[PATCH 3/5] wined3d: Use struct wined3d_vec4 to store the light position and direction.
Matteo Bruni
mbruni at codeweavers.com
Mon Apr 27 10:39:11 CDT 2015
---
dlls/wined3d/device.c | 32 ++++++++++++++++----------------
dlls/wined3d/glsl_shader.c | 6 +++---
dlls/wined3d/state.c | 14 +++++++-------
dlls/wined3d/wined3d_private.h | 8 ++++----
4 files changed, 30 insertions(+), 30 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 0ae29c7..a3fbe25 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1521,36 +1521,36 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
{
case WINED3D_LIGHT_POINT:
/* Position */
- object->lightPosn[0] = light->position.x;
- object->lightPosn[1] = light->position.y;
- object->lightPosn[2] = light->position.z;
- object->lightPosn[3] = 1.0f;
+ object->position.x = light->position.x;
+ object->position.y = light->position.y;
+ object->position.z = light->position.z;
+ object->position.w = 1.0f;
object->cutoff = 180.0f;
/* FIXME: Range */
break;
case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */
- object->lightDirn[0] = -light->direction.x;
- object->lightDirn[1] = -light->direction.y;
- object->lightDirn[2] = -light->direction.z;
- object->lightDirn[3] = 0.0f;
+ object->direction.x = -light->direction.x;
+ object->direction.y = -light->direction.y;
+ object->direction.z = -light->direction.z;
+ object->direction.w = 0.0f;
object->exponent = 0.0f;
object->cutoff = 180.0f;
break;
case WINED3D_LIGHT_SPOT:
/* Position */
- object->lightPosn[0] = light->position.x;
- object->lightPosn[1] = light->position.y;
- object->lightPosn[2] = light->position.z;
- object->lightPosn[3] = 1.0f;
+ object->position.x = light->position.x;
+ object->position.y = light->position.y;
+ object->position.z = light->position.z;
+ object->position.w = 1.0f;
/* Direction */
- object->lightDirn[0] = light->direction.x;
- object->lightDirn[1] = light->direction.y;
- object->lightDirn[2] = light->direction.z;
- object->lightDirn[3] = 0.0f;
+ object->direction.x = light->direction.x;
+ object->direction.y = light->direction.y;
+ object->direction.z = light->direction.z;
+ object->direction.w = 0.0f;
/* opengl-ish and d3d-ish spot lights use too different models
* for the light "intensity" as a function of the angle towards
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e49aff7..ae6bbf6 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7530,11 +7530,11 @@ static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct
if (!(light = state->lights[k]))
continue;
if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightDirn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
else
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
checkGLcall("glLightfv posn");
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
checkGLcall("glLightfv dirn");
}
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 92c8547..edaff95 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3974,11 +3974,11 @@ static void transform_view(struct wined3d_context *context, const struct wined3d
if (!(light = state->lights[k]))
continue;
if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightDirn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
else
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
checkGLcall("glLightfv posn");
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
checkGLcall("glLightfv dirn");
}
@@ -4759,7 +4759,7 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
{
case WINED3D_LIGHT_POINT:
/* Position */
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightPosn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
@@ -4778,10 +4778,10 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
case WINED3D_LIGHT_SPOT:
/* Position */
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightPosn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
checkGLcall("glLightfv");
/* Direction */
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, lightInfo->lightDirn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
checkGLcall("glLightf");
@@ -4803,7 +4803,7 @@ void light(struct wined3d_context *context, const struct wined3d_state *state, D
case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */
/* Note GL uses w position of 0 for direction! */
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, lightInfo->lightDirn);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index eeb752a..2b721c0 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1421,10 +1421,10 @@ struct wined3d_light_info
BOOL enabled;
/* Converted parms to speed up swapping lights */
- float lightPosn[4];
- float lightDirn[4];
- float exponent;
- float cutoff;
+ struct wined3d_vec4 position;
+ struct wined3d_vec4 direction;
+ float exponent;
+ float cutoff;
struct list entry;
};
--
2.0.5
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