DirectX uses a R/Z transform to translate a texture but under OpenGL a

Q transform must be used instead.
oldstable
Oliver Stieber 2005-07-26 20:01:29 +00:00 committed by Alexandre Julliard
parent 6d8567824f
commit 052d108bf5
3 changed files with 28 additions and 15 deletions

View File

@ -1615,7 +1615,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANS
int tex = d3dts - D3DTS_TEXTURE0;
GLACTIVETEXTURE(tex);
set_texture_matrix((float *)lpmatrix,
This->updateStateBlock->textureState[tex][WINED3DTSS_TEXTURETRANSFORMFLAGS]);
This->updateStateBlock->textureState[tex][WINED3DTSS_TEXTURETRANSFORMFLAGS], (This->stateBlock->textureState[tex][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
}
} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
@ -3956,6 +3956,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DW
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R)");
break;
@ -4070,6 +4071,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DW
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
break;
}
@ -4078,7 +4080,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DW
/* Unhandled */
case WINED3DTSS_TEXTURETRANSFORMFLAGS :
set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value);
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);
break;
case WINED3DTSS_BUMPENVMAT00 :

View File

@ -1456,11 +1456,12 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
#endif
/* Setup this textures matrix according to the texture flags*/
void set_texture_matrix(const float *smat, DWORD flags)
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords)
{
float mat[16];
glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
if (flags == D3DTTFF_DISABLE) {
glLoadIdentity();
@ -1470,28 +1471,38 @@ void set_texture_matrix(const float *smat, DWORD flags)
if (flags == (D3DTTFF_COUNT1|D3DTTFF_PROJECTED)) {
ERR("Invalid texture transform flags: D3DTTFF_COUNT1|D3DTTFF_PROJECTED\n");
checkGLcall("glLoadIdentity()");
return;
}
memcpy(mat, smat, 16*sizeof(float));
memcpy(mat, smat, 16 * sizeof(float));
switch (flags & ~D3DTTFF_PROJECTED) {
case D3DTTFF_COUNT1: mat[1] = mat[5] = mat[9] = mat[13] = 0;
case D3DTTFF_COUNT1: mat[1] = mat[5] = mat[13] = 0;
case D3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
default: mat[3] = mat[7] = mat[11] = 0, mat[15] = 1;
}
if (flags & D3DTTFF_PROJECTED) switch (flags & ~D3DTTFF_PROJECTED) {
case D3DTTFF_COUNT2:
mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
mat[1] = mat[5] = mat[9] = mat[13] = 0;
break;
case D3DTTFF_COUNT3:
mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
mat[2] = mat[6] = mat[10] = mat[14] = 0;
if (flags & D3DTTFF_PROJECTED) {
switch (flags & ~D3DTTFF_PROJECTED) {
case D3DTTFF_COUNT1:
mat[9] = 0;
break;
case D3DTTFF_COUNT2:
mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
mat[1] = mat[5] = mat[9] = mat[13] = 0;
break;
case D3DTTFF_COUNT3:
mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
mat[2] = mat[6] = mat[10] = mat[14] = 0;
break;
}
} else if(!calculatedCoords) { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
mat[12] = mat[8];
mat[13] = mat[9];
mat[8] = 0;
mat[9] = 0;
}
glLoadMatrixf(mat);
checkGLcall("glLoadMatrixf(mat)");
}

View File

@ -937,7 +937,7 @@ const char* debug_d3dpool(D3DPOOL pool);
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
void set_texture_matrix(const float *smat, DWORD flags);
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);