[D3D 87] Implement vertex and pixel fog
Christian Costa
titan.costa at wanadoo.fr
Tue Jan 21 15:54:21 CST 2003
Changelog :
Implement vertex and pixel fog.
Fix fog color initialization.
Christian Costa titan.costa at wanadoo.fr
-------------- next part --------------
diff -u -r ../../winebase/wine/dlls/ddraw/d3ddevice/mesa.c dlls/ddraw/d3ddevice/mesa.c
--- ../../winebase/wine/dlls/ddraw/d3ddevice/mesa.c Tue Jan 21 20:53:12 2003
+++ dlls/ddraw/d3ddevice/mesa.c Tue Jan 21 21:04:12 2003
@@ -673,6 +673,22 @@
}
}
+/* This function calculate the Z coordinate from Zproj */
+static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj)
+{
+ float a,b,c,d;
+ /* Assume that X = Y = 0 and W = 1 */
+ a = This->proj_mat->_33;
+ b = This->proj_mat->_34;
+ c = This->proj_mat->_43;
+ d = This->proj_mat->_44;
+ /* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d
+ * So in non homogenous coordinates we have Zproj = (a * Z + b) / (c * Z + d)
+ * And finally Z = (d * Zproj - c) / (a - b * Zproj)
+ */
+ return (d*Zproj - c) / (a - b*Zproj);
+}
+
static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
BOOLEAN vertex_transformed,
BOOLEAN vertex_lit) {
@@ -688,17 +704,34 @@
This->world_mat, This->view_mat, This->proj_mat);
glThis->transform_state = GL_TRANSFORM_NORMAL;
- if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE)
- glEnable(GL_FOG);
} else if ((vertex_transformed == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
/* Set our orthographic projection */
glThis->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(This);
-
- /* Remove also fogging... */
- glDisable(GL_FOG);
}
+ if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {glHint(GL_FOG_HINT,GL_NICEST);
+ if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) {
+ switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) {
+ case D3DFOG_LINEAR: glFogi(GL_FOG_MODE,GL_LINEAR); break;
+ case D3DFOG_EXP: glFogi(GL_FOG_MODE,GL_EXP); break;
+ case D3DFOG_EXP2: glFogi(GL_FOG_MODE,GL_EXP2); break;
+ }
+ glFogf(GL_FOG_START,ZfromZproj(This,*(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]));
+ glFogf(GL_FOG_END,ZfromZproj(This,*(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]));
+ glEnable(GL_FOG);
+ } else if ( (This->state_block.render_state[D3DRENDERSTATE_FOGVERTEXMODE - 1] != D3DFOG_NONE) &&
+ (vertex_lit == FALSE) && (vertex_transformed == FALSE) ) {
+ /* D3DFOG_EXP and D3DFOG_EXP2 are treated as D3DFOG_LINEAR */
+ glFogi(GL_FOG_MODE,GL_LINEAR);
+ glFogf(GL_FOG_START,*(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]);
+ glFogf(GL_FOG_END,*(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]);
+ glEnable(GL_FOG);
+ } else
+ glDisable(GL_FOG);
+ }
+ else
+ glDisable(GL_FOG);
/* Handle the 'no-normal' case */
if (vertex_lit == TRUE)
diff -u -r ../../winebase/wine/dlls/ddraw/mesa.c dlls/ddraw/mesa.c
--- ../../winebase/wine/dlls/ddraw/mesa.c Wed Jan 8 20:31:50 2003
+++ dlls/ddraw/mesa.c Tue Jan 21 20:54:32 2003
@@ -304,12 +304,7 @@
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
- if ((dwRenderState == TRUE) &&
- (glThis->transform_state != GL_TRANSFORM_ORTHO)) {
- glEnable(GL_FOG);
- } else {
- glDisable(GL_FOG);
- }
+ /* Nothing to do here. Only the storage matters :-) */
break;
case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
@@ -320,7 +315,7 @@
case D3DRENDERSTATE_SUBPIXEL: /* 31 */
case D3DRENDERSTATE_SUBPIXELX: /* 32 */
/* We do not support this anyway, so why protest :-) */
- break;
+ break;
case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
if (dwRenderState)
@@ -328,15 +323,26 @@
break;
case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
- GLint color[4];
- color[0] = (dwRenderState >> 16) & 0xFF;
- color[1] = (dwRenderState >> 8) & 0xFF;
- color[2] = (dwRenderState >> 0) & 0xFF;
- color[3] = (dwRenderState >> 24) & 0xFF;
- glFogiv(GL_FOG_COLOR, color);
+ GLfloat color[4];
+ color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
+ color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
+ color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
+ color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
+ glFogfv(GL_FOG_COLOR,color);
+ /* Note: glFogiv does not seem to work */
} break;
-
+ case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
+ case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
+ case D3DRENDERSTATE_FOGSTART: /* 36 */
+ case D3DRENDERSTATE_FOGEND: /* 37 */
+ /* Nothing to do here. Only the storage matters :-) */
+ break;
+
+ case D3DRENDERSTATE_FOGDENSITY: /* 38 */
+ glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
+ break;
+
case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
/* This needs to be fixed. */
if (dwRenderState)
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