[3/10] WineD3D: Lighting is calculated for vertices without normals

Stefan Dösinger stefan at codeweavers.com
Fri Feb 16 12:08:34 CST 2007


-------------- next part --------------
From 4c2fa28323ebf93c6580fc59c898f581e9aa1184 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Fri, 16 Feb 2007 18:52:58 +0100
Subject: [PATCH] WineD3D: Lighting is calculated for vertices without normals

It still should be disabled for transformed vertices though
---
 dlls/d3d8/tests/visual.c  |  139 ++++++++++++++++++++++++++++++++++++++++++
 dlls/d3d9/tests/visual.c  |  146 +++++++++++++++++++++++++++++++++++++++++++++
 dlls/ddraw/tests/visual.c |  129 +++++++++++++++++++++++++++++++++++++++
 dlls/wined3d/state.c      |   11 ++--
 4 files changed, 420 insertions(+), 5 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 87d17f2..0f09012 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -123,6 +123,142 @@ static IDirect3DDevice8 *init_d3d8(void)
     return device_ptr;
 }
 
+struct vertex
+{
+    float x, y, z;
+    DWORD diffuse;
+};
+
+struct nvertex
+{
+    float x, y, z;
+    float nx, ny, nz;
+    DWORD diffuse;
+};
+
+static void lighting_test(IDirect3DDevice8 *device)
+{
+    HRESULT hr;
+    DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
+    DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
+    DWORD color;
+
+    float mat[16] = { 1.0, 0.0, 0.0, 0.0,
+                      0.0, 1.0, 0.0, 0.0,
+                      0.0, 0.0, 1.0, 0.0,
+                      0.0, 0.0, 0.0, 1.0 };
+
+    struct vertex unlitquad[] =
+    {
+        {-1.0,  -1.0,    0.1,                           0xffff0000},
+        {-1.0,   0.0,    0.1,                           0xffff0000},
+        { 0.0,   0.0,    0.1,                           0xffff0000},
+        { 0.0,  -1.0,    0.1,                           0xffff0000},
+    };
+    struct vertex litquad[] =
+    {
+        {-1.0,   0.0,    0.1,                           0xff00ff00},
+        {-1.0,   1.0,    0.1,                           0xff00ff00},
+        { 0.0,   1.0,    0.1,                           0xff00ff00},
+        { 0.0,   0.0,    0.1,                           0xff00ff00},
+    };
+    struct nvertex unlitnquad[] =
+    {
+        { 0.0,  -1.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 0.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 1.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 1.0,  -1.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+    };
+    struct nvertex litnquad[] =
+    {
+        { 0.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 0.0,   1.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 1.0,   1.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 1.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+    };
+    WORD Indices[] = {0, 1, 2, 2, 3, 0};
+
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
+    ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
+
+    /* Setup some states that may cause issues */
+    hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr));
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLED_RED | D3DCOLORWRITEENABLED_GREEN | D3DCOLORWRITEENABLED_BLUE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr));
+
+    hr = IDirect3DDevice8_SetVertexShader(device, fvf);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr));
+
+    hr = IDirect3DDevice8_BeginScene(device);
+    ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
+    if(hr == D3D_OK)
+    {
+        /* No lights are defined... That means, lit vertices should be entirely black */
+        hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+        ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+        hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
+                                                    2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
+        ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
+
+        hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
+        ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+        hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
+                                                    2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
+        ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
+
+        hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
+        ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %s\n", DXGetErrorString8(hr));
+
+        hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+        ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+        hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
+                                                    2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
+        ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
+
+        hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
+        ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+        hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
+                                                    2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
+        ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
+
+        IDirect3DDevice8_EndScene(device);
+        ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
+    }
+
+    IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+
+    color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
+    ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
+    color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
+    ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
+    color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
+    ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
+    color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
+    ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
+
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
+}
+
 START_TEST(visual)
 {
     IDirect3DDevice8 *device_ptr;
@@ -170,6 +306,9 @@ START_TEST(visual)
         goto cleanup;
     }
 
+    /* Now run the real test */
+    lighting_test(device_ptr);
+
 cleanup:
     if(device_ptr) IDirect3DDevice8_Release(device_ptr);
 }
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 88f0927..40b8134 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -123,6 +123,149 @@ static IDirect3DDevice9 *init_d3d9(void)
     return device_ptr;
 }
 
+struct vertex
+{
+    float x, y, z;
+    DWORD diffuse;
+};
+
+struct nvertex
+{
+    float x, y, z;
+    float nx, ny, nz;
+    DWORD diffuse;
+};
+
+static void lighting_test(IDirect3DDevice9 *device)
+{
+    HRESULT hr;
+    DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
+    DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
+    DWORD color;
+
+    float mat[16] = { 1.0, 0.0, 0.0, 0.0,
+                      0.0, 1.0, 0.0, 0.0,
+                      0.0, 0.0, 1.0, 0.0,
+                      0.0, 0.0, 0.0, 1.0 };
+
+    struct vertex unlitquad[] =
+    {
+        {-1.0,  -1.0,    0.1,                           0xffff0000},
+        {-1.0,   0.0,    0.1,                           0xffff0000},
+        { 0.0,   0.0,    0.1,                           0xffff0000},
+        { 0.0,  -1.0,    0.1,                           0xffff0000},
+    };
+    struct vertex litquad[] =
+    {
+        {-1.0,   0.0,    0.1,                           0xff00ff00},
+        {-1.0,   1.0,    0.1,                           0xff00ff00},
+        { 0.0,   1.0,    0.1,                           0xff00ff00},
+        { 0.0,   0.0,    0.1,                           0xff00ff00},
+    };
+    struct nvertex unlitnquad[] =
+    {
+        { 0.0,  -1.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 0.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 1.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 1.0,  -1.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+    };
+    struct nvertex litnquad[] =
+    {
+        { 0.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 0.0,   1.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 1.0,   1.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 1.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+    };
+    WORD Indices[] = {0, 1, 2, 2, 3, 0};
+
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
+    ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
+
+    /* Setup some states that may cause issues */
+    hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLED_RED | D3DCOLORWRITEENABLED_GREEN | D3DCOLORWRITEENABLED_BLUE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
+
+    hr = IDirect3DDevice9_SetFVF(device, fvf);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
+
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
+    if(hr == D3D_OK)
+    {
+        /* No lights are defined... That means, lit vertices should be entirely black */
+        hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+        ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+        hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
+                                                    2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
+        ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
+
+        hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
+        ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+        hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
+                                                    2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
+        ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
+
+        hr = IDirect3DDevice9_SetFVF(device, nfvf);
+        ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
+
+        hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+        ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+        hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
+                                                    2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
+        ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
+
+        hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
+        ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+        hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
+                                                    2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
+        ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
+
+        IDirect3DDevice9_EndScene(device);
+        ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
+    }
+
+    IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+
+    color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
+    ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
+    color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
+    ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
+    color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
+    ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
+    color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
+    ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
+
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+
+    /* Hack for a bug in d3d9: SetFVF creates a converted vertex declaration, with a circular refcount.
+     * This prevents the screen resulution from beeing restored correctly on device release. Unset the vdecl
+     */
+    IDirect3DDevice9_SetVertexDeclaration(device, NULL);
+}
+
 START_TEST(visual)
 {
     IDirect3DDevice9 *device_ptr;
@@ -170,6 +313,9 @@ START_TEST(visual)
         goto cleanup;
     }
 
+    /* Now execute the real tests */
+    lighting_test(device_ptr);
+
 cleanup:
     if(device_ptr) IDirect3DDevice9_Release(device_ptr);
 }
diff --git a/dlls/ddraw/tests/visual.c b/dlls/ddraw/tests/visual.c
index 8ca793f..c2c2ed3 100644
--- a/dlls/ddraw/tests/visual.c
+++ b/dlls/ddraw/tests/visual.c
@@ -175,6 +175,132 @@ out:
     return ret;
 }
 
+struct vertex
+{
+    float x, y, z;
+    DWORD diffuse;
+};
+
+struct nvertex
+{
+    float x, y, z;
+    float nx, ny, nz;
+    DWORD diffuse;
+};
+
+static void lighting_test(IDirect3DDevice7 *device)
+{
+    HRESULT hr;
+    DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
+    DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
+    DWORD color;
+
+    float mat[16] = { 1.0, 0.0, 0.0, 0.0,
+                      0.0, 1.0, 0.0, 0.0,
+                      0.0, 0.0, 1.0, 0.0,
+                      0.0, 0.0, 0.0, 1.0 };
+
+    struct vertex unlitquad[] =
+    {
+        {-1.0,  -1.0,    0.1,                           0xffff0000},
+        {-1.0,   0.0,    0.1,                           0xffff0000},
+        { 0.0,   0.0,    0.1,                           0xffff0000},
+        { 0.0,  -1.0,    0.1,                           0xffff0000},
+    };
+    struct vertex litquad[] =
+    {
+        {-1.0,   0.0,    0.1,                           0xff00ff00},
+        {-1.0,   1.0,    0.1,                           0xff00ff00},
+        { 0.0,   1.0,    0.1,                           0xff00ff00},
+        { 0.0,   0.0,    0.1,                           0xff00ff00},
+    };
+    struct nvertex unlitnquad[] =
+    {
+        { 0.0,  -1.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 0.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 1.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+        { 1.0,  -1.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
+    };
+    struct nvertex litnquad[] =
+    {
+        { 0.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 0.0,   1.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 1.0,   1.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+        { 1.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
+    };
+    WORD Indices[] = {0, 1, 2, 2, 3, 0};
+
+    hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
+    ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
+
+    /* Setup some states that may cause issues */
+    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) mat);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX *)mat);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX *) mat);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHATESTENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed with %08x\n", hr);
+
+    hr = IDirect3DDevice7_BeginScene(device);
+    ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr);
+    if(hr == D3D_OK)
+    {
+        /* No lights are defined... That means, lit vertices should be entirely black */
+        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
+        ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4 /* NumVerts */,
+                                                    Indices, 6 /* Indexcount */, 0 /* flags */);
+        ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
+
+        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
+        ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4 /* NumVerts */,
+                                                    Indices, 6 /* Indexcount */, 0 /* flags */);
+        ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
+
+        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
+        ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4 /* NumVerts */,
+                                                    Indices, 6 /* Indexcount */, 0 /* flags */);
+        ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
+
+        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
+        ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4 /* NumVerts */,
+                                                    Indices, 6 /* Indexcount */, 0 /* flags */);
+        ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
+
+        IDirect3DDevice7_EndScene(device);
+        ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr);
+    }
+
+    color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
+    ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
+    color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
+    ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
+    color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
+    ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
+    color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
+    ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
+
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
+    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
+}
+
 START_TEST(visual)
 {
     HRESULT hr;
@@ -214,6 +340,9 @@ START_TEST(visual)
         goto cleanup;
     }
 
+    /* Now run the tests */
+    lighting_test(Direct3DDevice);
+
 cleanup:
     releaseObjects();
 }
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 84095f6..16fddf7 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -79,9 +79,9 @@ static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
 }
 
 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    BOOL normals;
+    BOOL transformed;
 
-    /* Lighting is only enabled if Vertex normals are passed by the application,
+    /* Lighting is not enabled if transformed vertices are drawn
      * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
      * This state reads the decoded vertex decl, so if it is dirty don't do anything. The
      * vertex declaration appplying function calls this function for updating
@@ -91,10 +91,11 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
         return;
     }
 
-    normals = stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData != NULL ||
-              stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO != 0;
+    transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
+                    stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
+                    stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
 
-    if (stateblock->renderState[WINED3DRS_LIGHTING] && normals) {
+    if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
         glEnable(GL_LIGHTING);
         checkGLcall("glEnable GL_LIGHTING");
     } else {
-- 
1.4.4.3



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