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ddraw: Avoid LPD3DLIGHT2.
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89838342b7
commit
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@ -188,45 +188,45 @@ static const float zero_value[] = {
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0.0, 0.0, 0.0, 0.0
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};
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static HRESULT WINAPI d3d_light_SetLight(IDirect3DLight *iface, D3DLIGHT *lpLight)
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static HRESULT WINAPI d3d_light_SetLight(IDirect3DLight *iface, D3DLIGHT *data)
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{
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struct d3d_light *light = impl_from_IDirect3DLight(iface);
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D3DLIGHT7 *light7 = &light->light7;
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TRACE("iface %p, light %p.\n", iface, lpLight);
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TRACE("iface %p, data %p.\n", iface, data);
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if (TRACE_ON(ddraw))
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{
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TRACE(" Light definition :\n");
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dump_light((LPD3DLIGHT2) lpLight);
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dump_light((D3DLIGHT2 *)data);
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}
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if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
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if ((!data->dltType) || (data->dltType > D3DLIGHT_PARALLELPOINT))
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return DDERR_INVALIDPARAMS;
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if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
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FIXME("D3DLIGHT_PARALLELPOINT not supported\n");
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if (data->dltType == D3DLIGHT_PARALLELPOINT)
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FIXME("D3DLIGHT_PARALLELPOINT not implemented.\n");
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/* Translate D3DLIGH2 structure to D3DLIGHT7 */
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light7->dltType = lpLight->dltType;
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light7->dcvDiffuse = lpLight->dcvColor;
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if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
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light7->dcvSpecular = lpLight->dcvColor;
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/* Translate D3DLIGHT2 structure to D3DLIGHT7. */
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light7->dltType = data->dltType;
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light7->dcvDiffuse = data->dcvColor;
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if (((D3DLIGHT2 *)data)->dwFlags & D3DLIGHT_NO_SPECULAR)
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light7->dcvSpecular = data->dcvColor;
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else
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light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
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light7->dcvAmbient = lpLight->dcvColor;
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light7->dvPosition = lpLight->dvPosition;
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light7->dvDirection = lpLight->dvDirection;
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light7->dvRange = lpLight->dvRange;
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light7->dvFalloff = lpLight->dvFalloff;
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light7->dvAttenuation0 = lpLight->dvAttenuation0;
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light7->dvAttenuation1 = lpLight->dvAttenuation1;
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light7->dvAttenuation2 = lpLight->dvAttenuation2;
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light7->dvTheta = lpLight->dvTheta;
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light7->dvPhi = lpLight->dvPhi;
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light7->dcvSpecular = *(const D3DCOLORVALUE *)zero_value;
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light7->dcvAmbient = data->dcvColor;
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light7->dvPosition = data->dvPosition;
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light7->dvDirection = data->dvDirection;
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light7->dvRange = data->dvRange;
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light7->dvFalloff = data->dvFalloff;
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light7->dvAttenuation0 = data->dvAttenuation0;
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light7->dvAttenuation1 = data->dvAttenuation1;
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light7->dvAttenuation2 = data->dvAttenuation2;
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light7->dvTheta = data->dvTheta;
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light7->dvPhi = data->dvPhi;
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wined3d_mutex_lock();
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memcpy(&light->light, lpLight, lpLight->dwSize);
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memcpy(&light->light, data, data->dwSize);
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if (light->light.dwFlags & D3DLIGHT_ACTIVE)
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light_update(light);
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wined3d_mutex_unlock();
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