wined3d: Get rid of the WINED3DLIGHTTYPE typedef.
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@ -36,7 +36,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* Define the default light parameters as specified by MSDN. */
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const struct wined3d_light WINED3D_default_light =
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{
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WINED3DLIGHT_DIRECTIONAL, /* Type */
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WINED3D_LIGHT_DIRECTIONAL, /* Type */
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{ 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
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{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
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{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
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@ -1898,10 +1898,10 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
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switch (light->type)
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{
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case WINED3DLIGHT_POINT:
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case WINED3DLIGHT_SPOT:
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case WINED3DLIGHT_PARALLELPOINT:
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case WINED3DLIGHT_GLSPOT:
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case WINED3D_LIGHT_POINT:
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case WINED3D_LIGHT_SPOT:
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case WINED3D_LIGHT_PARALLELPOINT:
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case WINED3D_LIGHT_GLSPOT:
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/* Incorrect attenuation values can cause the gl driver to crash.
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* Happens with Need for speed most wanted. */
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if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
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@ -1911,7 +1911,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
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}
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break;
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case WINED3DLIGHT_DIRECTIONAL:
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case WINED3D_LIGHT_DIRECTIONAL:
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/* Ignores attenuation */
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break;
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@ -1958,7 +1958,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
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switch (light->type)
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{
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case WINED3DLIGHT_POINT:
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case WINED3D_LIGHT_POINT:
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/* Position */
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object->lightPosn[0] = light->position.x;
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object->lightPosn[1] = light->position.y;
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@ -1968,7 +1968,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
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/* FIXME: Range */
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break;
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case WINED3DLIGHT_DIRECTIONAL:
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case WINED3D_LIGHT_DIRECTIONAL:
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/* Direction */
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object->lightPosn[0] = -light->direction.x;
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object->lightPosn[1] = -light->direction.y;
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@ -1978,7 +1978,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
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object->cutoff = 180.0f;
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break;
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case WINED3DLIGHT_SPOT:
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case WINED3D_LIGHT_SPOT:
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/* Position */
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object->lightPosn[0] = light->position.x;
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object->lightPosn[1] = light->position.y;
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@ -4688,7 +4688,7 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
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switch (lightInfo->OriginalParms.type)
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{
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case WINED3DLIGHT_POINT:
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case WINED3D_LIGHT_POINT:
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/* Position */
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glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
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checkGLcall("glLightfv");
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@ -4706,7 +4706,7 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
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/* FIXME: Range */
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break;
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case WINED3DLIGHT_SPOT:
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case WINED3D_LIGHT_SPOT:
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/* Position */
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glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
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checkGLcall("glLightfv");
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@ -4729,7 +4729,7 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
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/* FIXME: Range */
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break;
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case WINED3DLIGHT_DIRECTIONAL:
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case WINED3D_LIGHT_DIRECTIONAL:
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/* Direction */
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glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
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checkGLcall("glLightfv");
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@ -65,15 +65,14 @@
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#define WINEDDERR_NOCLIPLIST MAKE_WINED3DHRESULT(205)
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#define WINEDDERR_OVERLAYNOTVISIBLE MAKE_WINED3DHRESULT(577)
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typedef enum _WINED3DLIGHTTYPE
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enum wined3d_light_type
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{
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WINED3DLIGHT_POINT = 1,
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WINED3DLIGHT_SPOT = 2,
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WINED3DLIGHT_DIRECTIONAL = 3,
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WINED3DLIGHT_PARALLELPOINT = 4, /* D3D7 */
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WINED3DLIGHT_GLSPOT = 5, /* D3D7 */
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WINED3DLIGHT_FORCE_DWORD = 0x7fffffff
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} WINED3DLIGHTTYPE;
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WINED3D_LIGHT_POINT = 1,
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WINED3D_LIGHT_SPOT = 2,
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WINED3D_LIGHT_DIRECTIONAL = 3,
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WINED3D_LIGHT_PARALLELPOINT = 4, /* D3D7 */
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WINED3D_LIGHT_GLSPOT = 5, /* D3D7 */
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};
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typedef enum _WINED3DPRIMITIVETYPE
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{
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@ -1553,7 +1552,7 @@ struct wined3d_matrix
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struct wined3d_light
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{
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WINED3DLIGHTTYPE type;
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enum wined3d_light_type type;
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struct wined3d_color diffuse;
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struct wined3d_color specular;
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struct wined3d_color ambient;
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