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