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wine
wine-winehq
Commits
0c05f9f8
Commit
0c05f9f8
authored
May 04, 2015
by
Matteo Bruni
Committed by
Alexandre Julliard
May 05, 2015
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Plain Diff
wined3d: Rename *emission* as *emissive*.
Emission is the OpenGL name, emissive the D3D one. Prefer the latter.
parent
d1e309ab
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3 changed files
with
10 additions
and
10 deletions
+10
-10
glsl_shader.c
dlls/wined3d/glsl_shader.c
+7
-7
utils.c
dlls/wined3d/utils.c
+2
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/glsl_shader.c
View file @
0c05f9f8
...
...
@@ -126,7 +126,7 @@ struct glsl_vs_program
GLint
material_ambient_location
;
GLint
material_diffuse_location
;
GLint
material_specular_location
;
GLint
material_emissi
on
_location
;
GLint
material_emissi
ve
_location
;
GLint
material_shininess_location
;
GLint
light_ambient_location
;
struct
...
...
@@ -1111,7 +1111,7 @@ static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
}
GL_EXTCALL
(
glUniform4fv
(
prog
->
vs
.
material_ambient_location
,
1
,
&
state
->
material
.
ambient
.
r
));
GL_EXTCALL
(
glUniform4fv
(
prog
->
vs
.
material_diffuse_location
,
1
,
&
state
->
material
.
diffuse
.
r
));
GL_EXTCALL
(
glUniform4fv
(
prog
->
vs
.
material_emissi
on
_location
,
1
,
&
state
->
material
.
emissive
.
r
));
GL_EXTCALL
(
glUniform4fv
(
prog
->
vs
.
material_emissi
ve
_location
,
1
,
&
state
->
material
.
emissive
.
r
));
checkGLcall
(
"setting FFP material uniforms"
);
}
...
...
@@ -5413,7 +5413,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
const
struct
wined3d_ffp_vs_settings
*
settings
,
const
struct
wined3d_gl_info
*
gl_info
,
BOOL
legacy_lighting
)
{
const
char
*
diffuse
,
*
specular
,
*
emissi
on
,
*
ambient
;
const
char
*
diffuse
,
*
specular
,
*
emissi
ve
,
*
ambient
;
enum
wined3d_light_type
light_type
;
unsigned
int
i
;
...
...
@@ -5433,7 +5433,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
ambient
=
shader_glsl_ffp_mcs
(
settings
->
ambient_source
,
"ffp_material.ambient"
);
diffuse
=
shader_glsl_ffp_mcs
(
settings
->
diffuse_source
,
"ffp_material.diffuse"
);
specular
=
shader_glsl_ffp_mcs
(
settings
->
specular_source
,
"ffp_material.specular"
);
emissi
on
=
shader_glsl_ffp_mcs
(
settings
->
emission_source
,
"ffp_material.emission
"
);
emissi
ve
=
shader_glsl_ffp_mcs
(
settings
->
emissive_source
,
"ffp_material.emissive
"
);
for
(
i
=
0
;
i
<
MAX_ACTIVE_LIGHTS
;
++
i
)
{
...
...
@@ -5563,7 +5563,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
}
shader_addline
(
buffer
,
"gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;
\n
"
,
ambient
,
diffuse
,
emissi
on
);
ambient
,
diffuse
,
emissi
ve
);
shader_addline
(
buffer
,
"gl_FrontColor.w = %s.w;
\n
"
,
diffuse
);
shader_addline
(
buffer
,
"gl_FrontSecondaryColor = %s * specular;
\n
"
,
specular
);
}
...
...
@@ -5587,7 +5587,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
shader_addline
(
buffer
,
"uniform mat4 ffp_texture_matrix[%u];
\n
"
,
MAX_TEXTURES
);
shader_addline
(
buffer
,
"uniform struct
\n
{
\n
"
);
shader_addline
(
buffer
,
" vec4 emissi
on
;
\n
"
);
shader_addline
(
buffer
,
" vec4 emissi
ve
;
\n
"
);
shader_addline
(
buffer
,
" vec4 ambient;
\n
"
);
shader_addline
(
buffer
,
" vec4 diffuse;
\n
"
);
shader_addline
(
buffer
,
" vec4 specular;
\n
"
);
...
...
@@ -6410,7 +6410,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
vs
->
material_ambient_location
=
GL_EXTCALL
(
glGetUniformLocation
(
program_id
,
"ffp_material.ambient"
));
vs
->
material_diffuse_location
=
GL_EXTCALL
(
glGetUniformLocation
(
program_id
,
"ffp_material.diffuse"
));
vs
->
material_specular_location
=
GL_EXTCALL
(
glGetUniformLocation
(
program_id
,
"ffp_material.specular"
));
vs
->
material_emissi
on_location
=
GL_EXTCALL
(
glGetUniformLocation
(
program_id
,
"ffp_material.emission
"
));
vs
->
material_emissi
ve_location
=
GL_EXTCALL
(
glGetUniformLocation
(
program_id
,
"ffp_material.emissive
"
));
vs
->
material_shininess_location
=
GL_EXTCALL
(
glGetUniformLocation
(
program_id
,
"ffp_material.shininess"
));
vs
->
light_ambient_location
=
GL_EXTCALL
(
glGetUniformLocation
(
program_id
,
"ffp_light_ambient"
));
for
(
i
=
0
;
i
<
MAX_ACTIVE_LIGHTS
;
++
i
)
...
...
dlls/wined3d/utils.c
View file @
0c05f9f8
...
...
@@ -4232,14 +4232,14 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct
if
(
state
->
render_states
[
WINED3D_RS_COLORVERTEX
]
&&
(
si
->
use_map
&
(
1
<<
WINED3D_FFP_DIFFUSE
)))
{
settings
->
diffuse_source
=
state
->
render_states
[
WINED3D_RS_DIFFUSEMATERIALSOURCE
];
settings
->
emissi
on
_source
=
state
->
render_states
[
WINED3D_RS_EMISSIVEMATERIALSOURCE
];
settings
->
emissi
ve
_source
=
state
->
render_states
[
WINED3D_RS_EMISSIVEMATERIALSOURCE
];
settings
->
ambient_source
=
state
->
render_states
[
WINED3D_RS_AMBIENTMATERIALSOURCE
];
settings
->
specular_source
=
state
->
render_states
[
WINED3D_RS_SPECULARMATERIALSOURCE
];
}
else
{
settings
->
diffuse_source
=
WINED3D_MCS_MATERIAL
;
settings
->
emissi
on
_source
=
WINED3D_MCS_MATERIAL
;
settings
->
emissi
ve
_source
=
WINED3D_MCS_MATERIAL
;
settings
->
ambient_source
=
WINED3D_MCS_MATERIAL
;
settings
->
specular_source
=
WINED3D_MCS_MATERIAL
;
}
...
...
dlls/wined3d/wined3d_private.h
View file @
0c05f9f8
...
...
@@ -1870,7 +1870,7 @@ struct wined3d_ffp_vs_settings
{
DWORD
light_type
:
24
;
/* MAX_ACTIVE_LIGHTS, 8 * 3 */
DWORD
diffuse_source
:
2
;
DWORD
emissi
on
_source
:
2
;
DWORD
emissi
ve
_source
:
2
;
DWORD
ambient_source
:
2
;
DWORD
specular_source
:
2
;
...
...
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