Have Lights and Clipplanes transformed properly.

This commit is contained in:
Lionel Ulmer 2003-05-20 03:58:01 +00:00 committed by Alexandre Julliard
parent c7a51eec43
commit 7b245fa7de
2 changed files with 139 additions and 76 deletions

View File

@ -2094,6 +2094,7 @@ GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
LPD3DLIGHT7 lpLight)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight);
if (TRACE_ON(ddraw)) {
@ -2101,77 +2102,31 @@ GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
dump_D3DLIGHT7(lpLight);
}
if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS;
if (dwLightIndex >= MAX_LIGHTS) return DDERR_INVALIDPARAMS;
This->set_lights |= 0x00000001 << dwLightIndex;
This->light_parameters[dwLightIndex] = *lpLight;
/* Some checks to print out nice warnings :-) */
switch (lpLight->dltType) {
case D3DLIGHT_DIRECTIONAL: {
float direction[4];
float cut_off = 180.0;
case D3DLIGHT_DIRECTIONAL:
case D3DLIGHT_POINT:
/* These are handled properly... */
break;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
direction[0] = lpLight->dvDirection.u1.x;
direction[1] = lpLight->dvDirection.u2.y;
direction[2] = lpLight->dvDirection.u3.z;
direction[3] = 0.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) direction);
} break;
case D3DLIGHT_POINT: {
float position[4];
float cut_off = 180.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
position[0] = lpLight->dvPosition.u1.x;
position[1] = lpLight->dvPosition.u2.y;
position[2] = lpLight->dvPosition.u3.z;
position[3] = 1.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) position);
glLightfv(GL_LIGHT0 + dwLightIndex, GL_CONSTANT_ATTENUATION, &(lpLight->dvAttenuation0));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_LINEAR_ATTENUATION, &(lpLight->dvAttenuation1));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_QUADRATIC_ATTENUATION, &(lpLight->dvAttenuation2));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
} break;
case D3DLIGHT_SPOT: {
float direction[4];
float position[4];
float cut_off = 90.0 * (lpLight->dvPhi / M_PI);
glLightfv(GL_LIGHT0 + dwLightIndex, GL_AMBIENT, (float *) &(lpLight->dcvAmbient));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_DIFFUSE, (float *) &(lpLight->dcvDiffuse));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPECULAR, (float *) &(lpLight->dcvSpecular));
direction[0] = lpLight->dvDirection.u1.x;
direction[1] = lpLight->dvDirection.u2.y;
direction[2] = lpLight->dvDirection.u3.z;
direction[3] = 0.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_DIRECTION, (float *) direction);
position[0] = lpLight->dvPosition.u1.x;
position[1] = lpLight->dvPosition.u2.y;
position[2] = lpLight->dvPosition.u3.z;
position[3] = 1.0;
glLightfv(GL_LIGHT0 + dwLightIndex, GL_POSITION, (float *) position);
glLightfv(GL_LIGHT0 + dwLightIndex, GL_CONSTANT_ATTENUATION, &(lpLight->dvAttenuation0));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_LINEAR_ATTENUATION, &(lpLight->dvAttenuation1));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_QUADRATIC_ATTENUATION, &(lpLight->dvAttenuation2));
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_CUTOFF, &cut_off);
glLightfv(GL_LIGHT0 + dwLightIndex, GL_SPOT_EXPONENT, &(lpLight->dvFalloff));
if ((lpLight->dvTheta != 0.0) || (lpLight->dvTheta != lpLight->dvPhi)) {
WARN("dvTheta not fully supported yet !\n");
case D3DLIGHT_SPOT:
if ((lpLight->dvTheta != 0.0) ||
(lpLight->dvTheta != lpLight->dvPhi)) {
ERR("dvTheta not fully supported yet !\n");
}
} break;
break;
default: WARN(" light type not handled yet...\n");
default:
ERR("Light type not handled yet : %08x !\n", lpLight->dltType);
}
/* This will force the Light setting on next drawing of primitives */
glThis->transform_state = GL_TRANSFORM_NONE;
return DD_OK;
}
@ -2183,7 +2138,7 @@ GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface,
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
TRACE("(%p/%p)->(%08lx,%d)\n", This, iface, dwLightIndex, bEnable);
if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS;
if (dwLightIndex >= MAX_LIGHTS) return DDERR_INVALIDPARAMS;
if (bEnable) {
if (((0x00000001 << dwLightIndex) & This->set_lights) == 0) {
@ -2192,8 +2147,16 @@ GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface,
GL_IDirect3DDeviceImpl_7_SetLight(iface, dwLightIndex, &(This->light_parameters[dwLightIndex]));
}
glEnable(GL_LIGHT0 + dwLightIndex);
if ((This->active_lights & (0x00000001 << dwLightIndex)) == 0) {
/* This light gets active... Need to update its parameters to GL before the next drawing */
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
This->active_lights |= 0x00000001 << dwLightIndex;
glThis->transform_state = GL_TRANSFORM_NONE;
}
} else {
glDisable(GL_LIGHT0 + dwLightIndex);
This->active_lights &= ~(0x00000001 << dwLightIndex);
}
return DD_OK;
@ -2203,7 +2166,7 @@ HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_SetClipPlane(LPDIRECT3DDEVICE7 iface, DWORD dwIndex, CONST D3DVALUE* pPlaneEquation)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
GLdouble plane[4];
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
TRACE("(%p)->(%ld,%p)\n", This, dwIndex, pPlaneEquation);
@ -2214,14 +2177,12 @@ GL_IDirect3DDeviceImpl_7_SetClipPlane(LPDIRECT3DDEVICE7 iface, DWORD dwIndex, CO
TRACE(" clip plane %ld : %f %f %f %f\n", dwIndex, pPlaneEquation[0], pPlaneEquation[1], pPlaneEquation[2], pPlaneEquation[3] );
memcpy(This->clipping_planes[dwIndex].plane, pPlaneEquation, sizeof(D3DVALUE[4]));
plane[0] = pPlaneEquation[0];
plane[1] = pPlaneEquation[1];
plane[2] = pPlaneEquation[2];
plane[3] = pPlaneEquation[3];
/* XXX: is here also code needed to handle the transformation of the world? */
glClipPlane( GL_CLIP_PLANE0 + dwIndex, (const GLdouble*) (&plane) );
/* This is to force the reset of the transformation matrices on the next drawing.
* This is needed to use the correct matrices for the various clipping planes.
*/
glThis->transform_state = GL_TRANSFORM_NONE;
return D3D_OK;
}
@ -2621,6 +2582,99 @@ d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
if ((matrices & (VIEWMAT_CHANGED|WORLDMAT_CHANGED)) != 0) {
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float *) view_mat);
/* Now also re-loads all the Lights and Clipping Planes using the new matrices */
if (This->state_block.render_state[D3DRENDERSTATE_CLIPPING - 1] != FALSE) {
GLint i;
DWORD runner;
for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner <<= 1) {
if (runner & This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) {
GLdouble plane[4];
plane[0] = This->clipping_planes[i].plane[0];
plane[1] = This->clipping_planes[i].plane[1];
plane[2] = This->clipping_planes[i].plane[2];
plane[3] = This->clipping_planes[i].plane[3];
glClipPlane( GL_CLIP_PLANE0 + i, (const GLdouble*) (&plane) );
}
}
}
if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] != FALSE) {
GLint i;
DWORD runner;
for (i = 0, runner = 0x00000001; i < MAX_LIGHTS; i++, runner <<= 1) {
if (runner & This->active_lights) {
switch (This->light_parameters[i].dltType) {
case D3DLIGHT_DIRECTIONAL: {
float direction[4];
float cut_off = 180.0;
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &(This->light_parameters[i].dcvAmbient));
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &(This->light_parameters[i].dcvDiffuse));
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &(This->light_parameters[i].dcvSpecular));
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
direction[0] = This->light_parameters[i].dvDirection.u1.x;
direction[1] = This->light_parameters[i].dvDirection.u2.y;
direction[2] = This->light_parameters[i].dvDirection.u3.z;
direction[3] = 0.0;
glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) direction);
} break;
case D3DLIGHT_POINT: {
float position[4];
float cut_off = 180.0;
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &(This->light_parameters[i].dcvAmbient));
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &(This->light_parameters[i].dcvDiffuse));
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &(This->light_parameters[i].dcvSpecular));
position[0] = This->light_parameters[i].dvPosition.u1.x;
position[1] = This->light_parameters[i].dvPosition.u2.y;
position[2] = This->light_parameters[i].dvPosition.u3.z;
position[3] = 1.0;
glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) position);
glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &(This->light_parameters[i].dvAttenuation0));
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &(This->light_parameters[i].dvAttenuation1));
glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &(This->light_parameters[i].dvAttenuation2));
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
} break;
case D3DLIGHT_SPOT: {
float direction[4];
float position[4];
float cut_off = 90.0 * (This->light_parameters[i].dvPhi / M_PI);
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &(This->light_parameters[i].dcvAmbient));
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &(This->light_parameters[i].dcvDiffuse));
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &(This->light_parameters[i].dcvSpecular));
direction[0] = This->light_parameters[i].dvDirection.u1.x;
direction[1] = This->light_parameters[i].dvDirection.u2.y;
direction[2] = This->light_parameters[i].dvDirection.u3.z;
direction[3] = 0.0;
glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, (float *) direction);
position[0] = This->light_parameters[i].dvPosition.u1.x;
position[1] = This->light_parameters[i].dvPosition.u2.y;
position[2] = This->light_parameters[i].dvPosition.u3.z;
position[3] = 1.0;
glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) position);
glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &(This->light_parameters[i].dvAttenuation0));
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &(This->light_parameters[i].dvAttenuation1));
glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &(This->light_parameters[i].dvAttenuation2));
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
glLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &(This->light_parameters[i].dvFalloff));
} break;
default:
/* No warning here as it's already done at light setting */
break;
}
}
}
}
glMultMatrixf((float *) world_mat);
}
if ((matrices & PROJMAT_CHANGED) != 0) {

View File

@ -84,7 +84,8 @@ void set_render_state(IDirect3DDeviceImpl* This,
D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
{
DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
if (TRACE_ON(ddraw))
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
@ -409,13 +410,21 @@ void set_render_state(IDirect3DDeviceImpl* This,
if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
mask = ((dwRenderState) ?
(This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x0000));
(This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x00000000));
} else {
mask = dwRenderState;
}
for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
if (mask & runner) {
glEnable(GL_CLIP_PLANE0 + i);
GLint enabled;
glGetIntegerv(GL_CLIP_PLANE0 + i, &enabled);
if (enabled == GL_FALSE) {
glEnable(GL_CLIP_PLANE0 + i);
/* Need to force a transform change so that this clipping plane parameters are sent
* properly to GL.
*/
glThis->transform_state = GL_TRANSFORM_NONE;
}
} else {
glDisable(GL_CLIP_PLANE0 + i);
}