[D3D 81] Small code reorg
Lionel Ulmer
lionel.ulmer at free.fr
Sat Jan 4 07:20:09 CST 2003
Changelog:
Factorize the 'ortho' code (will be needed later on)
--
Lionel Ulmer - http://www.bbrox.org/
-------------- next part --------------
--- /home/ulmer/Wine/wine_base//dlls/ddraw/d3ddevice/mesa.c 2003-01-04 08:12:57.000000000 +0100
+++ /home/ulmer/Wine/wine_work//dlls/ddraw/d3ddevice/mesa.c 2003-01-04 11:42:54.000000000 +0100
@@ -668,28 +670,10 @@
glEnable(GL_FOG);
} else if ((vertex_transformed == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
- GLfloat height, width;
- GLfloat trans_mat[16];
-
- glThis->transform_state = GL_TRANSFORM_ORTHO;
-
- width = glThis->parent.surface->surface_desc.dwWidth;
- height = glThis->parent.surface->surface_desc.dwHeight;
-
- /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
- to OpenGL screen coordinates (ie the upper left corner is not the same).
- For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
- -1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
- trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
- trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
- trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
- trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(trans_mat);
-
+ /* Set our orthographic projection */
+ glThis->transform_state = GL_TRANSFORM_ORTHO;
+ d3ddevice_set_ortho(This);
+
/* Remove also fogging... */
glDisable(GL_FOG);
}
@@ -1901,6 +1885,30 @@
}
void
+d3ddevice_set_ortho(IDirect3DDeviceImpl *This)
+{
+ GLfloat height, width;
+ GLfloat trans_mat[16];
+
+ width = This->surface->surface_desc.dwWidth;
+ height = This->surface->surface_desc.dwHeight;
+
+ /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
+ to OpenGL screen coordinates (ie the upper left corner is not the same).
+ For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
+ -1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
+ trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
+ trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
+ trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
+ trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(trans_mat);
+}
+
+void
d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat)
{
--- /home/ulmer/Wine/wine_base//dlls/ddraw/d3dexecutebuffer.c 2003-01-02 18:01:43.000000000 +0100
+++ /home/ulmer/Wine/wine_work//dlls/ddraw/d3dexecutebuffer.c 2003-01-04 11:08:00.000000000 +0100
@@ -269,31 +269,11 @@
break;
case D3DVT_TLVERTEX: {
- GLdouble height, width;
- GLfloat trans_mat[16];
-
- /* First, disable lighting */
+ /* First, disable lighting and fogging */
glDisable(GL_LIGHTING);
-
- width = lpDevice->surface->surface_desc.dwWidth;
- height = lpDevice->surface->surface_desc.dwHeight;
-
- /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
- to OpenGL screen coordinates (ie the upper left corner is not the same).
- For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
- -1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
- trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
- trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
- trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
- trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(trans_mat);
-
- /* Remove also fogging... */
glDisable(GL_FOG);
+
+ d3ddevice_set_ortho(lpDevice);
} break;
default:
--- /home/ulmer/Wine/wine_base//dlls/ddraw/mesa_private.h 2003-01-03 16:02:11.000000000 +0100
+++ /home/ulmer/Wine/wine_work//dlls/ddraw/mesa_private.h 2003-01-04 11:07:02.000000000 +0100
@@ -164,6 +164,9 @@
/* Used to upload the texture */
extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This) ;
+/* Used to set-up our orthographic projection */
+extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ;
+
/* Common functions defined in d3dcommon.c */
void set_render_state(IDirect3DDeviceGLImpl* This,
D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState);
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