[D3D 64] Light improvements
Lionel Ulmer
lionel.ulmer at free.fr
Sun Dec 29 10:06:06 CST 2002
Changelog:
- light improvements
- misc. fixes
--
Lionel Ulmer - http://www.bbrox.org/
-------------- next part --------------
--- /home/ulmer/Wine/wine_base//dlls/ddraw/d3ddevice/mesa.c 2002-12-29 09:28:51.000000000 +0100
+++ /home/ulmer/Wine/wine_work//dlls/ddraw/d3ddevice/mesa.c 2002-12-29 14:11:25.000000000 +0100
@@ -890,6 +890,8 @@
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
@@ -914,6 +916,9 @@
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");
}
@@ -1544,21 +1549,69 @@
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");
}
--- /home/ulmer/Wine/wine_base//dlls/ddraw/d3dcommon.c 2002-12-29 09:28:51.000000000 +0100
+++ /home/ulmer/Wine/wine_work//dlls/ddraw/d3dcommon.c 2002-12-29 09:29:31.000000000 +0100
@@ -208,13 +208,13 @@
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]));
--- /home/ulmer/Wine/wine_base//dlls/ddraw/mesa.c 2002-12-29 09:28:51.000000000 +0100
+++ /home/ulmer/Wine/wine_work//dlls/ddraw/mesa.c 2002-12-29 13:22:54.000000000 +0100
@@ -495,6 +495,22 @@
}
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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