wined3d: Move WINED3DRS_AMBIENT to the state table.
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2ac48e8154
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@ -3444,18 +3444,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DRS_DITHERENABLE :
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case WINED3DRS_ZWRITEENABLE :
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case WINED3DRS_ZFUNC :
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_AMBIENT :
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{
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float col[4];
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D3DCOLORTOGLFLOAT4(Value, col);
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TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
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checkGLcall("glLightModel for MODEL_AMBIENT");
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}
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_ALPHABLENDENABLE :
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@ -204,6 +204,15 @@ static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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float col[4];
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D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
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TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
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checkGLcall("glLightModel for MODEL_AMBIENT");
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -348,7 +357,7 @@ const struct StateEntry StateTable[] =
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{ /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_unknown },
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{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
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{ /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_unknown },
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{ /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_unknown },
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{ /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
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{ /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_unknown },
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{ /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
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{ /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_unknown },
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