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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