wined3d: Implement lighting with directional lights in process_vertices_strided().

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Paul Gofman 2019-05-21 01:27:34 +04:30 committed by Alexandre Julliard
parent 9c95ee3890
commit 710dfeb425
3 changed files with 289 additions and 27 deletions

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@ -5894,7 +5894,7 @@ static void test_material(void)
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240);
if (test_data[i].material)
todo_wine ok(compare_color(color, test_data[i].expected_color, 1)
ok(compare_color(color, test_data[i].expected_color, 1)
/* The Windows 8 testbot appears to return undefined results. */
|| broken(TRUE),
"Got unexpected color 0x%08x, test %u.\n", color, i);
@ -6273,7 +6273,7 @@ static void test_lighting(void)
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240);
todo_wine ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
}
IDirect3DExecuteBuffer_Release(execute_buffer);

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@ -37,6 +37,39 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
struct wined3d_matrix_3x3
{
float _11, _12, _13;
float _21, _22, _23;
float _31, _32, _33;
};
struct light_transformed
{
struct wined3d_color diffuse, specular, ambient;
struct wined3d_vec4 position;
struct wined3d_vec3 direction;
float range, falloff, c_att, l_att, q_att, cos_htheta, cos_hphi;
};
struct lights_settings
{
struct light_transformed lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
struct wined3d_color ambient_light;
struct wined3d_matrix modelview_matrix;
struct wined3d_matrix_3x3 normal_matrix;
uint32_t point_light_count : 8;
uint32_t spot_light_count : 8;
uint32_t directional_light_count : 8;
uint32_t parallel_point_light_count : 8;
uint32_t legacy_lighting : 1;
uint32_t normalise : 1;
uint32_t localviewer : 1;
uint32_t padding : 29;
};
/* Define the default light parameters as specified by MSDN. */
const struct wined3d_light WINED3D_default_light =
{
@ -3170,6 +3203,45 @@ static float wined3d_clamp(float value, float min_value, float max_value)
return value < min_value ? min_value : value > max_value ? max_value : value;
}
static float wined3d_vec3_dot(const struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
{
return v0->x * v1->x + v0->y * v1->y + v0->z * v1->z;
}
static void wined3d_vec3_subtract(struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
{
v0->x -= v1->x;
v0->y -= v1->y;
v0->z -= v1->z;
}
static void wined3d_vec3_scale(struct wined3d_vec3 *v, float s)
{
v->x *= s;
v->y *= s;
v->z *= s;
}
static void wined3d_vec3_normalise(struct wined3d_vec3 *v)
{
float rnorm = 1.0f / sqrtf(wined3d_vec3_dot(v, v));
if (isfinite(rnorm))
wined3d_vec3_scale(v, rnorm);
}
static void wined3d_vec3_transform(struct wined3d_vec3 *dst,
const struct wined3d_vec3 *v, const struct wined3d_matrix_3x3 *m)
{
struct wined3d_vec3 tmp;
tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31;
tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32;
tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33;
*dst = tmp;
}
static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_color *src,
float min_value, float max_value)
{
@ -3179,6 +3251,138 @@ static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_
dst->a = wined3d_clamp(src->a, min_value, max_value);
}
static void wined3d_color_rgb_mul_add(struct wined3d_color *dst, const struct wined3d_color *src, float c)
{
dst->r += src->r * c;
dst->g += src->g * c;
dst->b += src->b * c;
}
static void init_transformed_lights(struct lights_settings *ls,
const struct wined3d_state *state, BOOL legacy_lighting)
{
const struct wined3d_light_info *lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
const struct wined3d_light_info *light_info;
struct light_transformed *light;
struct wined3d_vec4 vec4;
unsigned int light_count;
unsigned int i, index;
memset(ls, 0, sizeof(*ls));
wined3d_color_from_d3dcolor(&ls->ambient_light, state->render_states[WINED3D_RS_AMBIENT]);
ls->legacy_lighting = !!legacy_lighting;
ls->normalise = !!state->render_states[WINED3D_RS_NORMALIZENORMALS];
ls->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
multiply_matrix(&ls->modelview_matrix, &state->transforms[WINED3D_TS_VIEW],
&state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
compute_normal_matrix(&ls->normal_matrix._11, legacy_lighting, &ls->modelview_matrix);
for (i = 0, index = 0; i < LIGHTMAP_SIZE && index < ARRAY_SIZE(lights); ++i)
{
LIST_FOR_EACH_ENTRY(light_info, &state->light_state.light_map[i], struct wined3d_light_info, entry)
{
if (!light_info->enabled)
continue;
switch (light_info->OriginalParms.type)
{
case WINED3D_LIGHT_DIRECTIONAL:
++ls->directional_light_count;
break;
default:
FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
continue;
}
lights[index++] = light_info;
if (index == WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS)
break;
}
}
light_count = index;
for (i = 0, index = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_DIRECTIONAL)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
light->direction = *(struct wined3d_vec3 *)&vec4;
wined3d_vec3_normalise(&light->direction);
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
}
static void update_light_diffuse_specular(struct wined3d_color *diffuse, struct wined3d_color *specular,
const struct wined3d_vec3 *dir, float att, float material_shininess,
const struct wined3d_vec3 *normal_transformed,
const struct wined3d_vec3 *position_transformed_normalised,
const struct light_transformed *light, const struct lights_settings *ls)
{
struct wined3d_vec3 vec3;
float t, c;
c = wined3d_clamp(wined3d_vec3_dot(dir, normal_transformed), 0.0f, 1.0f);
wined3d_color_rgb_mul_add(diffuse, &light->diffuse, c * att);
vec3 = *dir;
if (ls->localviewer)
wined3d_vec3_subtract(&vec3, position_transformed_normalised);
else
vec3.z -= 1.0f;
wined3d_vec3_normalise(&vec3);
t = wined3d_vec3_dot(normal_transformed, &vec3);
if (t > 0.0f && (!ls->legacy_lighting || material_shininess > 0.0f)
&& wined3d_vec3_dot(dir, normal_transformed) > 0.0f)
wined3d_color_rgb_mul_add(specular, &light->specular, att * powf(t, material_shininess));
}
static void compute_light(struct wined3d_color *ambient, struct wined3d_color *diffuse,
struct wined3d_color *specular, const struct lights_settings *ls, const struct wined3d_vec3 *normal,
const struct wined3d_vec4 *position, float material_shininess)
{
struct wined3d_vec3 position_transformed_normalised;
struct wined3d_vec3 normal_transformed = {0.0f};
struct wined3d_vec4 position_transformed;
const struct light_transformed *light;
unsigned int i, index;
wined3d_vec4_transform(&position_transformed, position, &ls->modelview_matrix);
position_transformed_normalised = *(const struct wined3d_vec3 *)&position_transformed;
wined3d_vec3_scale(&position_transformed_normalised, 1.0f / position_transformed.w);
wined3d_vec3_normalise(&position_transformed_normalised);
if (normal)
{
wined3d_vec3_transform(&normal_transformed, normal, &ls->normal_matrix);
if (ls->normalise)
wined3d_vec3_normalise(&normal_transformed);
}
diffuse->r = diffuse->g = diffuse->b = diffuse->a = 0.0f;
*specular = *diffuse;
*ambient = ls->ambient_light;
index = 0;
for (i = 0; i < ls->directional_light_count; ++i, ++index)
{
light = &ls->lights[index];
wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
if (normal)
update_light_diffuse_specular(diffuse, specular, &light->direction, 1.0f, material_shininess,
&normal_transformed, &position_transformed_normalised, light, ls);
}
}
/* Context activation is done by the caller. */
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
@ -3194,17 +3398,13 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
struct wined3d_box box = {0};
struct wined3d_viewport vp;
unsigned int texture_count;
struct lights_settings ls;
unsigned int vertex_size;
BOOL do_clip, lighting;
unsigned int i;
BYTE *dest_ptr;
BOOL doClip;
HRESULT hr;
if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
{
WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
}
if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
{
ERR("Source has no position mask.\n");
@ -3220,16 +3420,17 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
* so disable clipping for now.
* (The graphics in Half-Life are broken, and my processvertices
* test crashes with IDirect3DDevice3)
doClip = TRUE;
do_clip = TRUE;
*/
doClip = FALSE;
if(!warned) {
do_clip = FALSE;
if (!warned)
{
warned = TRUE;
FIXME("Clipping is broken and disabled for now\n");
}
}
else
doClip = FALSE;
do_clip = FALSE;
vertex_size = wined3d_get_flexible_vertex_size(dst_fvf);
box.left = dwDestIndex * vertex_size;
@ -3273,21 +3474,27 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
texture_count = (dst_fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
lighting = state->render_states[WINED3D_RS_LIGHTING]
&& (dst_fvf & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
&ambient_source, &specular_source, state, stream_info);
output_colour_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0);
material_specular_state_colour = state->render_states[WINED3D_RS_SPECULARENABLE]
? &state->material.specular : &black;
if (lighting)
init_transformed_lights(&ls, state,
device->adapter->d3d_info.wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING);
for (i = 0; i < dwCount; i+= 1) {
for (i = 0; i < dwCount; ++i)
{
const struct wined3d_stream_info_element *position_element = &stream_info->elements[WINED3D_FFP_POSITION];
const float *p = (const float *)&position_element->data.addr[i * position_element->stride];
struct wined3d_color ambient, diffuse, specular;
unsigned int tex_index;
if ( ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
/* The position first */
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
const float *p = (const float *)(element->data.addr + i * element->stride);
float x, y, z, rhw;
TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
@ -3316,11 +3523,9 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
*
*/
if( !doClip ||
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
( rhw > eps ) ) ) {
if (!do_clip || (-rhw - eps < x && -rhw - eps < y && -eps < z && x <= rhw + eps
&& y <= rhw + eps && z <= rhw + eps && rhw > eps))
{
/* "Normal" viewport transformation (not clipped)
* 1) The values are divided by rhw
* 2) The y axis is negative, so multiply it with -1
@ -3395,25 +3600,81 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
copy_and_next(dest_ptr, normal, 3 * sizeof(float));
}
if (lighting)
{
const struct wined3d_stream_info_element *element;
struct wined3d_vec4 position;
struct wined3d_vec3 *normal;
position.x = p[0];
position.y = p[1];
position.z = p[2];
position.w = 1.0f;
if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
{
element = &stream_info->elements[WINED3D_FFP_NORMAL];
normal = (struct wined3d_vec3 *)&element->data.addr[i * element->stride];
}
else
{
normal = NULL;
}
compute_light(&ambient, &diffuse, &specular, &ls, normal, &position,
state->render_states[WINED3D_RS_SPECULARENABLE] ? state->material.power : 0.0f);
}
if (dst_fvf & WINED3DFVF_DIFFUSE)
{
struct wined3d_color material_diffuse;
struct wined3d_color material_diffuse, material_ambient, material_emissive, diffuse_colour;
wined3d_colour_from_mcs(&material_diffuse, diffuse_source,
&state->material.diffuse, i, stream_info);
wined3d_color_clamp(&material_diffuse, &material_diffuse, 0.0f, 1.0f);
*(DWORD *)dest_ptr = wined3d_format_convert_from_float(output_colour_format, &material_diffuse);
if (lighting)
{
wined3d_colour_from_mcs(&material_ambient, ambient_source,
&state->material.ambient, i, stream_info);
wined3d_colour_from_mcs(&material_emissive, emissive_source,
&state->material.emissive, i, stream_info);
diffuse_colour.r = ambient.r * material_ambient.r
+ diffuse.r * material_diffuse.r + material_emissive.r;
diffuse_colour.g = ambient.g * material_ambient.g
+ diffuse.g * material_diffuse.g + material_emissive.g;
diffuse_colour.b = ambient.b * material_ambient.b
+ diffuse.b * material_diffuse.b + material_emissive.b;
diffuse_colour.a = material_diffuse.a;
}
else
{
diffuse_colour = material_diffuse;
}
wined3d_color_clamp(&diffuse_colour, &diffuse_colour, 0.0f, 1.0f);
*((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &diffuse_colour);
dest_ptr += sizeof(DWORD);
}
if (dst_fvf & WINED3DFVF_SPECULAR)
{
struct wined3d_color material_specular;
struct wined3d_color material_specular, specular_colour;
wined3d_colour_from_mcs(&material_specular, specular_source,
material_specular_state_colour, i, stream_info);
wined3d_color_clamp(&material_specular, &material_specular, 0.0f, 1.0f);
*((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &material_specular);
if (lighting)
{
specular_colour.r = specular.r * material_specular.r;
specular_colour.g = specular.g * material_specular.g;
specular_colour.b = specular.b * material_specular.b;
specular_colour.a = 1.0f;
}
else
{
specular_colour = material_specular;
}
wined3d_color_clamp(&specular_colour, &specular_colour, 0.0f, 1.0f);
*((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &specular_colour);
dest_ptr += sizeof(DWORD);
}

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@ -271,6 +271,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
#define WINED3D_MAX_VERTEX_SAMPLERS 4
#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
#define WINED3D_MAX_ACTIVE_LIGHTS 8
#define WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS 32
#define WINED3D_MAX_CLIP_DISTANCES 8
#define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16