wined3d: Move point scale render states to the state table.

This commit is contained in:
Stefan Dösinger 2006-12-10 23:20:19 +01:00 committed by Alexandre Julliard
parent 9a0e4b5453
commit caa371a69c
2 changed files with 55 additions and 54 deletions

View File

@ -3402,56 +3402,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
break;
{
/*
* POINTSCALEENABLE controls how point size value is treated. If set to
* true, the point size is scaled with respect to height of viewport.
* When set to false point size is in pixels.
*
* http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
*/
/* Default values */
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
/*
* Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
* This means that OpenGL will clamp really small point sizes to 1.0f.
* To correct for this we need to multiply by the scale factor when sizes
* are less than 1.0f. scale_factor = 1.0f / point_size.
*/
GLfloat pointSize = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSIZE]);
if(pointSize > 0.0f) {
GLfloat scaleFactor;
if(pointSize < 1.0f) {
scaleFactor = pointSize * pointSize;
} else {
scaleFactor = 1.0f;
}
if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
}
}
if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
}
else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
} else {
TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
}
break;
}
case WINED3DRS_COLORWRITEENABLE :
{
TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",

View File

@ -950,6 +950,57 @@ static void state_psizemax(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
}
static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock) {
/* TODO: Group this with the viewport */
/*
* POINTSCALEENABLE controls how point size value is treated. If set to
* true, the point size is scaled with respect to height of viewport.
* When set to false point size is in pixels.
*
* http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
*/
/* Default values */
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
/*
* Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
* This means that OpenGL will clamp really small point sizes to 1.0f.
* To correct for this we need to multiply by the scale factor when sizes
* are less than 1.0f. scale_factor = 1.0f / point_size.
*/
GLfloat pointSize = *((float*)&stateblock->renderState[WINED3DRS_POINTSIZE]);
if(pointSize > 0.0f) {
GLfloat scaleFactor;
if(pointSize < 1.0f) {
scaleFactor = pointSize * pointSize;
} else {
scaleFactor = 1.0f;
}
if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
att[0] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_A]) /
(stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
att[1] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_B]) /
(stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
att[2] = *((float*)&stateblock->renderState[WINED3DRS_POINTSCALE_C]) /
(stateblock->viewport.Height * stateblock->viewport.Height * scaleFactor);
}
}
if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
}
else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
} else {
TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
}
}
const struct StateEntry StateTable[] =
{
/* State name representative, apply function */
@ -1112,10 +1163,10 @@ const struct StateEntry StateTable[] =
{ /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_psize },
{ /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin },
{ /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_unknown },
{ /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
{ /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
{ /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
{ /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
{ /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
{ /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
{ /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
{ /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale },
{ /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_unknown },
{ /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_unknown },
{ /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_unknown },