Module: wine Branch: master Commit: 0c05f9f8fdfeb9988953aefe643dbde1c19da969 URL: http://source.winehq.org/git/wine.git/?a=commit;h=0c05f9f8fdfeb9988953aefe64...
Author: Matteo Bruni mbruni@codeweavers.com Date: Mon May 4 23:16:11 2015 +0200
wined3d: Rename *emission* as *emissive*.
Emission is the OpenGL name, emissive the D3D one. Prefer the latter.
---
dlls/wined3d/glsl_shader.c | 14 +++++++------- dlls/wined3d/utils.c | 4 ++-- dlls/wined3d/wined3d_private.h | 2 +- 3 files changed, 10 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index fe1cef1..a5399b2 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -126,7 +126,7 @@ struct glsl_vs_program GLint material_ambient_location; GLint material_diffuse_location; GLint material_specular_location; - GLint material_emission_location; + GLint material_emissive_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_emission_location, 1, &state->material.emissive.r)); + GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_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, *emission, *ambient; + const char *diffuse, *specular, *emissive, *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"); - emission = shader_glsl_ffp_mcs(settings->emission_source, "ffp_material.emission"); + emissive = 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, emission); + ambient, diffuse, emissive); 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 emission;\n"); + shader_addline(buffer, " vec4 emissive;\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_emission_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emission")); + vs->material_emissive_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) diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index eb2cbfa..f2088bf 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -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->emission_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE]; + settings->emissive_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->emission_source = WINED3D_MCS_MATERIAL; + settings->emissive_source = WINED3D_MCS_MATERIAL; settings->ambient_source = WINED3D_MCS_MATERIAL; settings->specular_source = WINED3D_MCS_MATERIAL; } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index fafdb20..f23197d 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1870,7 +1870,7 @@ struct wined3d_ffp_vs_settings { DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */ DWORD diffuse_source : 2; - DWORD emission_source : 2; + DWORD emissive_source : 2; DWORD ambient_source : 2; DWORD specular_source : 2;