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wine
wine-cw
Commits
6175273c
Commit
6175273c
authored
Dec 08, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 11, 2006
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Plain Diff
wined3d: Move fog states to the state table.
parent
8d724319
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2 changed files
with
5 additions
and
148 deletions
+5
-148
device.c
dlls/wined3d/device.c
+5
-148
state.c
dlls/wined3d/state.c
+0
-0
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dlls/wined3d/device.c
View file @
6175273c
...
...
@@ -3373,19 +3373,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
case
WINED3DRS_CCW_STENCILPASS
:
case
WINED3DRS_EDGEANTIALIAS
:
case
WINED3DRS_STENCILWRITEMASK
:
StateTable
[
STATE_RENDER
(
State
)].
apply
(
STATE_RENDER
(
State
),
This
->
stateBlock
);
break
;
case
WINED3DRS_FOGENABLE
:
{
if
(
Value
)
{
glEnable
(
GL_FOG
);
checkGLcall
(
"glEnable GL_FOG"
);
}
else
{
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable GL_FOG"
);
}
}
case
WINED3DRS_FOGTABLEMODE
:
case
WINED3DRS_FOGVERTEXMODE
:
case
WINED3DRS_FOGSTART
:
case
WINED3DRS_FOGEND
:
StateTable
[
STATE_RENDER
(
State
)].
apply
(
STATE_RENDER
(
State
),
This
->
stateBlock
);
break
;
case
WINED3DRS_RANGEFOGENABLE
:
...
...
@@ -3408,142 +3401,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
}
break
;
case
WINED3DRS_FOGTABLEMODE
:
case
WINED3DRS_FOGVERTEXMODE
:
{
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]
==
WINED3DFOG_NONE
)
{
glHint
(
GL_FOG_HINT
,
GL_FASTEST
);
checkGLcall
(
"glHint(GL_FOG_HINT, GL_FASTEST)"
);
switch
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
])
{
/* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
* If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
*/
case
WINED3DFOG_EXP
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
WINED3DFOG_EXP2
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
WINED3DFOG_LINEAR
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
WINED3DFOG_NONE
:
{
/* Both are none? According to msdn the alpha channel of the specular
* color contains a fog factor. Set it in drawStridedSlow.
* Same happens with Vertexfog on transformed vertices
*/
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FOG_COORDINATE_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)
\n
"
);
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR)"
);
glFogf
(
GL_FOG_START
,
(
float
)
0xff
);
checkGLcall
(
"glFogfv GL_FOG_START"
);
glFogf
(
GL_FOG_END
,
0
.
0
);
checkGLcall
(
"glFogfv GL_FOG_END"
);
}
else
{
/* Disable GL fog, handle this in software in drawStridedSlow */
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable(GL_FOG)"
);
}
break
;
}
default:
FIXME
(
"Unexpected WINED3DRS_FOGVERTEXMODE %d
\n
"
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]);
}
}
else
{
glHint
(
GL_FOG_HINT
,
GL_NICEST
);
checkGLcall
(
"glHint(GL_FOG_HINT, GL_NICEST)"
);
switch
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
])
{
case
WINED3DFOG_EXP
:
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
WINED3DFOG_EXP2
:
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
WINED3DFOG_LINEAR
:
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
WINED3DFOG_NONE
:
default:
/* Won't happen */
FIXME
(
"Unexpected WINED3DRS_FOGTABLEMODE %d
\n
"
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]);
}
}
if
(
GL_SUPPORT
(
NV_FOG_DISTANCE
))
{
glFogi
(
GL_FOG_DISTANCE_MODE_NV
,
GL_EYE_PLANE_ABSOLUTE_NV
);
}
}
break
;
case
WINED3DRS_FOGSTART
:
{
tmpvalue
.
d
=
Value
;
glFogfv
(
GL_FOG_START
,
&
tmpvalue
.
f
);
checkGLcall
(
"glFogf(GL_FOG_START, (float) Value)"
);
TRACE
(
"Fog Start == %f
\n
"
,
tmpvalue
.
f
);
}
break
;
case
WINED3DRS_FOGEND
:
{
tmpvalue
.
d
=
Value
;
glFogfv
(
GL_FOG_END
,
&
tmpvalue
.
f
);
checkGLcall
(
"glFogf(GL_FOG_END, (float) Value)"
);
TRACE
(
"Fog End == %f
\n
"
,
tmpvalue
.
f
);
}
break
;
case
WINED3DRS_FOGDENSITY
:
{
tmpvalue
.
d
=
Value
;
...
...
dlls/wined3d/state.c
View file @
6175273c
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