wined3d: Introduce a get_projection_matrix() function.

Notice that I'm using floats instead of doubles in the new function,
mostly to be able to use struct wined3d_matrix and multiply_matrix().
At a rough estimate the precision should still be good enough.
This commit is contained in:
Matteo Bruni 2015-03-20 13:50:53 +01:00 committed by Alexandre Julliard
parent 65c8c40b18
commit 2d270f31c6
3 changed files with 70 additions and 64 deletions

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@ -4052,74 +4052,14 @@ static void transform_view(struct wined3d_context *context, const struct wined3d
void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_matrix projection;
gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
/* There are a couple of additional things we have to take into account
* here besides the projection transformation itself:
* - We need to flip along the y-axis in case of offscreen rendering.
* - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
* - D3D coordinates refer to pixel centers while GL coordinates refer
* to pixel corners.
* - D3D has a top-left filling convention. We need to maintain this
* even after the y-flip mentioned above.
* In order to handle the last two points, we translate by
* (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
* translating slightly less than half a pixel. We want the difference to
* be large enough that it doesn't get lost due to rounding inside the
* driver, but small enough to prevent it from interfering with any
* anti-aliasing. */
if (context->last_was_rhw)
{
/* Transform D3D RHW coordinates to OpenGL clip coordinates. */
double x = state->viewport.x;
double y = state->viewport.y;
double w = state->viewport.width;
double h = state->viewport.height;
double x_scale = 2.0 / w;
double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
double y_offset = context->render_offscreen
? ((63.0 / 64.0) - (2.0 * y) - h) / h
: ((63.0 / 64.0) - (2.0 * y) - h) / -h;
enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
double z_scale = zenable ? 2.0f : 0.0f;
double z_offset = zenable ? -1.0f : 0.0f;
const GLdouble projection[] =
{
x_scale, 0.0, 0.0, 0.0,
0.0, y_scale, 0.0, 0.0,
0.0, 0.0, z_scale, 0.0,
x_offset, y_offset, z_offset, 1.0,
};
gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
checkGLcall("glLoadMatrixd");
}
else
{
double y_scale = context->render_offscreen ? -1.0 : 1.0;
double x_offset = (63.0 / 64.0) / state->viewport.width;
double y_offset = context->render_offscreen
? (63.0 / 64.0) / state->viewport.height
: -(63.0 / 64.0) / state->viewport.height;
const GLdouble projection[] =
{
1.0, 0.0, 0.0, 0.0,
0.0, y_scale, 0.0, 0.0,
0.0, 0.0, 2.0, 0.0,
x_offset, y_offset, -1.0, 1.0,
};
gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
checkGLcall("glLoadMatrixd");
gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION]._11);
checkGLcall("glLoadMatrixf");
}
get_projection_matrix(context, state, &projection);
gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
checkGLcall("glLoadMatrixf");
}
/* This should match any arrays loaded in load_vertex_data.

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@ -3138,6 +3138,70 @@ void get_modelview_matrix(const struct wined3d_context *context, const struct wi
multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
}
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_matrix *mat)
{
/* There are a couple of additional things we have to take into account
* here besides the projection transformation itself:
* - We need to flip along the y-axis in case of offscreen rendering.
* - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
* - D3D coordinates refer to pixel centers while GL coordinates refer
* to pixel corners.
* - D3D has a top-left filling convention. We need to maintain this
* even after the y-flip mentioned above.
* In order to handle the last two points, we translate by
* (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
* translating slightly less than half a pixel. We want the difference to
* be large enough that it doesn't get lost due to rounding inside the
* driver, but small enough to prevent it from interfering with any
* anti-aliasing. */
if (context->last_was_rhw)
{
/* Transform D3D RHW coordinates to OpenGL clip coordinates. */
float x = state->viewport.x;
float y = state->viewport.y;
float w = state->viewport.width;
float h = state->viewport.height;
float x_scale = 2.0f / w;
float x_offset = (float)((63.0 / 64.0 - (2.0 * x) - w) / w);
float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
float y_offset = (float)(context->render_offscreen
? (63.0 / 64.0 - (2.0 * y) - h) / h
: (63.0 / 64.0 - (2.0 * y) - h) / -h);
enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
float z_scale = zenable ? 2.0f : 0.0f;
float z_offset = zenable ? -1.0f : 0.0f;
const struct wined3d_matrix projection =
{
x_scale, 0.0f, 0.0f, 0.0f,
0.0f, y_scale, 0.0f, 0.0f,
0.0f, 0.0f, z_scale, 0.0f,
x_offset, y_offset, z_offset, 1.0f,
};
*mat = projection;
}
else
{
float y_scale = context->render_offscreen ? -1.0f : 1.0f;
float x_offset = 63.0f / 64.0f * (1.0f / state->viewport.width);
float y_offset = context->render_offscreen
? 63.0f / 64.0f * (1.0f / state->viewport.height)
: -63.0f / 64.0f * (1.0f / state->viewport.height);
const struct wined3d_matrix projection =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, y_scale, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
x_offset, y_offset, -1.0f, 1.0f,
};
multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
}
}
/* Setup this textures matrix according to the texture flags. */
/* Context activation is done by the caller (state handler). */
void set_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix, DWORD flags,

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@ -3037,6 +3037,8 @@ static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader,
void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
/* Using additional shader constants (uniforms in GLSL / program environment
* or local parameters in ARB) is costly: