Correct specular enable renderstate.

This commit is contained in:
Jason Edmeades 2003-06-04 22:04:44 +00:00 committed by Alexandre Julliard
parent 2eaf05bfd5
commit 4e3100825f
2 changed files with 49 additions and 7 deletions

View File

@ -2429,8 +2429,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->UpdateStateBlock->material.Diffuse);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
/* Only change material color if specular is enabled, otherwise it is set to black */
if (This->StateBlock->renderstate[D3DRS_SPECULARENABLE]) {
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
}
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->UpdateStateBlock->material.Emissive);
checkGLcall("glMaterialfv");
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->UpdateStateBlock->material.Power);
@ -3048,13 +3051,48 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_SPECULARENABLE :
{
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
specular color. This is wrong:
Seperate specular color means the specular colour is maintained seperately, whereas
single color means it is merged in. However in both cases they are being used to
some extent.
To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
NOTE: If not supported dont give FIXME as very minimal impact and very few people are
yet running 1.4!
*/
if (Value) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);");
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
#if defined(GL_VERSION_1_4)
glEnable(GL_COLOR_SUM);
#elif defined(GL_EXT_secondary_color)
glEnable(GL_COLOR_SUM_EXT);
#elif defined(GL_ARB_vertex_program)
glEnable(GL_COLOR_SUM_ARB);
#else
TRACE("Specular colors cannot be enabled in this version of opengl\n");
#endif
checkGLcall("glEnable(GL_COLOR_)\n");
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);");
}
float black[4] = {0.0, 0.0, 0.0, 0.0};
/* for the case of enabled lighting: */
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
/* for the case of disabled lighting: */
#if defined(GL_VERSION_1_4)
glDisable(GL_COLOR_SUM);
#elif defined(GL_EXT_secondary_color)
glDisable(GL_COLOR_SUM_EXT);
#elif defined(GL_ARB_vertex_program)
glDisable(GL_COLOR_SUM_ARB);
#else
TRACE("Specular colors cannot be disabled in this version of opengl\n");
#endif
checkGLcall("glDisable(GL_COLOR_)\n");
}
}
break;
@ -3087,6 +3125,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
This->stencilfunc = glParm;
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
}

View File

@ -875,6 +875,9 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);");
/*
* Initialize openGL extension related variables
* with Default values