wined3d: Move fog to the vertex states.

This commit is contained in:
Stefan Dösinger 2008-07-02 20:49:43 -05:00 committed by Alexandre Julliard
parent cd9690d9d0
commit ecc7b5fb18
1 changed files with 11 additions and 6 deletions

View File

@ -896,7 +896,6 @@ static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock,
}
static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
/* TODO: Put this into the vertex type block once that is in the state table */
BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
&& ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
@ -3850,16 +3849,16 @@ const struct StateEntry FFPStateTable[] =
{ /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL },
{ /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), NULL },
{ /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL },
{ /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
{ /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL },
{ /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL },
{ /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
{ /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), NULL },
{ /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), NULL },
{ /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), NULL },
{ /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor },
{ /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
{ /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
{ /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
{ /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL },
{ /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL },
{ /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL },
{ /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
{ /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable },
{ /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL },
@ -3963,7 +3962,7 @@ const struct StateEntry FFPStateTable[] =
{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING), state_lighting },
{ /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
{ /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
{ /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
{ /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), NULL },
{ /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
{ /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
{ /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
@ -5266,6 +5265,12 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
{ STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture }},
{ STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture }},
{ STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture }},
/* Fog */
{ STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{ STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }},
{0 /* Terminate */, { 0, 0 }},
};