Add fps debug channel, so we can see how the d3d code is performing and

their impact of performance changes.
SetTransform almost rewritten in a much neater way, and in
coordination with drawprim it significantly reduces the number of
times that we reload the matrixes.
This commit is contained in:
Jason Edmeades 2003-07-19 03:02:42 +00:00 committed by Alexandre Julliard
parent 0a002212c1
commit 564f5828b0
4 changed files with 218 additions and 311 deletions

View file

@ -326,10 +326,11 @@ struct IDirect3DDevice8Impl
UINT currentPalette;
/* Optimization */
D3DMATRIX lastProj;
D3DMATRIX lastView;
D3DMATRIX lastWorld0;
D3DMATRIX lastTexTrans[8];
BOOL modelview_valid;
BOOL proj_valid;
BOOL view_ident; /* true iff view matrix is identity */
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
/* OpenGL related */
GLXContext glCtx;

View file

@ -40,11 +40,13 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(fps);
IDirect3DVertexShaderImpl* VertexShaders[64];
IDirect3DVertexShaderDeclarationImpl* VertexShaderDeclarations[64];
IDirect3DPixelShaderImpl* PixelShaders[64];
/* Debugging aids: */
#ifdef FRAME_DEBUGGING
BOOL isOn = FALSE;
BOOL isDumpingFrames = FALSE;
@ -109,6 +111,47 @@ void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage) {
TRACE("-----------------------> Updated the texture at stage %ld to have new texture state information\n", Stage);
}
/* Setup this textures matrix */
static void set_texture_matrix(float *smat, DWORD flags)
{
float mat[16];
glMatrixMode(GL_TEXTURE);
if (flags == D3DTTFF_DISABLE) {
glLoadIdentity();
checkGLcall("glLoadIdentity()");
return;
}
if (flags == (D3DTTFF_COUNT1|D3DTTFF_PROJECTED)) {
ERR("Invalid texture transform flags: D3DTTFF_COUNT1|D3DTTFF_PROJECTED\n");
checkGLcall("glLoadIdentity()");
return;
}
memcpy(mat, smat, 16*sizeof(float));
switch (flags & ~D3DTTFF_PROJECTED) {
case D3DTTFF_COUNT1: mat[1] = mat[5] = mat[9] = mat[13] = 0;
case D3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
default: mat[3] = mat[7] = mat[11] = 0, mat[15] = 1;
}
if (flags & D3DTTFF_PROJECTED) switch (flags & ~D3DTTFF_PROJECTED) {
case D3DTTFF_COUNT2:
mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
mat[1] = mat[5] = mat[9] = mat[13] = 0;
break;
case D3DTTFF_COUNT3:
mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
mat[2] = mat[6] = mat[10] = mat[14] = 0;
break;
}
glLoadMatrixf(mat);
checkGLcall("glLoadMatrixf(mat)");
}
/* IDirect3D IUnknown parts follow: */
HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
{
@ -322,6 +365,21 @@ HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST REC
/* Dont call checkGLcall, as glGetError is not applicable here */
TRACE("glXSwapBuffers called, Starting new frame\n");
/* FPS support */
if (TRACE_ON(fps))
{
static long prev_time, frames;
DWORD time = GetTickCount();
frames++;
/* every 1.5 seconds */
if (time - prev_time > 1500) {
TRACE_(fps)("@@@ %.2ffps\n", 1000.0*frames/(time - prev_time));
prev_time = time;
frames = 0;
}
}
#if defined(FRAME_DEBUGGING)
{
if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
@ -1244,268 +1302,110 @@ HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
D3DMATRIX m;
int k;
float f;
BOOL viewChanged = TRUE;
int Stage;
/* Most of this routine, comments included copied from ddraw tree initially: */
TRACE("(%p) : State=%d\n", This, d3dts);
This->UpdateStateBlock->Changed.transform[d3dts] = TRUE;
This->UpdateStateBlock->Set.transform[d3dts] = TRUE;
memcpy(&This->UpdateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
This->UpdateStateBlock->Changed.transform[d3dts] = TRUE;
This->UpdateStateBlock->Set.transform[d3dts] = TRUE;
memcpy(&This->UpdateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
return D3D_OK;
}
/*
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
where ViewMat = Camera space, WorldMat = world space.
In OpenGL, camera and world space is combined into GL_MODELVIEW
matrix. The Projection matrix stay projection matrix. */
/* After reading through both OpenGL and Direct3D documentations, I
thought that D3D matrices were written in 'line major mode' transposed
from OpenGL's 'column major mode'. But I found out that a simple memcpy
works fine to transfer one matrix format to the other (it did not work
when transposing)....
So :
1) are the documentations wrong
2) does the matrix work even if they are not read correctly
3) is Mesa's implementation of OpenGL not compliant regarding Matrix
loading using glLoadMatrix ?
Anyway, I always use 'conv_mat' to transfer the matrices from one format
to the other so that if I ever find out that I need to transpose them, I
will able to do it quickly, only by changing the macro conv_mat. */
if (d3dts < 256) {
switch (d3dts) {
case D3DTS_VIEW:
conv_mat(lpmatrix, &This->StateBlock->transforms[D3DTS_VIEW]);
break;
case D3DTS_PROJECTION:
conv_mat(lpmatrix, &This->StateBlock->transforms[D3DTS_PROJECTION]);
break;
case D3DTS_TEXTURE0:
case D3DTS_TEXTURE1:
case D3DTS_TEXTURE2:
case D3DTS_TEXTURE3:
case D3DTS_TEXTURE4:
case D3DTS_TEXTURE5:
case D3DTS_TEXTURE6:
case D3DTS_TEXTURE7:
conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]);
break;
default:
FIXME("Unhandled transform state!!\n");
break;
}
* if the new matrix is the same as the current one,
* we cut off any further processing. this seems to be a reasonable
* optimization because as was noticed, some apps (warcraft3 for example)
* tend towards setting the same matrix repeatedly for some dumb reason.
*
* From here on we assume that the new matrix is different, wherever it matters
* but note
*/
if (!memcmp(&This->StateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
TRACE("The app is setting the same matrix over again\n");
return D3D_OK;
} else {
/**
* Indexed Vertex Blending Matrices 256 -> 511
* where WORLDMATRIX(0) == 256!
*/
/** store it */
conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts]);
#if 0
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
FIXME("TODO\n");
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
FIXME("TODO\n");
}
#endif
conv_mat(lpmatrix, &This->StateBlock->transforms[d3dts].u.m[0][0]);
}
/*
* Move the GL operation to outside of switch to make it work
* regardless of transform set order.
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
where ViewMat = Camera space, WorldMat = world space.
In OpenGL, camera and world space is combined into GL_MODELVIEW
matrix. The Projection matrix stay projection matrix.
*/
/* Capture the times we can just ignore the change */
if (d3dts == D3DTS_WORLDMATRIX(0)) {
This->modelview_valid = FALSE;
return D3D_OK;
} else if (d3dts == D3DTS_PROJECTION) {
This->proj_valid = FALSE;
return D3D_OK;
} else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) { /* Indexed Vertex Blending Matrices 256 -> 511 */
/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
return D3D_OK;
}
/* Chances are we really are going to have to change a matrix */
ENTER_GL();
if (memcmp(&This->lastProj, &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0], sizeof(D3DMATRIX))) {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
memcpy(&This->lastProj, &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0], sizeof(D3DMATRIX));
} else {
TRACE("Skipping as projection already correct\n");
}
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
viewChanged = FALSE;
if (memcmp(&This->lastView, &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0], sizeof(D3DMATRIX))) {
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
memcpy(&This->lastView, &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0], sizeof(D3DMATRIX));
viewChanged = TRUE;
/* If we are changing the View matrix, reset the light and clipping planes to the new view */
if (d3dts == D3DTS_VIEW) {
/* NOTE: We have to reset the positions even if the light/plane is not currently
enabled, since the call to enable it will not reset the position. */
/* Reset lights */
for (k = 0; k < GL_LIMITS(lights); k++) {
glLightfv(GL_LIGHT0 + k, GL_POSITION, &This->lightPosn[k][0]);
checkGLcall("glLightfv posn");
glLightfv(GL_LIGHT0 + k, GL_SPOT_DIRECTION, &This->lightDirn[k][0]);
checkGLcall("glLightfv dirn");
}
/* Reset Clipping Planes if clipping is enabled */
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
checkGLcall("glClipPlane");
}
/* Reapply texture transforms as based off modelview when applied */
for (Stage = 0; Stage < GL_LIMITS(textures); Stage++) {
/* Only applicable if the transforms are not disabled */
if (This->UpdateStateBlock->texture_state[Stage][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE)
{
/* Now apply texture transforms if not applying to the dummy textures */
if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
if (d3dts < GL_LIMITS(textures)) {
int tex = d3dts - D3DTS_TEXTURE0;
#if defined(GL_VERSION_1_3)
glActiveTexture(GL_TEXTURE0 + Stage);
glActiveTexture(GL_TEXTURE0 + tex);
#else
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
glActiveTextureARB(GL_TEXTURE0_ARB + tex);
#endif
checkGLcall("glActiveTexture(GL_TEXTURE0 + Stage);");
glMatrixMode(GL_TEXTURE);
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) {
glLoadIdentity();
} else {
D3DMATRIX fred;
conv_mat(&This->StateBlock->transforms[D3DTS_TEXTURE0+Stage], &fred);
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_TEXTURE0+Stage].u.m[0][0]);
}
}
checkGLcall("Load matrix for texture");
}
glMatrixMode(GL_MODELVIEW); /* Always leave in model view */
}
} else if ((d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) &&
(This->UpdateStateBlock->texture_state[d3dts - D3DTS_TEXTURE0][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE)) {
/* Now apply texture transforms if not applying to the dummy textures */
Stage = d3dts - D3DTS_TEXTURE0;
if (memcmp(&This->lastTexTrans[Stage], &This->StateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], sizeof(D3DMATRIX))) {
memcpy(&This->lastTexTrans[Stage], &This->StateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], sizeof(D3DMATRIX));
#if defined(GL_VERSION_1_3)
glActiveTexture(GL_TEXTURE0 + Stage);
#else
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
#endif
checkGLcall("glActiveTexture(GL_TEXTURE0 + Stage)");
glMatrixMode(GL_TEXTURE);
if (This->StateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) {
glLoadIdentity();
} else {
D3DMATRIX fred;
conv_mat(&This->StateBlock->transforms[D3DTS_TEXTURE0+Stage], &fred);
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_TEXTURE0+Stage].u.m[0][0]);
}
checkGLcall("Load matrix for texture");
glMatrixMode(GL_MODELVIEW); /* Always leave in model view */
} else {
TRACE("Skipping texture transform as already correct\n");
set_texture_matrix((float *)lpmatrix, This->UpdateStateBlock->texture_state[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
}
} else {
TRACE("Skipping view setup as view already correct\n");
}
/**
* Vertex Blending as described
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/enums/d3dvertexblendflags.asp
*/
switch (This->UpdateStateBlock->vertex_blend) {
case D3DVBF_DISABLE:
{
if (viewChanged == TRUE ||
(memcmp(&This->lastWorld0, &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0], sizeof(D3DMATRIX)))) {
memcpy(&This->lastWorld0, &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0], sizeof(D3DMATRIX));
if (viewChanged == FALSE) {
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
} else {
TRACE("Skipping as world already correct\n");
}
}
break;
case D3DVBF_1WEIGHTS:
case D3DVBF_2WEIGHTS:
case D3DVBF_3WEIGHTS:
{
FIXME("valid/correct D3DVBF_[1..3]WEIGHTS\n");
/*
* doc seems to say that the weight values must be in vertex data (specified in FVF by D3DFVF_XYZB*)
* so waiting for the values before matrix work
for (k = 0; k < This->UpdateStateBlock->vertex_blend; ++k) {
glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(k)].u.m[0][0]);
checkGLcall("glMultMatrixf");
}
*/
}
break;
case D3DVBF_TWEENING:
{
FIXME("valid/correct D3DVBF_TWEENING\n");
f = This->UpdateStateBlock->tween_factor;
m.u.s._11 = f; m.u.s._12 = f; m.u.s._13 = f; m.u.s._14 = f;
m.u.s._21 = f; m.u.s._22 = f; m.u.s._23 = f; m.u.s._24 = f;
m.u.s._31 = f; m.u.s._32 = f; m.u.s._33 = f; m.u.s._34 = f;
m.u.s._41 = f; m.u.s._42 = f; m.u.s._43 = f; m.u.s._44 = f;
if (viewChanged == FALSE) {
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
glMultMatrixf((float *) &m.u.m[0][0]);
checkGLcall("glMultMatrixf");
}
break;
case D3DVBF_0WEIGHTS:
{
FIXME("valid/correct D3DVBF_0WEIGHTS\n");
/* single matrix of weight 1.0f */
m.u.s._11 = 1.0f; m.u.s._12 = 1.0f; m.u.s._13 = 1.0f; m.u.s._14 = 1.0f;
m.u.s._21 = 1.0f; m.u.s._22 = 1.0f; m.u.s._23 = 1.0f; m.u.s._24 = 1.0f;
m.u.s._31 = 1.0f; m.u.s._32 = 1.0f; m.u.s._33 = 1.0f; m.u.s._34 = 1.0f;
m.u.s._41 = 1.0f; m.u.s._42 = 1.0f; m.u.s._43 = 1.0f; m.u.s._44 = 1.0f;
if (viewChanged == FALSE) {
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
glMultMatrixf((float *) &m.u.m[0][0]);
checkGLcall("glMultMatrixf");
}
break;
default:
break; /* stupid compilator */
} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
This->modelview_valid = FALSE;
This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
glPushMatrix();
glLoadMatrixf((float *)lpmatrix);
checkGLcall("glLoadMatrixf(...)");
/* If we are changing the View matrix, reset the light and clipping planes to the new view
* NOTE: We have to reset the positions even if the light/plane is not currently
* enabled, since the call to enable it will not reset the position.
* NOTE2: Apparently texture transforms do NOT need reapplying
*/
/* Reset lights */
for (k = 0; k < GL_LIMITS(lights); k++) {
glLightfv(GL_LIGHT0 + k, GL_POSITION, This->lightPosn[k]);
checkGLcall("glLightfv posn");
glLightfv(GL_LIGHT0 + k, GL_SPOT_DIRECTION, This->lightDirn[k]);
checkGLcall("glLightfv dirn");
}
/* Reset Clipping Planes if clipping is enabled */
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
checkGLcall("glClipPlane");
}
glPopMatrix();
} else { /* What was requested!?? */
WARN("invalid matrix specified: %i\n", d3dts);
}
/* Release lock, all done */
LEAVE_GL();
return D3D_OK;
}
@ -1887,9 +1787,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWOR
This->UpdateStateBlock->clipplane[Index][2],
This->UpdateStateBlock->clipplane[Index][3]);
glClipPlane(GL_CLIP_PLANE0 + Index, This->UpdateStateBlock->clipplane[Index]);
checkGLcall("glClipPlane");
glPopMatrix();
checkGLcall("glClipPlane");
LEAVE_GL();
@ -3278,30 +3178,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
break;
case D3DTSS_TEXTURETRANSFORMFLAGS :
{
switch (Value & ~D3DTTFF_PROJECTED)
{
case D3DTTFF_DISABLE: /* Disable transform matrix for this texture by setting up the identity matrix */
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
checkGLcall("Load identity matrix for texture");
glMatrixMode(GL_MODELVIEW); /* Always leave in model view */
break;
default: /* Enable it */
IDirect3DDevice8Impl_SetTransform(iface, D3DTS_TEXTURE0+Stage, &This->UpdateStateBlock->transforms[D3DTS_TEXTURE0+Stage]);
break;
}
/* From web: <quote source="opengl12.pdf" section="Apendix C, Version 1.1/Other changes"
2. Texture coordinates s, t, and r are divided by q during the rasterization
of points, pixel rectangles, and bitmaps. This division was documented
only for lines and polygons in the 1.0 version. </quote>
I interpret this as we can implement projected transforms in slow vertex mode
by moving the last coord to the 'q' coord and using one less dimension. The only
way to do it in TexCoordPtr would be to massage the data stream to insert extra
coords */
}
set_texture_matrix((float *)&This->StateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value);
break;
case D3DTSS_MIPMAPLODBIAS :

View file

@ -1083,6 +1083,12 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
IDirect3DDevice8Impl_SetViewport((LPDIRECT3DDEVICE8) object, &vp);
}
/* Initialize the current view state */
object->modelview_valid = 1;
object->proj_valid = 0;
object->view_ident = 1;
object->last_was_rhw = 0;
TRACE("(%p,%d) All defaults now set up, leaving CreateDevice\n", This, Adapter);
return D3D_OK;
}

View file

@ -172,67 +172,90 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
isLightingOn = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
checkGLcall("glDisable(GL_LIGHTING);");
TRACE("Enabled lighting as no normals supplied, old state = %d\n", isLightingOn);
TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn);
}
if (vtx_transformed) {
double X, Y, height, width, minZ, maxZ;
/* Transformed already into viewport coordinates, so we do not need transform
matrices. Reset all matrices to identity and leave the default matrix in world
mode. */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* If the last draw was transformed as well, no need to reapply all the matrixes */
if (!This->last_was_rhw) {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
double X, Y, height, width, minZ, maxZ;
This->last_was_rhw = TRUE;
/* Set up the viewport to be full viewport */
X = This->StateBlock->viewport.X;
Y = This->StateBlock->viewport.Y;
height = This->StateBlock->viewport.Height;
width = This->StateBlock->viewport.Width;
minZ = This->StateBlock->viewport.MinZ;
maxZ = This->StateBlock->viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
checkGLcall("glOrtho");
/* Transformed already into viewport coordinates, so we do not need transform
matrices. Reset all matrices to identity and leave the default matrix in world
mode. */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate below) */
glTranslatef(0.5, 0.5, 0);
checkGLcall("glTranslatef(0.5, 0.5, 0)");
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* Set up the viewport to be full viewport */
X = This->StateBlock->viewport.X;
Y = This->StateBlock->viewport.Y;
height = This->StateBlock->viewport.Height;
width = This->StateBlock->viewport.Width;
minZ = This->StateBlock->viewport.MinZ;
maxZ = This->StateBlock->viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate below) */
glTranslatef(0.5, 0.5, 0);
checkGLcall("glTranslatef(0.5, 0.5, 0)");
}
} else {
/* Untransformed, so relies on the view and projection matrices */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
if (This->last_was_rhw || !This->modelview_valid) {
/* Only reapply when have to */
This->modelview_valid = TRUE;
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead. */
glLoadIdentity();
glTranslatef(1.0/This->StateBlock->viewport.Width, -1.0/This->StateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (1.0/width, -1.0/height, 0)");
glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
/* In the general case, the view matrix is the identity matrix */
if (This->view_ident) {
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glLoadMatrixf");
} else {
glLoadMatrixf((float *) &This->StateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
}
}
if (This->last_was_rhw || !This->proj_valid) {
/* Only reapply when have to */
This->proj_valid = TRUE;
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead. */
glLoadIdentity();
glTranslatef(1.0/This->StateBlock->viewport.Width, -1.0/This->StateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (1.0/width, -1.0/height, 0)");
glMultMatrixf((float *) &This->StateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
This->last_was_rhw = FALSE;
}
return isLightingOn;
}