wined3d: Support shininess > 128 if opengl does.
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@ -128,6 +128,7 @@ static const struct {
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{"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
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{"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
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{"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
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{"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
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/* SGI */
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{"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
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@ -955,6 +956,11 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
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} else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
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gl_info->ps_nv_version = PS_VERSION_20;
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}
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if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
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glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
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} else {
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gl_info->max_shininess = 128.0;
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}
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if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
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/* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
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* This saves a few redundant glDisable calls
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@ -664,14 +664,15 @@ state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
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checkGLcall("glMaterialfv");
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if(stateblock->material.Power > 128.0) {
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if(stateblock->material.Power > GL_LIMITS(shininess)) {
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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. For values > 128 clamp
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* them, since 128 results in a hardly visible specular highlight, so it should be safe to
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* to clamp to 128
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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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* allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
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* value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
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* them, it should be safe to do so without major visual dissortions.
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*/
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WARN("Material power > 128\n");
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.0);
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WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_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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@ -2913,6 +2913,13 @@ typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target,
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typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const float *params);
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#endif
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/* GL_NV_light_max_exponent */
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#ifndef GL_NV_light_max_exponent
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#define GL_NV_light_max_exponent
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#define GL_MAX_SHININESS_NV 0x8504
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#define GL_MAX_SPOT_EXPONENT_NV 0x8505
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#endif
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/* GL_VERSION_2_0 */
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#ifndef GL_VERSION_2_0
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#define GL_VERSION_2_0 1
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@ -3267,6 +3274,7 @@ typedef enum _GL_SupportedExt {
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NV_VERTEX_PROGRAM3,
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NV_FENCE,
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NV_DEPTH_CLAMP,
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NV_LIGHT_MAX_EXPONENT,
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/* ATI */
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ATI_SEPARATE_STENCIL,
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ATI_TEXTURE_ENV_COMBINE3,
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@ -3722,6 +3730,7 @@ typedef struct _WineD3D_GL_Info {
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UINT max_anisotropy;
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UINT max_aux_buffers;
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UINT max_glsl_varyings;
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float max_shininess;
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unsigned max_vshader_constantsF;
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unsigned max_pshader_constantsF;
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