wined3d: Get rid of the WINED3DMATERIAL typedef.
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f597359727
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02bb70fc3b
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@ -1311,9 +1311,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(IDirect3DDevice8 *iface,
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TRACE("iface %p, material %p.\n", iface, pMaterial);
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/* Note: D3DMATERIAL8 is compatible with WINED3DMATERIAL */
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/* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */
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wined3d_mutex_lock();
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hr = wined3d_device_set_material(This->wined3d_device, (const WINED3DMATERIAL *)pMaterial);
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hr = wined3d_device_set_material(This->wined3d_device, (const struct wined3d_material *)pMaterial);
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wined3d_mutex_unlock();
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return hr;
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@ -1327,9 +1327,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(IDirect3DDevice8 *iface,
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TRACE("iface %p, material %p.\n", iface, pMaterial);
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/* Note: D3DMATERIAL8 is compatible with WINED3DMATERIAL */
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/* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */
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wined3d_mutex_lock();
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hr = wined3d_device_get_material(This->wined3d_device, (WINED3DMATERIAL *)pMaterial);
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hr = wined3d_device_get_material(This->wined3d_device, (struct wined3d_material *)pMaterial);
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wined3d_mutex_unlock();
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return hr;
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@ -1329,9 +1329,9 @@ static HRESULT WINAPI IDirect3DDevice9Impl_SetMaterial(IDirect3DDevice9Ex *iface
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TRACE("iface %p, material %p.\n", iface, pMaterial);
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/* Note: D3DMATERIAL9 is compatible with WINED3DMATERIAL */
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/* Note: D3DMATERIAL9 is compatible with struct wined3d_material. */
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wined3d_mutex_lock();
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hr = wined3d_device_set_material(This->wined3d_device, (const WINED3DMATERIAL *)pMaterial);
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hr = wined3d_device_set_material(This->wined3d_device, (const struct wined3d_material *)pMaterial);
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wined3d_mutex_unlock();
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return hr;
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@ -1345,9 +1345,9 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetMaterial(IDirect3DDevice9Ex *iface
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TRACE("iface %p, material %p.\n", iface, pMaterial);
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/* Note: D3DMATERIAL9 is compatible with WINED3DMATERIAL */
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/* Note: D3DMATERIAL9 is compatible with struct wined3d_material. */
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wined3d_mutex_lock();
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hr = wined3d_device_get_material(This->wined3d_device, (WINED3DMATERIAL *)pMaterial);
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hr = wined3d_device_get_material(This->wined3d_device, (struct wined3d_material *)pMaterial);
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wined3d_mutex_unlock();
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return hr;
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@ -5265,8 +5265,8 @@ IDirect3DDeviceImpl_7_SetMaterial(IDirect3DDevice7 *iface,
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if (!Mat) return DDERR_INVALIDPARAMS;
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wined3d_mutex_lock();
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/* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
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hr = wined3d_device_set_material(This->wined3d_device, (WINED3DMATERIAL *)Mat);
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/* Note: D3DMATERIAL7 is compatible with struct wined3d_material. */
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hr = wined3d_device_set_material(This->wined3d_device, (struct wined3d_material *)Mat);
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wined3d_mutex_unlock();
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return hr_ddraw_from_wined3d(hr);
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@ -5319,8 +5319,8 @@ IDirect3DDeviceImpl_7_GetMaterial(IDirect3DDevice7 *iface,
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TRACE("iface %p, material %p.\n", iface, Mat);
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wined3d_mutex_lock();
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/* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
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hr = wined3d_device_get_material(This->wined3d_device, (WINED3DMATERIAL *)Mat);
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/* Note: D3DMATERIAL7 is compatible with struct wined3d_material. */
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hr = wined3d_device_get_material(This->wined3d_device, (struct wined3d_material *)Mat);
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wined3d_mutex_unlock();
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return hr_ddraw_from_wined3d(hr);
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@ -2280,7 +2280,7 @@ HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
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HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
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{
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TRACE("device %p, material %p.\n", device, material);
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@ -2299,25 +2299,25 @@ HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const W
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material)
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HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
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{
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TRACE("device %p, material %p.\n", device, material);
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*material = device->updateStateBlock->state.material;
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TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
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material->Diffuse.r, material->Diffuse.g,
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material->Diffuse.b, material->Diffuse.a);
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TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
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material->Ambient.r, material->Ambient.g,
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material->Ambient.b, material->Ambient.a);
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TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
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material->Specular.r, material->Specular.g,
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material->Specular.b, material->Specular.a);
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TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
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material->Emissive.r, material->Emissive.g,
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material->Emissive.b, material->Emissive.a);
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TRACE("Power %.8e.\n", material->Power);
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TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
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material->diffuse.r, material->diffuse.g,
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material->diffuse.b, material->diffuse.a);
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TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
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material->ambient.r, material->ambient.g,
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material->ambient.b, material->ambient.a);
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TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
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material->specular.r, material->specular.g,
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material->specular.b, material->specular.a);
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TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
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material->emissive.r, material->emissive.g,
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material->emissive.b, material->emissive.a);
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TRACE("power %.8e.\n", material->power);
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return WINED3D_OK;
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}
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@ -656,10 +656,10 @@ static void state_specularenable(struct wined3d_context *context, const struct w
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TRACE("Setting specular enable state and materials\n");
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if (state->render_states[WINED3DRS_SPECULARENABLE])
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{
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
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checkGLcall("glMaterialfv");
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if (state->material.Power > gl_info->limits.shininess)
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if (state->material.power > gl_info->limits.shininess)
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{
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/* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
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* and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
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@ -667,12 +667,12 @@ static void state_specularenable(struct wined3d_context *context, const struct w
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* value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
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* them, it should be safe to do so without major visual distortions.
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*/
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WARN("Material power = %.8e, limit %.8e\n", state->material.Power, gl_info->limits.shininess);
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WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
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}
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else
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{
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.Power);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
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}
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checkGLcall("glMaterialf(GL_SHININESS)");
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@ -716,24 +716,24 @@ static void state_specularenable(struct wined3d_context *context, const struct w
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}
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}
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TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
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state->material.Diffuse.r, state->material.Diffuse.g,
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state->material.Diffuse.b, state->material.Diffuse.a);
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TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
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state->material.Ambient.r, state->material.Ambient.g,
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state->material.Ambient.b, state->material.Ambient.a);
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TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
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state->material.Specular.r, state->material.Specular.g,
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state->material.Specular.b, state->material.Specular.a);
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TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
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state->material.Emissive.r, state->material.Emissive.g,
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state->material.Emissive.b, state->material.Emissive.a);
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TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
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state->material.diffuse.r, state->material.diffuse.g,
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state->material.diffuse.b, state->material.diffuse.a);
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TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
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state->material.ambient.r, state->material.ambient.g,
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state->material.ambient.b, state->material.ambient.a);
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TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
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state->material.specular.r, state->material.specular.g,
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state->material.specular.b, state->material.specular.a);
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TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
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state->material.emissive.r, state->material.emissive.g,
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state->material.emissive.b, state->material.emissive.a);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
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checkGLcall("glMaterialfv(GL_AMBIENT)");
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
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checkGLcall("glMaterialfv(GL_DIFFUSE)");
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
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checkGLcall("glMaterialfv(GL_EMISSION)");
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}
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@ -1272,23 +1272,23 @@ static void state_colormat(struct wined3d_context *context, const struct wined3d
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* tracking with glColorMaterial, so apply those here. */
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switch (context->tracking_parm) {
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case GL_AMBIENT_AND_DIFFUSE:
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
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checkGLcall("glMaterialfv");
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break;
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case GL_DIFFUSE:
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
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checkGLcall("glMaterialfv");
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break;
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case GL_AMBIENT:
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
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checkGLcall("glMaterialfv");
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break;
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case GL_EMISSION:
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
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checkGLcall("glMaterialfv");
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break;
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@ -1296,9 +1296,11 @@ static void state_colormat(struct wined3d_context *context, const struct wined3d
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/* Only change material color if specular is enabled, otherwise it is set to black */
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if (state->render_states[WINED3DRS_SPECULARENABLE])
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{
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
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checkGLcall("glMaterialfv");
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} else {
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}
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else
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{
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static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
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checkGLcall("glMaterialfv");
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@ -2279,7 +2279,7 @@ struct wined3d_state
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struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
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double clip_planes[MAX_CLIPPLANES][4];
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WINED3DMATERIAL material;
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struct wined3d_material material;
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WINED3DVIEWPORT viewport;
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RECT scissor_rect;
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@ -1564,14 +1564,14 @@ struct wined3d_light
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float phi;
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};
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typedef struct _WINED3DMATERIAL
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struct wined3d_material
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{
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struct wined3d_color Diffuse;
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struct wined3d_color Ambient;
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struct wined3d_color Specular;
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struct wined3d_color Emissive;
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float Power;
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} WINED3DMATERIAL;
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struct wined3d_color diffuse;
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struct wined3d_color ambient;
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struct wined3d_color specular;
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struct wined3d_color emissive;
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float power;
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};
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typedef struct _WINED3DVIEWPORT
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{
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@ -2217,7 +2217,7 @@ HRESULT __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *dev
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HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device,
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UINT light_idx, struct wined3d_light *light);
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HRESULT __cdecl wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable);
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HRESULT __cdecl wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material);
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HRESULT __cdecl wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material);
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float __cdecl wined3d_device_get_npatch_mode(const struct wined3d_device *device);
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struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct wined3d_device *device);
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void __cdecl wined3d_device_get_primitive_type(const struct wined3d_device *device,
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@ -2296,7 +2296,7 @@ HRESULT __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
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HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device,
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UINT light_idx, const struct wined3d_light *light);
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HRESULT __cdecl wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable);
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HRESULT __cdecl wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material);
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HRESULT __cdecl wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material);
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void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments);
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HRESULT __cdecl wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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