wined3d: Ignore lights out of maximum range for legacy FFP lighting too.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2017-05-07 20:32:38 +02:00 committed by Alexandre Julliard
parent c329ee5673
commit 43b6bfbc37
3 changed files with 56 additions and 8 deletions

View file

@ -7101,6 +7101,17 @@ static void test_specular_lighting(void)
100.0f,
0.0f,
1.0f, 0.0f, 0.0f,
},
point_far =
{
sizeof(D3DLIGHT2),
D3DLIGHT_POINT,
{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
{{0.0f}, {0.0f}, {0.1f}},
{{0.0f}, {0.0f}, {0.0f}},
1.0f,
0.0f,
1.0f, 0.0f, 0.0f,
};
static const struct expected_color
{
@ -7166,6 +7177,18 @@ static void test_specular_lighting(void)
{160, 360, 0x00000000},
{320, 360, 0x00000000},
{480, 360, 0x00000000},
},
expected_point_far[] =
{
{160, 120, 0x00000000},
{320, 120, 0x00000000},
{480, 120, 0x00000000},
{160, 240, 0x00000000},
{320, 240, 0x00ffffff},
{480, 240, 0x00000000},
{160, 360, 0x00000000},
{320, 360, 0x00000000},
{480, 360, 0x00000000},
};
static const struct
{
@ -7186,6 +7209,8 @@ static void test_specular_lighting(void)
sizeof(expected_parallelpoint) / sizeof(expected_parallelpoint[0])},
{&point_side, 0.0f, expected_point_side,
sizeof(expected_point_side) / sizeof(expected_point_side[0])},
{&point_far, 1.0f, expected_point_far,
sizeof(expected_point_far) / sizeof(expected_point_far[0])},
};
IDirect3D2 *d3d;
IDirect3DDevice2 *device;

View file

@ -4156,6 +4156,17 @@ static void test_specular_lighting(void)
100.0f,
0.0f,
1.0f, 0.0f, 0.0f,
},
point_far =
{
sizeof(D3DLIGHT2),
D3DLIGHT_POINT,
{{1.0f}, {1.0f}, {1.0f}, {0.0f}},
{{0.0f}, {0.0f}, {0.1f}},
{{0.0f}, {0.0f}, {0.0f}},
1.0f,
0.0f,
1.0f, 0.0f, 0.0f,
};
static const struct expected_color
{
@ -4221,6 +4232,18 @@ static void test_specular_lighting(void)
{160, 360, 0x00000000},
{320, 360, 0x00000000},
{480, 360, 0x00000000},
},
expected_point_far[] =
{
{160, 120, 0x00000000},
{320, 120, 0x00000000},
{480, 120, 0x00000000},
{160, 240, 0x00000000},
{320, 240, 0x00ffffff},
{480, 240, 0x00000000},
{160, 360, 0x00000000},
{320, 360, 0x00000000},
{480, 360, 0x00000000},
};
static const struct
{
@ -4246,6 +4269,8 @@ static void test_specular_lighting(void)
sizeof(expected_parallelpoint) / sizeof(expected_parallelpoint[0])},
{&point_side, TRUE, 0.0f, expected_point_side,
sizeof(expected_point_side) / sizeof(expected_point_side[0])},
{&point_far, TRUE, 1.0f, expected_point_far,
sizeof(expected_point_far) / sizeof(expected_point_far[0])},
};
IDirect3D3 *d3d;
IDirect3DDevice3 *device;

View file

@ -7720,6 +7720,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
{
shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx);
shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
}
else
{
@ -7732,14 +7733,12 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
if (!settings->normal)
{
if (!legacy_lighting)
shader_addline(buffer, "}\n");
shader_addline(buffer, "}\n");
continue;
}
shader_addline(buffer, "dir = normalize(dir);\n");
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
if (!legacy_lighting)
shader_addline(buffer, "}\n");
shader_addline(buffer, "}\n");
}
for (i = 0; i < settings->spot_light_count; ++i, ++idx)
@ -7752,6 +7751,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
{
shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx);
shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
}
else
{
@ -7775,13 +7775,11 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
if (!settings->normal)
{
if (!legacy_lighting)
shader_addline(buffer, "}\n");
shader_addline(buffer, "}\n");
continue;
}
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
if (!legacy_lighting)
shader_addline(buffer, "}\n");
shader_addline(buffer, "}\n");
}
for (i = 0; i < settings->directional_light_count; ++i, ++idx)