wined3d: Ignore lights out of maximum range for legacy FFP lighting too.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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c329ee5673
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43b6bfbc37
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@ -7101,6 +7101,17 @@ static void test_specular_lighting(void)
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100.0f,
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0.0f,
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1.0f, 0.0f, 0.0f,
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},
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point_far =
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{
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sizeof(D3DLIGHT2),
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D3DLIGHT_POINT,
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{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
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{{0.0f}, {0.0f}, {0.1f}},
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{{0.0f}, {0.0f}, {0.0f}},
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1.0f,
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0.0f,
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1.0f, 0.0f, 0.0f,
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};
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static const struct expected_color
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{
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@ -7166,6 +7177,18 @@ static void test_specular_lighting(void)
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{160, 360, 0x00000000},
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{320, 360, 0x00000000},
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{480, 360, 0x00000000},
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},
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expected_point_far[] =
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{
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{160, 120, 0x00000000},
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{320, 120, 0x00000000},
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{480, 120, 0x00000000},
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{160, 240, 0x00000000},
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{320, 240, 0x00ffffff},
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{480, 240, 0x00000000},
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{160, 360, 0x00000000},
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{320, 360, 0x00000000},
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{480, 360, 0x00000000},
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};
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static const struct
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{
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@ -7186,6 +7209,8 @@ static void test_specular_lighting(void)
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sizeof(expected_parallelpoint) / sizeof(expected_parallelpoint[0])},
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{&point_side, 0.0f, expected_point_side,
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sizeof(expected_point_side) / sizeof(expected_point_side[0])},
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{&point_far, 1.0f, expected_point_far,
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sizeof(expected_point_far) / sizeof(expected_point_far[0])},
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};
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IDirect3D2 *d3d;
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IDirect3DDevice2 *device;
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@ -4156,6 +4156,17 @@ static void test_specular_lighting(void)
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100.0f,
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0.0f,
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1.0f, 0.0f, 0.0f,
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},
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point_far =
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{
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sizeof(D3DLIGHT2),
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D3DLIGHT_POINT,
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{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
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{{0.0f}, {0.0f}, {0.1f}},
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{{0.0f}, {0.0f}, {0.0f}},
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1.0f,
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0.0f,
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1.0f, 0.0f, 0.0f,
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};
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static const struct expected_color
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{
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@ -4221,6 +4232,18 @@ static void test_specular_lighting(void)
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{160, 360, 0x00000000},
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{320, 360, 0x00000000},
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{480, 360, 0x00000000},
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},
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expected_point_far[] =
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{
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{160, 120, 0x00000000},
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{320, 120, 0x00000000},
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{480, 120, 0x00000000},
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{160, 240, 0x00000000},
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{320, 240, 0x00ffffff},
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{480, 240, 0x00000000},
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{160, 360, 0x00000000},
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{320, 360, 0x00000000},
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{480, 360, 0x00000000},
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};
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static const struct
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{
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@ -4246,6 +4269,8 @@ static void test_specular_lighting(void)
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sizeof(expected_parallelpoint) / sizeof(expected_parallelpoint[0])},
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{&point_side, TRUE, 0.0f, expected_point_side,
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sizeof(expected_point_side) / sizeof(expected_point_side[0])},
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{&point_far, TRUE, 1.0f, expected_point_far,
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sizeof(expected_point_far) / sizeof(expected_point_far[0])},
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};
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IDirect3D3 *d3d;
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IDirect3DDevice3 *device;
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@ -7720,6 +7720,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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{
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shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx);
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shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
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shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
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}
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else
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{
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@ -7732,14 +7733,12 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
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if (!settings->normal)
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{
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if (!legacy_lighting)
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shader_addline(buffer, "}\n");
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shader_addline(buffer, "}\n");
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continue;
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}
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shader_addline(buffer, "dir = normalize(dir);\n");
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shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
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if (!legacy_lighting)
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shader_addline(buffer, "}\n");
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shader_addline(buffer, "}\n");
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}
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for (i = 0; i < settings->spot_light_count; ++i, ++idx)
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@ -7752,6 +7751,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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{
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shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx);
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shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
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shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
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}
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else
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{
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@ -7775,13 +7775,11 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
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if (!settings->normal)
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{
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if (!legacy_lighting)
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shader_addline(buffer, "}\n");
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shader_addline(buffer, "}\n");
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continue;
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}
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shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
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if (!legacy_lighting)
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shader_addline(buffer, "}\n");
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shader_addline(buffer, "}\n");
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}
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for (i = 0; i < settings->directional_light_count; ++i, ++idx)
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