wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3vspec().

Use shader_glsl_get_sample_function().
Use the GLSL builtin reflect() function.
This commit is contained in:
H. Verbeet 2007-01-15 19:35:48 +01:00 committed by Alexandre Julliard
parent f0fb61daed
commit cf1a3cc81a
1 changed files with 16 additions and 12 deletions

View File

@ -1761,27 +1761,31 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
char dst_str[8];
char src0_str[100], src0_name[50], src0_mask[6];
char src0_str[100], src0_name[50], src0_mask[6], dst_mask[6];
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
glsl_sample_function_t sample_function;
shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str);
/* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
/* Construct the eye-ray vector from w coordinates */
shader_addline(buffer, "tmp1.x = gl_TexCoord[%u].w;\n", current_state->texcoord_w[0]);
shader_addline(buffer, "tmp1.y = gl_TexCoord[%u].w;\n", current_state->texcoord_w[1]);
shader_addline(buffer, "tmp1.z = gl_TexCoord[%u].w;\n", reg);
shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
shader_addline(buffer, "tmp0.x = dot(vec3(tmp0), vec3(tmp1));\n");
shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n");
shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n");
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
* This is equavalent to reflect(-tmp1, tmp0); */
shader_addline(buffer, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
shader_glsl_append_dst(buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
/* Sample the texture using the calculated coordinates */
sprintf(dst_str, "T%u", reg);
shader_glsl_sample(arg, reg, dst_str, "tmp0");
shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
current_state->current_row = 0;
}