wined3d: Add and use GL_EXT_fog_coord defines.

oldstable
H. Verbeet 2006-06-16 00:24:46 +02:00 committed by Alexandre Julliard
parent bdb4fab7a7
commit 701ce97d65
3 changed files with 31 additions and 20 deletions

View File

@ -3830,8 +3830,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
}
@ -3843,8 +3843,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
}
@ -3856,8 +3856,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
}
@ -3870,8 +3870,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
* Same happens with Vertexfog on transformed vertices
*/
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD)\n");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
glFogf(GL_FOG_START, (float) 0xff);
@ -3894,8 +3894,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
}
@ -3903,8 +3903,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
}
@ -3912,8 +3912,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
}

View File

@ -222,8 +222,8 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
/* 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] != D3DFOG_NONE) {
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_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,
@ -338,8 +338,8 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
/* Restore fogging */
if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] && This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != D3DFOG_NONE) {
if(GL_SUPPORT(EXT_FOG_COORD)) {
glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH)\n");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)\n");
/* Reapply the fog range */
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
@ -1046,7 +1046,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
if (sd->u.s.fog.lpData != NULL) {
/* TODO: fog*/
if (GL_SUPPORT(EXT_FOG_COORD) {
glEnableClientState(GL_FOG_COORD_EXT);
glEnableClientState(GL_FOG_COORDINATE_EXT);
(GL_EXTCALL)(FogCoordPointerEXT)(WINED3D_ATR_GLTYPE(fog),
sd->u.s.fog.dwStride,
sd->u.s.fog.lpData);
@ -1058,7 +1058,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
} else {
if (GL_SUPPRT(EXT_FOR_COORD) {
/* make sure fog is disabled */
glDisableClientState(GL_FOG_COORD_EXT);
glDisableClientState(GL_FOG_COORDINATE_EXT);
}
}
#endif

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@ -647,6 +647,17 @@ typedef GLboolean (APIENTRY * PGLFNUNMAPBUFFERARBPROC) (GLenum target);
typedef void (APIENTRY * PGLFNGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRY * PGLFNGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params);
/* GL_EXT_fog_coord */
#ifndef GL_EXT_fog_coord
#define GL_EXT_fog_coord 1
#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450
#define GL_FOG_COORDINATE_EXT 0x8451
#define GL_FRAGMENT_DEPTH_EXT 0x8452
#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453
#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454
#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457
#endif /* GL_EXT_fog_coord */
typedef void (APIENTRY * PGLFNGLFOGCOORDFEXTPROC) (GLfloat intesity);
typedef void (APIENTRY * PGLFNGLFOGCOORDFVEXTPROC) (GLfloat intesity);
typedef void (APIENTRY * PGLFNGLFOGCOORDDEXTPROC) (GLfloat intesity);