Commit 4e310082 authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

Correct specular enable renderstate.

parent 2eaf05bf
......@@ -2429,8 +2429,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->UpdateStateBlock->material.Diffuse);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
/* Only change material color if specular is enabled, otherwise it is set to black */
if (This->StateBlock->renderstate[D3DRS_SPECULARENABLE]) {
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
}
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->UpdateStateBlock->material.Emissive);
checkGLcall("glMaterialfv");
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->UpdateStateBlock->material.Power);
......@@ -3048,13 +3051,48 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case D3DRS_SPECULARENABLE :
{
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
specular color. This is wrong:
Seperate specular color means the specular colour is maintained seperately, whereas
single color means it is merged in. However in both cases they are being used to
some extent.
To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
NOTE: If not supported dont give FIXME as very minimal impact and very few people are
yet running 1.4!
*/
if (Value) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);");
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->UpdateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
#if defined(GL_VERSION_1_4)
glEnable(GL_COLOR_SUM);
#elif defined(GL_EXT_secondary_color)
glEnable(GL_COLOR_SUM_EXT);
#elif defined(GL_ARB_vertex_program)
glEnable(GL_COLOR_SUM_ARB);
#else
TRACE("Specular colors cannot be enabled in this version of opengl\n");
#endif
checkGLcall("glEnable(GL_COLOR_)\n");
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR);");
}
float black[4] = {0.0, 0.0, 0.0, 0.0};
/* for the case of enabled lighting: */
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
/* for the case of disabled lighting: */
#if defined(GL_VERSION_1_4)
glDisable(GL_COLOR_SUM);
#elif defined(GL_EXT_secondary_color)
glDisable(GL_COLOR_SUM_EXT);
#elif defined(GL_ARB_vertex_program)
glDisable(GL_COLOR_SUM_ARB);
#else
TRACE("Specular colors cannot be disabled in this version of opengl\n");
#endif
checkGLcall("glDisable(GL_COLOR_)\n");
}
}
break;
......@@ -3087,6 +3125,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
This->stencilfunc = glParm;
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
}
......
......@@ -875,6 +875,9 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModel (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR);");
/*
* Initialize openGL extension related variables
* with Default values
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment