Stefan Dösinger : wined3d: Adjust the rhw transformation for offscreen rendering.

Alexandre Julliard julliard at wine.codeweavers.com
Mon Mar 5 13:10:22 CST 2007


Module: wine
Branch: master
Commit: 2cdced8193fbf4693298f84d6a121d4ce4607fd5
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=2cdced8193fbf4693298f84d6a121d4ce4607fd5

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Sat Mar  3 02:35:17 2007 +0100

wined3d: Adjust the rhw transformation for offscreen rendering.

When drawing processed vertices with the fixed function pipeline the
projection matrix is set up to map y values from 0 to height to 1.0;
-1.0(gl and d3d coord systems are flipped). This moves the y axis to
the bottom of the drawing area. When later on the y inversion matrix
is applied for offscreen rendering, the coordinate system will get
flipped out of the viewport.

This patch sets the Y range up upside down when using offscreen
rendering, so the invymat will flip it to the correct position. This
has to happen before the 0.375 pixel correction.

---

 dlls/wined3d/state.c |   12 ++++++++++--
 1 files changed, 10 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 64bce1c..ba421a1 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -2154,7 +2154,11 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
              * 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);
+            if(stateblock->wineD3DDevice->render_offscreen) {
+                glOrtho(X, X + width, Y, Y - height, -minZ, -maxZ);
+            } else {
+                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
@@ -2164,7 +2168,11 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
              * 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);
+            if(stateblock->wineD3DDevice->render_offscreen) {
+                glOrtho(X, X + width, Y, Y - height, 1.0, -1.0);
+            } else {
+                glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
+            }
         }
         checkGLcall("glOrtho");
 




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