Commit 6623a8cf authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of the WINED3DFOGMODE typedef.

parent 00096c82
......@@ -6411,7 +6411,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
if (!state->render_states[WINED3D_RS_FOGENABLE])
return;
if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (use_vs(state))
{
......@@ -6419,7 +6419,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
}
else
{
if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
new_source = FOGSOURCE_COORD;
else
new_source = FOGSOURCE_FFP;
......
......@@ -144,9 +144,9 @@ static void drawStridedSlow(const struct wined3d_device *device, const struct wi
/* special case where the fog density is stored in the specular alpha channel */
if (state->render_states[WINED3D_RS_FOGENABLE]
&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE
&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
|| si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (gl_info->supported[EXT_FOG_COORD])
{
......
......@@ -1710,7 +1710,7 @@ void find_vs_compile_args(const struct wined3d_state *state,
const struct wined3d_shader *shader, struct vs_compile_args *args)
{
args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
== WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
== WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];
args->swizzle_map = shader->device->strided_streams.swizzle_map;
......@@ -1980,7 +1980,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
{
switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
{
case WINED3DFOG_NONE:
case WINED3D_FOG_NONE:
if (device->strided_streams.position_transformed || use_vs(state))
{
args->fog = FOG_LINEAR;
......@@ -1989,16 +1989,16 @@ void find_ps_compile_args(const struct wined3d_state *state,
switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
{
case WINED3DFOG_NONE: /* Fall through. */
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
case WINED3D_FOG_NONE: /* Fall through. */
case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
}
break;
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
}
}
else
......
......@@ -931,7 +931,7 @@ static void state_fog_vertexpart(struct wined3d_context *context, const struct w
return;
/* Table fog on: Never use fog coords, and use per-fragment fog */
if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3DFOG_NONE)
if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
{
glHint(GL_FOG_HINT, GL_NICEST);
if(context->fog_coord) {
......@@ -952,7 +952,7 @@ static void state_fog_vertexpart(struct wined3d_context *context, const struct w
/* Otherwise use per-vertex fog in any case */
glHint(GL_FOG_HINT, GL_FASTEST);
if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
{
/* No fog at all, or transformed vertices: Use fog coord */
if(!context->fog_coord) {
......@@ -1099,7 +1099,7 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
/* 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 (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (use_vs(state))
{
......@@ -1112,8 +1112,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
{
/* If processed vertices are used, fall through to the NONE case */
case WINED3DFOG_EXP:
if(!context->last_was_rhw) {
case WINED3D_FOG_EXP:
if (!context->last_was_rhw)
{
glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
new_source = FOGSOURCE_FFP;
......@@ -1121,8 +1122,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
}
/* drop through */
case WINED3DFOG_EXP2:
if(!context->last_was_rhw) {
case WINED3D_FOG_EXP2:
if (!context->last_was_rhw)
{
glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
new_source = FOGSOURCE_FFP;
......@@ -1130,8 +1132,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
}
/* drop through */
case WINED3DFOG_LINEAR:
if(!context->last_was_rhw) {
case WINED3D_FOG_LINEAR:
if (!context->last_was_rhw)
{
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
new_source = FOGSOURCE_FFP;
......@@ -1139,7 +1142,7 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
}
/* drop through */
case WINED3DFOG_NONE:
case WINED3D_FOG_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
......@@ -1160,22 +1163,22 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
{
case WINED3DFOG_EXP:
case WINED3D_FOG_EXP:
glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
break;
case WINED3DFOG_EXP2:
case WINED3D_FOG_EXP2:
glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
break;
case WINED3DFOG_LINEAR:
case WINED3D_FOG_LINEAR:
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
break;
case WINED3DFOG_NONE: /* Won't happen */
case WINED3D_FOG_NONE: /* Won't happen */
default:
FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
state->render_states[WINED3D_RS_FOGTABLEMODE]);
......
......@@ -1143,7 +1143,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
state->render_states[WINED3D_RS_ZVISIBLE] = 0;
state->render_states[WINED3D_RS_FOGCOLOR] = 0;
state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3DFOG_NONE;
state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
tmpfloat.f = 0.0f;
state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
tmpfloat.f = 1.0f;
......@@ -1172,7 +1172,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
state->render_states[WINED3D_RS_CLIPPING] = TRUE;
state->render_states[WINED3D_RS_LIGHTING] = TRUE;
state->render_states[WINED3D_RS_AMBIENT] = 0;
state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3DFOG_NONE;
state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
......
......@@ -3070,7 +3070,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
{
settings->fog = FOG_OFF;
}
else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (use_vs(state) || state->vertex_declaration->position_transformed)
{
......@@ -3080,14 +3080,14 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
{
switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
{
case WINED3DFOG_NONE:
case WINED3DFOG_LINEAR:
case WINED3D_FOG_NONE:
case WINED3D_FOG_LINEAR:
settings->fog = FOG_LINEAR;
break;
case WINED3DFOG_EXP:
case WINED3D_FOG_EXP:
settings->fog = FOG_EXP;
break;
case WINED3DFOG_EXP2:
case WINED3D_FOG_EXP2:
settings->fog = FOG_EXP2;
break;
}
......@@ -3097,13 +3097,13 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
{
switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
{
case WINED3DFOG_LINEAR:
case WINED3D_FOG_LINEAR:
settings->fog = FOG_LINEAR;
break;
case WINED3DFOG_EXP:
case WINED3D_FOG_EXP:
settings->fog = FOG_EXP;
break;
case WINED3DFOG_EXP2:
case WINED3D_FOG_EXP2:
settings->fog = FOG_EXP2;
break;
}
......
......@@ -440,14 +440,13 @@ enum wined3d_depth_buffer_type
WINED3D_ZB_USEW = 2,
};
typedef enum _WINED3DFOGMODE
{
WINED3DFOG_NONE = 0,
WINED3DFOG_EXP = 1,
WINED3DFOG_EXP2 = 2,
WINED3DFOG_LINEAR = 3,
WINED3DFOG_FORCE_DWORD = 0x7fffffff
} WINED3DFOGMODE;
enum wined3d_fog_mode
{
WINED3D_FOG_NONE = 0,
WINED3D_FOG_EXP = 1,
WINED3D_FOG_EXP2 = 2,
WINED3D_FOG_LINEAR = 3,
};
typedef enum _WINED3DSHADEMODE
{
......
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