[PATCH 1/6] wined3d: Don't use the builtin FFP uniform for the normal matrix. (v2)
Matteo Bruni
mbruni at codeweavers.com
Thu Mar 26 14:12:17 CDT 2015
v2: Actually transpose the matrix before uploading (thanks Sebastian),
use 4-spaces indentation in invert_matrix_3d, some general cleanup.
---
dlls/wined3d/glsl_shader.c | 96 +++++++++++++++++++++++++++++++++++++++++++++-
1 file changed, 94 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0fa8308..2dd4760 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -118,6 +118,7 @@ struct glsl_vs_program
GLint pos_fixup_location;
GLint modelview_matrix_location;
+ GLint normal_matrix_location;
};
struct glsl_gs_program
@@ -735,6 +736,93 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
}
+/* Taken and adapted from Mesa. */
+static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
+{
+ float pos, neg, t, det;
+ struct wined3d_matrix temp;
+
+ /* Calculate the determinant of upper left 3x3 submatrix and
+ * determine if the matrix is singular. */
+ pos = neg = 0.0f;
+ t = in->_11 * in->_22 * in->_33;
+ if (t >= 0.0f)
+ pos += t;
+ else
+ neg += t;
+
+ t = in->_21 * in->_32 * in->_13;
+ if (t >= 0.0f)
+ pos += t;
+ else
+ neg += t;
+ t = in->_31 * in->_12 * in->_23;
+ if (t >= 0.0f)
+ pos += t;
+ else
+ neg += t;
+
+ t = -in->_31 * in->_22 * in->_13;
+ if (t >= 0.0f)
+ pos += t;
+ else
+ neg += t;
+ t = -in->_21 * in->_12 * in->_33;
+ if (t >= 0.0f)
+ pos += t;
+ else
+ neg += t;
+
+ t = -in->_11 * in->_32 * in->_23;
+ if (t >= 0.0f)
+ pos += t;
+ else
+ neg += t;
+
+ det = pos + neg;
+
+ if (fabsf(det) < 1e-25f)
+ return FALSE;
+
+ det = 1.0f / det;
+ temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
+ temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
+ temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
+ temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
+ temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
+ temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
+ temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
+ temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
+ temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
+
+ *out = temp;
+ return TRUE;
+}
+
+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_gl_info *gl_info = context->gl_info;
+ float mat[3 * 3];
+ struct wined3d_matrix mv;
+ unsigned int i, j;
+
+ /* gl_NormalMatrix is defined in the OpenGL spec as "transpose of the
+ * inverse of the upper leftmost 3x3 of gl_ModelViewMatrix" and that
+ * seems to be correct for D3D too. */
+ get_modelview_matrix(context, state, &mv);
+ invert_matrix_3d(&mv, &mv);
+ /* Tests show that singular modelview matrices are used unchanged as normal
+ * matrices on D3D3 and older. There seems to be no clearly consistent
+ * behavior on newer D3D versions so always follow older ddraw behavior. */
+ for (i = 0; i < 3; ++i)
+ 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));
+ checkGLcall("glUniformMatrix3fv");
+}
+
/* Context activation is done by the caller (state handler). */
static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
@@ -784,6 +872,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
get_modelview_matrix(context, state, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location, 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
+
+ shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
}
if (update_mask & WINED3D_SHADER_CONST_PS_F)
@@ -5002,6 +5092,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe
shader_addline(buffer, "\n");
shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
+ shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
shader_addline(buffer, "\nvoid main()\n{\n");
shader_addline(buffer, "float m;\n");
@@ -5025,9 +5116,9 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe
if (!settings->normal)
shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
else if (settings->normalize)
- shader_addline(buffer, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
+ shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
else
- shader_addline(buffer, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
+ shader_addline(buffer, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
shader_glsl_ffp_vertex_lighting(buffer, settings, gl_info);
@@ -5784,6 +5875,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
+ vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
}
static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
--
2.0.5
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