[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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