710,29 +727,44 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
glThis
->
transform_state
=
GL_TRANSFORM_ORTHO
;
d3ddevice_set_ortho
(
This
);
}
/* TODO: optimize this to not always reset all the fog stuff on all DrawPrimitive call
if no fogging state change occured */
if
(
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGENABLE
-
1
]
==
TRUE
)
{
if
(
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGTABLEMODE
-
1
]
!=
D3DFOG_NONE
)
{
switch
(
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGTABLEMODE
-
1
])
{
case
D3DFOG_LINEAR
:
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
break
;
case
D3DFOG_EXP
:
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
break
;
case
D3DFOG_EXP2
:
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
break
;
}
glFogf
(
GL_FOG_START
,
ZfromZproj
(
This
,
*
(
float
*
)
&
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGSTART
-
1
]));
glFogf
(
GL_FOG_END
,
ZfromZproj
(
This
,
*
(
float
*
)
&
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGEND
-
1
]));
glEnable
(
GL_FOG
);
}
else
if
(
(
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGVERTEXMODE
-
1
]
!=
D3DFOG_NONE
)
&&
(
vertex_lit
==
FALSE
)
&&
(
vertex_transformed
==
FALSE
)
)
{
/* D3DFOG_EXP and D3DFOG_EXP2 are treated as D3DFOG_LINEAR */
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
glFogf
(
GL_FOG_START
,
*
(
float
*
)
&
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGSTART
-
1
]);
glFogf
(
GL_FOG_END
,
*
(
float
*
)
&
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGEND
-
1
]);
glEnable
(
GL_FOG
);
}
else
glDisable
(
GL_FOG
);
}
else
if
(
vertex_transformed
==
TRUE
)
{
glDisable
(
GL_FOG
);
/* Now check if our fog_table still corresponds to the current vertex color.
Element '0x..00' is always the fog color as it corresponds to maximum fog intensity */
if
((
glThis
->
fog_table
[
0
*
0x10000
+
0x0000
]
!=
((
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGCOLOR
-
1
]
>>
0
)
&
0xFF
))
||
(
glThis
->
fog_table
[
1
*
0x10000
+
0x0000
]
!=
((
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGCOLOR
-
1
]
>>
8
)
&
0xFF
))
||
(
glThis
->
fog_table
[
2
*
0x10000
+
0x0000
]
!=
((
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGCOLOR
-
1
]
>>
16
)
&
0xFF
)))
{
/* We need to rebuild our fog table.... */
build_fog_table
(
glThis
->
fog_table
,
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGCOLOR
-
1
]);
}
}
else
{
if
(
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGTABLEMODE
-
1
]
!=
D3DFOG_NONE
)
{
switch
(
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGTABLEMODE
-
1
])
{
case
D3DFOG_LINEAR
:
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
break
;
case
D3DFOG_EXP
:
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
break
;
case
D3DFOG_EXP2
:
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
break
;
}
if
(
vertex_lit
==
FALSE
)
{
glFogf
(
GL_FOG_START
,
*
(
float
*
)
&
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGSTART
-
1
]);
glFogf
(
GL_FOG_END
,
*
(
float
*
)
&
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGEND
-
1
]);
}
else
{
/* Special case of 'pixel fog' */
glFogf
(
GL_FOG_START
,
ZfromZproj
(
This
,
*
(
float
*
)
&
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGSTART
-
1
]));
glFogf
(
GL_FOG_END
,
ZfromZproj
(
This
,
*
(
float
*
)
&
This
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGEND
-
1
]));
}
glEnable
(
GL_FOG
);
}
else
{
glDisable
(
GL_FOG
);
}
}
}
else
{
glDisable
(
GL_FOG
);
}
/* Handle the 'no-normal' case */
if
((
vertex_lit
==
FALSE
)
&&
(
This
->
state_block
.
render_state
[
D3DRENDERSTATE_LIGHTING
-
1
]
==
TRUE
))
glEnable
(
GL_LIGHTING
);
...
...
@@ -950,15 +982,21 @@ inline static void handle_specular(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted
/* No else here as we do not know how to handle 'specular' on its own in any case.. */
}
inline
static
void
handle_diffuse_and_specular
(
STATEBLOCK
*
sb
,
DWORD
*
color_d
,
DWORD
*
color_s
,
BOOLEAN
lighted
)
{
inline
static
void
handle_diffuse_and_specular
(
STATEBLOCK
*
sb
,
BYTE
*
fog_table
,
DWORD
*
color_d
,
DWORD
*
color_s
,
BOOLEAN
lighted
)
{
if
(
lighted
==
TRUE
)
{
DWORD
color
=
*
color_d
;
if
(
sb
->
render_state
[
D3DRENDERSTATE_FOGENABLE
-
1
]
==
TRUE
)
{
/* Special case where the specular value is used to do fogging. TODO */
/* Special case where the specular value is used to do fogging */
BYTE
fog_intensity
=
*
color_s
>>
24
;
/* The alpha value of the specular component is the fog 'intensity' for this vertex */
color
&=
0xFF000000
;
/* Only keep the alpha component */
color
|=
fog_table
[((
*
color_d
>>
0
)
&
0xFF
)
<<
8
|
fog_intensity
]
<<
0
;
color
|=
fog_table
[((
*
color_d
>>
8
)
&
0xFF
)
<<
8
|
fog_intensity
]
<<
8
;
color
|=
fog_table
[((
*
color_d
>>
16
)
&
0xFF
)
<<
8
|
fog_intensity
]
<<
16
;
}
if
(
sb
->
render_state
[
D3DRENDERSTATE_SPECULARENABLE
-
1
]
==
TRUE
)
{
/* Standard specular value in transformed mode. TODO */
}
handle_diffuse_base
(
sb
,
color_d
);
handle_diffuse_base
(
sb
,
&
color
);
}
else
{
if
(
sb
->
render_state
[
D3DRENDERSTATE_LIGHTING
-
1
]
==
TRUE
)
{
handle_diffuse
(
sb
,
color_d
,
FALSE
);
...
...
@@ -989,7 +1027,8 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
DWORD
dwFlags
)
{
BOOLEAN
vertex_lighted
=
(
d3dvtVertexType
&
D3DFVF_NORMAL
)
==
0
;
IDirect3DDeviceGLImpl
*
glThis
=
(
IDirect3DDeviceGLImpl
*
)
This
;
if
(
TRACE_ON
(
ddraw
))
{
TRACE
(
" Vertex format : "
);
dump_flexible_vertex
(
d3dvtVertexType
);
}
...
...
@@ -1036,7 +1075,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
D3DVALUE
*
position
=
(
D3DVALUE
*
)
(((
char
*
)
lpD3DDrawPrimStrideData
->
position
.
lpvData
)
+
i
*
lpD3DDrawPrimStrideData
->
position
.
dwStride
);
handle_diffuse_and_specular
(
&
(
This
->
state_block
),
color_d
,
color_s
,
TRUE
);
handle_diffuse_and_specular
(
&
(
This
->
state_block
),
glThis
->
fog_table
,
color_d
,
color_s
,
TRUE
);
handle_texture
(
tex_coord
);
handle_xyzrhw
(
position
);
...
...
@@ -1071,7 +1110,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
(
DWORD
*
)
(((
char
*
)
lpD3DDrawPrimStrideData
->
diffuse
.
lpvData
)
+
i
*
lpD3DDrawPrimStrideData
->
diffuse
.
dwStride
);
DWORD
*
color_s
=
(
DWORD
*
)
(((
char
*
)
lpD3DDrawPrimStrideData
->
specular
.
lpvData
)
+
i
*
lpD3DDrawPrimStrideData
->
specular
.
dwStride
);
handle_diffuse_and_specular
(
&
(
This
->
state_block
),
color_d
,
color_s
,
vertex_lighted
);
handle_diffuse_and_specular
(
&
(
This
->
state_block
),
glThis
->
fog_table
,
color_d
,
color_s
,
vertex_lighted
);
}
else
{
if
(
d3dvtVertexType
&
D3DFVF_SPECULAR
)
{
DWORD
*
color_s
=
...
...
@@ -2294,5 +2333,8 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
apply_render_state
(
object
,
&
object
->
state_block
);
/* FIXME: do something similar for ligh_state and texture_stage_state */
/* And fill the fog table with the default fog value */
build_fog_table
(
gl_object
->
fog_table
,
object
->
state_block
.
render_state
[
D3DRENDERSTATE_FOGCOLOR
-
1
]);
return
DD_OK
;
}
dlls/ddraw/mesa_private.h
View file @
6238f9a6
...
...
@@ -104,6 +104,11 @@ typedef struct IDirect3DDeviceGLImpl
/* The last type of vertex drawn */
GL_TRANSFORM_STATE
transform_state
;
/* Used to handle fogging faster... */
BYTE
fog_table
[
3
*
0x10000
];
/* 3 is for R, G and B
0x10000 is 0xFF for the vertex color and
0xFF for the fog intensity */
Display
*
display
;
Drawable
drawable
;
}
IDirect3DDeviceGLImpl
;
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment