Commit d0f15692 authored by Lionel Ulmer's avatar Lionel Ulmer Committed by Alexandre Julliard

- light improvements

- misc. fixes
parent 939ebca8
......@@ -208,13 +208,13 @@ dump_D3DLIGHT7(LPD3DLIGHT7 lpLight)
void
dump_DPFLAGS(DWORD dwFlags)
{
static const flag_info flags[] =
{
FE(D3DDP_WAIT),
FE(D3DDP_OUTOFORDER),
FE(D3DDP_DONOTCLIP),
FE(D3DDP_DONOTUPDATEEXTENTS),
FE(D3DDP_DONOTLIGHT)
static const flag_info flags[] =
{
FE(D3DDP_WAIT),
FE(D3DDP_OUTOFORDER),
FE(D3DDP_DONOTCLIP),
FE(D3DDP_DONOTUPDATEEXTENTS),
FE(D3DDP_DONOTLIGHT)
};
DDRAW_dump_flags(dwFlags, flags, sizeof(flags)/sizeof(flags[0]));
......
......@@ -912,6 +912,8 @@ void dump_flexible_vertex(DWORD d3dvtVertexType)
FE(D3DFVF_DIFFUSE),
FE(D3DFVF_SPECULAR)
};
int i;
if (d3dvtVertexType & D3DFVF_RESERVED0) DPRINTF("D3DFVF_RESERVED0 ");
switch (d3dvtVertexType & D3DFVF_POSITION_MASK) {
#define GEN_CASE(a) case a: DPRINTF(#a " "); break
......@@ -936,6 +938,9 @@ void dump_flexible_vertex(DWORD d3dvtVertexType)
GEN_CASE(D3DFVF_TEX8);
}
#undef GEN_CASE
for (i = 0; i < ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); i++) {
DPRINTF(" T%d-s%ld", i + 1, (((d3dvtVertexType >> (16 + (2 * i))) + 1) & 0x03) + 1);
}
DPRINTF("\n");
}
......@@ -1627,21 +1632,69 @@ GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
This->light_parameters[dwLightIndex] = *lpLight;
switch (lpLight->dltType) {
case D3DLIGHT_DIRECTIONAL: { /* 3 */
case D3DLIGHT_DIRECTIONAL: {
float direction[4];
float cut_off = 180.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
direction[0] = lpLight->dvDirection.u1.x;
direction[1] = lpLight->dvDirection.u2.y;
direction[2] = lpLight->dvDirection.u3.z;
direction[3] = 0.0; /* This is a directional light */
direction[3] = 0.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) direction);
} break;
case D3DLIGHT_POINT: {
float position[4];
float cut_off = 180.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
position[0] = lpLight->dvPosition.u1.x;
position[1] = lpLight->dvPosition.u2.y;
position[2] = lpLight->dvPosition.u3.z;
position[3] = 1.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) position);
glLightfv(GL_LIGHT0 + dwLightIndex, GL_CONSTANT_ATTENUATION, &(lpLight->dvAttenuation0));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_LINEAR_ATTENUATION, &(lpLight->dvAttenuation1));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_QUADRATIC_ATTENUATION, &(lpLight->dvAttenuation2));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
} break;
case D3DLIGHT_SPOT: {
float direction[4];
float position[4];
float cut_off = 90.0 * (lpLight->dvPhi / M_PI);
glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
direction[0] = lpLight->dvDirection.u1.x;
direction[1] = lpLight->dvDirection.u2.y;
direction[2] = lpLight->dvDirection.u3.z;
direction[3] = 0.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_DIRECTION, (float *) direction);
position[0] = lpLight->dvPosition.u1.x;
position[1] = lpLight->dvPosition.u2.y;
position[2] = lpLight->dvPosition.u3.z;
position[3] = 1.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) position);
glLightfv(GL_LIGHT0 + dwLightIndex, GL_CONSTANT_ATTENUATION, &(lpLight->dvAttenuation0));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_LINEAR_ATTENUATION, &(lpLight->dvAttenuation1));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_QUADRATIC_ATTENUATION, &(lpLight->dvAttenuation2));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_EXPONENT, &(lpLight->dvFalloff));
if ((lpLight->dvTheta != 0.0) || (lpLight->dvTheta != lpLight->dvPhi)) {
WARN("dvTheta not fully supported yet !\n");
}
} break;
default: WARN(" light type not handled yet...\n");
}
......
......@@ -503,6 +503,22 @@ void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
}
break;
case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
rs->color_diffuse = dwRenderState;
break;
case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
rs->color_specular = dwRenderState;
break;
case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
rs->color_ambient = dwRenderState;
break;
case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
rs->color_emissive = dwRenderState;
break;
default:
ERR("Unhandled dwRenderStateType %s (%08x) !\n", _get_renderstate(dwRenderStateType), dwRenderStateType);
}
......
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