[PATCH v2 7/7] wined3d: Implement parallel point lights in process_vertices_strided().

Paul Gofman gofmanp at gmail.com
Fri May 17 03:51:54 CDT 2019


Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
 dlls/ddraw/tests/ddraw1.c | 22 ++++++++++++++++++++++
 dlls/wined3d/device.c     | 29 +++++++++++++++++++++++++++++
 2 files changed, 51 insertions(+)

diff --git a/dlls/ddraw/tests/ddraw1.c b/dlls/ddraw/tests/ddraw1.c
index 0dfc8c48b1..7b4917bb6e 100644
--- a/dlls/ddraw/tests/ddraw1.c
+++ b/dlls/ddraw/tests/ddraw1.c
@@ -6379,6 +6379,14 @@ static void test_specular_lighting(void)
         0.0f, 0.0f, 1.0f,
         M_PI / 12.0f, M_PI / 3.0f
     },
+    parallelpoint =
+    {
+        sizeof(D3DLIGHT2),
+        D3DLIGHT_PARALLELPOINT,
+        {{1.0f}, {1.0f}, {1.0f}, {0.0f}},
+        {{0.5f}, {0.0f}, {-1.0f}},
+        {{0.0f}, {0.0f}, {0.0f}},
+    },
     point_side =
     {
         sizeof(D3DLIGHT2),
@@ -6442,6 +6450,18 @@ static void test_specular_lighting(void)
         {320, 360, 0x00020202},
         {480, 360, 0x00000000},
     },
+    expected_parallelpoint[] =
+    {
+        {160, 120, 0x00050505},
+        {320, 120, 0x002c2c2c},
+        {480, 120, 0x006e6e6e},
+        {160, 240, 0x00090909},
+        {320, 240, 0x00717171},
+        {480, 240, 0x00ffffff},
+        {160, 360, 0x00050505},
+        {320, 360, 0x002c2c2c},
+        {480, 360, 0x006e6e6e},
+    },
     expected_point_far[] =
     {
         {160, 120, 0x00000000},
@@ -6478,11 +6498,13 @@ 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)},
+        {&parallelpoint, 30.0f, expected_parallelpoint, ARRAY_SIZE(expected_parallelpoint)},
         {&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)},
+        {&parallelpoint, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
         {&point_far, 0.0f, expected_zero, ARRAY_SIZE(expected_zero)},
     };
 
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 843f63e12b..c44b5003f7 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3305,6 +3305,9 @@ static void init_transformed_lights(struct lights_settings *ls, const struct win
                 case WINED3D_LIGHT_SPOT:
                     ++ls->spot_light_count;
                     break;
+                case WINED3D_LIGHT_PARALLELPOINT:
+                    ++ls->parallel_point_light_count;
+                    break;
                 default:
                     FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
                     continue;
@@ -3377,6 +3380,22 @@ static void init_transformed_lights(struct lights_settings *ls, const struct win
         light->specular = light_info->OriginalParms.specular;
         ++index;
     }
+
+    for (i = 0; i < lights_count; ++i)
+    {
+        light_info = lights[i];
+        if (light_info->OriginalParms.type != WINED3D_LIGHT_PARALLELPOINT)
+            continue;
+
+        light = &ls->lights[index];
+
+        multiply_vector_matrix(&vec4, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
+        normalize_vec3((struct wined3d_vec3 *)&light->position, (const struct wined3d_vec3 *)&vec4);
+        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,
@@ -3534,6 +3553,16 @@ static void compute_light(struct wined3d_color *ambient, struct wined3d_color *d
             update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
                     &normal_transformed, &position_transformed_normalized, light, ls);
     }
+
+    for (i = 0; i < ls->parallel_point_light_count; ++i, ++index)
+    {
+        light = &ls->lights[index];
+
+        madd_color_rgb(ambient, &light->ambient, 1.0f);
+        if (normal)
+            update_light_diffuse_specular(diffuse, specular, (const struct wined3d_vec3 *)&light->position,
+                    1.0f, material_shininess, &normal_transformed, &position_transformed_normalized, light, ls);
+    }
 }
 
 /* Context activation is done by the caller. */
-- 
2.21.0




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