[2/?]WineD3D: Adjust the rhw transformation for offscreen rendering

Stefan Dösinger stefan at codeweavers.com
Fri Mar 2 19:53:46 CST 2007


I hope I explained it correctly, these tripple upside down matrix things are 
the perfect way to get insane.
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From a1ec40ad4a5147ca250b2056282bad14770653f9 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Sat, 3 Mar 2007 02:35:17 +0100
Subject: [PATCH] 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");
 
-- 
1.4.4.3



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