Implement vertex and pixel fog.

Fix fog color initialization.
This commit is contained in:
Christian Costa 2003-01-23 01:21:50 +00:00 committed by Alexandre Julliard
parent a29960e702
commit a49cc9e4e1
2 changed files with 58 additions and 20 deletions

View File

@ -673,6 +673,22 @@ static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt)
}
}
/* This function calculate the Z coordinate from Zproj */
static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj)
{
float a,b,c,d;
/* Assume that X = Y = 0 and W = 1 */
a = This->proj_mat->_33;
b = This->proj_mat->_34;
c = This->proj_mat->_43;
d = This->proj_mat->_44;
/* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d
* So in non homogenous coordinates we have Zproj = (a * Z + b) / (c * Z + d)
* And finally Z = (d * Zproj - c) / (a - b * Zproj)
*/
return (d*Zproj - c) / (a - b*Zproj);
}
static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
BOOLEAN vertex_transformed,
BOOLEAN vertex_lit) {
@ -688,17 +704,34 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
This->world_mat, This->view_mat, This->proj_mat);
glThis->transform_state = GL_TRANSFORM_NORMAL;
if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE)
glEnable(GL_FOG);
} else if ((vertex_transformed == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
/* Set our orthographic projection */
glThis->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(This);
/* Remove also fogging... */
glDisable(GL_FOG);
}
if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {glHint(GL_FOG_HINT,GL_NICEST);
if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) {
switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) {
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE,GL_LINEAR); break;
case D3DFOG_EXP: glFogi(GL_FOG_MODE,GL_EXP); break;
case D3DFOG_EXP2: glFogi(GL_FOG_MODE,GL_EXP2); break;
}
glFogf(GL_FOG_START,ZfromZproj(This,*(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]));
glFogf(GL_FOG_END,ZfromZproj(This,*(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]));
glEnable(GL_FOG);
} else if ( (This->state_block.render_state[D3DRENDERSTATE_FOGVERTEXMODE - 1] != D3DFOG_NONE) &&
(vertex_lit == FALSE) && (vertex_transformed == FALSE) ) {
/* D3DFOG_EXP and D3DFOG_EXP2 are treated as D3DFOG_LINEAR */
glFogi(GL_FOG_MODE,GL_LINEAR);
glFogf(GL_FOG_START,*(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]);
glFogf(GL_FOG_END,*(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]);
glEnable(GL_FOG);
} else
glDisable(GL_FOG);
}
else
glDisable(GL_FOG);
/* Handle the 'no-normal' case */
if (vertex_lit == TRUE)

View File

@ -83,7 +83,6 @@ GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
void set_render_state(IDirect3DDeviceImpl* This,
D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
{
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
if (TRACE_ON(ddraw))
@ -304,12 +303,7 @@ void set_render_state(IDirect3DDeviceImpl* This,
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
if ((dwRenderState == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
glEnable(GL_FOG);
} else {
glDisable(GL_FOG);
}
/* Nothing to do here. Only the storage matters :-) */
break;
case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
@ -328,14 +322,25 @@ void set_render_state(IDirect3DDeviceImpl* This,
break;
case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
GLint color[4];
color[0] = (dwRenderState >> 16) & 0xFF;
color[1] = (dwRenderState >> 8) & 0xFF;
color[2] = (dwRenderState >> 0) & 0xFF;
color[3] = (dwRenderState >> 24) & 0xFF;
glFogiv(GL_FOG_COLOR, color);
GLfloat color[4];
color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
glFogfv(GL_FOG_COLOR,color);
/* Note: glFogiv does not seem to work */
} break;
case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
case D3DRENDERSTATE_FOGSTART: /* 36 */
case D3DRENDERSTATE_FOGEND: /* 37 */
/* Nothing to do here. Only the storage matters :-) */
break;
case D3DRENDERSTATE_FOGDENSITY: /* 38 */
glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
break;
case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
/* This needs to be fixed. */