wined3d: Implemented bump map transform for texbem in GLSL with native signed textures.
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@ -359,7 +359,7 @@ void shader_glsl_load_constants(
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float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
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pos = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
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checkGLcall("glGetUniformLocationARB");
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GL_EXTCALL(glUniform4fvARB(pos, 1, data));
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GL_EXTCALL(glUniformMatrix2fvARB(pos, 1, 0, data));
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checkGLcall("glUniform4fvARB");
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}
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}
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@ -401,7 +401,7 @@ void shader_generate_glsl_declarations(
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if(!pshader)
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shader_addline(buffer, "uniform vec4 posFixup;\n");
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else if(reg_maps->bumpmat)
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shader_addline(buffer, "uniform vec4 bumpenvmat;\n");
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shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
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/* Declare texture samplers */
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for (i = 0; i < This->baseShader.limits.sampler; i++) {
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@ -1783,6 +1783,7 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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char dst_swizzle[6];
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glsl_sample_function_t sample_function;
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glsl_src_param_t coord_param;
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DWORD sampler_type;
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DWORD sampler_idx;
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BOOL projected;
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@ -1817,9 +1818,9 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
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shader_glsl_get_write_mask(arg->dst, dst_swizzle);
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shader_glsl_get_write_mask(mask, coord_mask);
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FIXME("Bump map transform not handled yet\n");
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shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
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sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
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shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
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sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
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}
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/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
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