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wine
wine-cw
Commits
c2d97b23
Commit
c2d97b23
authored
Feb 17, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Feb 18, 2008
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Plain Diff
wined3d: Add a test for fixed function bump mapping.
parent
d49c9bbc
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2 changed files
with
15 additions
and
6 deletions
+15
-6
visual.c
dlls/d3d9/tests/visual.c
+0
-0
state.c
dlls/wined3d/state.c
+15
-6
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dlls/d3d9/tests/visual.c
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c2d97b23
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dlls/wined3d/state.c
View file @
c2d97b23
...
...
@@ -2526,6 +2526,7 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
static
void
tex_bumpenvmat
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
WINED3D_HIGHEST_TEXTURE_STATE
;
float
mat
[
2
][
2
];
if
(
stateblock
->
pixelShader
&&
stage
!=
0
&&
((
IWineD3DPixelShaderImpl
*
)
stateblock
->
pixelShader
)
->
needsbumpmat
==
stage
)
{
...
...
@@ -2545,11 +2546,13 @@ static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
stage
));
checkGLcall
(
"GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))"
);
}
GL_EXTCALL
(
glTexBumpParameterfvATI
(
GL_BUMP_ROT_MATRIX_ATI
,
(
float
*
)
&
(
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT00
])));
mat
[
0
][
0
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT00
]);
mat
[
1
][
0
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT01
]);
mat
[
0
][
1
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT10
]);
mat
[
1
][
1
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT11
]);
GL_EXTCALL
(
glTexBumpParameterfvATI
(
GL_BUMP_ROT_MATRIX_ATI
,
(
float
*
)
mat
));
checkGLcall
(
"glTexBumpParameterfvATI"
);
}
if
(
GL_SUPPORT
(
NV_TEXTURE_SHADER2
))
{
}
else
if
(
GL_SUPPORT
(
NV_TEXTURE_SHADER2
))
{
/* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
* offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
* map offseting is done in the stage reading the bump mapped texture, and the perturbation
...
...
@@ -2562,8 +2565,14 @@ static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
mapped_stage
));
checkGLcall
(
"GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))"
);
glTexEnvfv
(
GL_TEXTURE_SHADER_NV
,
GL_OFFSET_TEXTURE_MATRIX_NV
,
(
float
*
)
&
(
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT00
]));
/* We can't just pass a pointer to the stateblock to GL due to the different matrix
* format(column major vs row major)
*/
mat
[
0
][
0
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT00
]);
mat
[
1
][
0
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT01
]);
mat
[
0
][
1
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT10
]);
mat
[
1
][
1
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVMAT11
]);
glTexEnvfv
(
GL_TEXTURE_SHADER_NV
,
GL_OFFSET_TEXTURE_MATRIX_NV
,
(
float
*
)
mat
);
checkGLcall
(
"glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)"
);
}
}
...
...
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