[PATCH] wined3d: Get rid of the "colRGBA" variable in light().
Henri Verbeet
hverbeet at codeweavers.com
Tue Dec 4 09:06:12 CST 2018
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
This supersedes patch 155517.
dlls/wined3d/state.c | 26 +++-----------------------
1 file changed, 3 insertions(+), 23 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 42c109da57b..8708aa09b3e 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4152,35 +4152,15 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
else
{
float quad_att;
- float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glPushMatrix();
gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
- /* Diffuse: */
- colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
- colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
- colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
- colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
- checkGLcall("glLightfv");
-
- /* Specular */
- colRGBA[0] = lightInfo->OriginalParms.specular.r;
- colRGBA[1] = lightInfo->OriginalParms.specular.g;
- colRGBA[2] = lightInfo->OriginalParms.specular.b;
- colRGBA[3] = lightInfo->OriginalParms.specular.a;
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
- checkGLcall("glLightfv");
-
- /* Ambient */
- colRGBA[0] = lightInfo->OriginalParms.ambient.r;
- colRGBA[1] = lightInfo->OriginalParms.ambient.g;
- colRGBA[2] = lightInfo->OriginalParms.ambient.b;
- colRGBA[3] = lightInfo->OriginalParms.ambient.a;
- gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
+ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
checkGLcall("glLightfv");
if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
--
2.11.0
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