Commit f5fafab6 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Move WINED3DTS_MODELVIEW to the state table.

parent 197ec1c1
......@@ -2372,53 +2372,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, W
return WINED3D_OK;
}
/* Now we really are going to have to change a matrix */
ENTER_GL();
if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
/* This is now set with the texture unit states, it may be a good idea to flag the change though! */
} else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
unsigned int k;
/* If we are changing the View matrix, reset the light and clipping planes to the new view
* NOTE: We have to reset the positions even if the light/plane is not currently
* enabled, since the call to enable it will not reset the position.
* NOTE2: Apparently texture transforms do NOT need reapplying
*/
PLIGHTINFOEL *lightChain = NULL;
This->modelview_valid = FALSE;
This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
glPushMatrix();
glLoadMatrixf((const float *)lpmatrix);
checkGLcall("glLoadMatrixf(...)");
/* Reset lights */
lightChain = This->stateBlock->lights;
while (lightChain && lightChain->glIndex != -1) {
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
checkGLcall("glLightfv posn");
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
checkGLcall("glLightfv dirn");
lightChain = lightChain->next;
}
/* Reset Clipping Planes if clipping is enabled */
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
checkGLcall("glClipPlane");
}
glPopMatrix();
/* Handled by the state manager */
} else { /* What was requested!?? */
WARN("invalid matrix specified: %i\n", d3dts);
}
/* Release lock, all done */
LEAVE_GL();
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
return WINED3D_OK;
}
......
......@@ -1805,6 +1805,44 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
}
static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock) {
unsigned int k;
/* If we are changing the View matrix, reset the light and clipping planes to the new view
* NOTE: We have to reset the positions even if the light/plane is not currently
* enabled, since the call to enable it will not reset the position.
* NOTE2: Apparently texture transforms do NOT need reapplying
*/
PLIGHTINFOEL *lightChain = NULL;
stateblock->wineD3DDevice->modelview_valid = FALSE;
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
glPushMatrix();
checkGLcall("glPushMatrix()");
glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf(...)");
/* Reset lights. TODO: Call light apply func */
lightChain = stateblock->lights;
while (lightChain && lightChain->glIndex != -1) {
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
checkGLcall("glLightfv posn");
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
checkGLcall("glLightfv dirn");
lightChain = lightChain->next;
}
/* Reset Clipping Planes if clipping is enabled. TODO: Call clipplane apply func */
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
glClipPlane(GL_CLIP_PLANE0 + k, stateblock->clipplane[k]);
checkGLcall("glClipPlane");
}
glPopMatrix();
checkGLcall("glPopMatrix()");
}
const struct StateEntry StateTable[] =
{
/* State name representative, apply function */
......@@ -2306,7 +2344,7 @@ const struct StateEntry StateTable[] =
{ /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
/* Transform states follow */
{ /* 1, undefined */ 0, state_undefined },
{ /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), state_undefined },
{ /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
{ /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), state_undefined },
{ /* 4, undefined */ 0, state_undefined },
{ /* 5, undefined */ 0, state_undefined },
......
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