Rewrote the light management API to allow for an unlimited amount of
lights to be set, and only a subset of them to be enabled.
This commit is contained in:
parent
20806c730b
commit
b65e790bd3
|
@ -225,8 +225,10 @@ struct IDirect3DDeviceImpl
|
|||
DWORD material;
|
||||
|
||||
/* Light parameters */
|
||||
DWORD active_lights, set_lights;
|
||||
D3DLIGHT7 light_parameters[MAX_LIGHTS];
|
||||
DWORD num_set_lights;
|
||||
DWORD max_active_lights;
|
||||
LPD3DLIGHT7 light_parameters;
|
||||
DWORD *active_lights;
|
||||
|
||||
/* clipping planes */
|
||||
DWORD max_clipping_planes;
|
||||
|
|
|
@ -642,9 +642,17 @@ Main_IDirect3DDeviceImpl_7_GetLight(LPDIRECT3DDEVICE7 iface,
|
|||
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
||||
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight);
|
||||
|
||||
if (dwLightIndex > MAX_LIGHTS) return DDERR_INVALIDPARAMS;
|
||||
if (dwLightIndex >= This->num_set_lights)
|
||||
return DDERR_INVALIDPARAMS;
|
||||
|
||||
*lpLight = This->light_parameters[dwLightIndex];
|
||||
|
||||
/* If dltType is zero, then this light has never been set, either
|
||||
by calling SetLight or implicitely by calling EnableLight without
|
||||
calling SetLight first. */
|
||||
if (lpLight->dltType == 0)
|
||||
return DDERR_INVALIDPARAMS;
|
||||
|
||||
if (TRACE_ON(ddraw)) {
|
||||
TRACE(" returning light : \n");
|
||||
dump_D3DLIGHT7(lpLight);
|
||||
|
@ -950,12 +958,25 @@ Main_IDirect3DDeviceImpl_7_GetLightEnable(LPDIRECT3DDEVICE7 iface,
|
|||
DWORD dwLightIndex,
|
||||
BOOL* pbEnable)
|
||||
{
|
||||
int i;
|
||||
|
||||
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
||||
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, pbEnable);
|
||||
|
||||
if (dwLightIndex > MAX_LIGHTS) *pbEnable = 0;
|
||||
else *pbEnable = ((0x00000001 << dwLightIndex) & This->active_lights) != 0;
|
||||
|
||||
*pbEnable = 0;
|
||||
if (dwLightIndex >= This->num_set_lights)
|
||||
return DDERR_INVALIDPARAMS;
|
||||
|
||||
/* If dltType is zero, then this light has never been set, either
|
||||
by calling SetLight or implicitely by calling EnableLight without
|
||||
calling SetLight first. */
|
||||
if (This->light_parameters[dwLightIndex].dltType == 0)
|
||||
return DDERR_INVALIDPARAMS;
|
||||
|
||||
for (i = 0; i < This->max_active_lights; i++)
|
||||
if (This->active_lights[i] == dwLightIndex)
|
||||
*pbEnable = TRUE;
|
||||
|
||||
TRACE(" returning %d.\n", *pbEnable);
|
||||
|
||||
return DD_OK;
|
||||
|
|
|
@ -428,6 +428,11 @@ GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
|
|||
/* And warn the D3D object that this device is no longer active... */
|
||||
This->d3d->d3d_removed_device(This->d3d, This);
|
||||
|
||||
/* Free light arrays */
|
||||
if (This->light_parameters)
|
||||
HeapFree(GetProcessHeap(), 0, This->light_parameters);
|
||||
HeapFree(GetProcessHeap(), 0, This->active_lights);
|
||||
|
||||
HeapFree(GetProcessHeap(), 0, This->world_mat);
|
||||
HeapFree(GetProcessHeap(), 0, This->view_mat);
|
||||
HeapFree(GetProcessHeap(), 0, This->proj_mat);
|
||||
|
@ -2430,6 +2435,30 @@ GL_IDirect3DDeviceImpl_7_SetMaterial(LPDIRECT3DDEVICE7 iface,
|
|||
return DD_OK;
|
||||
}
|
||||
|
||||
static LPD3DLIGHT7 get_light(IDirect3DDeviceImpl *This, DWORD dwLightIndex)
|
||||
{
|
||||
if (dwLightIndex >= This->num_set_lights)
|
||||
{
|
||||
/* Extend, or allocate the light parameters array. */
|
||||
DWORD newlightnum = dwLightIndex + 1;
|
||||
LPD3DLIGHT7 newarrayptr = NULL;
|
||||
|
||||
if (This->light_parameters)
|
||||
newarrayptr = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
||||
This->light_parameters, newlightnum * sizeof(D3DLIGHT7));
|
||||
else
|
||||
newarrayptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
||||
newlightnum * sizeof(D3DLIGHT7));
|
||||
|
||||
if (!newarrayptr)
|
||||
return NULL;
|
||||
|
||||
This->light_parameters = newarrayptr;
|
||||
This->num_set_lights = newlightnum;
|
||||
}
|
||||
|
||||
return &This->light_parameters[dwLightIndex];
|
||||
}
|
||||
|
||||
HRESULT WINAPI
|
||||
GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
|
||||
|
@ -2438,6 +2467,8 @@ GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
|
|||
{
|
||||
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
||||
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
|
||||
LPD3DLIGHT7 lpdestlight = get_light( This, dwLightIndex );
|
||||
|
||||
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwLightIndex, lpLight);
|
||||
|
||||
if (TRACE_ON(ddraw)) {
|
||||
|
@ -2445,9 +2476,13 @@ GL_IDirect3DDeviceImpl_7_SetLight(LPDIRECT3DDEVICE7 iface,
|
|||
dump_D3DLIGHT7(lpLight);
|
||||
}
|
||||
|
||||
if (dwLightIndex >= MAX_LIGHTS) return DDERR_INVALIDPARAMS;
|
||||
This->set_lights |= 0x00000001 << dwLightIndex;
|
||||
This->light_parameters[dwLightIndex] = *lpLight;
|
||||
/* DirectX7 documentation states that this function can return
|
||||
DDERR_OUTOFMEMORY, so we do just that in case of an allocation
|
||||
error (which is the only reason why get_light() can fail). */
|
||||
if( !lpdestlight )
|
||||
return DDERR_OUTOFMEMORY;
|
||||
|
||||
*lpdestlight = *lpLight;
|
||||
|
||||
/* Some checks to print out nice warnings :-) */
|
||||
switch (lpLight->dltType) {
|
||||
|
@ -2478,32 +2513,81 @@ GL_IDirect3DDeviceImpl_7_LightEnable(LPDIRECT3DDEVICE7 iface,
|
|||
DWORD dwLightIndex,
|
||||
BOOL bEnable)
|
||||
{
|
||||
int lightslot = -1, i;
|
||||
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
|
||||
LPD3DLIGHT7 lpdestlight = get_light(This, dwLightIndex);
|
||||
|
||||
TRACE("(%p/%p)->(%08lx,%d)\n", This, iface, dwLightIndex, bEnable);
|
||||
|
||||
if (dwLightIndex >= MAX_LIGHTS) return DDERR_INVALIDPARAMS;
|
||||
|
||||
/* The DirectX doc isn't as explicit as for SetLight as whether we can
|
||||
return this from this function, but it doesn't state otherwise. */
|
||||
if (!lpdestlight)
|
||||
return DDERR_OUTOFMEMORY;
|
||||
|
||||
/* If this light hasn't been set, initialise it with default values. */
|
||||
if (lpdestlight->dltType == 0)
|
||||
{
|
||||
TRACE("setting default light parameters\n");
|
||||
|
||||
/* We always use HEAP_ZERO_MEMORY when allocating the light_parameters
|
||||
array, so we only have to setup anything that shoud not be zero. */
|
||||
lpdestlight->dltType = D3DLIGHT_DIRECTIONAL;
|
||||
lpdestlight->dcvDiffuse.u1.r = 1.f;
|
||||
lpdestlight->dcvDiffuse.u2.g = 1.f;
|
||||
lpdestlight->dcvDiffuse.u3.b = 1.f;
|
||||
lpdestlight->dvDirection.u3.z = 1.f;
|
||||
}
|
||||
|
||||
/* Look for this light in the active lights array. */
|
||||
for (i = 0; i < This->max_active_lights; i++)
|
||||
if (This->active_lights[i] == dwLightIndex)
|
||||
{
|
||||
lightslot = i;
|
||||
break;
|
||||
}
|
||||
|
||||
/* If we didn't find it, let's find the first available slot, if any. */
|
||||
if (lightslot == -1)
|
||||
for (i = 0; i < This->max_active_lights; i++)
|
||||
if (This->active_lights[i] == ~0)
|
||||
{
|
||||
lightslot = i;
|
||||
break;
|
||||
}
|
||||
|
||||
ENTER_GL();
|
||||
if (bEnable) {
|
||||
if (((0x00000001 << dwLightIndex) & This->set_lights) == 0) {
|
||||
/* Set the default parameters.. */
|
||||
TRACE(" setting default light parameters...\n");
|
||||
GL_IDirect3DDeviceImpl_7_SetLight(iface, dwLightIndex, &(This->light_parameters[dwLightIndex]));
|
||||
}
|
||||
glEnable(GL_LIGHT0 + dwLightIndex);
|
||||
if ((This->active_lights & (0x00000001 << dwLightIndex)) == 0) {
|
||||
if (lightslot == -1)
|
||||
{
|
||||
/* This means that the app is trying to enable more lights than
|
||||
the maximum possible indicated in the caps.
|
||||
|
||||
Windows actually let you do this, and disable one of the
|
||||
previously enabled lights to let you enable this one.
|
||||
|
||||
It's not documented and I'm not sure how windows pick which light
|
||||
to disable to make room for this one. */
|
||||
FIXME("Enabling more light than the maximum is not supported yet.");
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
glEnable(GL_LIGHT0 + lightslot);
|
||||
|
||||
|
||||
if (This->active_lights[lightslot] == ~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;
|
||||
|
||||
This->active_lights[lightslot] = dwLightIndex;
|
||||
glThis->transform_state = GL_TRANSFORM_NONE;
|
||||
}
|
||||
} else {
|
||||
glDisable(GL_LIGHT0 + dwLightIndex);
|
||||
This->active_lights &= ~(0x00000001 << dwLightIndex);
|
||||
glDisable(GL_LIGHT0 + lightslot);
|
||||
This->active_lights[lightslot] = ~0;
|
||||
}
|
||||
LEAVE_GL();
|
||||
|
||||
LEAVE_GL();
|
||||
return DD_OK;
|
||||
}
|
||||
|
||||
|
@ -3421,23 +3505,27 @@ d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
|
|||
}
|
||||
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) {
|
||||
for (i = 0; i < This->max_active_lights; i++ )
|
||||
{
|
||||
DWORD dwLightIndex = This->active_lights[i];
|
||||
if (dwLightIndex != ~0)
|
||||
{
|
||||
LPD3DLIGHT7 pLight = &This->light_parameters[dwLightIndex];
|
||||
switch (pLight->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_AMBIENT, (float *) &pLight->dcvAmbient);
|
||||
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse);
|
||||
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->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[0] = pLight->dvDirection.u1.x;
|
||||
direction[1] = pLight->dvDirection.u2.y;
|
||||
direction[2] = pLight->dvDirection.u3.z;
|
||||
direction[3] = 0.0;
|
||||
glLightfv(GL_LIGHT0 + i, GL_POSITION, (float *) direction);
|
||||
} break;
|
||||
|
@ -3446,17 +3534,17 @@ d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
|
|||
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;
|
||||
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &pLight->dcvAmbient);
|
||||
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse);
|
||||
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->dcvSpecular);
|
||||
position[0] = pLight->dvPosition.u1.x;
|
||||
position[1] = pLight->dvPosition.u2.y;
|
||||
position[2] = pLight->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_CONSTANT_ATTENUATION, &pLight->dvAttenuation0);
|
||||
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &pLight->dvAttenuation1);
|
||||
glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &pLight->dvAttenuation2);
|
||||
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
|
||||
} break;
|
||||
|
||||
|
@ -3465,25 +3553,25 @@ d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
|
|||
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));
|
||||
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, (float *) &pLight->dcvAmbient);
|
||||
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, (float *) &pLight->dcvDiffuse);
|
||||
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, (float *) &pLight->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[0] = pLight->dvDirection.u1.x;
|
||||
direction[1] = pLight->dvDirection.u2.y;
|
||||
direction[2] = pLight->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[0] = pLight->dvPosition.u1.x;
|
||||
position[1] = pLight->dvPosition.u2.y;
|
||||
position[2] = pLight->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_CONSTANT_ATTENUATION, &pLight->dvAttenuation0);
|
||||
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &pLight->dvAttenuation1);
|
||||
glLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &pLight->dvAttenuation2);
|
||||
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &cut_off);
|
||||
glLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &(This->light_parameters[i].dvFalloff));
|
||||
glLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &pLight->dvFalloff);
|
||||
} break;
|
||||
|
||||
default:
|
||||
|
@ -3492,7 +3580,7 @@ d3ddevice_set_matrices(IDirect3DDeviceImpl *This, DWORD matrices,
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glMultMatrixf((float *) world_mat);
|
||||
}
|
||||
|
@ -3985,14 +4073,16 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSur
|
|||
}
|
||||
|
||||
/* Set the various light parameters */
|
||||
for (light = 0; light < MAX_LIGHTS; light++) {
|
||||
/* Only set the fields that are not zero-created */
|
||||
object->light_parameters[light].dltType = D3DLIGHT_DIRECTIONAL;
|
||||
object->light_parameters[light].dcvDiffuse.u1.r = 1.0;
|
||||
object->light_parameters[light].dcvDiffuse.u2.g = 1.0;
|
||||
object->light_parameters[light].dcvDiffuse.u3.b = 1.0;
|
||||
object->light_parameters[light].dvDirection.u3.z = 1.0;
|
||||
}
|
||||
object->num_set_lights = 0;
|
||||
object->max_active_lights = opengl_device_caps.dwMaxActiveLights;
|
||||
object->light_parameters = NULL;
|
||||
object->active_lights = HeapAlloc(GetProcessHeap(), 0,
|
||||
object->max_active_lights * sizeof(BOOLEAN));
|
||||
/* Fill the active light array with ~0, which is used to indicate an
|
||||
invalid light index. We don't use 0, because it's a valid light index. */
|
||||
for (light=0; light < object->max_active_lights; light++)
|
||||
object->active_lights[light] = ~0;
|
||||
|
||||
|
||||
/* Allocate memory for the matrices */
|
||||
object->world_mat = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
|
||||
|
|
Loading…
Reference in New Issue