wined3d: Don't use the builtin FFP uniforms for the lights.

While at it, use D3D-like uniforms for the light parameters and
(consequently) implement range and proper D3D spotlights support.
This commit is contained in:
Matteo Bruni 2015-04-27 17:39:12 +02:00 committed by Alexandre Julliard
parent e226e7593a
commit 28343db208
3 changed files with 205 additions and 75 deletions

View File

@ -127,6 +127,22 @@ struct glsl_vs_program
GLint material_specular_location; GLint material_specular_location;
GLint material_emission_location; GLint material_emission_location;
GLint material_shininess_location; GLint material_shininess_location;
GLint light_ambient_location;
struct
{
GLint diffuse;
GLint specular;
GLint ambient;
GLint position;
GLint direction;
GLint range;
GLint falloff;
GLint c_att;
GLint l_att;
GLint q_att;
GLint cos_htheta;
GLint cos_hphi;
} light_location[MAX_ACTIVE_LIGHTS];
}; };
struct glsl_gs_program struct glsl_gs_program
@ -1098,6 +1114,83 @@ static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
checkGLcall("setting FFP material uniforms"); checkGLcall("setting FFP material uniforms");
} }
static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, col));
checkGLcall("glUniform3fv");
}
static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
const struct wined3d_matrix *src2)
{
struct wined3d_vec4 temp;
temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
*dest = temp;
}
static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, unsigned int light, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_light_info *light_info = state->lights[light];
struct wined3d_vec4 vec4;
const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
if (!light_info)
return;
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
switch (light_info->OriginalParms.type)
{
case WINED3D_LIGHT_POINT:
multiply_vector_matrix(&vec4, &light_info->position, view);
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
break;
case WINED3D_LIGHT_SPOT:
multiply_vector_matrix(&vec4, &light_info->position, view);
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
multiply_vector_matrix(&vec4, &light_info->direction, view);
GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
break;
case WINED3D_LIGHT_DIRECTIONAL:
multiply_vector_matrix(&vec4, &light_info->direction, view);
GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
break;
default:
FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
}
checkGLcall("setting FFP lights uniforms");
}
/* Context activation is done by the caller (state handler). */ /* Context activation is done by the caller (state handler). */
static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps, static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
@ -1181,6 +1274,13 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL) if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
shader_glsl_ffp_vertex_material_uniform(context, state, prog); shader_glsl_ffp_vertex_material_uniform(context, state, prog);
if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
{
shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
shader_glsl_ffp_vertex_light_uniform(context, state, i, prog);
}
if (update_mask & WINED3D_SHADER_CONST_PS_F) if (update_mask & WINED3D_SHADER_CONST_PS_F)
shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f, shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version); prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
@ -5303,7 +5403,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
return; return;
} }
shader_addline(buffer, "vec3 ambient = gl_LightModel.ambient.xyz;\n"); shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n");
shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n"); shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
shader_addline(buffer, "vec4 specular = vec4(0.0);\n"); shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
shader_addline(buffer, "vec3 dir, dst;\n"); shader_addline(buffer, "vec3 dir, dst;\n");
@ -5320,58 +5420,70 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
switch (light_type) switch (light_type)
{ {
case WINED3D_LIGHT_POINT: case WINED3D_LIGHT_POINT:
shader_addline(buffer, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i); shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
shader_addline(buffer, "dst.z = dot(dir, dir);\n"); shader_addline(buffer, "dst.z = dot(dir, dir);\n");
shader_addline(buffer, "dst.y = sqrt(dst.z);\n"); shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
shader_addline(buffer, "dst.x = 1.0;\n"); shader_addline(buffer, "dst.x = 1.0;\n");
shader_addline(buffer, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation," shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
" gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i, i, i); shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i); " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i);
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz / att;\n", i);
if (!settings->normal) if (!settings->normal)
{
shader_addline(buffer, "}\n");
break; break;
}
shader_addline(buffer, "dir = normalize(dir);\n"); shader_addline(buffer, "dir = normalize(dir);\n");
shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)" shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
" * gl_LightSource[%u].diffuse.xyz) / att;\n", i); " * ffp_light[%u].diffuse.xyz) / att;\n", i);
if (settings->localviewer) if (settings->localviewer)
shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
else else
shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)" shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
" * gl_LightSource[%u].specular) / att;\n", i); " * ffp_light[%u].specular) / att;\n", i);
shader_addline(buffer, "}\n");
break; break;
case WINED3D_LIGHT_SPOT: case WINED3D_LIGHT_SPOT:
shader_addline(buffer, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i); shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
shader_addline(buffer, "dst.z = dot(dir, dir);\n"); shader_addline(buffer, "dst.z = dot(dir, dir);\n");
shader_addline(buffer, "dst.y = sqrt(dst.z);\n"); shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
shader_addline(buffer, "dst.x = 1.0;\n"); shader_addline(buffer, "dst.x = 1.0;\n");
shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
shader_addline(buffer, "dir = normalize(dir);\n"); shader_addline(buffer, "dir = normalize(dir);\n");
shader_addline(buffer, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i); shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i);
shader_addline(buffer, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i); shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i);
shader_addline(buffer, "else att = pow(t, gl_LightSource[%u].spotExponent)" shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i);
" / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation," shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
" gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff)"
i, i, i, i); " / dot(dst.xyz, vec3(ffp_light[%u].c_att,"
shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i); " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
i, i, i, i, i, i, i);
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
if (!settings->normal) if (!settings->normal)
{
shader_addline(buffer, "}\n");
break; break;
}
shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)" shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
" * gl_LightSource[%u].diffuse.xyz) * att;\n", i); " * ffp_light[%u].diffuse.xyz) * att;\n", i);
if (settings->localviewer) if (settings->localviewer)
shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
else else
shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)" shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
" * gl_LightSource[%u].specular) * att;\n", i); " * ffp_light[%u].specular) * att;\n", i);
shader_addline(buffer, "}\n");
break; break;
case WINED3D_LIGHT_DIRECTIONAL: case WINED3D_LIGHT_DIRECTIONAL:
shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz;\n", i); shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
if (!settings->normal) if (!settings->normal)
break; break;
shader_addline(buffer, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i); shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", i);
shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)" shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
" * gl_LightSource[%u].diffuse.xyz;\n", i); " * ffp_light[%u].diffuse.xyz;\n", i);
/* TODO: In the non-local viewer case the halfvector is constant /* TODO: In the non-local viewer case the halfvector is constant
* and could be precomputed and stored in a uniform. */ * and could be precomputed and stored in a uniform. */
if (settings->localviewer) if (settings->localviewer)
@ -5379,7 +5491,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
else else
shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)" shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
" * gl_LightSource[%u].specular;\n", i); " * ffp_light[%u].specular;\n", i);
break; break;
default: default:
@ -5420,6 +5532,22 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
shader_addline(buffer, " float shininess;\n"); shader_addline(buffer, " float shininess;\n");
shader_addline(buffer, "} ffp_material;\n"); shader_addline(buffer, "} ffp_material;\n");
shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n");
shader_addline(buffer, "uniform struct\n{\n");
shader_addline(buffer, " vec4 diffuse;\n");
shader_addline(buffer, " vec4 specular;\n");
shader_addline(buffer, " vec4 ambient;\n");
shader_addline(buffer, " vec4 position;\n");
shader_addline(buffer, " vec3 direction;\n");
shader_addline(buffer, " float range;\n");
shader_addline(buffer, " float falloff;\n");
shader_addline(buffer, " float c_att;\n");
shader_addline(buffer, " float l_att;\n");
shader_addline(buffer, " float q_att;\n");
shader_addline(buffer, " float cos_htheta;\n");
shader_addline(buffer, " float cos_hphi;\n");
shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
shader_addline(buffer, "\nvoid main()\n{\n"); shader_addline(buffer, "\nvoid main()\n{\n");
shader_addline(buffer, "float m;\n"); shader_addline(buffer, "float m;\n");
shader_addline(buffer, "vec3 r;\n"); shader_addline(buffer, "vec3 r;\n");
@ -6219,6 +6347,34 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular")); vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
vs->material_emission_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emission")); vs->material_emission_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emission"));
vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess")); vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].specular", i);
vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].ambient", i);
vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].position", i);
vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].direction", i);
vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].range", i);
vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].falloff", i);
vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].c_att", i);
vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].l_att", i);
vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].q_att", i);
vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i);
vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i);
vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
string_buffer_release(&priv->string_buffers, name); string_buffer_release(&priv->string_buffers, name);
} }
@ -6542,6 +6698,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
} }
if (entry->vs.material_ambient_location != -1) if (entry->vs.material_ambient_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL; entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
if (entry->vs.light_ambient_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
} }
if (gshader) if (gshader)
@ -7375,7 +7533,7 @@ static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BO
static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps) static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
{ {
caps->xyzrhw = TRUE; caps->xyzrhw = TRUE;
caps->max_active_lights = gl_info->limits.lights; caps->max_active_lights = MAX_ACTIVE_LIGHTS;
caps->max_vertex_blend_matrices = 1; caps->max_vertex_blend_matrices = 1;
caps->max_vertex_blend_matrix_index = 0; caps->max_vertex_blend_matrix_index = 0;
caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
@ -7468,11 +7626,6 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
/* Because of settings->texcoords, we have to always regenerate the /* Because of settings->texcoords, we have to always regenerate the
* vertex shader on a vdecl change. * vertex shader on a vdecl change.
* TODO: Just always output all the texcoords when there are enough * TODO: Just always output all the texcoords when there are enough
@ -7515,30 +7668,10 @@ static void glsl_vertex_pipe_world(struct wined3d_context *context,
static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_light_info *light = NULL;
unsigned int k; unsigned int k;
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW; context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
| WINED3D_SHADER_CONST_FFP_LIGHTS;
/* Light settings are affected by the ModelView transform in OpenGL, the View transform in Direct3D. */
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glPushMatrix();
gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
for (k = 0; k < gl_info->limits.lights; ++k)
{
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->direction.x);
else
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->direction.x);
checkGLcall("glLightfv dirn");
}
gl_info->gl_ops.gl.p_glPopMatrix();
for (k = 0; k < gl_info->limits.clipplanes; ++k) for (k = 0; k < gl_info->limits.clipplanes; ++k)
{ {
@ -7588,6 +7721,12 @@ static void glsl_vertex_pipe_material(struct wined3d_context *context,
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL; context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
} }
static void glsl_vertex_pipe_light(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
}
static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] = static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{ {
{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE }, {STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
@ -7629,14 +7768,14 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
/* Lights */ /* Lights */
{STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
/* Viewport */ /* Viewport */
{STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE }, {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
/* Transform states */ /* Transform states */
@ -7675,7 +7814,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },

View File

@ -74,7 +74,7 @@ static void state_fillmode(struct wined3d_context *context, const struct wined3d
} }
} }
void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
@ -257,7 +257,7 @@ static void state_zfunc(struct wined3d_context *context, const struct wined3d_st
checkGLcall("glDepthFunc"); checkGLcall("glDepthFunc");
} }
void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4]; float col[4];
@ -624,7 +624,7 @@ void state_clipping(struct wined3d_context *context, const struct wined3d_state
checkGLcall("clip plane disable"); checkGLcall("clip plane disable");
} }
void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR) /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
@ -1393,7 +1393,7 @@ static void state_linepattern(struct wined3d_context *context, const struct wine
} }
} }
void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
@ -4700,7 +4700,7 @@ static void viewport_vertexpart(struct wined3d_context *context, const struct wi
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP; context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
} }
void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
UINT Index = state_id - STATE_ACTIVELIGHT(0); UINT Index = state_id - STATE_ACTIVELIGHT(0);

View File

@ -310,8 +310,9 @@ enum wined3d_shader_resource_type
#define WINED3D_SHADER_CONST_FFP_PROJ 0x00000800 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00000800
#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00001000 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00001000
#define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00002000 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00002000
#define WINED3D_SHADER_CONST_FFP_PS 0x00004000 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00004000
#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00008000 #define WINED3D_SHADER_CONST_FFP_PS 0x00008000
#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00010000
enum wined3d_shader_register_type enum wined3d_shader_register_type
{ {
@ -2830,14 +2831,8 @@ void state_nop(struct wined3d_context *context,
void state_srgbwrite(struct wined3d_context *context, void state_srgbwrite(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_specularenable(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_ambient(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_clipping(struct wined3d_context *context, void state_clipping(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void light(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void clipplane(struct wined3d_context *context, void clipplane(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_psizemin_w(struct wined3d_context *context, void state_psizemin_w(struct wined3d_context *context,
@ -2852,10 +2847,6 @@ void state_pointsprite(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_pscale(struct wined3d_context *context, void state_pscale(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_lighting(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_normalize(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
BOOL getColorBits(const struct wined3d_format *format, BOOL getColorBits(const struct wined3d_format *format,
BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN; BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;