Commit de8eb61d authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Introduce wined3d_state_set_light() helper.

parent bc96d2f1
......@@ -1573,8 +1573,8 @@ void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
UINT light_idx, const struct wined3d_light *light)
{
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
struct wined3d_light_info *object = NULL;
HRESULT hr;
float rho;
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
......@@ -1608,16 +1608,8 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
return WINED3DERR_INVALIDCALL;
}
if (!(object = wined3d_light_state_get_light(&device->update_state->light_state, light_idx)))
{
TRACE("Adding new light\n");
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
list_add_head(&device->update_state->light_state.light_map[hash_idx], &object->entry);
object->glIndex = -1;
object->OriginalIndex = light_idx;
}
if (FAILED(hr = wined3d_light_state_set_light(&device->update_state->light_state, light_idx, light, &object)))
return hr;
/* Initialize the object. */
TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
......@@ -1629,9 +1621,6 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
light->direction.x, light->direction.y, light->direction.z,
light->range, light->falloff, light->theta, light->phi);
/* Save away the information. */
object->OriginalParms = *light;
switch (light->type)
{
case WINED3D_LIGHT_POINT:
......
......@@ -627,6 +627,33 @@ struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_li
return NULL;
}
HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx,
const struct wined3d_light *params, struct wined3d_light_info **light_info)
{
struct wined3d_light_info *object;
unsigned int hash_idx;
if (!(object = wined3d_light_state_get_light(state, light_idx)))
{
TRACE("Adding new light.\n");
if (!(object = heap_alloc_zero(sizeof(*object))))
{
ERR("Failed to allocate light info.\n");
return E_OUTOFMEMORY;
}
hash_idx = LIGHTMAP_HASHFUNC(light_idx);
list_add_head(&state->light_map[hash_idx], &object->entry);
object->glIndex = -1;
object->OriginalIndex = light_idx;
}
object->OriginalParms = *params;
*light_info = object;
return WINED3D_OK;
}
void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable)
{
......
......@@ -3639,6 +3639,8 @@ void wined3d_light_state_enable_light(struct wined3d_light_state *state, const s
struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state,
unsigned int idx) DECLSPEC_HIDDEN;
HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx,
const struct wined3d_light *params, struct wined3d_light_info **light_info) DECLSPEC_HIDDEN;
void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
......
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