Minor fixes - Remove light debug statements, handle disabled specular
material properly, release surfaces when debugging and clean up trace a little.
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9bb19ac2d2
commit
06fd1e25f7
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@ -1659,6 +1659,10 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST
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if (This->StateBlock->renderstate[D3DRS_SPECULARENABLE]) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
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checkGLcall("glMaterialfv");
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} else {
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float black[4] = {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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}
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->UpdateStateBlock->material.Emissive);
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checkGLcall("glMaterialfv");
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@ -1829,8 +1833,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD In
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if (object->glIndex != -1) {
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setup_light(iface, object->glIndex, object);
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}
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DUMP_LIGHT_CHAIN();
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) {
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@ -1886,7 +1888,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD
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D3DLIGHT8 lightParms;
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/* Warning - untested code :-) Prob safe to change fixme to a trace but
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wait until someone confirms it seems to work! */
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FIXME("Light enabled requested but light not defined, so defining one!\n");
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TRACE("Light enabled requested but light not defined, so defining one!\n");
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lightParms.Type = D3DLIGHT_DIRECTIONAL;
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lightParms.Diffuse.r = 1.0;
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lightParms.Diffuse.g = 1.0;
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@ -2074,7 +2076,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD
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}
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}
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}
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DUMP_LIGHT_CHAIN();
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) {
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@ -203,8 +203,14 @@ void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) {
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checkGLcall("glMaterialfv");
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->StateBlock->material.Diffuse);
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checkGLcall("glMaterialfv");
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->StateBlock->material.Specular);
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checkGLcall("glMaterialfv");
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if (This->StateBlock->renderstate[D3DRS_SPECULARENABLE]) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->StateBlock->material.Specular);
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checkGLcall("glMaterialfv");
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} else {
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float black[4] = {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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}
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->StateBlock->material.Emissive);
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checkGLcall("glMaterialfv");
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}
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@ -1478,9 +1484,10 @@ void drawPrimitive(LPDIRECT3DDEVICE8 iface,
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for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
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if (This->StateBlock->textures[textureNo] != NULL) {
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sprintf(buffer, "/tmp/texture_%ld_%d.ppm", primCounter, textureNo);
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TRACE("Saving texture %s\n", buffer);
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TRACE("Saving texture %s (Format:%s)\n", buffer, debug_d3dformat(((IDirect3DBaseTexture8Impl *)This->StateBlock->textures[textureNo])->format));
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IDirect3DTexture8Impl_GetSurfaceLevel((LPDIRECT3DTEXTURE8) This->StateBlock->textures[textureNo], 0, &pSur);
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IDirect3DSurface8Impl_SaveSnapshot(pSur, buffer);
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IDirect3DSurface8Impl_ReleaseRef(pSur);
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}
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}
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}
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