wine/dlls/ddraw/d3dviewport.c
2001-07-25 00:43:29 +00:00

394 lines
10 KiB
C

/* Direct3D Viewport
(c) 1998 Lionel ULMER
This files contains the implementation of Direct3DViewport2. */
#include "config.h"
#include "windef.h"
#include "winerror.h"
#include "wine/obj_base.h"
#include "ddraw.h"
#include "d3d.h"
#include "debugtools.h"
#include "d3d_private.h"
#include "mesa_private.h"
DEFAULT_DEBUG_CHANNEL(ddraw);
#ifdef HAVE_OPENGL
#define D3DVPRIVATE(x) mesa_d3dv_private*dvpriv=((mesa_d3dv_private*)x->private)
#define D3DLPRIVATE(x) mesa_d3dl_private*dlpriv=((mesa_d3dl_private*)x->private)
static ICOM_VTABLE(IDirect3DViewport2) viewport2_vtable;
/*******************************************************************************
* Viewport1/2 static functions
*/
static void activate(IDirect3DViewport2Impl* This) {
IDirect3DLightImpl* l;
/* Activate all the lights associated with this context */
l = This->lights;
while (l != NULL) {
l->activate(l);
l = l->next;
}
}
/*******************************************************************************
* Viewport1/2 Creation functions
*/
LPDIRECT3DVIEWPORT2 d3dviewport2_create(IDirect3D2Impl* d3d2)
{
IDirect3DViewport2Impl* vp;
vp = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DViewport2Impl));
vp->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dv_private));
vp->ref = 1;
ICOM_VTBL(vp) = &viewport2_vtable;
vp->d3d.d3d2 = d3d2;
vp->use_d3d2 = 1;
vp->device.active_device2 = NULL;
vp->activate = activate;
vp->lights = NULL;
((mesa_d3dv_private *) vp->private)->nextlight = GL_LIGHT0;
return (LPDIRECT3DVIEWPORT2)vp;
}
LPDIRECT3DVIEWPORT d3dviewport_create(IDirect3DImpl* d3d1)
{
IDirect3DViewport2Impl* vp;
vp = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DViewport2Impl));
vp->private = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(mesa_d3dv_private));
vp->ref = 1;
ICOM_VTBL(vp) = &viewport2_vtable;
vp->d3d.d3d1 = d3d1;
vp->use_d3d2 = 0;
vp->device.active_device1 = NULL;
vp->activate = activate;
vp->lights = NULL;
((mesa_d3dv_private *) vp->private)->nextlight = GL_LIGHT0;
return (LPDIRECT3DVIEWPORT) vp;
}
/*******************************************************************************
* IDirect3DViewport2 methods
*/
HRESULT WINAPI IDirect3DViewport2Impl_QueryInterface(LPDIRECT3DVIEWPORT2 iface,
REFIID riid,
LPVOID* ppvObj)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%s,%p): stub\n", This, debugstr_guid(riid),ppvObj);
return S_OK;
}
ULONG WINAPI IDirect3DViewport2Impl_AddRef(LPDIRECT3DVIEWPORT2 iface)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
TRACE("(%p)->()incrementing from %lu.\n", This, This->ref );
return ++(This->ref);
}
ULONG WINAPI IDirect3DViewport2Impl_Release(LPDIRECT3DVIEWPORT2 iface)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->() decrementing from %lu.\n", This, This->ref );
if (!--(This->ref)) {
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return This->ref;
}
/*** IDirect3DViewport methods ***/
HRESULT WINAPI IDirect3DViewport2Impl_Initialize(LPDIRECT3DVIEWPORT2 iface,
LPDIRECT3D d3d)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, d3d);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_GetViewport(LPDIRECT3DVIEWPORT2 iface,
LPD3DVIEWPORT lpvp)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lpvp);
if (This->use_vp2 != 0)
return DDERR_INVALIDPARAMS;
*lpvp = This->viewport.vp1;
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_SetViewport(LPDIRECT3DVIEWPORT2 iface,
LPD3DVIEWPORT lpvp)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lpvp);
This->use_vp2 = 0;
This->viewport.vp1 = *lpvp;
TRACE("dwSize = %ld dwX = %ld dwY = %ld\n",
lpvp->dwSize, lpvp->dwX, lpvp->dwY);
TRACE("dwWidth = %ld dwHeight = %ld\n",
lpvp->dwWidth, lpvp->dwHeight);
TRACE("dvScaleX = %f dvScaleY = %f\n",
lpvp->dvScaleX, lpvp->dvScaleY);
TRACE("dvMaxX = %f dvMaxY = %f\n",
lpvp->dvMaxX, lpvp->dvMaxY);
TRACE("dvMinZ = %f dvMaxZ = %f\n",
lpvp->dvMinZ, lpvp->dvMaxZ);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_TransformVertices(LPDIRECT3DVIEWPORT2 iface,
DWORD dwVertexCount,
LPD3DTRANSFORMDATA lpData,
DWORD dwFlags,
LPDWORD lpOffScreen)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%8ld,%p,%08lx,%p): stub\n",
This, dwVertexCount, lpData, dwFlags, lpOffScreen);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_LightElements(LPDIRECT3DVIEWPORT2 iface,
DWORD dwElementCount,
LPD3DLIGHTDATA lpData)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%8ld,%p): stub\n", This, dwElementCount, lpData);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_SetBackground(LPDIRECT3DVIEWPORT2 iface,
D3DMATERIALHANDLE hMat)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%08lx): stub\n", This, (DWORD) hMat);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_GetBackground(LPDIRECT3DVIEWPORT2 iface,
LPD3DMATERIALHANDLE lphMat,
LPBOOL lpValid)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%p,%p): stub\n", This, lphMat, lpValid);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_SetBackgroundDepth(LPDIRECT3DVIEWPORT2 iface,
LPDIRECTDRAWSURFACE lpDDSurface)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lpDDSurface);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_GetBackgroundDepth(LPDIRECT3DVIEWPORT2 iface,
LPDIRECTDRAWSURFACE* lplpDDSurface,
LPBOOL lpValid)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%p,%p): stub\n", This, lplpDDSurface, lpValid);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_Clear(LPDIRECT3DVIEWPORT2 iface,
DWORD dwCount,
LPD3DRECT lpRects,
DWORD dwFlags)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
GLboolean ztest;
FIXME("(%p)->(%8ld,%p,%08lx): stub\n", This, dwCount, lpRects, dwFlags);
/* For the moment, ignore the rectangles */
if (This->device.active_device1 != NULL) {
/* Get the rendering context */
if (This->use_d3d2)
This->device.active_device2->set_context(This->device.active_device2);
else
This->device.active_device1->set_context(This->device.active_device1);
}
/* Clears the screen */
ENTER_GL();
glGetBooleanv(GL_DEPTH_TEST, &ztest);
glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(ztest);
LEAVE_GL();
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_AddLight(LPDIRECT3DVIEWPORT2 iface,
LPDIRECT3DLIGHT lpLight)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
IDirect3DLightImpl* ilpLight=(IDirect3DLightImpl*)lpLight;
FIXME("(%p)->(%p): stub\n", This, ilpLight);
/* Add the light in the 'linked' chain */
ilpLight->next = This->lights;
This->lights = ilpLight;
/* If active, activate the light */
if (This->device.active_device1 != NULL) {
D3DVPRIVATE(This);
D3DLPRIVATE(ilpLight);
/* Get the rendering context */
if (This->use_d3d2)
This->device.active_device2->set_context(This->device.active_device2);
else
This->device.active_device1->set_context(This->device.active_device1);
/* Activate the light */
dlpriv->light_num = dvpriv->nextlight++;
ilpLight->activate(ilpLight);
}
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_DeleteLight(LPDIRECT3DVIEWPORT2 iface,
LPDIRECT3DLIGHT lpLight)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lpLight);
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_NextLight(LPDIRECT3DVIEWPORT2 iface,
LPDIRECT3DLIGHT lpLight,
LPDIRECT3DLIGHT* lplpLight,
DWORD dwFlags)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
FIXME("(%p)->(%p,%p,%08lx): stub\n", This, lpLight, lplpLight, dwFlags);
return DD_OK;
}
/*** IDirect3DViewport2 methods ***/
HRESULT WINAPI IDirect3DViewport2Impl_GetViewport2(LPDIRECT3DVIEWPORT2 iface,
LPD3DVIEWPORT2 lpViewport2)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
TRACE("(%p)->(%p)\n", This, lpViewport2);
if (This->use_vp2 != 1)
return DDERR_INVALIDPARAMS;
*lpViewport2 = This->viewport.vp2;
return DD_OK;
}
HRESULT WINAPI IDirect3DViewport2Impl_SetViewport2(LPDIRECT3DVIEWPORT2 iface,
LPD3DVIEWPORT2 lpViewport2)
{
ICOM_THIS(IDirect3DViewport2Impl,iface);
TRACE("(%p)->(%p)\n", This, lpViewport2);
TRACE("dwSize = %ld dwX = %ld dwY = %ld\n",
lpViewport2->dwSize, lpViewport2->dwX, lpViewport2->dwY);
TRACE("dwWidth = %ld dwHeight = %ld\n",
lpViewport2->dwWidth, lpViewport2->dwHeight);
TRACE("dvClipX = %f dvClipY = %f\n",
lpViewport2->dvClipX, lpViewport2->dvClipY);
TRACE("dvClipWidth = %f dvClipHeight = %f\n",
lpViewport2->dvClipWidth, lpViewport2->dvClipHeight);
TRACE("dvMinZ = %f dvMaxZ = %f\n",
lpViewport2->dvMinZ, lpViewport2->dvMaxZ);
This->viewport.vp2 = *lpViewport2;
This->use_vp2 = 1;
return DD_OK;
}
/*******************************************************************************
* IDirect3DViewport1/2 VTable
*/
static ICOM_VTABLE(IDirect3DViewport2) viewport2_vtable =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
/*** IUnknown methods ***/
IDirect3DViewport2Impl_QueryInterface,
IDirect3DViewport2Impl_AddRef,
IDirect3DViewport2Impl_Release,
/*** IDirect3DViewport methods ***/
IDirect3DViewport2Impl_Initialize,
IDirect3DViewport2Impl_GetViewport,
IDirect3DViewport2Impl_SetViewport,
IDirect3DViewport2Impl_TransformVertices,
IDirect3DViewport2Impl_LightElements,
IDirect3DViewport2Impl_SetBackground,
IDirect3DViewport2Impl_GetBackground,
IDirect3DViewport2Impl_SetBackgroundDepth,
IDirect3DViewport2Impl_GetBackgroundDepth,
IDirect3DViewport2Impl_Clear,
IDirect3DViewport2Impl_AddLight,
IDirect3DViewport2Impl_DeleteLight,
IDirect3DViewport2Impl_NextLight,
/*** IDirect3DViewport2 methods ***/
IDirect3DViewport2Impl_GetViewport2,
IDirect3DViewport2Impl_SetViewport2
};
#else /* HAVE_OPENGL */
LPDIRECT3DVIEWPORT d3dviewport_create(IDirect3DImpl* d3d1) {
ERR("Should not be called...\n");
return NULL;
}
LPDIRECT3DVIEWPORT2 d3dviewport2_create(IDirect3D2Impl* d3d2) {
ERR("Should not be called...\n");
return NULL;
}
#endif /* HAVE_OPENGL */