Module: wine Branch: master Commit: cf1a3cc81a5696607a41242cf6fcca7c9cc93286 URL: http://source.winehq.org/git/wine.git/?a=commit;h=cf1a3cc81a5696607a41242cf6...
Author: H. Verbeet hverbeet@gmail.com Date: Mon Jan 15 19:35:48 2007 +0100
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.
---
dlls/wined3d/glsl_shader.c | 28 ++++++++++++++++------------ 1 files changed, 16 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7334ab3..97cb950 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1761,27 +1761,31 @@ void pshader_glsl_texm3x3vspec(SHADER_OP 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; }