[4/7] wined3d: Implemented bump map transform for texbem in GLSL
with native signed textures
Fabian Bieler
der.fabe at gmx.net
Thu Mar 22 12:19:17 CDT 2007
-------------- next part --------------
From 169a5b193139d75cb83b907caad95820bacf117d Mon Sep 17 00:00:00 2001
From: Fabian Bieler <der.fabe at gmx.net>
Date: Thu, 22 Mar 2007 17:42:03 +0100
Subject: [PATCH] wined3d: Implemented bump map transform for texbem in GLSL with native signed textures
---
dlls/wined3d/glsl_shader.c | 11 ++++++-----
1 files changed, 6 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5403ddf..5771ae5 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -359,7 +359,7 @@ void shader_glsl_load_constants(
float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
pos = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
checkGLcall("glGetUniformLocationARB");
- GL_EXTCALL(glUniform4fvARB(pos, 1, data));
+ GL_EXTCALL(glUniformMatrix2fvARB(pos, 1, 0, data));
checkGLcall("glUniform4fvARB");
}
}
@@ -401,7 +401,7 @@ void shader_generate_glsl_declarations(
if(!pshader)
shader_addline(buffer, "uniform vec4 posFixup;\n");
else if(reg_maps->bumpmat)
- shader_addline(buffer, "uniform vec4 bumpenvmat;\n");
+ shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
/* Declare texture samplers */
for (i = 0; i < This->baseShader.limits.sampler; i++) {
@@ -1783,6 +1783,7 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
char dst_swizzle[6];
glsl_sample_function_t sample_function;
+ glsl_src_param_t coord_param;
DWORD sampler_type;
DWORD sampler_idx;
BOOL projected;
@@ -1817,9 +1818,9 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
shader_glsl_get_write_mask(arg->dst, dst_swizzle);
shader_glsl_get_write_mask(mask, coord_mask);
- FIXME("Bump map transform not handled yet\n");
- shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
- sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
+ shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
+ shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
+ sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
}
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
--
1.4.4.1
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