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wine
wine-winehq
Commits
82bd0790
Commit
82bd0790
authored
Jan 02, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jan 03, 2007
Browse files
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Plain Diff
wined3d: Move the projection matrix into its own state.
parent
a0ff9826
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
82 additions
and
81 deletions
+82
-81
drawprim.c
dlls/wined3d/drawprim.c
+0
-57
state.c
dlls/wined3d/state.c
+76
-24
surface.c
dlls/wined3d/surface.c
+6
-0
No files found.
dlls/wined3d/drawprim.c
View file @
82bd0790
...
...
@@ -158,8 +158,6 @@ static const GLfloat invymat[16] = {
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
;
...
...
@@ -170,61 +168,6 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
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
;
if
(
!
This
->
untransformed
)
{
TRACE
(
"Calling glOrtho with %f, %f, %f, %f
\n
"
,
width
,
height
,
-
minZ
,
-
maxZ
);
glOrtho
(
X
,
X
+
width
,
Y
+
height
,
Y
,
-
minZ
,
-
maxZ
);
}
else
{
TRACE
(
"Calling glOrtho with %f, %f, %f, %f
\n
"
,
width
,
height
,
1
.
0
,
-
1
.
0
);
glOrtho
(
X
,
X
+
width
,
Y
+
height
,
Y
,
1
.
0
,
-
1
.
0
);
}
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)"
);
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if
(
This
->
render_offscreen
)
{
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
]
!=
WINED3DFOG_NONE
)
{
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FOG_COORDINATE_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)"
);
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)"
);
}
}
}
}
...
...
dlls/wined3d/state.c
View file @
82bd0790
...
...
@@ -1900,6 +1900,74 @@ static const GLfloat invymat[16] = {
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
};
static
void
transform_projection
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
)
{
glMatrixMode
(
GL_PROJECTION
);
checkGLcall
(
"glMatrixMode(GL_PROJECTION)"
);
glLoadIdentity
();
checkGLcall
(
"glLoadIdentity"
);
if
(
stateblock
->
wineD3DDevice
->
last_was_rhw
)
{
double
X
,
Y
,
height
,
width
,
minZ
,
maxZ
;
X
=
stateblock
->
viewport
.
X
;
Y
=
stateblock
->
viewport
.
Y
;
height
=
stateblock
->
viewport
.
Height
;
width
=
stateblock
->
viewport
.
Width
;
minZ
=
stateblock
->
viewport
.
MinZ
;
maxZ
=
stateblock
->
viewport
.
MaxZ
;
if
(
!
stateblock
->
wineD3DDevice
->
untransformed
)
{
/* Transformed vertices are supposed to bypass the whole transform pipeline including
* frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
* suppress depth clipping. This can be done because it is an orthogonal projection and
* the Z coordinate does not affect the size of the primitives
*/
TRACE
(
"Calling glOrtho with %f, %f, %f, %f
\n
"
,
width
,
height
,
-
minZ
,
-
maxZ
);
glOrtho
(
X
,
X
+
width
,
Y
+
height
,
Y
,
-
minZ
,
-
maxZ
);
}
else
{
/* If the app mixes transformed and untransformed primitives we can't use the coordinate system
* trick above because this would mess up transformed and untransformed Z order. Pass the z position
* unmodified to opengl.
*
* If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
* replacement shader.
*/
TRACE
(
"Calling glOrtho with %f, %f, %f, %f
\n
"
,
width
,
height
,
1
.
0
,
-
1
.
0
);
glOrtho
(
X
,
X
+
width
,
Y
+
height
,
Y
,
1
.
0
,
-
1
.
0
);
}
checkGLcall
(
"glOrtho"
);
/* Window Coord 0 is the middle of the first pixel, so translate by 3/8 pixels */
glTranslatef
(
0
.
375
,
0
.
375
,
0
);
checkGLcall
(
"glTranslatef(0.375, 0.375, 0)"
);
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if
(
stateblock
->
wineD3DDevice
->
render_offscreen
)
{
glMultMatrixf
(
invymat
);
checkGLcall
(
"glMultMatrixf(invymat)"
);
}
}
else
{
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead. */
glTranslatef
(
0
.
9
/
stateblock
->
viewport
.
Width
,
-
0
.
9
/
stateblock
->
viewport
.
Height
,
0
);
checkGLcall
(
"glTranslatef (0.9 / width, -0.9 / height, 0)"
);
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if
(
stateblock
->
wineD3DDevice
->
render_offscreen
)
{
glMultMatrixf
(
invymat
);
checkGLcall
(
"glMultMatrixf(invymat)"
);
}
glMultMatrixf
((
float
*
)
&
stateblock
->
transforms
[
WINED3DTS_PROJECTION
].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glLoadMatrixf"
);
}
}
static
void
vertexdeclaration
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
)
{
BOOL
useVertexShaderFunction
=
FALSE
,
updateFog
=
FALSE
;
BOOL
transformed
;
...
...
@@ -1993,29 +2061,6 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
if
(
!
useVertexShaderFunction
)
{
device
->
proj_valid
=
TRUE
;
glMatrixMode
(
GL_PROJECTION
);
checkGLcall
(
"glMatrixMode"
);
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead. */
glLoadIdentity
();
glTranslatef
(
0
.
9
/
stateblock
->
viewport
.
Width
,
-
0
.
9
/
stateblock
->
viewport
.
Height
,
0
);
checkGLcall
(
"glTranslatef (0.9 / width, -0.9 / height, 0)"
);
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if
(
device
->
render_offscreen
)
{
glMultMatrixf
(
invymat
);
checkGLcall
(
"glMultMatrixf(invymat)"
);
}
glMultMatrixf
((
float
*
)
&
stateblock
->
transforms
[
WINED3DTS_PROJECTION
].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glLoadMatrixf"
);
}
/* Vertex Shader output is already transformed, so set up identity matrices */
...
...
@@ -2027,6 +2072,13 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
device
->
last_was_rhw
=
FALSE
;
}
/* TODO: Move this mainly to the viewport state and only apply when the vp has changed
* or transformed / untransformed was switched
*/
if
(
!
isStateDirty
(
stateblock
->
wineD3DDevice
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
)))
{
transform_projection
(
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
stateblock
);
}
/* Setup fogging */
if
(
updateFog
)
{
state_fog
(
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
stateblock
);
...
...
@@ -2535,7 +2587,7 @@ const struct StateEntry StateTable[] =
/* Transform states follow */
{
/* 1, undefined */
0
,
state_undefined
},
{
/* 2, WINED3DTS_VIEW */
STATE_TRANSFORM
(
WINED3DTS_VIEW
),
transform_view
},
{
/* 3, WINED3DTS_PROJECTION */
STATE_
VDECL
,
vertexdeclaration
},
{
/* 3, WINED3DTS_PROJECTION */
STATE_
TRANSFORM
(
WINED3DTS_PROJECTION
),
transform_projection
},
{
/* 4, undefined */
0
,
state_undefined
},
{
/* 5, undefined */
0
,
state_undefined
},
{
/* 6, undefined */
0
,
state_undefined
},
...
...
dlls/wined3d/surface.c
View file @
82bd0790
...
...
@@ -1150,6 +1150,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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 */
d3ddevice_set_ortho
(
This
->
resource
.
wineD3DDevice
);
/* Apply the projection matrix, it sets up orthogonal projection due to last_was_rhw */
StateTable
[
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
)].
apply
(
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
myDevice
->
stateBlock
);
/* Will reapply the projection matrix too */
IWineD3DDeviceImpl_MarkStateDirty
(
myDevice
,
STATE_VDECL
);
if
(
iface
==
implSwapChain
->
frontBuffer
)
{
...
...
@@ -2474,6 +2477,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Draw a textured quad
*/
d3ddevice_set_ortho
(
This
->
resource
.
wineD3DDevice
);
/* Apply the projection matrix, it sets up orthogonal projection due to last_was_rhw */
StateTable
[
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
)].
apply
(
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
myDevice
->
stateBlock
);
/* That will reapply the projection matrix too */
IWineD3DDeviceImpl_MarkStateDirty
(
myDevice
,
STATE_VDECL
);
glBegin
(
GL_QUADS
);
...
...
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