wined3d: Move the material to wined3d_state.
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cde699b286
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5f6ced2767
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@ -2873,7 +2873,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONS
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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This->updateStateBlock->changed.material = TRUE;
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This->updateStateBlock->material = *pMaterial;
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This->updateStateBlock->state.material = *pMaterial;
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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@ -2887,7 +2887,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONS
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static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*pMaterial = This->updateStateBlock->material;
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*pMaterial = This->updateStateBlock->state.material;
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TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
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pMaterial->Diffuse.b, pMaterial->Diffuse.a);
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TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
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@ -716,10 +716,10 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
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TRACE("Setting specular enable state and materials\n");
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if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
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{
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
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checkGLcall("glMaterialfv");
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if (stateblock->material.Power > gl_info->limits.shininess)
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if (stateblock->state.material.Power > gl_info->limits.shininess)
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{
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/* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
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* and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
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@ -727,10 +727,12 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
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* value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
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* them, it should be safe to do so without major visual distortions.
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*/
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WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
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WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
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} else {
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
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}
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else
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{
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
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}
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checkGLcall("glMaterialf(GL_SHININESS)");
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@ -775,23 +777,23 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
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}
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TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
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stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
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stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
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stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
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stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
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TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
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stateblock->material.Ambient.r, stateblock->material.Ambient.g,
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stateblock->material.Ambient.b, stateblock->material.Ambient.a);
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stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
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stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
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TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
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stateblock->material.Specular.r, stateblock->material.Specular.g,
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stateblock->material.Specular.b, stateblock->material.Specular.a);
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stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
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stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
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TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
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stateblock->material.Emissive.r, stateblock->material.Emissive.g,
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stateblock->material.Emissive.b, stateblock->material.Emissive.a);
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stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
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stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
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checkGLcall("glMaterialfv(GL_AMBIENT)");
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
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checkGLcall("glMaterialfv(GL_DIFFUSE)");
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
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checkGLcall("glMaterialfv(GL_EMISSION)");
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}
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@ -1317,23 +1319,23 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
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* tracking with glColorMaterial, so apply those here. */
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switch (context->tracking_parm) {
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case GL_AMBIENT_AND_DIFFUSE:
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
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checkGLcall("glMaterialfv");
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break;
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case GL_DIFFUSE:
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
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checkGLcall("glMaterialfv");
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break;
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case GL_AMBIENT:
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
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checkGLcall("glMaterialfv");
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break;
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case GL_EMISSION:
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&device->updateStateBlock->state.material.Emissive);
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checkGLcall("glMaterialfv");
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break;
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@ -1341,7 +1343,8 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
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/* Only change material color if specular is enabled, otherwise it is set to black */
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if (device->stateBlock->state.render_states[WINED3DRS_SPECULARENABLE])
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{
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
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(float *)&device->updateStateBlock->state.material.Specular);
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checkGLcall("glMaterialfv");
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} else {
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static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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@ -739,12 +739,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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This->vertexDecl = targetStateBlock->vertexDecl;
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}
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if (This->changed.material
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&& memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
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if (This->changed.material && memcmp(&targetStateBlock->state.material,
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&This->state.material, sizeof(This->state.material)))
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{
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TRACE("Updating material.\n");
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This->material = targetStateBlock->material;
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This->state.material = targetStateBlock->state.material;
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}
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if (This->changed.viewport && memcmp(&targetStateBlock->state.viewport,
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@ -990,7 +990,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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if (This->changed.material)
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{
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IWineD3DDevice_SetMaterial(device, &This->material);
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IWineD3DDevice_SetMaterial(device, &This->state.material);
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}
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if (This->changed.viewport)
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@ -2349,6 +2349,7 @@ struct wined3d_stream_state
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struct wined3d_state
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{
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WINED3DMATERIAL material;
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WINED3DVIEWPORT viewport;
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RECT scissor_rect;
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@ -2405,9 +2406,6 @@ struct IWineD3DStateBlockImpl
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double clipplane[MAX_CLIPPLANES][4];
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WINED3DCLIPSTATUS clip_status;
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/* Material */
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WINED3DMATERIAL material;
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/* Pixel Shader */
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IWineD3DPixelShader *pixelShader;
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