Commit 9b492099 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Move material applying to the state table.

parent dfeb40cb
......@@ -90,37 +90,6 @@ static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
return NumVertexes;
}
/* Ensure the appropriate material states are set up - only change
state if really required */
static void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (This->tracking_color == NEEDS_TRACKING && isDiffuseSupplied) {
/* If we have not set up the material color tracking, do it now as required */
glDisable(GL_COLOR_MATERIAL); /* Note: Man pages state must enable AFTER calling glColorMaterial! Required?*/
checkGLcall("glDisable GL_COLOR_MATERIAL");
TRACE("glColorMaterial Parm=%x\n", This->tracking_parm);
glColorMaterial(GL_FRONT_AND_BACK, This->tracking_parm);
checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
glEnable(GL_COLOR_MATERIAL);
checkGLcall("glEnable GL_COLOR_MATERIAL");
This->tracking_color = IS_TRACKING;
} else if ((This->tracking_color == IS_TRACKING && !isDiffuseSupplied) ||
(This->tracking_color == NEEDS_TRACKING && !isDiffuseSupplied)) {
/* If we are tracking the current color but one isn't supplied, don't! */
glDisable(GL_COLOR_MATERIAL);
checkGLcall("glDisable GL_COLOR_MATERIAL");
This->tracking_color = NEEDS_TRACKING;
} else if (This->tracking_color == IS_TRACKING && isDiffuseSupplied) {
/* No need to reset material colors since no change to gl_color_material */
} else if (This->tracking_color == NEEDS_DISABLE) {
glDisable(GL_COLOR_MATERIAL);
checkGLcall("glDisable GL_COLOR_MATERIAL");
This->tracking_color = DISABLED_TRACKING;
}
}
static BOOL fixed_get_input(
BYTE usage, BYTE usage_idx,
unsigned int* regnum) {
......@@ -1248,9 +1217,6 @@ void drawPrimitive(IWineD3DDevice *iface,
}
This->depth_copy_state = WINED3D_DCS_INITIAL;
/* Now initialize the materials state */
init_materials(iface, (This->strided_streams.u.s.diffuse.lpData != NULL || This->strided_streams.u.s.diffuse.VBO != 0));
{
GLenum glPrimType;
/* Ok, Work out which primitive is requested and how many vertexes that
......
......@@ -806,7 +806,18 @@ static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock) {
/* TODO: Merge with primitive type + init_materials()!! */
static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock) {
GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
GLenum Parm = -1;
WineDirect3DStridedData *diffuse = &stateblock->wineD3DDevice->strided_streams.u.s.diffuse;
BOOL isDiffuseSupplied;
/* Depends on the decoded vertex declaration to read the existance of diffuse data.
* The vertex declaration will call this function if the fixed function pipeline is used.
*/
if(isStateDirty(stateblock->wineD3DDevice, STATE_VDECL)) {
return;
}
isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
if (stateblock->renderState[WINED3DRS_COLORVERTEX]) {
TRACE("diff %d, amb %d, emis %d, spec %d\n",
......@@ -827,19 +838,17 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock) {
Parm = GL_EMISSION;
} else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
Parm = GL_SPECULAR;
} else {
Parm = -1;
}
if (Parm == -1) {
if (stateblock->wineD3DDevice->tracking_color != DISABLED_TRACKING) stateblock->wineD3DDevice->tracking_color = NEEDS_DISABLE;
} else {
stateblock->wineD3DDevice->tracking_color = NEEDS_TRACKING;
stateblock->wineD3DDevice->tracking_parm = Parm;
}
}
if(Parm == -1 || !isDiffuseSupplied) {
glDisable(GL_COLOR_MATERIAL);
checkGLcall("glDisable GL_COLOR_MATERIAL");
} else {
if (stateblock->wineD3DDevice->tracking_color != DISABLED_TRACKING) stateblock->wineD3DDevice->tracking_color = NEEDS_DISABLE;
glColorMaterial(GL_FRONT_AND_BACK, Parm);
checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
glEnable(GL_COLOR_MATERIAL);
checkGLcall("glEnable(GL_COLOR_MATERIAL)");
}
}
......@@ -2678,6 +2687,10 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
!isStateDirty(stateblock->wineD3DDevice, STATE_TRANSFORM(WINED3DTS_VIEW))) {
transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock);
}
if(!isStateDirty(stateblock->wineD3DDevice, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock);
}
} else {
/* We compile the shader here because we need the vertex declaration
* in order to determine if we need to do any swizzling for D3DCOLOR
......
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