Commit 8c47f565 authored by Paul Gofman's avatar Paul Gofman Committed by Alexandre Julliard

wined3d: Implement spot lights in process_vertices_strided().

parent 1381ca7c
......@@ -6368,6 +6368,18 @@ static void test_specular_lighting(void)
0.0f,
0.0f, 0.0f, 1.0f,
},
spot =
{
sizeof(D3DLIGHT2),
D3DLIGHT_SPOT,
{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
{{0.0f}, {0.0f}, {0.0f}},
{{0.0f}, {0.0f}, {1.0f}},
100.0f,
1.0f,
0.0f, 0.0f, 1.0f,
M_PI / 12.0f, M_PI / 3.0f
},
point_side =
{
sizeof(D3DLIGHT2),
......@@ -6419,6 +6431,18 @@ static void test_specular_lighting(void)
{320, 360, 0x00090909},
{480, 360, 0x00000000},
},
expected_spot_local[] =
{
{160, 120, 0x00000000},
{320, 120, 0x00020202},
{480, 120, 0x00000000},
{160, 240, 0x00020202},
{320, 240, 0x00fafafa},
{480, 240, 0x00020202},
{160, 360, 0x00000000},
{320, 360, 0x00020202},
{480, 360, 0x00000000},
},
expected_point_far[] =
{
{160, 120, 0x00000000},
......@@ -6454,10 +6478,12 @@ static void test_specular_lighting(void)
{
{&directional, 30.0f, expected_directional_local, ARRAY_SIZE(expected_directional_local)},
{&point, 30.0f, expected_point_local, ARRAY_SIZE(expected_point_local)},
{&spot, 30.0f, expected_spot_local, ARRAY_SIZE(expected_spot_local)},
{&point_side, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
{&point_far, 1.0f, expected_point_far, ARRAY_SIZE(expected_point_far)},
{&directional, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
{&point, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
{&spot, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
{&point_far, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
};
......
......@@ -3296,6 +3296,10 @@ static void init_transformed_lights(struct lights_settings *ls,
++ls->point_light_count;
break;
case WINED3D_LIGHT_SPOT:
++ls->spot_light_count;
break;
default:
FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
continue;
......@@ -3343,6 +3347,32 @@ static void init_transformed_lights(struct lights_settings *ls,
light->specular = light_info->OriginalParms.specular;
++index;
}
for (i = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_SPOT)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
light->direction = *(struct wined3d_vec3 *)&vec4;
wined3d_vec3_normalise(&light->direction);
light->range = light_info->OriginalParms.range;
light->falloff = light_info->OriginalParms.falloff;
light->c_att = light_info->OriginalParms.attenuation0;
light->l_att = light_info->OriginalParms.attenuation1;
light->q_att = light_info->OriginalParms.attenuation2;
light->cos_htheta = cosf(light_info->OriginalParms.theta / 2.0f);
light->cos_hphi = cosf(light_info->OriginalParms.phi / 2.0f);
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
}
static void update_light_diffuse_specular(struct wined3d_color *diffuse, struct wined3d_color *specular,
......@@ -3442,6 +3472,54 @@ static void compute_light(struct wined3d_color *ambient, struct wined3d_color *d
&normal_transformed, &position_transformed_normalised, light, ls);
}
}
for (i = 0; i < ls->spot_light_count; ++i, ++index)
{
float t;
light = &ls->lights[index];
dir.x = light->position.x - position_transformed.x;
dir.y = light->position.y - position_transformed.y;
dir.z = light->position.z - position_transformed.z;
dst.z = wined3d_vec3_dot(&dir, &dir);
dst.y = sqrtf(dst.z);
dst.x = 1.0f;
if (ls->legacy_lighting)
{
dst.y = (light->range - dst.y) / light->range;
if (!(dst.y > 0.0f))
continue;
dst.z = dst.y * dst.y;
}
else
{
if (!(dst.y <= light->range))
continue;
}
wined3d_vec3_normalise(&dir);
t = -wined3d_vec3_dot(&dir, &light->direction);
if (t > light->cos_htheta)
att = 1.0f;
else if (t <= light->cos_hphi)
att = 0.0f;
else
att = powf((t - light->cos_hphi) / (light->cos_htheta - light->cos_hphi), light->falloff);
t = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
if (ls->legacy_lighting)
att *= t;
else
att /= t;
wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
if (normal)
update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
&normal_transformed, &position_transformed_normalised, light, ls);
}
}
/* Context activation is done by the caller. */
......
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