[PATCH 3/4] wined3d: Implement normals transformation for vertex blending.
Józef Kucia
joseph.kucia at gmail.com
Thu Jul 2 01:26:47 CDT 2015
---
dlls/wined3d/glsl_shader.c | 41 +++++++++++++++++++++++++++--------------
1 file changed, 27 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c3ecb77..335ad23 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -121,7 +121,7 @@ struct glsl_vs_program
GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
GLint projection_matrix_location;
- GLint normal_matrix_location;
+ GLint normal_matrix_location[MAX_VERTEX_BLENDS];
GLint texture_matrix_location[MAX_TEXTURES];
GLint material_ambient_location;
GLint material_diffuse_location;
@@ -1065,14 +1065,17 @@ static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
}
static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
- const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
+ const struct wined3d_state *state, struct glsl_shader_prog_link *prog, int index)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float mat[3 * 3];
struct wined3d_matrix mv;
unsigned int i, j;
- get_modelview_matrix(context, state, 0, &mv);
+ if (prog->vs.normal_matrix_location[index] == -1)
+ return;
+
+ get_modelview_matrix(context, state, index, &mv);
if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING)
invert_matrix_3d(&mv, &mv);
else
@@ -1084,7 +1087,7 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
for (j = 0; j < 3; ++j)
mat[i * 3 + j] = (&mv._11)[j * 4 + i];
- GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
+ GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location[index], 1, FALSE, mat));
checkGLcall("glUniformMatrix3fv");
}
@@ -1322,7 +1325,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
- shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
+ shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog, 0);
}
if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
@@ -1337,6 +1340,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
get_modelview_matrix(context, state, i, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
+
+ shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog, i);
}
}
@@ -5600,7 +5605,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
- shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
+ shader_addline(buffer, "uniform mat3 ffp_normal_matrix[%u];\n", MAX_VERTEX_BLENDS);
shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "uniform struct\n{\n");
@@ -5658,6 +5663,8 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
}
}
+ shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
+
if (settings->transformed)
{
shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
@@ -5666,7 +5673,6 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
}
else
{
- shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
for (i = 0; i < settings->vertexblends; ++i)
shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
@@ -5680,12 +5686,15 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
}
- if (!settings->normal)
- shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
- else if (settings->normalize)
- shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * ffp_attrib_normal);\n");
- else
- shader_addline(buffer, "vec3 normal = ffp_normal_matrix * ffp_attrib_normal;\n");
+ shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
+ if (settings->normal)
+ {
+ for (i = 0; i < settings->vertexblends + 1; ++i)
+ shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (ffp_normal_matrix[%u] * ffp_attrib_normal);\n", i, i);
+
+ if (settings->normalize)
+ shader_addline(buffer, "normal = normalize(normal);\n");
+ }
shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
@@ -6464,7 +6473,11 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
- vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
+ for (i = 0; i < MAX_VERTEX_BLENDS; i++)
+ {
+ string_buffer_sprintf(name, "ffp_normal_matrix[%u]", i);
+ vs->normal_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
+ }
for (i = 0; i < MAX_TEXTURES; ++i)
{
string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
--
2.3.6
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