wined3d: Implement normals transformation for vertex blending.

This commit is contained in:
Józef Kucia 2015-07-03 01:04:14 +02:00 committed by Alexandre Julliard
parent 1f680c52fe
commit 4a8e0ec3d6

View file

@ -1072,6 +1072,9 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
struct wined3d_matrix mv;
unsigned int i, j;
if (prog->vs.normal_matrix_location == -1)
return;
get_modelview_matrix(context, state, 0, &mv);
if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING)
invert_matrix_3d(&mv, &mv);
@ -5671,6 +5674,8 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
}
}
shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
if (settings->transformed)
{
shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
@ -5679,7 +5684,6 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
}
else
{
shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
for (i = 0; i < settings->vertexblends; ++i)
shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
@ -5693,12 +5697,22 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
}
if (!settings->normal)
shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
else if (settings->normalize)
shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * ffp_attrib_normal);\n");
else
shader_addline(buffer, "vec3 normal = ffp_normal_matrix * ffp_attrib_normal;\n");
shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
if (settings->normal)
{
if (!settings->vertexblends)
{
shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
}
else
{
for (i = 0; i < settings->vertexblends + 1; ++i)
shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i);
}
if (settings->normalize)
shader_addline(buffer, "normal = normalize(normal);\n");
}
shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);