Stefan Dösinger : wined3d: Move WINED3DRS_LIGHTNING to the state table.

Alexandre Julliard julliard at wine.codeweavers.com
Fri Dec 8 06:07:02 CST 2006


Module: wine
Branch: master
Commit: 53e788956aa02b77b7b7c17912642c9e12ed60d6
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=53e788956aa02b77b7b7c17912642c9e12ed60d6

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Fri Dec  8 01:39:55 2006 +0100

wined3d: Move WINED3DRS_LIGHTNING to the state table.

---

 dlls/wined3d/device.c |   11 +----------
 dlls/wined3d/state.c  |   17 ++++++++++++++++-
 2 files changed, 17 insertions(+), 11 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 077ac42..dc1467b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3437,17 +3437,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
 
     switch (State) {
     case WINED3DRS_FILLMODE                  :
-        StateTable[STATE_RENDER(WINED3DRS_FILLMODE)].apply(STATE_RENDER(WINED3DRS_FILLMODE), This->stateBlock);
-        break;
-
     case WINED3DRS_LIGHTING                  :
-        if (Value) {
-            glEnable(GL_LIGHTING);
-            checkGLcall("glEnable GL_LIGHTING");
-        } else {
-            glDisable(GL_LIGHTING);
-            checkGLcall("glDisable GL_LIGHTING");
-        }
+        StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
         break;
 
     case WINED3DRS_ZENABLE                   :
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 32b8032..06cb342 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -79,6 +79,21 @@ static void state_fillmode(DWORD state,
     }
 }
 
+static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
+
+    /* TODO: Lighting is only enabled if Vertex normals are passed by the application,
+     * so merge the lighting render state with the vertex declaration once it is available
+     */
+
+    if (stateblock->renderState[WINED3DRS_LIGHTING]) {
+        glEnable(GL_LIGHTING);
+        checkGLcall("glEnable GL_LIGHTING");
+    } else {
+        glDisable(GL_LIGHTING);
+        checkGLcall("glDisable GL_LIGHTING");
+    }
+}
+
 const struct StateEntry StateTable[] =
 {
       /* State name                                         representative,                                     apply function */
@@ -221,7 +236,7 @@ const struct StateEntry StateTable[] =
     { /*134, WINED3DRS_WRAP6                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_unknown       },
     { /*135, WINED3DRS_WRAP7                        */      STATE_RENDER(WINED3DRS_WRAP0),                      state_unknown       },
     { /*136, WINED3DRS_CLIPPING                     */      STATE_RENDER(WINED3DRS_CLIPPING),                   state_unknown       },
-    { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_unknown       },
+    { /*137, WINED3DRS_LIGHTING                     */      STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting      },
     { /*138, WINED3DRS_EXTENTS                      */      STATE_RENDER(WINED3DRS_EXTENTS),                    state_unknown       },
     { /*139, WINED3DRS_AMBIENT                      */      STATE_RENDER(WINED3DRS_AMBIENT),                    state_unknown       },
     { /*140, WINED3DRS_FOGVERTEXMODE                */      STATE_RENDER(WINED3DRS_FOGENABLE),                  state_unknown       },




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