Paul Gofman : wined3d: Treat zero shininess as no specular lighting in legacy lighting mode.

Alexandre Julliard julliard at winehq.org
Fri Mar 29 16:27:46 CDT 2019


Module: wine
Branch: master
Commit: 826b67e395cdc62da03277e234d2a20172beb158
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=826b67e395cdc62da03277e234d2a20172beb158

Author: Paul Gofman <gofmanp at gmail.com>
Date:   Fri Mar 29 13:56:36 2019 +0300

wined3d: Treat zero shininess as no specular lighting in legacy lighting mode.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=42572
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/glsl_shader.c | 15 ++++++++-------
 1 file changed, 8 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5844b0c..6c9ed16 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8998,7 +8998,7 @@ static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, c
 }
 
 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer *buffer,
-        const struct wined3d_ffp_vs_settings *settings, unsigned int idx)
+        const struct wined3d_ffp_vs_settings *settings, unsigned int idx, BOOL legacy_lighting)
 {
     shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
             " * ffp_light[%u].diffuse.xyz * att;\n", idx);
@@ -9006,8 +9006,9 @@ static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
         shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
     else
         shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
-    shader_addline(buffer, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
-            " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx);
+    shader_addline(buffer, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +="
+            " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n",
+            legacy_lighting ? " && ffp_material.shininess > 0.0" : "", idx);
 }
 
 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
@@ -9062,7 +9063,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
             continue;
         }
         shader_addline(buffer, "dir = normalize(dir);\n");
-        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
+        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
         shader_addline(buffer, "}\n");
     }
 
@@ -9103,7 +9104,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
             shader_addline(buffer, "}\n");
             continue;
         }
-        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
+        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
         shader_addline(buffer, "}\n");
     }
 
@@ -9114,7 +9115,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
             continue;
         shader_addline(buffer, "att = 1.0;\n");
         shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx);
-        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
+        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
     }
 
     for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx)
@@ -9124,7 +9125,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
             continue;
         shader_addline(buffer, "att = 1.0;\n");
         shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx);
-        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
+        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
     }
 
     shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",




More information about the wine-cvs mailing list