checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
}
-static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+static void state_colormat(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
+ const struct wined3d_state *state = &stateblock->state;
IWineD3DDeviceImpl *device = stateblock->device;
GLenum Parm = 0;
context->num_untracked_materials = 0;
if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
- && stateblock->state.render_states[WINED3DRS_COLORVERTEX])
+ && state->render_states[WINED3DRS_COLORVERTEX])
{
TRACE("diff %d, amb %d, emis %d, spec %d\n",
- stateblock->state.render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
- stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
- stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
- stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
+ state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
+ state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
+ state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
+ state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
- if (stateblock->state.render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
- if (stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
- {
+ if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
Parm = GL_AMBIENT_AND_DIFFUSE;
- } else {
+ else
Parm = GL_DIFFUSE;
- }
- if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
context->num_untracked_materials++;
}
- if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
context->num_untracked_materials++;
}
}
- else if (stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
Parm = GL_AMBIENT;
- if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
context->num_untracked_materials++;
}
- if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
context->num_untracked_materials++;
}
}
- else if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
Parm = GL_EMISSION;
- if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
context->num_untracked_materials++;
}
}
- else if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
+ else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
{
Parm = GL_SPECULAR;
}
* tracking with glColorMaterial, so apply those here. */
switch (context->tracking_parm) {
case GL_AMBIENT_AND_DIFFUSE:
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
checkGLcall("glMaterialfv");
break;
case GL_DIFFUSE:
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
checkGLcall("glMaterialfv");
break;
case GL_AMBIENT:
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
checkGLcall("glMaterialfv");
break;
case GL_EMISSION:
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&device->updateStateBlock->state.material.Emissive);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
checkGLcall("glMaterialfv");
break;
case GL_SPECULAR:
/* Only change material color if specular is enabled, otherwise it is set to black */
- if (device->stateBlock->state.render_states[WINED3DRS_SPECULARENABLE])
+ if (state->render_states[WINED3DRS_SPECULARENABLE])
{
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
- (float *)&device->updateStateBlock->state.material.Specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
checkGLcall("glMaterialfv");
} else {
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};