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wine
wine-winehq
Commits
78a9bf87
Commit
78a9bf87
authored
Oct 11, 2002
by
Jason Edmeades
Committed by
Alexandre Julliard
Oct 11, 2002
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Plain Diff
Significantly improve the lighting code.
parent
ab5063b2
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
71 additions
and
23 deletions
+71
-23
d3d8_private.h
dlls/d3d8/d3d8_private.h
+4
-0
device.c
dlls/d3d8/device.c
+67
-23
No files found.
dlls/d3d8/d3d8_private.h
View file @
78a9bf87
...
...
@@ -300,6 +300,10 @@ struct IDirect3DDevice8Impl
STATEBLOCK
StateBlock
;
STATEBLOCK
*
UpdateStateBlock
;
/* Other required values */
float
lightPosn
[
MAX_ACTIVE_LIGHTS
][
4
];
float
lightDirn
[
MAX_ACTIVE_LIGHTS
][
4
];
/* OpenGL related */
GLXContext
glCtx
;
XVisualInfo
*
visInfo
;
...
...
dlls/d3d8/device.c
View file @
78a9bf87
...
...
@@ -23,6 +23,7 @@
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "math.h"
#include "d3d8_private.h"
...
...
@@ -995,6 +996,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count
}
HRESULT
WINAPI
IDirect3DDevice8Impl_SetTransform
(
LPDIRECT3DDEVICE8
iface
,
D3DTRANSFORMSTATETYPE
d3dts
,
CONST
D3DMATRIX
*
lpmatrix
)
{
ICOM_THIS
(
IDirect3DDevice8Impl
,
iface
);
int
k
;
/* Most of this routine, comments included copied from ddraw tree initially: */
TRACE
(
"(%p) : State=%d
\n
"
,
This
,
d3dts
);
...
...
@@ -1064,6 +1066,17 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DT
checkGLcall
(
"glMatrixMode"
);
glLoadMatrixf
((
float
*
)
&
This
->
StateBlock
.
transforms
[
D3DTS_VIEW
].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glLoadMatrixf"
);
/* If we are changing the View matrix, reset the light information to the new view */
if
(
d3dts
==
D3DTS_VIEW
)
{
for
(
k
=
0
;
k
<
MAX_ACTIVE_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"
);
}
}
glMultMatrixf
((
float
*
)
&
This
->
StateBlock
.
transforms
[
D3DTS_WORLDMATRIX
(
0
)].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glMultMatrixf"
);
...
...
@@ -1165,7 +1178,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMA
HRESULT
WINAPI
IDirect3DDevice8Impl_SetLight
(
LPDIRECT3DDEVICE8
iface
,
DWORD
Index
,
CONST
D3DLIGHT8
*
pLight
)
{
float
colRGBA
[]
=
{
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
};
float
coords
[]
=
{
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
};
float
rho
;
float
quad_att
;
ICOM_THIS
(
IDirect3DDevice8Impl
,
iface
);
TRACE
(
"(%p) : Idx(%ld), pLight(%p)
\n
"
,
This
,
Index
,
pLight
);
...
...
@@ -1212,52 +1226,80 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD In
glLightfv
(
GL_LIGHT0
+
Index
,
GL_AMBIENT
,
colRGBA
);
checkGLcall
(
"glLightfv"
);
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
glMatrixMode
(
GL_MODELVIEW
);
glPushMatrix
();
glLoadMatrixf
((
float
*
)
&
This
->
StateBlock
.
transforms
[
D3DTS_VIEW
].
u
.
m
[
0
][
0
]);
/* Attenuation - Are these right? guessing... */
glLightf
(
GL_LIGHT0
+
Index
,
GL_CONSTANT_ATTENUATION
,
pLight
->
Attenuation0
);
checkGLcall
(
"glLightf"
);
glLightf
(
GL_LIGHT0
+
Index
,
GL_LINEAR_ATTENUATION
,
pLight
->
Attenuation1
);
checkGLcall
(
"glLightf"
);
glLightf
(
GL_LIGHT0
+
Index
,
GL_QUADRATIC_ATTENUATION
,
pLight
->
Attenuation2
);
quad_att
=
1
.
4
/
(
pLight
->
Range
*
pLight
->
Range
);
if
(
quad_att
<
pLight
->
Attenuation2
)
quad_att
=
pLight
->
Attenuation2
;
glLightf
(
GL_LIGHT0
+
Index
,
GL_QUADRATIC_ATTENUATION
,
quad_att
);
checkGLcall
(
"glLightf"
);
switch
(
pLight
->
Type
)
{
case
D3DLIGHT_POINT
:
/* Position */
coords
[
0
]
=
pLight
->
Position
.
x
;
coords
[
1
]
=
pLight
->
Position
.
y
;
coords
[
2
]
=
pLight
->
Position
.
z
;
coords
[
3
]
=
1
.
0
;
glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
coords
);
This
->
lightPosn
[
Index
]
[
0
]
=
pLight
->
Position
.
x
;
This
->
lightPosn
[
Index
]
[
1
]
=
pLight
->
Position
.
y
;
This
->
lightPosn
[
Index
]
[
2
]
=
pLight
->
Position
.
z
;
This
->
lightPosn
[
Index
]
[
3
]
=
1
.
0
;
glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
&
This
->
lightPosn
[
Index
][
0
]
);
checkGLcall
(
"glLightfv"
);
glLightf
(
GL_LIGHT0
+
Index
,
GL_SPOT_CUTOFF
,
180
);
checkGLcall
(
"glLightf"
);
/* FIXME: Range */
break
;
case
D3DLIGHT_SPOT
:
/* Position */
coords
[
0
]
=
pLight
->
Position
.
x
;
coords
[
1
]
=
pLight
->
Position
.
y
;
coords
[
2
]
=
pLight
->
Position
.
z
;
coords
[
3
]
=
0
.
0
;
glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
coords
);
This
->
lightPosn
[
Index
]
[
0
]
=
pLight
->
Position
.
x
;
This
->
lightPosn
[
Index
]
[
1
]
=
pLight
->
Position
.
y
;
This
->
lightPosn
[
Index
]
[
2
]
=
pLight
->
Position
.
z
;
This
->
lightPosn
[
Index
][
3
]
=
1
.
0
;
glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
&
This
->
lightPosn
[
Index
][
0
]
);
checkGLcall
(
"glLightfv"
);
/* Direction */
coords
[
0
]
=
pLight
->
Direction
.
x
;
coords
[
1
]
=
pLight
->
Direction
.
y
;
coords
[
2
]
=
pLight
->
Direction
.
z
;
coords
[
3
]
=
1
.
0
;
glLightfv
(
GL_LIGHT0
+
Index
,
GL_SPOT_DIRECTION
,
coords
);
This
->
lightDirn
[
Index
]
[
0
]
=
pLight
->
Direction
.
x
;
This
->
lightDirn
[
Index
]
[
1
]
=
pLight
->
Direction
.
y
;
This
->
lightDirn
[
Index
]
[
2
]
=
pLight
->
Direction
.
z
;
This
->
lightDirn
[
Index
]
[
3
]
=
1
.
0
;
glLightfv
(
GL_LIGHT0
+
Index
,
GL_SPOT_DIRECTION
,
&
This
->
lightDirn
[
Index
][
0
]
);
checkGLcall
(
"glLightfv"
);
/*
* opengl-ish and d3d-ish spot lights use too different models for the
* light "intensity" as a function of the angle towards the main light direction,
* so we only can approximate very roughly.
* however spot lights are rather rarely used in games (if ever used at all).
* furthermore if still used, probably nobody pays attention to such details.
*/
if
(
pLight
->
Falloff
==
0
)
{
rho
=
6
.
28
f
;
}
else
{
rho
=
pLight
->
Theta
+
(
pLight
->
Phi
-
pLight
->
Theta
)
/
(
2
*
pLight
->
Falloff
);
}
if
(
rho
<
0
.
0001
)
rho
=
0
.
0001
f
;
glLightf
(
GL_LIGHT0
+
Index
,
GL_SPOT_EXPONENT
,
-
0
.
3
/
log
(
cos
(
rho
/
2
)));
glLightf
(
GL_LIGHT0
+
Index
,
GL_SPOT_CUTOFF
,
pLight
->
Phi
*
90
/
M_PI
);
/* FIXME: Range */
break
;
case
D3DLIGHT_DIRECTIONAL
:
/* Direction */
coords
[
0
]
=
-
pLight
->
Direction
.
x
;
coords
[
1
]
=
pLight
->
Direction
.
y
;
coords
[
2
]
=
-
pLight
->
Direction
.
z
;
coords
[
3
]
=
0
.
0
;
glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
coords
);
/* Note gl uses w position of 0 for direction! */
This
->
lightPosn
[
Index
]
[
0
]
=
-
pLight
->
Direction
.
x
;
This
->
lightPosn
[
Index
][
1
]
=
-
pLight
->
Direction
.
y
;
This
->
lightPosn
[
Index
]
[
2
]
=
-
pLight
->
Direction
.
z
;
This
->
lightPosn
[
Index
]
[
3
]
=
0
.
0
;
glLightfv
(
GL_LIGHT0
+
Index
,
GL_POSITION
,
&
This
->
lightPosn
[
Index
][
0
]
);
/* Note gl uses w position of 0 for direction! */
checkGLcall
(
"glLightfv"
);
glLightf
(
GL_LIGHT0
+
Index
,
GL_SPOT_CUTOFF
,
180
.
0
f
);
...
...
@@ -1269,7 +1311,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD In
FIXME
(
"Unrecognized light type %d
\n
"
,
pLight
->
Type
);
}
/* FIXME: Falloff, Theta, Phi; */
/* Restore the modelview matrix */
glPopMatrix
();
return
D3D_OK
;
}
HRESULT
WINAPI
IDirect3DDevice8Impl_GetLight
(
LPDIRECT3DDEVICE8
iface
,
DWORD
Index
,
D3DLIGHT8
*
pLight
)
{
...
...
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