Have Lights and Clipplanes transformed properly.
diff --git a/dlls/ddraw/d3ddevice/mesa.c b/dlls/ddraw/d3ddevice/mesa.c
index 9e43857..73c2970 100644
--- a/dlls/ddraw/d3ddevice/mesa.c
+++ b/dlls/ddraw/d3ddevice/mesa.c
@@ -2094,6 +2094,7 @@
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 @@
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 @@
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_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 @@
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 @@
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 @@
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) {