wined3d: Translate one pixel down after flipping for offscreen rendering.

This commit is contained in:
Henri Verbeet 2008-09-08 10:15:51 +02:00 committed by Alexandre Julliard
parent 388841fd13
commit 932e95c111

View file

@ -3905,19 +3905,32 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
divide by the Width/Height, so we need the half range(1.0) to translate by
half a pixel.
Note that when rendering offscreen, we need to translate 1 pixel
(2/h in normalized device coordinates) down after doing the flip,
because of the way the viewport transformation works in OpenGL:
(-1,1) in normalized device coordinates corresponds to the upper
left corner of the upper left pixel in the viewport. (-1,-1)
corresponds to lower left corner of the lower left pixel in the
viewport. In other words, the upper left corner of the pixel
*below* the lower left pixel in the viewport. See also section
2.11.1 "Controlling the Viewport" of the GL 2.1 spec.
The other fun is that d3d's output z range after the transformation is [0;1],
but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
of Z buffer precision and the clear values do not match in the z test. Thus scale
[0;1] to [-1;1], so when gl undoes that we utilize the full z range
*/
glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
if (stateblock->wineD3DDevice->render_offscreen) {
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
glScalef(1.0, -1.0, 2.0);
} else {
glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
glScalef(1.0, 1.0, 2.0);
}
checkGLcall("glScalef");
@ -4504,7 +4517,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
*/
if (useVertexShaderFunction) {
device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
device->posFixup[3] = -1.0 / stateblock->viewport.Height;
}
}
@ -4636,7 +4649,7 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, W
static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
stateblock->wineD3DDevice->posFixup[3] = -1.0 / stateblock->viewport.Height;
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
}