wined3d: Fix the indentation in tex_coordindex().
The indentation here is pretty horrible. Also removes a couple of fairly useless comments.
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@ -3118,26 +3118,22 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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* state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
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* to the TEXCOORDINDEX value
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*/
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switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
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{
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case WINED3DTSS_TCI_PASSTHRU:
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/* Use the specified texture coordinates contained within the
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* vertex format. This value resolves to zero. */
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
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break;
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/*
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* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
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*/
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switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
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case WINED3DTSS_TCI_PASSTHRU:
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/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
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break;
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case WINED3DTSS_TCI_CAMERASPACEPOSITION:
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/* CameraSpacePosition means use the vertex position, transformed to camera space,
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* as the input texture coordinates for this stage's texture transformation. This
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* equates roughly to EYE_LINEAR
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*/
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{
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case WINED3DTSS_TCI_CAMERASPACEPOSITION:
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/* CameraSpacePosition means use the vertex position, transformed to camera space,
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* as the input texture coordinates for this stage's texture transformation. This
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* equates roughly to EYE_LINEAR */
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TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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@ -3162,42 +3158,46 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
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}
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break;
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break;
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case WINED3DTSS_TCI_CAMERASPACENORMAL:
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{
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if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
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TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
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glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
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glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
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glPopMatrix();
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glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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case WINED3DTSS_TCI_CAMERASPACENORMAL:
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if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
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{
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break;
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}
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TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
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glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
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glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
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glPopMatrix();
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glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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break;
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case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
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if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
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{
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break;
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}
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}
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break;
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case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
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{
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if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
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TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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@ -3221,20 +3221,16 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
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}
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}
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break;
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/* Unhandled types: */
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default:
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/* Todo: */
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/* ? disable GL_TEXTURE_GEN_n ? */
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
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break;
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break;
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default:
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
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break;
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}
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/* Update the texture matrix */
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