wined3d: Extend surface_get_depth_blt_info with texture coordinate code from surface_blt_to_drawable.

This commit is contained in:
Roderick Colenbrander 2010-03-05 16:49:15 +01:00 committed by Alexandre Julliard
parent 2060d80d24
commit 360384277b
1 changed files with 95 additions and 54 deletions

View File

@ -4324,9 +4324,41 @@ struct depth_blt_info
GLfloat coords[4][3];
};
static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
struct coords {
GLfloat x, y, z;
};
struct float_rect
{
float l;
float t;
float r;
float b;
};
static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
{
f->l = ((r->left * 2.0f) / w) - 1.0f;
f->t = ((r->top * 2.0f) / h) - 1.0f;
f->r = ((r->right * 2.0f) / w) - 1.0f;
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
static void surface_get_depth_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct depth_blt_info *info)
{
GLfloat (*coords)[3] = info->coords;
RECT rect;
struct float_rect f;
if (rect_in)
rect = *rect_in;
else
{
rect.left = 0;
rect.top = 0;
rect.right = w;
rect.bottom = h;
}
switch (target)
{
@ -4337,75 +4369,104 @@ static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, stru
info->binding = GL_TEXTURE_BINDING_2D;
info->bind_target = GL_TEXTURE_2D;
info->tex_type = tex_2d;
coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
coords[0][0] = (float)rect.left / w;
coords[0][1] = (float)rect.top / h;
coords[0][2] = 0.0f;
coords[1][0] = (float)rect.right / w;
coords[1][1] = (float)rect.top / h;
coords[1][2] = 0.0f;
coords[2][0] = (float)rect.left / w;
coords[2][1] = (float)rect.bottom / h;
coords[2][2] = 0.0f;
coords[3][0] = (float)rect.right / w;
coords[3][1] = (float)rect.bottom / h;
coords[3][2] = 0.0f;
break;
case GL_TEXTURE_RECTANGLE_ARB:
info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
info->tex_type = tex_rect;
coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
break;
}
}
@ -4429,7 +4490,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glViewport(0, 0, w, h);
surface_get_depth_blt_info(target, w, h, &info);
surface_get_depth_blt_info(target, NULL, w, h, &info);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(info.binding, &old_binding);
glBindTexture(info.bind_target, texture);
@ -4643,26 +4704,6 @@ static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DW
}
}
struct coords {
GLfloat x, y, z;
};
struct float_rect
{
float l;
float t;
float r;
float b;
};
static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
{
f->l = ((r->left * 2.0f) / w) - 1.0f;
f->t = ((r->top * 2.0f) / h) - 1.0f;
f->r = ((r->right * 2.0f) / w) - 1.0f;
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
{
IWineD3DDeviceImpl *device = This->resource.device;