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320 lines
9.7 KiB
C
320 lines
9.7 KiB
C
/* Direct3D Light
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* Copyright (c) 1998 / 2002 Lionel ULMER
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* Copyright (c) 2006 Stefan DÖSINGER
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*
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* This file contains the implementation of Direct3DLight.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wine/debug.h"
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#include <assert.h>
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#include <stdarg.h>
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#include <string.h>
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#include <stdlib.h>
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "wingdi.h"
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#include "wine/exception.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "ddraw_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
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/*****************************************************************************
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* IUnknown Methods.
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*****************************************************************************/
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/*****************************************************************************
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* IDirect3DLight::QueryInterface
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*
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* Queries the object for different interfaces. Unimplemented for this
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* object at the moment
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*
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* Params:
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* riid: Interface id asked for
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* obj: Address to return the resulting pointer at.
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*
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* Returns:
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* E_NOINTERFACE, because it's a stub
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DLightImpl_QueryInterface(IDirect3DLight *iface,
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REFIID riid,
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void **obp)
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{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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FIXME("(%p)->(%s,%p): stub!\n", This, debugstr_guid(riid), obp);
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*obp = NULL;
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return E_NOINTERFACE;
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}
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/*****************************************************************************
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* IDirect3DLight::AddRef
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*
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* Increases the refcount by 1
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*
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* Returns:
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* The new refcount
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*
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*****************************************************************************/
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static ULONG WINAPI
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IDirect3DLightImpl_AddRef(IDirect3DLight *iface)
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{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p)->() incrementing from %u.\n", This, ref - 1);
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return ref;
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}
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/*****************************************************************************
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* IDirect3DLight::Release
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*
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* Reduces the refcount by one. If the refcount falls to 0, the object
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* is destroyed
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*
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* Returns:
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* The new refcount
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*
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*****************************************************************************/
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static ULONG WINAPI
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IDirect3DLightImpl_Release(IDirect3DLight *iface)
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{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
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if (!ref) {
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HeapFree(GetProcessHeap(), 0, This);
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return 0;
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}
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return ref;
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}
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/*****************************************************************************
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* IDirect3DLight Methods.
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*****************************************************************************/
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/*****************************************************************************
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* IDirect3DLight::Initialize
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*
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* Initializes the interface. This implementation is a no-op, because
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* initialization takes place at creation time
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*
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* Params:
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* Direct3D: Pointer to an IDirect3D interface.
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*
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* Returns:
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* D3D_OK
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DLightImpl_Initialize(IDirect3DLight *iface,
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IDirect3D *lpDirect3D)
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{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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IDirectDrawImpl *d3d = lpDirect3D ? ddraw_from_d3d1(lpDirect3D) : NULL;
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TRACE("(%p)->(%p) no-op...\n", This, d3d);
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return D3D_OK;
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}
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/*****************************************************************************
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* IDirect3DLight::SetLight
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*
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* Assigns a lighting value to this object
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*
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* Params:
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* Light: Lighting parameter to set
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*
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* Returns:
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* D3D_OK on success
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* DDERR_INVALIDPARAMS if Light is NULL
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*
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*****************************************************************************/
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static void dump_light(const D3DLIGHT2 *light)
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{
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TRACE(" - dwSize : %d\n", light->dwSize);
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}
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static const float zero_value[] = {
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0.0, 0.0, 0.0, 0.0
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};
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static HRESULT WINAPI
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IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
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D3DLIGHT *lpLight)
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{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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LPD3DLIGHT7 light7 = &(This->light7);
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TRACE("(%p)->(%p)\n", This, lpLight);
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if (TRACE_ON(d3d7)) {
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TRACE(" Light definition :\n");
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dump_light((LPD3DLIGHT2) lpLight);
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}
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if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
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return DDERR_INVALIDPARAMS;
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if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
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FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
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/* Translate D3DLIGH2 structure to D3DLIGHT7 */
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light7->dltType = lpLight->dltType;
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light7->dcvDiffuse = lpLight->dcvColor;
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if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
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light7->dcvSpecular = lpLight->dcvColor;
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else
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light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
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light7->dcvAmbient = lpLight->dcvColor;
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light7->dvPosition = lpLight->dvPosition;
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light7->dvDirection = lpLight->dvDirection;
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light7->dvRange = lpLight->dvRange;
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light7->dvFalloff = lpLight->dvFalloff;
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light7->dvAttenuation0 = lpLight->dvAttenuation0;
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light7->dvAttenuation1 = lpLight->dvAttenuation1;
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light7->dvAttenuation2 = lpLight->dvAttenuation2;
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light7->dvTheta = lpLight->dvTheta;
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light7->dvPhi = lpLight->dvPhi;
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EnterCriticalSection(&ddraw_cs);
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memcpy(&This->light, lpLight, lpLight->dwSize);
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if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
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This->update(This);
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}
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LeaveCriticalSection(&ddraw_cs);
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return D3D_OK;
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}
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/*****************************************************************************
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* IDirect3DLight::GetLight
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*
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* Returns the parameters currently assigned to the IDirect3DLight object
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*
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* Params:
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* Light: Pointer to an D3DLIGHT structure to store the parameters
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*
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* Returns:
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* D3D_OK on success
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* DDERR_INVALIDPARAMS if Light is NULL
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*****************************************************************************/
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static HRESULT WINAPI
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IDirect3DLightImpl_GetLight(IDirect3DLight *iface,
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D3DLIGHT *lpLight)
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{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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TRACE("(%p/%p)->(%p)\n", This, iface, lpLight);
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if (TRACE_ON(d3d7)) {
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TRACE(" Returning light definition :\n");
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dump_light(&This->light);
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}
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EnterCriticalSection(&ddraw_cs);
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memcpy(lpLight, &This->light, lpLight->dwSize);
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LeaveCriticalSection(&ddraw_cs);
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return DD_OK;
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}
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/*****************************************************************************
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* light_update
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*
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* Updates the Direct3DDevice7 lighting parameters
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*
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*****************************************************************************/
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void light_update(IDirect3DLightImpl* This)
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{
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IDirect3DDeviceImpl* device;
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TRACE("(%p)\n", This);
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if (!This->active_viewport || !This->active_viewport->active_device)
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return;
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device = This->active_viewport->active_device;
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IDirect3DDevice7_SetLight((IDirect3DDevice7 *)device, This->dwLightIndex, &(This->light7));
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}
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/*****************************************************************************
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* light_activate
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*
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* Uses the Direct3DDevice7::LightEnable method to active the light
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*
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*****************************************************************************/
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void light_activate(IDirect3DLightImpl* This)
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{
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IDirect3DDeviceImpl* device;
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TRACE("(%p)\n", This);
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if (!This->active_viewport || !This->active_viewport->active_device)
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return;
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device = This->active_viewport->active_device;
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light_update(This);
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/* If was not active, activate it */
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if ((This->light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
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IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, TRUE);
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This->light.dwFlags |= D3DLIGHT_ACTIVE;
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}
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}
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/*****************************************************************************
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*
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* light_desactivate
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*
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* Uses the Direct3DDevice7::LightEnable method to deactivate the light
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*
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*****************************************************************************/
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void light_desactivate(IDirect3DLightImpl* This)
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{
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IDirect3DDeviceImpl* device;
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TRACE("(%p)\n", This);
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if (!This->active_viewport || !This->active_viewport->active_device)
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return;
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device = This->active_viewport->active_device;
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/* If was not active, activate it */
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if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
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IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, FALSE);
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This->light.dwFlags &= ~D3DLIGHT_ACTIVE;
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}
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}
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const IDirect3DLightVtbl IDirect3DLight_Vtbl =
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{
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/*** IUnknown Methods ***/
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IDirect3DLightImpl_QueryInterface,
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IDirect3DLightImpl_AddRef,
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IDirect3DLightImpl_Release,
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/*** IDirect3DLight Methods ***/
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IDirect3DLightImpl_Initialize,
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IDirect3DLightImpl_SetLight,
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IDirect3DLightImpl_GetLight
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};
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