Factorize the 'ortho' code (will be needed later on).
This commit is contained in:
parent
2d7c07c7c3
commit
76beb5b7ec
|
@ -668,27 +668,9 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
|
|||
glEnable(GL_FOG);
|
||||
} else if ((vertex_transformed == TRUE) &&
|
||||
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
|
||||
GLfloat height, width;
|
||||
GLfloat trans_mat[16];
|
||||
|
||||
/* Set our orthographic projection */
|
||||
glThis->transform_state = GL_TRANSFORM_ORTHO;
|
||||
|
||||
width = glThis->parent.surface->surface_desc.dwWidth;
|
||||
height = glThis->parent.surface->surface_desc.dwHeight;
|
||||
|
||||
/* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
|
||||
to OpenGL screen coordinates (ie the upper left corner is not the same).
|
||||
For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
|
||||
-1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
|
||||
trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
|
||||
trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
|
||||
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
|
||||
trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(trans_mat);
|
||||
d3ddevice_set_ortho(This);
|
||||
|
||||
/* Remove also fogging... */
|
||||
glDisable(GL_FOG);
|
||||
|
@ -1900,6 +1882,30 @@ d3ddevice_bltfast(IDirectDrawSurfaceImpl *This, DWORD dstx,
|
|||
return DDERR_INVALIDPARAMS;
|
||||
}
|
||||
|
||||
void
|
||||
d3ddevice_set_ortho(IDirect3DDeviceImpl *This)
|
||||
{
|
||||
GLfloat height, width;
|
||||
GLfloat trans_mat[16];
|
||||
|
||||
width = This->surface->surface_desc.dwWidth;
|
||||
height = This->surface->surface_desc.dwHeight;
|
||||
|
||||
/* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
|
||||
to OpenGL screen coordinates (ie the upper left corner is not the same).
|
||||
For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
|
||||
-1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
|
||||
trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
|
||||
trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
|
||||
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
|
||||
trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(trans_mat);
|
||||
}
|
||||
|
||||
void
|
||||
d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
|
||||
D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat)
|
||||
|
|
|
@ -269,31 +269,11 @@ static void execute(IDirect3DExecuteBufferImpl *This,
|
|||
break;
|
||||
|
||||
case D3DVT_TLVERTEX: {
|
||||
GLdouble height, width;
|
||||
GLfloat trans_mat[16];
|
||||
|
||||
/* First, disable lighting */
|
||||
/* First, disable lighting and fogging */
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
width = lpDevice->surface->surface_desc.dwWidth;
|
||||
height = lpDevice->surface->surface_desc.dwHeight;
|
||||
|
||||
/* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates
|
||||
to OpenGL screen coordinates (ie the upper left corner is not the same).
|
||||
For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
|
||||
-1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
|
||||
trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
|
||||
trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
|
||||
trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
|
||||
trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(trans_mat);
|
||||
|
||||
/* Remove also fogging... */
|
||||
glDisable(GL_FOG);
|
||||
|
||||
d3ddevice_set_ortho(lpDevice);
|
||||
} break;
|
||||
|
||||
default:
|
||||
|
|
|
@ -164,6 +164,9 @@ extern HRESULT d3ddevice_find(IDirect3DImpl *d3d, LPD3DFINDDEVICESEARCH lpD3DDFS
|
|||
/* Used to upload the texture */
|
||||
extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This) ;
|
||||
|
||||
/* Used to set-up our orthographic projection */
|
||||
extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ;
|
||||
|
||||
/* Common functions defined in d3dcommon.c */
|
||||
void set_render_state(IDirect3DDeviceGLImpl* This,
|
||||
D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState);
|
||||
|
|
Loading…
Reference in New Issue