ddraw: Remove trailing spaces.
This commit is contained in:
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ab8523931a
commit
ee60e5fd71
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@ -816,7 +816,7 @@ IDirectDrawImpl_GetDisplayMode(IDirectDraw7 *iface,
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EnterCriticalSection(&ddraw_cs);
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/* This seems sane */
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if(!DDSD)
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if (!DDSD)
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{
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LeaveCriticalSection(&ddraw_cs);
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return DDERR_INVALIDPARAMS;
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@ -841,7 +841,7 @@ IDirectDrawImpl_GetDisplayMode(IDirectDraw7 *iface,
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DDSD->dwSize = Size;
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DDSD->dwFlags |= DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_PITCH | DDSD_REFRESHRATE;
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DDSD->dwWidth = Mode.Width;
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DDSD->dwHeight = Mode.Height;
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DDSD->dwHeight = Mode.Height;
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DDSD->u2.dwRefreshRate = 60;
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DDSD->ddsCaps.dwCaps = 0;
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DDSD->u4.ddpfPixelFormat.dwSize = sizeof(DDSD->u4.ddpfPixelFormat);
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@ -1101,7 +1101,7 @@ IDirectDrawImpl_FlipToGDISurface(IDirectDraw7 *iface)
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* Returns:
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* Always returns DD_OK
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*
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*****************************************************************************/
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*****************************************************************************/
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static HRESULT WINAPI
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IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface,
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DWORD Flags,
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@ -1135,7 +1135,7 @@ IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface,
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* Returns:
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* Always returns DD_OK
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*
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*****************************************************************************/
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*****************************************************************************/
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static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Scanline)
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{
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IDirectDrawImpl *This = (IDirectDrawImpl *)iface;
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@ -1155,7 +1155,7 @@ static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Sc
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&Mode);
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/* Fake the line sweeping of the monitor */
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/* FIXME: We should synchronize with a source to keep the refresh rate */
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/* FIXME: We should synchronize with a source to keep the refresh rate */
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*Scanline = This->cur_scanline++;
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/* Assume 20 scan lines in the vertical blank */
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if (This->cur_scanline >= Mode.Height + 20)
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@ -1176,7 +1176,7 @@ static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Sc
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* DDERR_NOEXCLUSIVEMODE or DDERR_EXCLUSIVEMODEALREADYSET
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* if the state is not correct(See below)
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*
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*****************************************************************************/
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*****************************************************************************/
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static HRESULT WINAPI
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IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
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{
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@ -1187,8 +1187,8 @@ IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
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EnterCriticalSection(&ddraw_cs);
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/* Description from MSDN:
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* For fullscreen apps return DDERR_NOEXCLUSIVEMODE if the user switched
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* away from the app with e.g. alt-tab. Windowed apps receive
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* DDERR_EXCLUSIVEMODEALREADYSET if another application created a
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* away from the app with e.g. alt-tab. Windowed apps receive
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* DDERR_EXCLUSIVEMODEALREADYSET if another application created a
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* DirectDraw object in exclusive mode. DDERR_WRONGMODE is returned,
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* when the video mode has changed
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*/
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@ -1243,7 +1243,7 @@ IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
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* DD_OK if the surface was found
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* DDERR_NOTFOUND if the GDI surface wasn't found
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*
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*****************************************************************************/
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*****************************************************************************/
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static HRESULT WINAPI
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IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface,
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IDirectDrawSurface7 **GDISurface)
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@ -1311,7 +1311,7 @@ IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface,
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* DD_OK on success
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* DDERR_INVALIDPARAMS if the callback wasn't set
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*
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*****************************************************************************/
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*****************************************************************************/
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static HRESULT WINAPI
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IDirectDrawImpl_EnumDisplayModes(IDirectDraw7 *iface,
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DWORD Flags,
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@ -1886,8 +1886,9 @@ IDirectDrawImpl_CreateNewSurface(IDirectDrawImpl *This,
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}
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else
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{
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if((pDDSD->ddsCaps.dwCaps & DDSCAPS_3DDEVICE ) &&
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(This->ImplType != SURFACE_OPENGL ) && DefaultSurfaceType == SURFACE_UNKNOWN)
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if ((pDDSD->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
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&& (This->ImplType != SURFACE_OPENGL)
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&& DefaultSurfaceType == SURFACE_UNKNOWN)
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{
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/* We have to change to OpenGL,
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* and re-create all WineD3DSurfaces
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@ -94,7 +94,7 @@ static inline WORD d3d_fpu_setup(void)
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}
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/*****************************************************************************
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* IUnknown Methods. Common for Version 1, 2, 3 and 7
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* IUnknown Methods. Common for Version 1, 2, 3 and 7
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*****************************************************************************/
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/*****************************************************************************
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@ -4502,7 +4502,7 @@ IDirect3DDeviceImpl_7_GetTexture(IDirect3DDevice7 *iface,
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EnterCriticalSection(&ddraw_cs);
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hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, Stage, &Surf);
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if( (hr != D3D_OK) || (!Surf) )
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if( (hr != D3D_OK) || (!Surf) )
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{
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*Texture = NULL;
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LeaveCriticalSection(&ddraw_cs);
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@ -5302,7 +5302,7 @@ IDirect3DDeviceImpl_7_GetMaterial(IDirect3DDevice7 *iface,
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TRACE("(%p)->(%p): Relay!\n", This, Mat);
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EnterCriticalSection(&ddraw_cs);
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/* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
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/* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
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hr = IWineD3DDevice_GetMaterial(This->wineD3DDevice,
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(WINED3DMATERIAL*) Mat);
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LeaveCriticalSection(&ddraw_cs);
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@ -317,7 +317,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
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instr += size;
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@ -369,33 +369,33 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
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TRACE("UPDATEEXTENTS ");
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TRACE("\n");
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}
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/* This is where doing Direct3D on top on OpenGL is quite difficult.
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This method transforms a set of vertices using the CURRENT state
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(lighting, projection, ...) but does not rasterize them.
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They will only be put on screen later (with the POINT / LINE and
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TRIANGLE op-codes). The problem is that you can have a triangle
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with each point having been transformed using another state...
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In this implementation, I will emulate only ONE thing : each
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vertex can have its own "WORLD" transformation (this is used in the
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TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
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execute buffer use the same state.
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If I find applications that change other states, I will try to do a
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more 'fine-tuned' state emulation (but I may become quite tricky if
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it changes a light position in the middle of a triangle).
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In this case, a 'direct' approach (i.e. without using OpenGL, but
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writing our own 3D rasterizer) would be easier. */
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/* The current method (with the hypothesis that only the WORLD matrix
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will change between two points) is like this :
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- I transform 'manually' all the vertices with the current WORLD
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matrix and store them in the vertex buffer
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- during the rasterization phase, the WORLD matrix will be set to
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the Identity matrix */
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/* Enough for the moment */
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if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
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unsigned int nb;
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@ -439,7 +439,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
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src++;
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dst++;
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}
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} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
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unsigned int nb;
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@ -465,7 +465,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
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dst->u6.specular = src->u5.specular;
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dst->u7.tu = src->u6.tu;
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dst->u8.tv = src->u7.tv;
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/* Now, the matrix multiplication */
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dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
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dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
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@ -551,7 +551,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
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for (i = 0; i < count; i++) {
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LPD3DSTATUS ci = (LPD3DSTATUS) instr;
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This->data.dsStatus = *ci;
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instr += size;
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@ -705,7 +705,7 @@ IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
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dwSize = lpDesc->dwSize;
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memset(lpDesc, 0, dwSize);
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memcpy(lpDesc, &This->desc, dwSize);
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if (TRACE_ON(d3d7)) {
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TRACE(" Returning description :\n");
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_dump_D3DEXECUTEBUFFERDESC(lpDesc);
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@ -756,7 +756,7 @@ IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
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/* Get the number of vertices in the execute buffer */
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nbvert = This->data.dwVertexCount;
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/* Prepares the transformed vertex buffer */
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HeapFree(GetProcessHeap(), 0, This->vertex_data);
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This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
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@ -179,17 +179,17 @@ IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
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if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
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return DDERR_INVALIDPARAMS;
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if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
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FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
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FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
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/* Translate D3DLIGH2 structure to D3DLIGHT7 */
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light7->dltType = lpLight->dltType;
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light7->dcvDiffuse = lpLight->dcvColor;
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if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
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if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
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light7->dcvSpecular = lpLight->dcvColor;
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else
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light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
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light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
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light7->dcvAmbient = lpLight->dcvColor;
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light7->dvPosition = lpLight->dvPosition;
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light7->dvDirection = lpLight->dvDirection;
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@ -204,7 +204,7 @@ IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
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EnterCriticalSection(&ddraw_cs);
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memcpy(&This->light, lpLight, lpLight->dwSize);
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if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
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This->update(This);
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This->update(This);
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}
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LeaveCriticalSection(&ddraw_cs);
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return D3D_OK;
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@ -274,7 +274,7 @@ void light_activate(IDirect3DLightImpl* This)
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if (!This->active_viewport || !This->active_viewport->active_device)
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return;
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device = This->active_viewport->active_device;
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light_update(This);
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/* If was not active, activate it */
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if ((This->light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
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@ -299,7 +299,7 @@ void light_desactivate(IDirect3DLightImpl* This)
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if (!This->active_viewport || !This->active_viewport->active_device)
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return;
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device = This->active_viewport->active_device;
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/* If was not active, activate it */
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if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
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IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, FALSE);
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@ -117,8 +117,7 @@ IParentImpl_AddRef(IParent *iface)
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* The new refcount
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*
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*****************************************************************************/
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static ULONG WINAPI
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IParentImpl_Release(IParent *iface)
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static ULONG WINAPI IParentImpl_Release(IParent *iface)
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{
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IParentImpl *This = (IParentImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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@ -920,9 +920,6 @@ IDirectDrawSurfaceImpl_AddAttachedSurface(IDirectDrawSurfaceImpl *This,
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IDirect3DDeviceImpl_UpdateDepthStencil(This->ddraw->d3ddevice);
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}
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/* MSDN:
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* "This method increments the reference count of the surface being attached."
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*/
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IDirectDrawSurface7_AddRef((IDirectDrawSurface7 *)Surf);
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LeaveCriticalSection(&ddraw_cs);
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return DD_OK;
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@ -1033,7 +1030,7 @@ IDirectDrawSurfaceImpl_AddOverlayDirtyRect(IDirectDrawSurface7 *iface,
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IDirectDrawSurfaceImpl *This = (IDirectDrawSurfaceImpl *)iface;
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TRACE("(%p)->(%p)\n",This,Rect);
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/* MSDN says it's not implemented. I could forward it to WineD3D,
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/* MSDN says it's not implemented. I could forward it to WineD3D,
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* then we'd implement it, but I don't think that's a good idea
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* (Stefan Dösinger)
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*/
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@ -52,18 +52,17 @@ static void createwindow(void)
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wc.lpszClassName = "TestWindowClass";
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if(!RegisterClassA(&wc))
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assert(0);
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hwnd = CreateWindowExA(0, "TestWindowClass", "TestWindowClass",
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WS_POPUP, 0, 0,
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GetSystemMetrics(SM_CXSCREEN),
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GetSystemMetrics(SM_CYSCREEN),
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NULL, NULL, GetModuleHandleA(0), NULL);
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assert(hwnd != NULL);
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ShowWindow(hwnd, SW_HIDE);
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UpdateWindow(hwnd);
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SetFocus(hwnd);
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}
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static BOOL createdirectdraw(void)
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@ -91,10 +90,10 @@ static void releasedirectdraw(void)
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static void adddisplaymode(LPDDSURFACEDESC lpddsd)
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{
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if (!modes)
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modes = HeapAlloc(GetProcessHeap(), 0, (modes_size = 2) * sizeof(DDSURFACEDESC));
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if (modes_cnt == modes_size)
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modes = HeapReAlloc(GetProcessHeap(), 0, modes, (modes_size *= 2) * sizeof(DDSURFACEDESC));
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if (!modes)
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modes = HeapAlloc(GetProcessHeap(), 0, (modes_size = 2) * sizeof(DDSURFACEDESC));
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if (modes_cnt == modes_size)
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modes = HeapReAlloc(GetProcessHeap(), 0, modes, (modes_size *= 2) * sizeof(DDSURFACEDESC));
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assert(modes);
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modes[modes_cnt++] = *lpddsd;
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}
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@ -196,7 +195,7 @@ static void createsurface(void)
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DDSURFACEDESC ddsd;
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DDSCAPS ddscaps;
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HRESULT rc;
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ddsd.dwSize = sizeof(ddsd);
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ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
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ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
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@ -224,7 +223,7 @@ static void testsurface(void)
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const char* testMsg = "ddraw device context test";
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HDC hdc;
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HRESULT rc;
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rc = IDirectDrawSurface_GetDC(lpDDSBack, &hdc);
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ok(rc==DD_OK, "IDirectDrawSurface_GetDC returned: %x\n",rc);
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SetBkColor(hdc, RGB(0, 0, 255));
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TextOut(hdc, 0, 0, testMsg, lstrlen(testMsg));
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IDirectDrawSurface_ReleaseDC(lpDDSBack, hdc);
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ok(rc==DD_OK, "IDirectDrawSurface_ReleaseDC returned: %x\n",rc);
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while (1)
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{
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rc = IDirectDrawSurface_Flip(lpDDSPrimary, NULL, DDFLIP_WAIT);
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@ -353,7 +352,7 @@ static void testcooperativelevels_normal(void)
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rc = IDirectDraw_SetCooperativeLevel(lpDD,
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hwnd, DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW);
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ok(rc==DD_OK,"SetCooperativeLevel(DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW) returned: %x\n",rc);
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/* Also set the focus window. Should give an error */
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rc = IDirectDraw_SetCooperativeLevel(lpDD,
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hwnd, DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_SETDEVICEWINDOW | DDSCL_SETFOCUSWINDOW);
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@ -349,7 +349,7 @@ PixelFormat_WineD3DtoDD(DDPIXELFORMAT *DDPixelFormat,
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WINED3DFORMAT
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PixelFormat_DD2WineD3D(const DDPIXELFORMAT *DDPixelFormat)
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{
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TRACE("Convert a DirectDraw Pixelformat to a WineD3D Pixelformat\n");
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TRACE("Convert a DirectDraw Pixelformat to a WineD3D Pixelformat\n");
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if(TRACE_ON(ddraw))
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{
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DDRAW_dump_pixelformat(DDPixelFormat);
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@ -84,7 +84,7 @@ void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
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vp.dvMinZ = This->viewports.vp1.dvMinZ;
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vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
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}
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/* And also set the viewport */
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IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
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}
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@ -657,11 +657,8 @@ IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
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* The return value of IDirect3DDevice7::Clear
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
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DWORD dwCount,
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D3DRECT *lpRects,
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DWORD dwFlags)
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static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
|
||||
DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
|
||||
{
|
||||
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
||||
DWORD color = 0x00000000;
|
||||
|
@ -679,14 +676,15 @@ IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
|
|||
EnterCriticalSection(&ddraw_cs);
|
||||
if (dwFlags & D3DCLEAR_TARGET) {
|
||||
if (This->background == NULL) {
|
||||
ERR(" Trying to clear the color buffer without background material !\n");
|
||||
} else {
|
||||
color =
|
||||
((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) |
|
||||
((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8) |
|
||||
((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0) |
|
||||
((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
|
||||
}
|
||||
ERR(" Trying to clear the color buffer without background material !\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
|
||||
| ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8)
|
||||
| ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0)
|
||||
| ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
|
||||
}
|
||||
}
|
||||
|
||||
/* Need to temporarily activate viewport to clear it. Previously active one will be restored
|
||||
|
@ -729,7 +727,7 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
|
|||
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
|
||||
DWORD i = 0;
|
||||
DWORD map = This->map_lights;
|
||||
|
||||
|
||||
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
|
||||
|
||||
EnterCriticalSection(&ddraw_cs);
|
||||
|
@ -755,7 +753,7 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
|
|||
|
||||
/* Attach the light to the viewport */
|
||||
lpDirect3DLightImpl->active_viewport = This;
|
||||
|
||||
|
||||
/* If active, activate the light */
|
||||
if (This->active_device != NULL) {
|
||||
lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
|
||||
|
@ -785,7 +783,7 @@ IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
|
|||
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
|
||||
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
|
||||
IDirect3DLightImpl *cur_light, *prev_light = NULL;
|
||||
|
||||
|
||||
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
|
||||
|
||||
EnterCriticalSection(&ddraw_cs);
|
||||
|
|
Loading…
Reference in New Issue