Signed-off-by: Paul Gofman gofmanp@gmail.com --- v2 changes: - use wined3d_format_convert_from_float() instead of introducing d3dcolor_from_wined3d_color(); - renamed clamp_vec() to wined3d_color_clamp(); - do not assume D3DCOLOR format for input stream color value; - introduced material_specular_state_color variable.
dlls/wined3d/device.c | 198 ++++++++++++++++++++++++++++++++++-------- 1 file changed, 161 insertions(+), 37 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 5272e2ef23..81a76398a7 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3072,20 +3072,141 @@ static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf) return size; }
+static void wined3d_format_get_color(const struct wined3d_format *format, const BYTE *data, + struct wined3d_color *color) +{ + static const struct wined3d_color default_color = {0.0f, 0.0f, 0.0f, 1.0f}; + float *output = &color->r; + unsigned int i; + + switch (format->id) + { + case WINED3DFMT_B8G8R8A8_UNORM: + wined3d_color_from_d3dcolor(color, *(const DWORD *)data); + break; + + case WINED3DFMT_R8G8B8A8_UNORM: + { + DWORD value = *(const DWORD *)data; + + color->r = (value & 0xff) / 255.0f; + color->g = ((value >> 8) & 0xff) / 255.0f; + color->b = ((value >> 16) & 0xff) / 255.0f; + color->a = ((value >> 24) & 0xff) / 255.0f; + break; + } + + case WINED3DFMT_R16G16_UNORM: + case WINED3DFMT_R16G16B16A16_UNORM: + { + const unsigned short *ushort_data = (const unsigned short *)data; + + *color = default_color; + + for (i = 0; i < format->component_count; ++i) + output[i] = ushort_data[i] / 65535.0f; + + break; + } + + case WINED3DFMT_R32_FLOAT: + case WINED3DFMT_R32G32_FLOAT: + case WINED3DFMT_R32G32B32_FLOAT: + case WINED3DFMT_R32G32B32A32_FLOAT: + { + const float *float_data = (const float *)data; + + for (i = 0; i < format->component_count; ++i) + output[i] = float_data[i]; + + break; + } + + default: + { + static BOOL warned; + + *color = default_color; + + if (!warned) + { + FIXME("Unhandled color format conversion, format %s.\n", debug_d3dformat(format->id)); + warned = TRUE; + } + break; + } + } +} + +static void color_from_mcs(struct wined3d_color *color, enum wined3d_material_color_source mcs, + const struct wined3d_color *material_color, unsigned int index, + const struct wined3d_stream_info *stream_info) +{ + const struct wined3d_stream_info_element *element = NULL; + + switch (mcs) + { + case WINED3D_MCS_MATERIAL: + *color = *material_color; + return; + case WINED3D_MCS_COLOR1: + if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE))) + { + color->r = color->g = color->b = color->a = 1.0f; + return; + } + element = &stream_info->elements[WINED3D_FFP_DIFFUSE]; + break; + case WINED3D_MCS_COLOR2: + if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR))) + { + color->r = color->g = color->b = 0.0f; + color->a = 1.0f; + return; + } + element = &stream_info->elements[WINED3D_FFP_SPECULAR]; + break; + default: + color->r = color->g = color->b = color->a = 0.0f; + ERR("Invalid material color source %#x.\n", mcs); + return; + } + wined3d_format_get_color(element->format, element->data.addr + index * element->stride, color); +} + +static float clamp(float value, float min_value, float max_value) +{ + return value < min_value ? min_value : value > max_value ? max_value : value; +} + +static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_color *src, + float min_value, float max_value) +{ + dst->r = clamp(src->r, min_value, max_value); + dst->g = clamp(src->g, min_value, max_value); + dst->b = clamp(src->b, min_value, max_value); + dst->a = clamp(src->a, min_value, max_value); +} + /* 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, const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, DWORD dst_fvf) { + enum wined3d_material_color_source diffuse_source, specular_source; + const struct wined3d_color *material_specular_state_color; struct wined3d_matrix mat, proj_mat, view_mat, world_mat; + const struct wined3d_state *state = &device->state; + const struct wined3d_format *output_color_format; + static const struct wined3d_color black; struct wined3d_map_desc map_desc; struct wined3d_box box = {0}; struct wined3d_viewport vp; unsigned int vertex_size; + BOOL doClip, lighting; + DWORD numTextures; unsigned int i; BYTE *dest_ptr; - BOOL doClip; - DWORD numTextures; HRESULT hr;
if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL)) @@ -3095,11 +3216,11 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION))) { - ERR("Source has no position mask\n"); + ERR("Source has no position mask.\n"); return WINED3DERR_INVALIDCALL; }
- if (device->state.render_states[WINED3D_RS_CLIPPING]) + if (state->render_states[WINED3D_RS_CLIPPING]) { static BOOL warned = FALSE; /* @@ -3156,11 +3277,37 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n", vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
+ lighting = state->render_states[WINED3D_RS_LIGHTING] + && (dst_fvf & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR)); + multiply_matrix(&mat,&view_mat,&world_mat); multiply_matrix(&mat,&proj_mat,&mat);
numTextures = (dst_fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
+ if (lighting) + { + if (state->render_states[WINED3D_RS_COLORVERTEX]) + { + diffuse_source = validate_material_colour_source(stream_info->use_map, + state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]); + specular_source = validate_material_colour_source(stream_info->use_map, + state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]); + } + else + { + diffuse_source = specular_source = WINED3D_MCS_MATERIAL; + } + } + else + { + diffuse_source = WINED3D_MCS_COLOR1; + specular_source = WINED3D_MCS_COLOR2; + } + output_color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0); + material_specular_state_color = state->render_states[WINED3D_RS_SPECULARENABLE] + ? &state->material.specular : &black; + for (i = 0; i < dwCount; i+= 1) { unsigned int tex_index;
@@ -3278,47 +3425,24 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
if (dst_fvf & WINED3DFVF_DIFFUSE) { - const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE]; - const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride); - if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE))) - { - static BOOL warned = FALSE; + struct wined3d_color material_diffuse;
- if(!warned) { - ERR("No diffuse color in source, but destination has one\n"); - warned = TRUE; - } + color_from_mcs(&material_diffuse, diffuse_source, &state->material.diffuse, i, stream_info);
- *( (DWORD *) dest_ptr) = 0xffffffff; - dest_ptr += sizeof(DWORD); - } - else - { - copy_and_next(dest_ptr, color_d, sizeof(DWORD)); - } + wined3d_color_clamp(&material_diffuse, &material_diffuse, 0.0f, 1.0f); + *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_color_format, &material_diffuse); + dest_ptr += sizeof(DWORD); }
if (dst_fvf & WINED3DFVF_SPECULAR) { - /* What's the color value in the feedback buffer? */ - const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR]; - const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride); - if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR))) - { - static BOOL warned = FALSE; + struct wined3d_color material_specular;
- if(!warned) { - ERR("No specular color in source, but destination has one\n"); - warned = TRUE; - } + color_from_mcs(&material_specular, specular_source, material_specular_state_color, i, stream_info);
- *(DWORD *)dest_ptr = 0xff000000; - dest_ptr += sizeof(DWORD); - } - else - { - copy_and_next(dest_ptr, color_s, sizeof(DWORD)); - } + wined3d_color_clamp(&material_specular, &material_specular, 0.0f, 1.0f); + *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_color_format, &material_specular); + dest_ptr += sizeof(DWORD); }
for (tex_index = 0; tex_index < numTextures; ++tex_index)