wined3d: Move WINED3DRS_LIGHTNING to the state table.
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@ -3437,17 +3437,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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switch (State) {
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case WINED3DRS_FILLMODE :
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StateTable[STATE_RENDER(WINED3DRS_FILLMODE)].apply(STATE_RENDER(WINED3DRS_FILLMODE), This->stateBlock);
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break;
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case WINED3DRS_LIGHTING :
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if (Value) {
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glEnable(GL_LIGHTING);
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checkGLcall("glEnable GL_LIGHTING");
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} else {
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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}
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_ZENABLE :
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@ -79,6 +79,21 @@ static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* TODO: Lighting is only enabled if Vertex normals are passed by the application,
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* so merge the lighting render state with the vertex declaration once it is available
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*/
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if (stateblock->renderState[WINED3DRS_LIGHTING]) {
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glEnable(GL_LIGHTING);
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checkGLcall("glEnable GL_LIGHTING");
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} else {
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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}
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -221,7 +236,7 @@ const struct StateEntry StateTable[] =
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{ /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_unknown },
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{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_unknown },
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{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
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{ /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_unknown },
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{ /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_unknown },
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{ /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_unknown },
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