wined3d: Get rid of the "colRGBA" variable in light().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4152,35 +4152,15 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
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else
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{
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float quad_att;
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float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
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gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
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gl_info->gl_ops.gl.p_glPushMatrix();
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gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
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/* Diffuse: */
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colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
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colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
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colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
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colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
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checkGLcall("glLightfv");
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/* Specular */
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colRGBA[0] = lightInfo->OriginalParms.specular.r;
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colRGBA[1] = lightInfo->OriginalParms.specular.g;
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colRGBA[2] = lightInfo->OriginalParms.specular.b;
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colRGBA[3] = lightInfo->OriginalParms.specular.a;
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
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checkGLcall("glLightfv");
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/* Ambient */
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colRGBA[0] = lightInfo->OriginalParms.ambient.r;
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colRGBA[1] = lightInfo->OriginalParms.ambient.g;
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colRGBA[2] = lightInfo->OriginalParms.ambient.b;
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colRGBA[3] = lightInfo->OriginalParms.ambient.a;
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
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gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
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checkGLcall("glLightfv");
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if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
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