Commit 03a046f9 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Introduce a helper function to enable lights.

parent e947aa4b
......@@ -1678,6 +1678,7 @@ HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
{
struct wined3d_light_info *light_info;
int prev_idx;
TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
......@@ -1694,66 +1695,12 @@ HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UIN
}
}
if (!enable)
prev_idx = light_info->glIndex;
wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
if (!device->recording && light_info->glIndex != prev_idx)
{
if (light_info->glIndex != -1)
{
if (!device->recording)
{
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
}
device->update_state->lights[light_info->glIndex] = NULL;
light_info->glIndex = -1;
}
else
{
TRACE("Light already disabled, nothing to do\n");
}
light_info->enabled = FALSE;
}
else
{
light_info->enabled = TRUE;
if (light_info->glIndex != -1)
{
TRACE("Nothing to do as light was enabled\n");
}
else
{
unsigned int light_count = device->adapter->d3d_info.limits.active_light_count;
unsigned int i;
/* Find a free light. */
for (i = 0; i < light_count; ++i)
{
if (!device->update_state->lights[i])
{
device->update_state->lights[i] = light_info;
light_info->glIndex = i;
break;
}
}
if (light_info->glIndex == -1)
{
/* Our tests show that Windows returns D3D_OK in this situation, even with
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
* is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
* as well for those lights.
*
* TODO: Test how this affects rendering. */
WARN("Too many concurrently active lights\n");
return WINED3D_OK;
}
/* i == light_info->glIndex */
if (!device->recording)
{
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(i));
}
}
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(enable ? light_info->glIndex : prev_idx));
}
return WINED3D_OK;
......
......@@ -575,6 +575,51 @@ struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *s
return NULL;
}
void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable)
{
unsigned int light_count, i;
if (!(light_info->enabled = enable))
{
if (light_info->glIndex == -1)
{
TRACE("Light already disabled, nothing to do.\n");
return;
}
state->lights[light_info->glIndex] = NULL;
light_info->glIndex = -1;
return;
}
if (light_info->glIndex != -1)
{
TRACE("Light already enabled, nothing to do.\n");
return;
}
/* Find a free light. */
light_count = d3d_info->limits.active_light_count;
for (i = 0; i < light_count; ++i)
{
if (state->lights[i])
continue;
state->lights[i] = light_info;
light_info->glIndex = i;
return;
}
/* Our tests show that Windows returns D3D_OK in this situation, even with
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices.
* This is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns
* TRUE * as well for those lights.
*
* TODO: Test how this affects rendering. */
WARN("Too many concurrently active lights.\n");
}
static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
{
UINT i;
......
......@@ -3140,6 +3140,8 @@ struct wined3d_stateblock
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
unsigned int idx) DECLSPEC_HIDDEN;
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
......
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