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Zsolt Vadász
wine
Commits
fe30ce34
Commit
fe30ce34
authored
21 years ago
by
Jason Edmeades
Committed by
Alexandre Julliard
21 years ago
Browse files
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Patches
Plain Diff
Properly support texture coordinate indexes.
parent
3a812c64
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Changes
1
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1 changed file
dlls/d3d8/device.c
+203
-171
203 additions, 171 deletions
dlls/d3d8/device.c
with
203 additions
and
171 deletions
dlls/d3d8/device.c
+
203
−
171
View file @
fe30ce34
...
...
@@ -145,8 +145,12 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
const
long
*
pIdxBufL
=
NULL
;
const
char
*
curPos
;
BOOL
isLightingOn
=
FALSE
;
BOOL
enableTexture
=
FALSE
;
int
vx_index
;
int
coordIdxInfo
=
0x00
;
/* Information on number of coords supplied */
float
s
[
8
],
t
[
8
],
r
[
8
],
q
[
8
];
/* Holding place for tex coords */
const
char
*
coordPtr
[
8
];
/* Holding place for the ptr to tex coords */
int
numCoords
[
8
];
/* Holding place for D3DFVF_TEXTUREFORMATx */
float
x
=
0
.
0
f
,
y
=
0
.
0
f
,
...
...
@@ -179,9 +183,10 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
isDiffuse
=
fvf
&
D3DFVF_DIFFUSE
;
isSpecular
=
fvf
&
D3DFVF_SPECULAR
;
numTextures
=
(
fvf
&
D3DFVF_TEXCOUNT_MASK
)
>>
D3DFVF_TEXCOUNT_SHIFT
;
coordIdxInfo
=
(
fvf
&
0x00FF0000
)
>>
16
;
/* 16 is from definition of D3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
TRACE
(
"Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d, numBlends=%d)
\n
"
,
fvf
,
normal
,
isRHW
,
isPtSize
,
isDiffuse
,
isSpecular
,
numTextures
,
numBlends
);
TRACE
(
"Drawing with FVF = %x, (n?%d, rhw?%d, ptSize(%d), diffuse?%d, specular?%d, numTextures=%d, numBlends=%d
, coordIdxInfo=%x
)
\n
"
,
fvf
,
normal
,
isRHW
,
isPtSize
,
isDiffuse
,
isSpecular
,
numTextures
,
numBlends
,
coordIdxInfo
);
/* If no normals, DISABLE lighting otherwise, dont touch lighing as it is
set by the appropriate render state */
...
...
@@ -361,90 +366,112 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
curPos
=
curPos
+
sizeof
(
DWORD
);
}
/* ToDo: Texture coords */
/* Texture coords */
/* numTextures indicates the number of texture coordinates supplied */
/* However, the first set may not be for stage 0 texture - it all */
/* depends on D3DTSS_TEXCOORDINDEX. */
/* The number of bytes for each coordinate set is based off */
/* D3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
/* Initialize unused coords to unsupplied so we can check later */
for
(
textureNo
=
numTextures
;
textureNo
<
7
;
textureNo
++
)
numCoords
[
textureNo
]
=
-
1
;
/* So, for each supplied texture extract the coords */
for
(
textureNo
=
0
;
textureNo
<
numTextures
;
++
textureNo
)
{
float
s
,
t
,
r
,
q
;
numCoords
[
textureNo
]
=
coordIdxInfo
&
0x03
;
/* Always one set */
s
[
textureNo
]
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
if
(
numCoords
[
textureNo
]
!=
D3DFVF_TEXTUREFORMAT1
)
{
t
[
textureNo
]
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
if
(
numCoords
[
textureNo
]
!=
D3DFVF_TEXTUREFORMAT2
)
{
r
[
textureNo
]
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
if
(
numCoords
[
textureNo
]
!=
D3DFVF_TEXTUREFORMAT3
)
{
q
[
textureNo
]
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
}
}
}
coordIdxInfo
=
coordIdxInfo
>>
2
;
/* Drop bottom two bits */
}
/* Now use the appropriate set of texture indexes */
for
(
textureNo
=
0
;
textureNo
<
This
->
TextureUnits
;
++
textureNo
)
{
if
(
!
(
This
->
isMultiTexture
)
&&
textureNo
>
0
)
{
FIXME
(
"Program using multiple concurrent textures which this opengl implementation doesnt support
\n
"
);
continue
;
}
if
(
textureNo
>
This
->
TextureUnits
)
{
FIXME
(
"Program using more concurrent textures than this opengl implementation support
\n
"
);
break
;
}
/* Query tex coords */
if
(
This
->
StateBlock
->
textures
[
textureNo
]
!=
NULL
)
{
switch
(
IDirect3DBaseTexture8Impl_GetType
((
LPDIRECT3DBASETEXTURE8
)
This
->
StateBlock
->
textures
[
textureNo
]))
{
case
D3DRTYPE_TEXTURE
:
s
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
t
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
VTRACE
((
"tex:%d, s,t=%f,%f
\n
"
,
textureNo
,
s
,
t
));
if
((
This
->
StateBlock
->
textures
[
textureNo
]
!=
NULL
)
&&
(
useVertexShaderFunction
==
FALSE
))
{
if
(
TRUE
==
useVertexShaderFunction
)
{
/* Nothing to do */
}
else
{
if
(
This
->
UpdateStateBlock
->
texture_state
[
textureNo
][
D3DTSS_TEXCOORDINDEX
]
>
7
)
{
VTRACE
(
"Skip tex coords, as being system generated
\n
"
);
}
else
{
int
coordIdx
=
This
->
UpdateStateBlock
->
texture_state
[
textureNo
][
D3DTSS_TEXCOORDINDEX
];
if
(
This
->
isMultiTexture
)
{
if
(
coordIdx
>
7
)
{
VTRACE
((
"tex: %d - Skip tex coords, as being system generated
\n
"
,
textureNo
));
}
else
if
(
coordIdx
>=
numTextures
)
{
VTRACE
((
"tex: %d - Skip tex coords, as requested higher than supplied
\n
"
,
textureNo
));
}
else
{
switch
(
numCoords
[
coordIdx
])
{
/* Supply the provided texture coords */
case
D3DFVF_TEXTUREFORMAT1
:
VTRACE
((
"tex:%d, s=%f
\n
"
,
textureNo
,
s
[
coordIdx
]));
if
(
This
->
isMultiTexture
)
{
#if defined(GL_VERSION_1_3)
glMultiTexCoord
2
f
(
GL_TEXTURE0
+
textureNo
,
s
,
t
);
glMultiTexCoord
1
f
(
GL_TEXTURE0
+
textureNo
,
s
[
coordIdx
]
);
#else
glMultiTexCoord
2
fARB
(
GL_TEXTURE0_ARB
+
textureNo
,
s
,
t
);
glMultiTexCoord
1
fARB
(
GL_TEXTURE0_ARB
+
textureNo
,
s
[
coordIdx
]
);
#endif
}
else
{
glTexCoord2f
(
s
,
t
);
}
}
else
{
glTexCoord1f
(
s
[
coordIdx
]);
}
}
break
;
case
D3DRTYPE_VOLUMETEXTURE
:
s
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
t
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
r
=
*
(
float
*
)
curPos
;
curPos
=
curPos
+
sizeof
(
float
);
VTRACE
((
"tex:%d, s,t,r=%f,%f,%f
\n
"
,
textureNo
,
s
,
t
,
r
));
if
(
TRUE
==
useVertexShaderFunction
)
{
/* Nothing to do */
}
else
{
if
(
This
->
UpdateStateBlock
->
texture_state
[
textureNo
][
D3DTSS_TEXCOORDINDEX
]
>
7
)
{
VTRACE
(
"Skip tex coords, as being system generated
\n
"
);
break
;
case
D3DFVF_TEXTUREFORMAT2
:
VTRACE
((
"tex:%d, s=%f, t=%f
\n
"
,
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
]));
if
(
This
->
isMultiTexture
)
{
#if defined(GL_VERSION_1_3)
glMultiTexCoord2f
(
GL_TEXTURE0
+
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
]);
#else
glMultiTexCoord2fARB
(
GL_TEXTURE0_ARB
+
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
]);
#endif
}
else
{
if
(
This
->
isMultiTexture
)
{
glTexCoord2f
(
s
[
coordIdx
],
t
[
coordIdx
]);
}
break
;
case
D3DFVF_TEXTUREFORMAT3
:
VTRACE
((
"tex:%d, s=%f, t=%f, r=%f
\n
"
,
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
],
r
[
coordIdx
]));
if
(
This
->
isMultiTexture
)
{
#if defined(GL_VERSION_1_3)
glMultiTexCoord3f
(
GL_TEXTURE0
+
textureNo
,
s
,
t
,
r
);
glMultiTexCoord3f
(
GL_TEXTURE0
+
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
],
r
[
coordIdx
]
);
#else
glMultiTexCoord3fARB
(
GL_TEXTURE0_ARB
+
textureNo
,
s
,
t
,
r
);
glMultiTexCoord3fARB
(
GL_TEXTURE0_ARB
+
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
],
r
[
coordIdx
]
);
#endif
}
else
{
glTexCoord3f
(
s
,
t
,
r
);
}
}
else
{
glTexCoord3f
(
s
[
coordIdx
],
t
[
coordIdx
],
r
[
coordIdx
]);
}
break
;
case
D3DFVF_TEXTUREFORMAT4
:
VTRACE
((
"tex:%d, s=%f, t=%f, r=%f, q=%f
\n
"
,
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
],
r
[
coordIdx
],
q
[
coordIdx
]));
if
(
This
->
isMultiTexture
)
{
#if defined(GL_VERSION_1_3)
glMultiTexCoord4f
(
GL_TEXTURE0
+
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
],
r
[
coordIdx
],
q
[
coordIdx
]);
#else
glMultiTexCoord4fARB
(
GL_TEXTURE0_ARB
+
textureNo
,
s
[
coordIdx
],
t
[
coordIdx
],
r
[
coordIdx
],
q
[
coordIdx
]);
#endif
}
else
{
glTexCoord4f
(
s
[
coordIdx
],
t
[
coordIdx
],
r
[
coordIdx
],
q
[
coordIdx
]);
}
break
;
default:
FIXME
(
"Should not get here as numCoords is two bits only (%x)!
\n
"
,
numCoords
[
coordIdx
]);
}
break
;
case
D3DRTYPE_CUBETEXTURE
:
r
=
0
.
0
f
;
q
=
0
.
0
f
;
/* Avoid compiler warnings, need these vars later for other textures */
FIXME
(
"Unhandled texture type: D3DRTYPE_CUBETEXTURE
\n
"
);
break
;
default:
r
=
0
.
0
f
;
q
=
0
.
0
f
;
/* Avoid compiler warnings, need these vars later for other textures */
FIXME
(
"Unhandled texture type: %u
\n
"
,
IDirect3DBaseTexture8Impl_GetType
((
LPDIRECT3DBASETEXTURE8
)
This
->
StateBlock
->
textures
[
textureNo
]));
}
}
else
{
/* Note I have seen a program actually do this, so just hide it and continue */
VTRACE
((
"Very odd - texture requested in FVF but not bound!
\n
"
));
}
}
...
...
@@ -526,7 +553,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
t
=
vertex_shader
->
output
.
oT
[
textureNo
].
y
;
VTRACE
((
"tex:%d, s,t=%f,%f
\n
"
,
textureNo
,
s
,
t
));
if
(
This
->
UpdateStateBlock
->
texture_state
[
textureNo
][
D3DTSS_TEXCOORDINDEX
]
>
7
)
{
VTRACE
(
"Skip tex coords, as being system generated
\n
"
);
VTRACE
(
(
"Skip tex coords, as being system generated
\n
"
)
)
;
}
else
{
if
(
This
->
isMultiTexture
)
{
#if defined(GL_VERSION_1_3)
...
...
@@ -549,7 +576,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
r
=
vertex_shader
->
output
.
oT
[
textureNo
].
z
;
VTRACE
((
"tex:%d, s,t,r=%f,%f,%f
\n
"
,
textureNo
,
s
,
t
,
r
));
if
(
This
->
UpdateStateBlock
->
texture_state
[
textureNo
][
D3DTSS_TEXCOORDINDEX
]
>
7
)
{
VTRACE
(
"Skip tex coords, as being system generated
\n
"
);
VTRACE
(
(
"Skip tex coords, as being system generated
\n
"
)
)
;
}
else
{
if
(
This
->
isMultiTexture
)
{
#if defined(GL_VERSION_1_3)
...
...
@@ -743,68 +770,80 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
#endif
}
/* ToDo: Texture coords */
for
(
textureNo
=
0
;
textureNo
<
numTextures
;
textureNo
++
)
{
/* Texture coords */
/* numTextures indicates the number of texture coordinates supplied */
/* However, the first set may not be for stage 0 texture - it all */
/* depends on D3DTSS_TEXCOORDINDEX. */
/* The number of bytes for each coordinate set is based off */
/* D3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
/* Initialize unused coords to unsupplied so we can check later */
for
(
textureNo
=
numTextures
;
textureNo
<
7
;
textureNo
++
)
coordPtr
[
textureNo
]
=
NULL
;
/* So, for each supplied texture extract the coords */
for
(
textureNo
=
0
;
textureNo
<
numTextures
;
++
textureNo
)
{
numCoords
[
textureNo
]
=
coordIdxInfo
&
0x03
;
coordPtr
[
textureNo
]
=
curPos
;
/* Always one set */
curPos
=
curPos
+
sizeof
(
float
);
if
(
numCoords
[
textureNo
]
!=
D3DFVF_TEXTUREFORMAT1
)
{
curPos
=
curPos
+
sizeof
(
float
);
if
(
numCoords
[
textureNo
]
!=
D3DFVF_TEXTUREFORMAT2
)
{
curPos
=
curPos
+
sizeof
(
float
);
if
(
numCoords
[
textureNo
]
!=
D3DFVF_TEXTUREFORMAT3
)
{
curPos
=
curPos
+
sizeof
(
float
);
}
}
}
coordIdxInfo
=
coordIdxInfo
>>
2
;
/* Drop bottom two bits */
}
/* Now use the appropriate set of texture indexes */
for
(
textureNo
=
0
;
textureNo
<
This
->
TextureUnits
;
++
textureNo
)
{
if
(
!
(
This
->
isMultiTexture
)
&&
textureNo
>
0
)
{
FIXME
(
"Program using multiple concurrent textures which this opengl implementation doesnt support
\n
"
);
continue
;
}
/* Query tex coords */
if
((
This
->
StateBlock
->
textures
[
textureNo
]
!=
NULL
)
&&
(
useVertexShaderFunction
==
FALSE
))
{
int
coordIdx
=
This
->
UpdateStateBlock
->
texture_state
[
textureNo
][
D3DTSS_TEXCOORDINDEX
];
if
(
coordIdx
>
7
)
{
VTRACE
((
"tex: %d - Skip tex coords, as being system generated
\n
"
,
textureNo
));
}
else
{
int
numFloats
=
0
;
#if defined(GL_VERSION_1_3)
glClientActiveTexture
(
GL_TEXTURE0
+
textureNo
);
glClientActiveTexture
(
GL_TEXTURE0
+
textureNo
);
#else
glClientActiveTextureARB
(
GL_TEXTURE0_ARB
+
textureNo
);
glClientActiveTextureARB
(
GL_TEXTURE0_ARB
+
textureNo
);
#endif
if
(
This
->
StateBlock
->
textures
[
textureNo
]
!=
NULL
)
{
enableTexture
=
TRUE
;
switch
(
IDirect3DBaseTexture8Impl_GetType
((
LPDIRECT3DBASETEXTURE8
)
This
->
StateBlock
->
textures
[
textureNo
]))
{
case
D3DRTYPE_TEXTURE
:
if
(
This
->
UpdateStateBlock
->
texture_state
[
textureNo
][
D3DTSS_TEXCOORDINDEX
]
>
7
)
{
VTRACE
(
"Skip tex coords, as being system generated
\n
"
);
}
else
{
glTexCoordPointer
(
2
,
GL_FLOAT
,
skip
,
curPos
);
checkGLcall
(
"glTexCoordPointer(2, ...)"
);
switch
(
numCoords
[
coordIdx
])
{
/* Supply the provided texture coords */
case
D3DFVF_TEXTUREFORMAT1
:
numFloats
=
1
;
break
;
case
D3DFVF_TEXTUREFORMAT2
:
numFloats
=
2
;
break
;
case
D3DFVF_TEXTUREFORMAT3
:
numFloats
=
3
;
break
;
case
D3DFVF_TEXTUREFORMAT4
:
numFloats
=
4
;
break
;
default:
numFloats
=
0
;
break
;
}
curPos
+=
2
*
sizeof
(
float
);
glEnableClientState
(
GL_TEXTURE_COORD_ARRAY
);
checkGLcall
(
"glEnableClientState(GL_TEXTURE_COORD_ARRAY);"
);
break
;
case
D3DRTYPE_VOLUMETEXTURE
:
if
(
This
->
UpdateStateBlock
->
texture_state
[
textureNo
][
D3DTSS_TEXCOORDINDEX
]
>
7
)
{
VTRACE
(
"Skip tex coords, as being system generated
\n
"
);
if
(
numFloats
==
0
||
coordIdx
>=
numTextures
)
{
VTRACE
((
"Skipping as invalid request - numfloats=%d, coordIdx=%d, numTextures=%d
\n
"
,
numFloats
,
coordIdx
,
numTextures
));
glDisableClientState
(
GL_TEXTURE_COORD_ARRAY
);
checkGLcall
(
"glDisableClientState(GL_TEXTURE_COORD_ARRAY);"
);
}
else
{
glTexCoordPointer
(
3
,
GL_FLOAT
,
skip
,
curPos
);
checkGLcall
(
"glTexCoordPointer(3, ...)"
);
VTRACE
((
"tex: %d, ptr=%p, numcoords=%d
\n
"
,
textureNo
,
coordPtr
[
coordIdx
],
numFloats
));
glTexCoordPointer
(
numFloats
,
GL_FLOAT
,
skip
,
coordPtr
[
coordIdx
]);
checkGLcall
(
"glTexCoordPointer(x, ...)"
);
glEnableClientState
(
GL_TEXTURE_COORD_ARRAY
);
checkGLcall
(
"glEnableClientState(GL_TEXTURE_COORD_ARRAY);"
);
}
curPos
+=
3
*
sizeof
(
float
);
glEnableClientState
(
GL_TEXTURE_COORD_ARRAY
);
checkGLcall
(
"glEnableClientState(GL_TEXTURE_COORD_ARRAY);"
);
break
;
default:
FIXME
(
"Unhandled texture type
\n
"
);
glDisableClientState
(
GL_TEXTURE_COORD_ARRAY
);
checkGLcall
(
"glDisableClientState(GL_TEXTURE_COORD_ARRAY);"
);
}
}
else
{
/* Note I have seen a program actually do this, so just hide it and continue */
TRACE
(
"Very odd - texture requested in FVF but not bound!
\n
"
);
#if defined(GL_VERSION_1_3)
glMultiTexCoord4f
(
GL_TEXTURE0
+
textureNo
,
0
,
0
,
0
,
1
);
checkGLcall
(
"glMultiTexCoord4f(... , 0, 0, 0, 1)"
);
glDisableClientState
(
GL_TEXTURE_COORD_ARRAY
);
checkGLcall
(
"glDisableClientState(GL_TEXTURE_COORD_ARRAY);"
);
#else
glMultiTexCoord4fARB
(
GL_TEXTURE0_ARB
+
textureNo
,
0
,
0
,
0
,
1
);
checkGLcall
(
"glMultiTexCoord4fARB(... , 0, 0, 0, 1)"
);
glDisableClientState
(
GL_TEXTURE_COORD_ARRAY
);
checkGLcall
(
"glDisableClientState(GL_TEXTURE_COORD_ARRAY);"
);
#endif
}
}
/* Finally do the drawing */
if
(
isIndexed
)
{
...
...
@@ -3684,7 +3723,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
case
D3DTOP_SELECTARG1
:
{
FIXME
(
"see if D3DTOP_SELECTARG1 behavior is correct now!
\n
"
);
glTexEnvi
(
GL_TEXTURE_ENV
,
Parm
,
GL_REPLACE
);
checkGLcall
(
"glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE)"
);
#if 0 /* don't seem to do anything */
...
...
@@ -3732,7 +3770,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
DWORD
dwValue
=
0
;
GLenum
source
;
GLenum
operand
;
FIXME
(
"see if D3DTOP_SELECTARG2 behavior is correct now!
\n
"
);
glTexEnvi
(
GL_TEXTURE_ENV
,
Parm
,
GL_REPLACE
);
checkGLcall
(
"glTexEnvi(GL_TEXTURE_ENV, Parm, GL_REPLACE)"
);
/* GL_REPLACE, swap args 0 and 1? */
...
...
@@ -3901,63 +3938,58 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
case
D3DTSS_TEXCOORDINDEX
:
{
/* CameraSpacePosition means use the vertex position, transformed to camera space,
as the input texture coordinates for this stage's texture transformation. This
equates roughly to EYE_LINEAR */
/**
* To Jason: i don't understand what to do with the (Value & 0x00FF) index
* it seems a texture coordinate index (0 <= x <= 7) seeing msdn and logs
* have you any idea ?
*/
/**
* Be carefull the value of the mask 0xF0000 come from d3d8types.h infos
*/
switch
(
Value
&
0xFFFFFF00
)
{
case
D3DTSS_TCI_PASSTHRU
:
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
break
;
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
/**
* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
*/
switch
(
Value
&
0xFFFFFF00
)
{
case
D3DTSS_TCI_PASSTHRU
:
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
break
;
case
D3DTSS_TCI_CAMERASPACEPOSITION
:
{
/* CameraSpacePosition means use the vertex position, transformed to camera space,
as the input texture coordinates for this stage's texture transformation. This
equates roughly to EYE_LINEAR */
{
float
s_plane
[]
=
{
1
.
0
,
0
.
0
,
0
.
0
,
0
.
0
};
float
t_plane
[]
=
{
0
.
0
,
1
.
0
,
0
.
0
,
0
.
0
};
float
r_plane
[]
=
{
0
.
0
,
0
.
0
,
1
.
0
,
0
.
0
};
float
q_plane
[]
=
{
0
.
0
,
0
.
0
,
0
.
0
,
1
.
0
};
TRACE
(
"D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane
\n
"
);
glMatrixMode
(
GL_MODELVIEW
);
glPushMatrix
();
glLoadIdentity
();
glTexGenfv
(
GL_S
,
GL_EYE_PLANE
,
s_plane
);
glTexGenfv
(
GL_T
,
GL_EYE_PLANE
,
t_plane
);
glTexGenfv
(
GL_R
,
GL_EYE_PLANE
,
r_plane
);
glTexGenfv
(
GL_Q
,
GL_EYE_PLANE
,
q_plane
);
glPopMatrix
();
TRACE
(
"D3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR
\n
"
);
glEnable
(
GL_TEXTURE_GEN_S
);
checkGLcall
(
"glEnable(GL_TEXTURE_GEN_S);"
);
glTexGeni
(
GL_S
,
GL_TEXTURE_GEN_MODE
,
GL_EYE_LINEAR
);
checkGLcall
(
"glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)"
);
glEnable
(
GL_TEXTURE_GEN_T
);
checkGLcall
(
"glEnable(GL_TEXTURE_GEN_T);"
);
glTexGeni
(
GL_T
,
GL_TEXTURE_GEN_MODE
,
GL_EYE_LINEAR
);
checkGLcall
(
"glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)"
);
glEnable
(
GL_TEXTURE_GEN_R
);
checkGLcall
(
"glEnable(GL_TEXTURE_GEN_R);"
);
glTexGeni
(
GL_R
,
GL_TEXTURE_GEN_MODE
,
GL_EYE_LINEAR
);
checkGLcall
(
"glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)"
);
}
break
;
default:
/* Todo: */
/* ? disable GL_TEXTURE_GEN_n ? */
FIXME
(
"Unhandled D3DTSS_TEXCOORDINDEX %lx
\n
"
,
Value
);
break
;
}
glMatrixMode
(
GL_MODELVIEW
);
glPushMatrix
();
glLoadIdentity
();
glTexGenfv
(
GL_S
,
GL_EYE_PLANE
,
s_plane
);
glTexGenfv
(
GL_T
,
GL_EYE_PLANE
,
t_plane
);
glTexGenfv
(
GL_R
,
GL_EYE_PLANE
,
r_plane
);
glTexGenfv
(
GL_Q
,
GL_EYE_PLANE
,
q_plane
);
glPopMatrix
();
TRACE
(
"D3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR
\n
"
);
glEnable
(
GL_TEXTURE_GEN_S
);
checkGLcall
(
"glEnable(GL_TEXTURE_GEN_S);"
);
glTexGeni
(
GL_S
,
GL_TEXTURE_GEN_MODE
,
GL_EYE_LINEAR
);
checkGLcall
(
"glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)"
);
glEnable
(
GL_TEXTURE_GEN_T
);
checkGLcall
(
"glEnable(GL_TEXTURE_GEN_T);"
);
glTexGeni
(
GL_T
,
GL_TEXTURE_GEN_MODE
,
GL_EYE_LINEAR
);
checkGLcall
(
"glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)"
);
glEnable
(
GL_TEXTURE_GEN_R
);
checkGLcall
(
"glEnable(GL_TEXTURE_GEN_R);"
);
glTexGeni
(
GL_R
,
GL_TEXTURE_GEN_MODE
,
GL_EYE_LINEAR
);
checkGLcall
(
"glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)"
);
}
break
;
default:
/* Todo: */
/* ? disable GL_TEXTURE_GEN_n ? */
FIXME
(
"Unhandled D3DTSS_TEXCOORDINDEX %lx
\n
"
,
Value
);
break
;
}
}
break
;
...
...
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