Stefan Dösinger : wined3d: Fix projected bump mapping.

Alexandre Julliard julliard at winehq.org
Tue Aug 26 07:06:44 CDT 2008


Module: wine
Branch: master
Commit: 8fc2cfe432680c9db1788daa1f2b3d8d6bc404de
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=8fc2cfe432680c9db1788daa1f2b3d8d6bc404de

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Sun Aug 17 22:49:33 2008 +0200

wined3d: Fix projected bump mapping.

---

 dlls/wined3d/arb_program_shader.c |   20 +++++++++++++++++---
 1 files changed, 17 insertions(+), 3 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 250845a..97a1cab 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -2756,9 +2756,23 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
             shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
             shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
-            shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
-            shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
-                            instr, sat, stage, stage, textype);
+
+            /* with projective textures, texbem only divides the static texture coord, not the displacement,
+             * so we can't let the GL handle this.
+             */
+            if (settings->op[stage].projected != proj_none) {
+                /* Note: Currently always divide by .a because the vertex pipeline moves the correct value
+                 * into the 4th component
+                 */
+                shader_addline(&buffer, "RCP arg1.a, fragment.texcoord[%u].a;\n", stage);
+                shader_addline(&buffer, "MUL arg1.rg, fragment.texcoord[%u], arg1.a;\n", stage);
+                shader_addline(&buffer, "ADD ret, ret, arg1;\n");
+            } else {
+                shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
+            }
+
+            shader_addline(&buffer, "TEX%s tex%u, ret, texture[%u], %s;\n",
+                            sat, stage, stage, textype);
             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
                 shader_addline(&buffer, "MAD ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
                                stage - 1, stage - 1, stage - 1);




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