From: Paul Gofman gofmanp@gmail.com
Signed-off-by: Paul Gofman gofmanp@gmail.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/ddraw/tests/ddraw1.c | 4 +- dlls/wined3d/device.c | 311 +++++++++++++++++++++++++++++++++++++---- dlls/wined3d/wined3d_private.h | 1 + 3 files changed, 289 insertions(+), 27 deletions(-)
diff --git a/dlls/ddraw/tests/ddraw1.c b/dlls/ddraw/tests/ddraw1.c index 7dda6eba201..9525b2dc0c1 100644 --- a/dlls/ddraw/tests/ddraw1.c +++ b/dlls/ddraw/tests/ddraw1.c @@ -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); diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 8c77b3b590f..23aca23d24d 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -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); }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index a74a837c43b..9c0efc7c50d 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -270,6 +270,7 @@ 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