Only reapply the world, view or projection transform changes if we
really have to.
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parent
9fdc759b90
commit
e0d2fb6779
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@ -258,6 +258,12 @@ struct IDirect3DDevice8Impl
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float lightPosn[MAX_ACTIVE_LIGHTS][4];
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float lightDirn[MAX_ACTIVE_LIGHTS][4];
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/* Optimization */
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D3DMATRIX lastProj;
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D3DMATRIX lastView;
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D3DMATRIX lastWorld0;
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/* OpenGL related */
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GLXContext glCtx;
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XVisualInfo *visInfo;
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@ -1700,6 +1700,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DT
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D3DMATRIX m;
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int k;
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float f;
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BOOL viewChanged = TRUE;
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/* Most of this routine, comments included copied from ddraw tree initially: */
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TRACE("(%p) : State=%d\n", This, d3dts);
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@ -1760,7 +1761,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DT
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case D3DTS_TEXTURE5:
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case D3DTS_TEXTURE6:
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case D3DTS_TEXTURE7:
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conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]);
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conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]);
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FIXME("Unhandled transform state for TEXTURE%d!!!\n", d3dts - D3DTS_TEXTURE0);
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FIXME("must use glMatrixMode(GL_TEXTURE) before texturing\n");
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break;
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@ -1776,47 +1777,59 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DT
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/** store it */
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conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]);
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if (checkGLSupport(ARB_VERTEX_BLEND)) {
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FIXME("TODO\n");
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FIXME("TODO\n");
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} else if (checkGLSupport(EXT_VERTEX_WEIGHTING)) {
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FIXME("TODO\n");
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FIXME("TODO\n");
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}
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}
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/*
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* Move the GL operation to outside of switch to make it work
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* regardless of transform set order. Optimize later.
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* regardless of transform set order.
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*/
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ENTER_GL();
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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if (memcmp(&This->lastProj, &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0], sizeof(D3DMATRIX))) {
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode");
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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memcpy(&This->lastProj, &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0], sizeof(D3DMATRIX));
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} else {
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TRACE("Skipping as projection already correct\n");
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}
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode");
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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viewChanged = FALSE;
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if (memcmp(&This->lastView, &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0], sizeof(D3DMATRIX))) {
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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memcpy(&This->lastView, &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0], sizeof(D3DMATRIX));
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viewChanged = TRUE;
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/* If we are changing the View matrix, reset the light and clipping planes to the new view */
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if (d3dts == D3DTS_VIEW) {
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/* If we are changing the View matrix, reset the light and clipping planes to the new view */
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if (d3dts == D3DTS_VIEW) {
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/* NOTE: We have to reset the positions even if the light/plane is not currently
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enabled, since the call to enable it will not reset the position. */
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/* NOTE: We have to reset the positions even if the light/plane is not currently
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enabled, since the call to enable it will not reset the position. */
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/* Reset lights */
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for (k = 0; k < This->maxLights; k++) {
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glLightfv(GL_LIGHT0 + k, GL_POSITION, &This->lightPosn[k][0]);
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checkGLcall("glLightfv posn");
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glLightfv(GL_LIGHT0 + k, GL_SPOT_DIRECTION, &This->lightDirn[k][0]);
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checkGLcall("glLightfv dirn");
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}
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/* Reset lights */
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for (k = 0; k < This->maxLights; k++) {
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glLightfv(GL_LIGHT0 + k, GL_POSITION, &This->lightPosn[k][0]);
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checkGLcall("glLightfv posn");
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glLightfv(GL_LIGHT0 + k, GL_SPOT_DIRECTION, &This->lightDirn[k][0]);
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checkGLcall("glLightfv dirn");
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}
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/* Reset Clipping Planes if clipping is enabled */
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for (k = 0; k < This->clipPlanes; k++) {
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glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
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checkGLcall("glClipPlane");
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}
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/* Reset Clipping Planes if clipping is enabled */
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for (k = 0; k < This->clipPlanes; k++) {
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glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
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checkGLcall("glClipPlane");
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}
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}
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} else {
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TRACE("Skipping view setup as view already correct\n");
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}
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/**
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@ -1826,47 +1839,65 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DT
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switch (This->UpdateStateBlock->vertex_blend) {
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case D3DVBF_DISABLE:
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{
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glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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if (viewChanged == TRUE ||
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(memcmp(&This->lastWorld0, &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0], sizeof(D3DMATRIX)))) {
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memcpy(&This->lastWorld0, &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0], sizeof(D3DMATRIX));
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if (viewChanged==FALSE) {
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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} else {
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TRACE("Skipping as world already correct\n");
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}
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}
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break;
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case D3DVBF_1WEIGHTS:
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case D3DVBF_2WEIGHTS:
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case D3DVBF_3WEIGHTS:
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{
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FIXME("valid/correct D3DVBF_[1..3]WEIGHTS\n");
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/*
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* doc seems to say that the weight values must be in vertex data (specified in FVF by D3DFVF_XYZB*)
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* so waiting for the values before matrix work
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for (k = 0; k < This->UpdateStateBlock->vertex_blend; ++k) {
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glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(k)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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*/
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FIXME("valid/correct D3DVBF_[1..3]WEIGHTS\n");
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/*
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* doc seems to say that the weight values must be in vertex data (specified in FVF by D3DFVF_XYZB*)
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* so waiting for the values before matrix work
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for (k = 0; k < This->UpdateStateBlock->vertex_blend; ++k) {
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glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(k)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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*/
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}
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break;
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case D3DVBF_TWEENING:
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{
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FIXME("valid/correct D3DVBF_TWEENING\n");
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f = This->UpdateStateBlock->tween_factor;
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m.u.s._11 = f; m.u.s._12 = f; m.u.s._13 = f; m.u.s._14 = f;
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m.u.s._21 = f; m.u.s._22 = f; m.u.s._23 = f; m.u.s._24 = f;
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m.u.s._31 = f; m.u.s._32 = f; m.u.s._33 = f; m.u.s._34 = f;
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m.u.s._41 = f; m.u.s._42 = f; m.u.s._43 = f; m.u.s._44 = f;
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glMultMatrixf((float *) &m.u.m[0][0]);
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checkGLcall("glMultMatrixf");
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FIXME("valid/correct D3DVBF_TWEENING\n");
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f = This->UpdateStateBlock->tween_factor;
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m.u.s._11 = f; m.u.s._12 = f; m.u.s._13 = f; m.u.s._14 = f;
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m.u.s._21 = f; m.u.s._22 = f; m.u.s._23 = f; m.u.s._24 = f;
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m.u.s._31 = f; m.u.s._32 = f; m.u.s._33 = f; m.u.s._34 = f;
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m.u.s._41 = f; m.u.s._42 = f; m.u.s._43 = f; m.u.s._44 = f;
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if (viewChanged==FALSE) {
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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glMultMatrixf((float *) &m.u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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break;
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case D3DVBF_0WEIGHTS:
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{
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FIXME("valid/correct D3DVBF_0WEIGHTS\n");
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/* single matrix of weight 1.0f */
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m.u.s._11 = 1.0f; m.u.s._12 = 1.0f; m.u.s._13 = 1.0f; m.u.s._14 = 1.0f;
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m.u.s._21 = 1.0f; m.u.s._22 = 1.0f; m.u.s._23 = 1.0f; m.u.s._24 = 1.0f;
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m.u.s._31 = 1.0f; m.u.s._32 = 1.0f; m.u.s._33 = 1.0f; m.u.s._34 = 1.0f;
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m.u.s._41 = 1.0f; m.u.s._42 = 1.0f; m.u.s._43 = 1.0f; m.u.s._44 = 1.0f;
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glMultMatrixf((float *) &m.u.m[0][0]);
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checkGLcall("glMultMatrixf");
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FIXME("valid/correct D3DVBF_0WEIGHTS\n");
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/* single matrix of weight 1.0f */
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m.u.s._11 = 1.0f; m.u.s._12 = 1.0f; m.u.s._13 = 1.0f; m.u.s._14 = 1.0f;
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m.u.s._21 = 1.0f; m.u.s._22 = 1.0f; m.u.s._23 = 1.0f; m.u.s._24 = 1.0f;
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m.u.s._31 = 1.0f; m.u.s._32 = 1.0f; m.u.s._33 = 1.0f; m.u.s._34 = 1.0f;
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m.u.s._41 = 1.0f; m.u.s._42 = 1.0f; m.u.s._43 = 1.0f; m.u.s._44 = 1.0f;
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if (viewChanged==FALSE) {
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glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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glMultMatrixf((float *) &m.u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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break;
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default:
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