wined3d: Move more fog stuff to the vertex states.

This commit is contained in:
Stefan Dösinger 2008-07-02 21:18:52 -05:00 committed by Alexandre Julliard
parent 5861612e86
commit 340272bc26
1 changed files with 6 additions and 3 deletions

View File

@ -3855,11 +3855,11 @@ const struct StateEntry FFPStateTable[] =
{ /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), NULL }, { /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), NULL },
{ /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), NULL }, { /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), NULL },
{ /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), NULL }, { /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), NULL },
{ /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, { /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), NULL },
{ /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, { /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL },
{ /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, { /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL },
{ /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, { /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL },
{ /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, { /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), NULL },
{ /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, { /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
{ /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, { /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL },
{ /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, { /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL },
@ -3869,7 +3869,7 @@ const struct StateEntry FFPStateTable[] =
{ /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined }, { /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
{ /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, { /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias },
{ /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, { /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_zbias },
{ /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, { /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), NULL },
{ /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, { /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy },
{ /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, { /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch },
{ /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, { /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi },
@ -5271,6 +5271,9 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
{ STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }}, { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }}, { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }}, { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }},
{ STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }},
{ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }},
{0 /* Terminate */, { 0, 0 }}, {0 /* Terminate */, { 0, 0 }},
}; };