wined3d: Construct the rhw projection matrix directly in transform_projection().

This commit is contained in:
Henri Verbeet 2011-11-01 20:15:19 +01:00 committed by Alexandre Julliard
parent 1c91b08220
commit 6e7f33a7f0
1 changed files with 32 additions and 45 deletions

View File

@ -3888,56 +3888,48 @@ static void transform_projection(struct wined3d_context *context, const struct w
{
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* 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;
TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
if (context->render_offscreen)
glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
else
glOrtho(x, x + w, y + h, y, 0.0, -1.0);
checkGLcall("glOrtho");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (context->render_offscreen)
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;
const GLdouble projection[] =
{
glScalef(1.0f, -1.0f, 1.0f);
checkGLcall("glScalef");
}
x_scale, 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,
};
/* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
glLoadMatrixd(projection);
checkGLcall("glLoadMatrixd");
}
else
{
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead.
1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
divide by the Width/Height, so we need the half range(1.0) to translate by
half a pixel.
The other fun is that d3d's output z range after the transformation is [0;1],
but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
of Z buffer precision and the clear values do not match in the z test. Thus scale
[0;1] to [-1;1], so when gl undoes that we utilize the full z range
*/
/*
* Careful with the order of operations here, we're essentially working backwards:
* x = x + 1/w;
@ -3955,18 +3947,13 @@ static void transform_projection(struct wined3d_context *context, const struct w
* glTranslatef(1/w, -flip/h, -1.0)
* glScalef(1.0, flip, 2.0);
*/
/* Translate by slightly less than a half pixel to force a top-left
* filling convention. 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. */
GLfloat xoffset = (63.0f / 64.0f) / state->viewport.Width;
GLfloat yoffset = -(63.0f / 64.0f) / state->viewport.Height;
glLoadIdentity();
checkGLcall("glLoadIdentity");
if (context->render_offscreen)
{
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
glTranslatef(xoffset, -yoffset, -1.0f);
checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
glScalef(1.0f, -1.0f, 2.0f);