wined3d: Implement linear fog with pixel shader.

This commit is contained in:
Fabian Bieler 2007-03-22 17:32:48 +01:00 committed by Alexandre Julliard
parent 67813450b9
commit 7cedd56d24
5 changed files with 136 additions and 13 deletions

View File

@ -284,7 +284,7 @@ static void pshader_get_register_name(
break;
case WINED3DSPR_COLOROUT:
if (reg == 0)
sprintf(regstr, "result.color");
sprintf(regstr, "TMP_COLOR");
else {
/* TODO: See GL_ARB_draw_buffers */
FIXME("Unsupported write to render target %u\n", reg);

View File

@ -291,18 +291,18 @@ static void select_shader_max_constants(
switch (ps_selected_mode) {
case SHADER_GLSL:
/* Subtract the other potential uniforms from the max available (bools & ints).
/* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
* In theory the texbem instruction may need one more shader constant too. But lets assume
* that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
* and lets not take away a uniform needlessly from all other shaders.
*/
gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I;
gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
break;
case SHADER_ARB:
/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
* a free constant to do that, so no need to reduce the number of available constants.
* a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
*/
gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
break;
default:
gl_info->max_pshader_constantsF = 0;

View File

@ -682,7 +682,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
specularColor = ptrToCoords[0];
VTRACE(("specularColor=%lx\n", specularColor));
/* special case where the fog density is stored in the diffuse alpha channel */
/* special case where the fog density is stored in the specular alpha channel */
if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {

View File

@ -381,6 +381,21 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
else
shader_addline(&buffer, "gl_FragColor = R0;\n");
}
/* Pixel shader < 3.0 do not replace the fog stage.
* This implements linear fog computation and blending.
* TODO: non linear fog
* NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively.
*/
if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
shader_addline(&buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
if(GL_SUPPORT(ARB_DRAW_BUFFERS))
shader_addline(&buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
else
shader_addline(&buffer, "gl_FragColor.xyz = mix(gl_Fog.color.xyz, gl_FragColor.xyz, Fog);\n");
}
shader_addline(&buffer, "}\n");
TRACE("Compiling shader object %u\n", shader_obj);
@ -407,11 +422,28 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
/* Base Declarations */
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
/* We need two variables for fog blending */
shader_addline(&buffer, "TEMP TMP_FOG;\n");
if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
shader_addline(&buffer, "TEMP TMP_COLOR;\n");
}
/* Base Shader Body */
shader_generate_main( (IWineD3DBaseShader*) This, &buffer, reg_maps, pFunction);
if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0))
shader_addline(&buffer, "MOV result.color, R0;\n");
/* calculate fog and blend it
* NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively.
*/
shader_addline(&buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, R0, state.fog.color;\n");
shader_addline(&buffer, "MOV result.color.a, R0.a;\n");
} else {
shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n");
}
shader_addline(&buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */

View File

@ -689,6 +689,8 @@ static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock,
static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* TODO: Put this into the vertex type block once that is in the state table */
BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
&& ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
float fogstart, fogend;
union {
@ -700,6 +702,17 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
/* No fog? Disable it, and we're done :-) */
glDisable(GL_FOG);
checkGLcall("glDisable GL_FOG");
if( use_ps(stateblock->wineD3DDevice)
&& ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
/* disable fog in the pixel shader
* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively.
*/
glFogf(GL_FOG_START, 0.0f);
checkGLcall("glFogf(GL_FOG_START, fogstart");
glFogf(GL_FOG_END, 1.0f);
checkGLcall("glFogf(GL_FOG_END, fogend");
}
return;
}
@ -726,18 +739,80 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
* FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
* Linear fog with start = 255.0, end = 0.0, input comes from the specular color
*
* Vertex shaders work in a simmilar way, but need more testing
*
* Rules for vertex fog with shaders:
*
* When mixing fixed function functionality with the programmable pipeline, D3D expects
* the fog computation to happen during transformation while openGL expects it to happen
* during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
* the pixel shader while openGL always expects the pixel shader to handle the blending.
* To solve this problem, WineD3D does:
* 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
* shader,
* and 2) disables the fog computation (in either the fixed function or programmable
* rasterizer) if using a vertex program.
*
*
* If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
* without shaders).
*/
if( is_ps3 ) {
if( !use_vs(stateblock->wineD3DDevice)
&& stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
}
}
if (use_vs(stateblock->wineD3DDevice)
&& ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
if (stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
/* Disable fog */
fogenable = FALSE;
} else {
/* Set fog computation in the rasterizer to pass through the value (just blend it) */
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
fogstart = 1.0;
fogend = 0.0;
}
context->last_was_foggy_shader = TRUE;
}
else if( use_ps(stateblock->wineD3DDevice) ) {
/* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
*/
WINED3DFOGMODE mode;
context->last_was_foggy_shader = FALSE;
/* If both fogmodes are set use the table fog mode */
if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
else
mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
switch (mode) {
case WINED3DFOG_EXP:
case WINED3DFOG_EXP2:
if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
/* Disable fog */
fogenable = FALSE;
break;
case WINED3DFOG_LINEAR:
fogstart = -1.0f/(fogend-fogstart);
fogend *= -fogstart;
break;
case WINED3DFOG_NONE:
if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
/* Disable fog */
fogenable = FALSE;
break;
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
}
}
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
* the system will apply only pixel(=table) fog effects."
*/
@ -854,6 +929,16 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
} else {
glDisable(GL_FOG);
checkGLcall("glDisable GL_FOG");
if( use_ps(stateblock->wineD3DDevice) ) {
/* disable fog in the pixel shader
* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
* -1/(e-s) and e/(e-s) respectively.
*/
glFogf(GL_FOG_START, 0.0f);
checkGLcall("glFogf(GL_FOG_START, fogstart");
glFogf(GL_FOG_END, 1.0f);
checkGLcall("glFogf(GL_FOG_END, fogend");
}
}
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
@ -864,7 +949,6 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
float col[4];
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
/* Set the default alpha blend color */
glFogfv(GL_FOG_COLOR, &col[0]);
checkGLcall("glFog GL_FOG_COLOR");
}
@ -2001,6 +2085,7 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
BOOL use_pshader = use_ps(device);
BOOL use_vshader = use_vs(device);
BOOL update_fog = FALSE;
int i;
if (use_pshader) {
@ -2014,6 +2099,7 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
sampler(STATE_SAMPLER(i), stateblock, context);
}
}
update_fog = TRUE;
} else {
/* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
* if a different texture was bound. I don't have to do anything.
@ -2031,6 +2117,8 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
tex_colorop(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
}
}
if(context->last_was_pshader)
update_fog = TRUE;
}
if(!isStateDirty(context, StateTable[STATE_VSHADER].representative)) {
@ -2041,6 +2129,9 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
}
}
if(update_fog)
state_fog(state, stateblock, context);
context->last_was_pshader = use_pshader;
}