CSPspEmu.Core.Gpu.Impl.Opengl.OpenglGpuImpl.PrepareState_Colors_3D C# (CSharp) Method

PrepareState_Colors_3D() private method

private PrepareState_Colors_3D ( GpuStateStruct GpuState ) : void
GpuState GpuStateStruct
return void
		private void PrepareState_Colors_3D(GpuStateStruct* GpuState)
		{
			//GL.EnableDisable(EnableCap.ColorMaterial, VertexType.Color != VertexTypeStruct.ColorEnum.Void);
			//
			//var Color = GpuState->LightingState.AmbientModelColor;
			//var LightingState = &GpuState->LightingState;
			//GL.Color4(&Color.Red);
			//
			//if (VertexType.Color != VertexTypeStruct.ColorEnum.Void && LightingState->Enabled)
			//{
			//	var Flags = (ColorMaterialParameter)0;
			//	/*
			//	glMaterialfv(faces, GL_AMBIENT , [0.0f, 0.0f, 0.0f, 0.0f].ptr);
			//	glMaterialfv(faces, GL_DIFFUSE , [0.0f, 0.0f, 0.0f, 0.0f].ptr);
			//	glMaterialfv(faces, GL_SPECULAR, [0.0f, 0.0f, 0.0f, 0.0f].ptr);
			//	*/
			//
			//	var MaterialColorComponents = LightingState->MaterialColorComponents;
			//
			//	if (MaterialColorComponents.HasFlag(LightComponentsSet.Ambient))
			//	{
			//		GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Ambient, &LightingState->AmbientModelColor.Red);
			//	}
			//
			//	if (MaterialColorComponents.HasFlag(LightComponentsSet.Diffuse))
			//	{
			//		GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, &LightingState->DiffuseModelColor.Red);
			//	}
			//
			//	if (MaterialColorComponents.HasFlag(LightComponentsSet.Specular))
			//	{
			//		GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Specular, &LightingState->SpecularModelColor.Red);
			//	}
			//
			//	if (MaterialColorComponents.HasFlag(LightComponentsSet.AmbientAndDiffuse))
			//	{
			//		Flags = ColorMaterialParameter.AmbientAndDiffuse;
			//	}
			//	else if (MaterialColorComponents.HasFlag(LightComponentsSet.Ambient))
			//	{
			//		Flags = ColorMaterialParameter.Ambient;
			//	}
			//	else if (MaterialColorComponents.HasFlag(LightComponentsSet.Diffuse))
			//	{
			//		Flags = ColorMaterialParameter.Diffuse;
			//	}
			//	else if (MaterialColorComponents.HasFlag(LightComponentsSet.Specular))
			//	{
			//		Flags = ColorMaterialParameter.Specular;
			//	}
			//	else
			//	{
			//		//throw (new NotImplementedException("Error! : " + MaterialColorComponents));
			//	}
			//	//flags = GL_SPECULAR;
			//	if (Flags != 0)
			//	{
			//		GL.ColorMaterial(MaterialFace.FrontAndBack, Flags);
			//	}
			//	//glEnable(GL_COLOR_MATERIAL);
			//}
			//
			//GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, &GpuState->LightingState.EmissiveModelColor.Red);
		}