wined3d: Correct vertex fog for transformed vertices and correctly
handle non-vertex, non-table fog.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e0322eb..1702f9d 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3750,7 +3750,7 @@
case WINED3DRS_FOGENABLE :
{
- if (Value/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
+ if (Value) {
glEnable(GL_FOG);
checkGLcall("glEnable GL_FOG");
} else {
@@ -3781,21 +3781,112 @@
break;
case WINED3DRS_FOGTABLEMODE :
+ case WINED3DRS_FOGVERTEXMODE :
{
- glHint(GL_FOG_HINT, GL_NICEST);
- switch (Value) {
- case D3DFOG_NONE: {
- if(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == D3DFOG_NONE) {
- glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
+ /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
+ if(This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
+ glHint(GL_FOG_HINT, GL_FASTEST);
+ checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
+ switch (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE]) {
+ /* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
+ * If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
+ */
+ case D3DFOG_EXP: {
+ if(!This->last_was_rhw) {
+ glFogi(GL_FOG_MODE, GL_EXP);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
+ }
+ break;
+ }
+ }
+ case D3DFOG_EXP2: {
+ if(!This->last_was_rhw) {
+ glFogi(GL_FOG_MODE, GL_EXP2);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
+ }
+ break;
+ }
+ }
+ case D3DFOG_LINEAR: {
+ if(!This->last_was_rhw) {
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
+ }
+ break;
+ }
+ }
+ case D3DFOG_NONE: {
+ /* Both are none? According to msdn the alpha channel of the specular
+ * color contains a fog factor. Set it in drawStridedSlow.
+ * Same happens with Vertexfog on transformed vertices
+ */
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD)\n");
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+ glFogf(GL_FOG_START, (float) 0xff);
+ checkGLcall("glFogfv GL_FOG_START");
+ glFogf(GL_FOG_END, 0.0);
+ checkGLcall("glFogfv GL_FOG_END");
+ } else {
+ /* Disable GL fog, handle this in software in drawStridedSlow */
+ glDisable(GL_FOG);
+ checkGLcall("glDisable(GL_FOG)");
+ }
+ break;
+ }
+ default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %ld\n", This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE]);
}
- /* Otherwise leave the vertex fog value */
- break;
- }
- case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
- case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
- case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
- default:
- FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
+ } else {
+ glHint(GL_FOG_HINT, GL_NICEST);
+ checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
+ switch (This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]) {
+ case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
+ }
+ break;
+ case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
+ }
+ break;
+ case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH");
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
+ }
+ break;
+ case D3DFOG_NONE: /* Won't happen */
+ default: FIXME("Unexpected WINED3DRS_FOGTABLEMODE %ld\n", This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]);
+ }
}
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
@@ -3803,26 +3894,6 @@
}
break;
- case WINED3DRS_FOGVERTEXMODE :
- {
- glHint(GL_FOG_HINT, GL_FASTEST);
- /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
- if(This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
- switch (Value) {
- case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
- case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
- case D3DFOG_NONE:
- case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
- default:
- FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
- }
- if (GL_SUPPORT(NV_FOG_DISTANCE)) {
- glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[WINED3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
- }
- }
- }
- break;
-
case WINED3DRS_FOGSTART :
{
tmpvalue.d = Value;
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 08afebe..813b750 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -218,8 +218,30 @@
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
- }
+ /* Vertex fog on transformed vertices? Use the calculated fog factor stored in the specular color */
+ if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] && This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != D3DFOG_NONE) {
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD)");
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+ /* The dx fog range in this case is fixed to 0 - 255,
+ * but in GL it still depends on the fog start and end (according to the ext)
+ * Use this to turn around the fog as it's needed. That prevents some
+ * calculations during drawing :-)
+ */
+ glFogf(GL_FOG_START, (float) 0xff);
+ checkGLcall("glFogfv GL_FOG_END");
+ glFogf(GL_FOG_END, 0.0);
+ checkGLcall("glFogfv GL_FOG_START");
+ } else {
+ /* Disable GL fog, handle this in software in drawStridedSlow */
+ glDisable(GL_FOG);
+ checkGLcall("glDisable(GL_FOG)");
+ }
+ }
+ }
}
/* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied
@@ -240,6 +262,7 @@
if (!useVS && vtx_transformed) {
d3ddevice_set_ortho(This);
+
} else {
/* Untransformed, so relies on the view and projection matrices */
@@ -311,6 +334,23 @@
This->proj_valid = FALSE;
}
This->last_was_rhw = FALSE;
+
+ /* Restore fogging */
+ if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] && This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != D3DFOG_NONE) {
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH);
+ checkGLcall("glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH)\n");
+ /* Reapply the fog range */
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
+ /* Restore the fog mode */
+ IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGTABLEMODE, This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]);
+ } else {
+ /* Enable GL_FOG again because we disabled it above */
+ glEnable(GL_FOG);
+ checkGLcall("glEnable(GL_FOG)");
+ }
+ }
}
return isLightingOn;
}
@@ -1489,6 +1529,22 @@
/* Specular ------------------------------- */
if (sd->u.s.specular.lpData != NULL) {
+ /* special case where the fog density is stored in the diffuse alpha channel */
+ if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
+ (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == D3DFOG_NONE || sd->u.s.position.dwType == D3DDECLTYPE_FLOAT4 )&&
+ This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
+ if(GL_SUPPORT(EXT_FOG_COORD)) {
+ GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
+ } else {
+ static BOOL warned = FALSE;
+ if(!warned) {
+ /* TODO: Use the fog table code from old ddraw */
+ FIXME("Implement fog for transformed vertices in software\n");
+ warned = TRUE;
+ }
+ }
+ }
+
VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
diff --git a/include/wine/wined3d_gl.h b/include/wine/wined3d_gl.h
index 50717fc..a865760 100644
--- a/include/wine/wined3d_gl.h
+++ b/include/wine/wined3d_gl.h
@@ -646,6 +646,12 @@
typedef GLboolean (APIENTRY * PGLFNUNMAPBUFFERARBPROC) (GLenum target);
typedef void (APIENTRY * PGLFNGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRY * PGLFNGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params);
+/* GL_EXT_fog_coord */
+typedef void (APIENTRY * PGLFNGLFOGCOORDFEXTPROC) (GLfloat intesity);
+typedef void (APIENTRY * PGLFNGLFOGCOORDFVEXTPROC) (GLfloat intesity);
+typedef void (APIENTRY * PGLFNGLFOGCOORDDEXTPROC) (GLfloat intesity);
+typedef void (APIENTRY * PGLFNGLFOGCOORDDVEXTPROC) (GLfloat intesity);
+typedef void (APIENTRY * PGLFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, GLvoid *data);
/* GL_ARB_shader_objects (GLSL) */
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
@@ -1424,6 +1430,11 @@
USE_GL_FUNC(PGLFNGETBUFFERPOINTERVARBPROC, glGetBufferPointervARB); \
/** EXT Extensions **/ \
/* GL_EXT_fog_coord */ \
+ USE_GL_FUNC(PGLFNGLFOGCOORDFEXTPROC, glFogCoordfEXT); \
+ USE_GL_FUNC(PGLFNGLFOGCOORDFVEXTPROC, glFogCoordfvEXT); \
+ USE_GL_FUNC(PGLFNGLFOGCOORDDEXTPROC, glFogCoorddEXT); \
+ USE_GL_FUNC(PGLFNGLFOGCOORDDVEXTPROC, glFogCoordvEXT); \
+ USE_GL_FUNC(PGLFNGLFOGCOORDPOINTEREXTPROC, glFogCoordPointerEXT); \
/* GL_EXT_framebuffer_object */ \
USE_GL_FUNC(PGLFNGLISRENDERBUFFEREXTPROC, glIsRenderbufferEXT); \
USE_GL_FUNC(PGLFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT); \