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DirectX uses a R/Z transform to translate a texture but under OpenGL a
Q transform must be used instead.
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@ -1615,7 +1615,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANS
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int tex = d3dts - D3DTS_TEXTURE0;
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GLACTIVETEXTURE(tex);
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set_texture_matrix((float *)lpmatrix,
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This->updateStateBlock->textureState[tex][WINED3DTSS_TEXTURETRANSFORMFLAGS]);
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This->updateStateBlock->textureState[tex][WINED3DTSS_TEXTURETRANSFORMFLAGS], (This->stateBlock->textureState[tex][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
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}
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} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
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@ -3956,6 +3956,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DW
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R)");
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break;
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@ -4070,6 +4071,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DW
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
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break;
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}
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@ -4078,7 +4080,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DW
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/* Unhandled */
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case WINED3DTSS_TEXTURETRANSFORMFLAGS :
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set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value);
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set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
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break;
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case WINED3DTSS_BUMPENVMAT00 :
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@ -1456,11 +1456,12 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
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#endif
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/* Setup this textures matrix according to the texture flags*/
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void set_texture_matrix(const float *smat, DWORD flags)
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void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords)
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{
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float mat[16];
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glMatrixMode(GL_TEXTURE);
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checkGLcall("glMatrixMode(GL_TEXTURE)");
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if (flags == D3DTTFF_DISABLE) {
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glLoadIdentity();
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@ -1470,28 +1471,38 @@ void set_texture_matrix(const float *smat, DWORD flags)
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if (flags == (D3DTTFF_COUNT1|D3DTTFF_PROJECTED)) {
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ERR("Invalid texture transform flags: D3DTTFF_COUNT1|D3DTTFF_PROJECTED\n");
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checkGLcall("glLoadIdentity()");
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return;
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}
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memcpy(mat, smat, 16*sizeof(float));
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memcpy(mat, smat, 16 * sizeof(float));
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switch (flags & ~D3DTTFF_PROJECTED) {
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case D3DTTFF_COUNT1: mat[1] = mat[5] = mat[9] = mat[13] = 0;
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case D3DTTFF_COUNT1: mat[1] = mat[5] = mat[13] = 0;
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case D3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
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default: mat[3] = mat[7] = mat[11] = 0, mat[15] = 1;
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}
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if (flags & D3DTTFF_PROJECTED) switch (flags & ~D3DTTFF_PROJECTED) {
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case D3DTTFF_COUNT2:
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mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
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mat[1] = mat[5] = mat[9] = mat[13] = 0;
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break;
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case D3DTTFF_COUNT3:
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mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
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mat[2] = mat[6] = mat[10] = mat[14] = 0;
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if (flags & D3DTTFF_PROJECTED) {
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switch (flags & ~D3DTTFF_PROJECTED) {
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case D3DTTFF_COUNT1:
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mat[9] = 0;
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break;
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case D3DTTFF_COUNT2:
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mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
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mat[1] = mat[5] = mat[9] = mat[13] = 0;
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break;
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case D3DTTFF_COUNT3:
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mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
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mat[2] = mat[6] = mat[10] = mat[14] = 0;
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break;
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}
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} else if(!calculatedCoords) { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
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mat[12] = mat[8];
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mat[13] = mat[9];
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mat[8] = 0;
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mat[9] = 0;
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}
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glLoadMatrixf(mat);
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checkGLcall("glLoadMatrixf(mat)");
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}
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@ -937,7 +937,7 @@ const char* debug_d3dpool(D3DPOOL pool);
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/* Routines for GL <-> D3D values */
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GLenum StencilOp(DWORD op);
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void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
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void set_texture_matrix(const float *smat, DWORD flags);
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void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
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void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
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SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
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