wined3d: Rename PLIGHTINFOEL to something less awful.
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@ -2429,7 +2429,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface
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static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
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float rho;
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PLIGHTINFOEL *object = NULL;
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struct wined3d_light_info *object = NULL;
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UINT Hi = LIGHTMAP_HASHFUNC(Index);
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struct list *e;
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@ -2468,8 +2468,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
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return WINED3DERR_INVALIDCALL;
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}
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LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
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object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
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LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
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{
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object = LIST_ENTRY(e, struct wined3d_light_info, entry);
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if(object->OriginalIndex == Index) break;
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object = NULL;
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}
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@ -2572,15 +2573,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
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PLIGHTINFOEL *lightInfo = NULL;
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static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT *pLight)
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{
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struct wined3d_light_info *lightInfo = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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DWORD Hi = LIGHTMAP_HASHFUNC(Index);
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struct list *e;
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TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
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LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
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lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
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LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi])
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{
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lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
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if(lightInfo->OriginalIndex == Index) break;
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lightInfo = NULL;
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}
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@ -2598,15 +2601,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD I
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* Get / Set Light Enable
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* (Note for consistency, renamed d3dx function by adding the 'set' prefix)
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*****/
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static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
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PLIGHTINFOEL *lightInfo = NULL;
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static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable)
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{
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struct wined3d_light_info *lightInfo = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT Hi = LIGHTMAP_HASHFUNC(Index);
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struct list *e;
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TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
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LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
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lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
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LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
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{
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lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
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if(lightInfo->OriginalIndex == Index) break;
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lightInfo = NULL;
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}
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@ -2619,8 +2624,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
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IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
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/* Search for it again! Should be fairly quick as near head of list */
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LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
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lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
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LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
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{
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lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
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if(lightInfo->OriginalIndex == Index) break;
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lightInfo = NULL;
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}
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@ -2680,16 +2686,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
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PLIGHTINFOEL *lightInfo = NULL;
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static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable)
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{
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struct wined3d_light_info *lightInfo = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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struct list *e;
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UINT Hi = LIGHTMAP_HASHFUNC(Index);
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TRACE("(%p) : for idx(%d)\n", This, Index);
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LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
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lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
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LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi])
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{
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lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
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if(lightInfo->OriginalIndex == Index) break;
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lightInfo = NULL;
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}
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@ -3724,6 +3724,7 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, s
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static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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const struct wined3d_light_info *light = NULL;
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unsigned int k;
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/* If we are changing the View matrix, reset the light and clipping planes to the new view
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@ -3732,8 +3733,6 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
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* NOTE2: Apparently texture transforms do NOT need reapplying
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*/
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const PLIGHTINFOEL *light = NULL;
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
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@ -4684,7 +4683,7 @@ static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
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static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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UINT Index = state - STATE_ACTIVELIGHT(0);
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const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
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const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
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if(!lightInfo) {
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glDisable(GL_LIGHT0 + Index);
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@ -440,11 +440,11 @@ static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct li
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for (i = 0; i < LIGHTMAP_SIZE; ++i)
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{
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const PLIGHTINFOEL *src_light;
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const struct wined3d_light_info *src_light;
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LIST_FOR_EACH_ENTRY(src_light, &light_map[i], PLIGHTINFOEL, entry)
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LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
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{
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PLIGHTINFOEL *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
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struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
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*dst_light = *src_light;
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dst_light->changed = TRUE;
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@ -510,8 +510,9 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
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struct list *e1, *e2;
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LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
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PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
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LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
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{
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struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
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list_remove(&light->entry);
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HeapFree(GetProcessHeap(), 0, light);
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}
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@ -559,12 +560,12 @@ static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlock
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struct list *e, *f;
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LIST_FOR_EACH(e, &This->lightMap[i]) {
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BOOL updated = FALSE;
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PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
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struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
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if (!src->changed && !src->enabledChanged) continue;
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/* Look up the light in the destination */
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LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
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realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
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realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
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if(realLight->OriginalIndex == src->OriginalIndex) {
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if(src->changed) {
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src->OriginalParms = realLight->OriginalParms;
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@ -982,8 +983,9 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
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for(i = 0; i < LIGHTMAP_SIZE; i++) {
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struct list *e;
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LIST_FOR_EACH(e, &This->lightMap[i]) {
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const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
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LIST_FOR_EACH(e, &This->lightMap[i])
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{
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const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
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if(light->changed) {
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IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
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@ -1203,8 +1203,8 @@ HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *
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/*****************************************************************************
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* Internal representation of a light
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*/
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typedef struct PLIGHTINFOEL PLIGHTINFOEL;
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struct PLIGHTINFOEL {
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struct wined3d_light_info
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{
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WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
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DWORD OriginalIndex;
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LONG glIndex;
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@ -2153,7 +2153,7 @@ struct IWineD3DStateBlockImpl
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#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
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#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
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struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
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PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
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const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
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/* Clipping */
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double clipplane[MAX_CLIPPLANES][4];
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