wined3d: Rename renderUpsideDown to render_offscreen.

This commit is contained in:
H. Verbeet 2006-11-17 13:23:41 +01:00 committed by Alexandre Julliard
parent 459dd11f3f
commit 9bf04ecd03
3 changed files with 18 additions and 13 deletions

View File

@ -3484,7 +3484,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
case WINED3DCULL_CW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
if (This->renderUpsideDown) {
if (This->render_offscreen) {
glFrontFace(GL_CW);
checkGLcall("glFrontFace GL_CW");
} else {
@ -3496,7 +3496,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
case WINED3DCULL_CCW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
if (This->renderUpsideDown) {
if (This->render_offscreen) {
glFrontFace(GL_CCW);
checkGLcall("glFrontFace GL_CCW");
} else {
@ -7199,9 +7199,12 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
This->updateStateBlock = oldUpdateStateBlock;
}
/* Set the device to render to a texture, or not.
* This involves changing renderUpsideDown */
/* Set offscreen rendering. When rendering offscreen the surface will be
* rendered upside down to compensate for the fact that D3D texture coordinates
* are flipped compared to GL texture coordinates. The cullmode is affected by
* this, so it must be updated. To update the cullmode stateblock recording has
* to be temporarily disabled. The new state management code will hopefully
* make this unnecessary */
static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
DWORD cullMode;
@ -7214,9 +7217,7 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
This->isRecordingState = FALSE;
This->updateStateBlock = This->stateBlock;
/* Set upside-down rendering, and update the cull mode */
/* The surface must be rendered upside down to cancel the flip produced by glCopyTexImage */
This->renderUpsideDown = isTexture;
This->render_offscreen = isTexture;
This->last_was_rhw = FALSE;
This->proj_valid = FALSE;
IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode);
@ -7501,7 +7502,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
implicitSwapchainImpl->render_ctx = newContext->context;
}
} else {
/* Same context, but update renderUpsideDown and cull mode */
/* Same context, but update render_offscreen and cull mode */
device_render_to_texture(This, TRUE);
}

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@ -195,7 +195,9 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
a pixel (See comment above glTranslate below) */
glTranslatef(0.375, 0.375, 0);
checkGLcall("glTranslatef(0.375, 0.375, 0)");
if (This->renderUpsideDown) {
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (This->render_offscreen) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
@ -301,7 +303,9 @@ static void primitiveInitState(
glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
if (This->renderUpsideDown) {
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (This->render_offscreen) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
@ -311,7 +315,7 @@ static void primitiveInitState(
/* Vertex Shader output is already transformed, so set up identity matrices */
if (useVS) {
This->posFixup[1] = This->renderUpsideDown ? -1.0 : 1.0;
This->posFixup[1] = This->render_offscreen ? -1.0 : 1.0;
This->posFixup[2] = 0.9 / This->stateBlock->viewport.Width;
This->posFixup[3] = -0.9 / This->stateBlock->viewport.Height;
}

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@ -545,7 +545,7 @@ typedef struct IWineD3DDeviceImpl
UINT currentPalette;
/* For rendering to a texture using glCopyTexImage */
BOOL renderUpsideDown;
BOOL render_offscreen;
/* Cursor management */
BOOL bCursorVisible;