wine/dlls/ddraw/viewport.c

1140 lines
36 KiB
C

/* Direct3D Viewport
* Copyright (c) 1998 Lionel ULMER
* Copyright (c) 2006-2007 Stefan DÖSINGER
*
* This file contains the implementation of Direct3DViewport2.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "ddraw_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/*****************************************************************************
* Helper functions
*****************************************************************************/
static void update_clip_space(struct d3d_device *device,
struct wined3d_vec3 *scale, struct wined3d_vec3 *offset)
{
D3DMATRIX clip_space =
{
scale->x, 0.0f, 0.0f, 0.0f,
0.0f, scale->y, 0.0f, 0.0f,
0.0f, 0.0f, scale->z, 0.0f,
offset->x, offset->y, offset->z, 1.0f,
};
D3DMATRIX projection;
multiply_matrix(&projection, &clip_space, &device->legacy_projection);
wined3d_device_set_transform(device->wined3d_device,
WINED3D_TS_PROJECTION, (struct wined3d_matrix *)&projection);
device->legacy_clipspace = clip_space;
}
/*****************************************************************************
* viewport_activate
*
* activates the viewport using IDirect3DDevice7::SetViewport
*
*****************************************************************************/
void viewport_activate(struct d3d_viewport *This, BOOL ignore_lights)
{
struct wined3d_vec3 scale, offset;
D3DVIEWPORT7 vp;
if (!ignore_lights)
{
struct d3d_light *light;
/* Activate all the lights associated with this context */
LIST_FOR_EACH_ENTRY(light, &This->light_list, struct d3d_light, entry)
{
light_activate(light);
}
}
/* And copy the values in the structure used by the device */
if (This->use_vp2)
{
vp.dwX = This->viewports.vp2.dwX;
vp.dwY = This->viewports.vp2.dwY;
vp.dwHeight = This->viewports.vp2.dwHeight;
vp.dwWidth = This->viewports.vp2.dwWidth;
vp.dvMinZ = 0.0f;
vp.dvMaxZ = 1.0f;
scale.x = 2.0f / This->viewports.vp2.dvClipWidth;
scale.y = 2.0f / This->viewports.vp2.dvClipHeight;
scale.z = 1.0f / (This->viewports.vp2.dvMaxZ - This->viewports.vp2.dvMinZ);
offset.x = -2.0f * This->viewports.vp2.dvClipX / This->viewports.vp2.dvClipWidth - 1.0f;
offset.y = -2.0f * This->viewports.vp2.dvClipY / This->viewports.vp2.dvClipHeight + 1.0f;
offset.z = -This->viewports.vp2.dvMinZ / (This->viewports.vp2.dvMaxZ - This->viewports.vp2.dvMinZ);
}
else
{
vp.dwX = This->viewports.vp1.dwX;
vp.dwY = This->viewports.vp1.dwY;
vp.dwHeight = This->viewports.vp1.dwHeight;
vp.dwWidth = This->viewports.vp1.dwWidth;
vp.dvMinZ = 0.0f;
vp.dvMaxZ = 1.0f;
scale.x = 2.0f * This->viewports.vp1.dvScaleX / This->viewports.vp1.dwWidth;
scale.y = 2.0f * This->viewports.vp1.dvScaleY / This->viewports.vp1.dwHeight;
scale.z = 1.0f;
offset.x = 0.0f;
offset.y = 0.0f;
offset.z = 0.0f;
}
update_clip_space(This->active_device, &scale, &offset);
IDirect3DDevice7_SetViewport(&This->active_device->IDirect3DDevice7_iface, &vp);
}
/*****************************************************************************
* _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
*
* Writes viewport information to TRACE
*
*****************************************************************************/
static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
{
TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
lpvp->dwSize, lpvp->dwX, lpvp->dwY);
TRACE(" - dwWidth = %d dwHeight = %d\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);
}
static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
{
TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
lpvp->dwSize, lpvp->dwX, lpvp->dwY);
TRACE(" - dwWidth = %d dwHeight = %d\n",
lpvp->dwWidth, lpvp->dwHeight);
TRACE(" - dvClipX = %f dvClipY = %f\n",
lpvp->dvClipX, lpvp->dvClipY);
TRACE(" - dvClipWidth = %f dvClipHeight = %f\n",
lpvp->dvClipWidth, lpvp->dvClipHeight);
TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
lpvp->dvMinZ, lpvp->dvMaxZ);
}
static inline struct d3d_viewport *impl_from_IDirect3DViewport3(IDirect3DViewport3 *iface)
{
return CONTAINING_RECORD(iface, struct d3d_viewport, IDirect3DViewport3_iface);
}
/*****************************************************************************
* IUnknown Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::QueryInterface
*
* A normal QueryInterface. Can query all interface versions and the
* IUnknown interface. The VTables of the different versions
* are equal
*
* Params:
* refiid: Interface id queried for
* obj: Address to write the interface pointer to
*
* Returns:
* S_OK on success.
* E_NOINTERFACE if the requested interface wasn't found
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_QueryInterface(IDirect3DViewport3 *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(&IID_IDirect3DViewport3, riid)
|| IsEqualGUID(&IID_IDirect3DViewport2, riid)
|| IsEqualGUID(&IID_IDirect3DViewport, riid)
|| IsEqualGUID(&IID_IUnknown, riid))
{
IDirect3DViewport3_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DViewport3::AddRef
*
* Increases the refcount.
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI d3d_viewport_AddRef(IDirect3DViewport3 *iface)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
ULONG ref = InterlockedIncrement(&viewport->ref);
TRACE("%p increasing refcount to %u.\n", viewport, ref);
return ref;
}
/*****************************************************************************
* IDirect3DViewport3::Release
*
* Reduces the refcount. If it falls to 0, the interface is released
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI d3d_viewport_Release(IDirect3DViewport3 *iface)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
ULONG ref = InterlockedDecrement(&viewport->ref);
TRACE("%p decreasing refcount to %u.\n", viewport, ref);
if (!ref)
HeapFree(GetProcessHeap(), 0, viewport);
return ref;
}
/*****************************************************************************
* IDirect3DViewport Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::Initialize
*
* No-op initialization.
*
* Params:
* Direct3D: The direct3D device this viewport is assigned to
*
* Returns:
* DDERR_ALREADYINITIALIZED
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_Initialize(IDirect3DViewport3 *iface, IDirect3D *d3d)
{
TRACE("iface %p, d3d %p.\n", iface, d3d);
return DDERR_ALREADYINITIALIZED;
}
/*****************************************************************************
* IDirect3DViewport3::GetViewport
*
* Returns the viewport data assigned to this viewport interface
*
* Params:
* Data: Address to store the data
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *lpData)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
DWORD dwSize;
TRACE("iface %p, data %p.\n", iface, lpData);
wined3d_mutex_lock();
dwSize = lpData->dwSize;
memset(lpData, 0, dwSize);
if (!This->use_vp2)
memcpy(lpData, &(This->viewports.vp1), dwSize);
else {
D3DVIEWPORT vp1;
vp1.dwSize = sizeof(vp1);
vp1.dwX = This->viewports.vp2.dwX;
vp1.dwY = This->viewports.vp2.dwY;
vp1.dwWidth = This->viewports.vp2.dwWidth;
vp1.dwHeight = This->viewports.vp2.dwHeight;
vp1.dvMaxX = 0.0;
vp1.dvMaxY = 0.0;
vp1.dvScaleX = 0.0;
vp1.dvScaleY = 0.0;
vp1.dvMinZ = This->viewports.vp2.dvMinZ;
vp1.dvMaxZ = This->viewports.vp2.dvMaxZ;
memcpy(lpData, &vp1, dwSize);
}
if (TRACE_ON(ddraw))
{
TRACE(" returning D3DVIEWPORT :\n");
_dump_D3DVIEWPORT(lpData);
}
wined3d_mutex_unlock();
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::SetViewport
*
* Sets the viewport information for this interface
*
* Params:
* lpData: Viewport to set
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_SetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *lpData)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
IDirect3DViewport3 *current_viewport;
TRACE("iface %p, data %p.\n", iface, lpData);
if (TRACE_ON(ddraw))
{
TRACE(" getting D3DVIEWPORT :\n");
_dump_D3DVIEWPORT(lpData);
}
wined3d_mutex_lock();
This->use_vp2 = 0;
memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);
/* Tests on two games show that these values are never used properly so override
them with proper ones :-)
*/
This->viewports.vp1.dvMinZ = 0.0;
This->viewports.vp1.dvMaxZ = 1.0;
if (This->active_device)
{
IDirect3DDevice3 *d3d_device3 = &This->active_device->IDirect3DDevice3_iface;
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
{
if (current_viewport == iface) viewport_activate(This, FALSE);
IDirect3DViewport3_Release(current_viewport);
}
}
wined3d_mutex_unlock();
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::TransformVertices
*
* Transforms vertices by the transformation matrix.
*
* This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
* so it's tempting to forward it to there. However, there are some
* tiny differences. First, the lpOffscreen flag that is reported back,
* then there is the homogeneous vertex that is generated. Also there's a lack
* of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
* settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
* ProcessVertices doesn't pay of in terms of wrapper code needed and code
* reused.
*
* Params:
* dwVertexCount: The number of vertices to be transformed
* lpData: Pointer to the vertex data
* dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
* lpOffScreen: Set to the clipping plane clipping the vertex, if only one
* vertex is transformed and clipping is on. 0 otherwise
*
* Returns:
* D3D_OK on success
* D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
* DDERR_INVALIDPARAMS if no clipping flag is specified
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
DWORD dwVertexCount, D3DTRANSFORMDATA *lpData, DWORD dwFlags, DWORD *lpOffScreen)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
D3DVIEWPORT vp = viewport->viewports.vp1;
D3DMATRIX view_mat, world_mat, mat;
float *in;
float *out;
float x, y, z, w;
unsigned int i;
D3DHVERTEX *outH;
TRACE("iface %p, vertex_count %u, vertex_data %p, flags %#x, clip_plane %p.\n",
iface, dwVertexCount, lpData, dwFlags, lpOffScreen);
/* Tests on windows show that Windows crashes when this occurs,
* so don't return the (intuitive) return value
if (!viewport->active_device)
{
WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
return D3DERR_VIEWPORTHASNODEVICE;
}
*/
if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
{
WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
return DDERR_INVALIDPARAMS;
}
wined3d_mutex_lock();
wined3d_device_get_transform(viewport->active_device->wined3d_device,
D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat);
wined3d_device_get_transform(viewport->active_device->wined3d_device,
WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat);
multiply_matrix(&mat, &view_mat, &world_mat);
multiply_matrix(&mat, &viewport->active_device->legacy_projection, &mat);
in = lpData->lpIn;
out = lpData->lpOut;
outH = lpData->lpHOut;
for(i = 0; i < dwVertexCount; i++)
{
x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + mat._41;
y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + mat._42;
z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + mat._43;
w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + mat._44;
if(dwFlags & D3DTRANSFORM_CLIPPED)
{
/* If clipping is enabled, Windows assumes that outH is
* a valid pointer
*/
outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;
outH[i].dwFlags = 0;
if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5))
outH[i].dwFlags |= D3DCLIP_RIGHT;
if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5)
outH[i].dwFlags |= D3DCLIP_LEFT;
if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5))
outH[i].dwFlags |= D3DCLIP_TOP;
if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5)
outH[i].dwFlags |= D3DCLIP_BOTTOM;
if(z < 0.0)
outH[i].dwFlags |= D3DCLIP_FRONT;
if(z > 1.0)
outH[i].dwFlags |= D3DCLIP_BACK;
if(outH[i].dwFlags)
{
/* Looks like native just drops the vertex, leaves whatever data
* it has in the output buffer and goes on with the next vertex.
* The exact scheme hasn't been figured out yet, but windows
* definitely writes something there.
*/
out[0] = x;
out[1] = y;
out[2] = z;
out[3] = w;
in = (float *) ((char *) in + lpData->dwInSize);
out = (float *) ((char *) out + lpData->dwOutSize);
continue;
}
}
w = 1 / w;
x *= w; y *= w; z *= w;
out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
out[2] = z;
out[3] = w;
in = (float *) ((char *) in + lpData->dwInSize);
out = (float *) ((char *) out + lpData->dwOutSize);
}
/* According to the d3d test, the offscreen flag is set only
* if exactly one vertex is transformed. Its not documented,
* but the test shows that the lpOffscreen flag is set to the
* flag combination of clipping planes that clips the vertex.
*
* If clipping is requested, Windows assumes that the offscreen
* param is a valid pointer.
*/
if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
{
*lpOffScreen = outH[0].dwFlags;
}
else if(*lpOffScreen)
{
*lpOffScreen = 0;
}
wined3d_mutex_unlock();
TRACE("All done\n");
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::LightElements
*
* The DirectX 5.0 sdk says that it's not implemented
*
* Params:
* ?
*
* Returns:
* DDERR_UNSUPPORTED
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_LightElements(IDirect3DViewport3 *iface,
DWORD element_count, D3DLIGHTDATA *data)
{
TRACE("iface %p, element_count %u, data %p.\n", iface, element_count, data);
return DDERR_UNSUPPORTED;
}
static HRESULT WINAPI d3d_viewport_SetBackground(IDirect3DViewport3 *iface, D3DMATERIALHANDLE material)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
struct d3d_material *m;
TRACE("iface %p, material %#x.\n", iface, material);
wined3d_mutex_lock();
if (!(m = ddraw_get_object(&viewport->ddraw->d3ddevice->handle_table, material - 1, DDRAW_HANDLE_MATERIAL)))
{
WARN("Invalid material handle %#x.\n", material);
wined3d_mutex_unlock();
return DDERR_INVALIDPARAMS;
}
TRACE("Setting background color : %.8e %.8e %.8e %.8e.\n",
m->mat.u.diffuse.u1.r, m->mat.u.diffuse.u2.g,
m->mat.u.diffuse.u3.b, m->mat.u.diffuse.u4.a);
viewport->background = m;
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::GetBackground
*
* Returns the material handle assigned to the background of the viewport
*
* Params:
* lphMat: Address to store the handle
* lpValid: is set to FALSE if no background is set, TRUE if one is set
*
* Returns:
* D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetBackground(IDirect3DViewport3 *iface,
D3DMATERIALHANDLE *material, BOOL *valid)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
TRACE("iface %p, material %p, valid %p.\n", iface, material, valid);
wined3d_mutex_lock();
if (valid)
*valid = !!viewport->background;
if (material)
*material = viewport->background ? viewport->background->Handle : 0;
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::SetBackgroundDepth
*
* Sets a surface that represents the background depth. It's contents are
* used to set the depth buffer in IDirect3DViewport3::Clear
*
* Params:
* lpDDSurface: Surface to set
*
* Returns: D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_SetBackgroundDepth(IDirect3DViewport3 *iface, IDirectDrawSurface *surface)
{
FIXME("iface %p, surface %p stub!\n", iface, surface);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::GetBackgroundDepth
*
* Returns the surface that represents the depth field
*
* Params:
* lplpDDSurface: Address to store the interface pointer
* lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
*
* Returns:
* D3D_OK, because it's a stub
* (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetBackgroundDepth(IDirect3DViewport3 *iface,
IDirectDrawSurface **surface, BOOL *valid)
{
FIXME("iface %p, surface %p, valid %p stub!\n", iface, surface, valid);
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::Clear
*
* Clears the render target and / or the z buffer
*
* Params:
* dwCount: The amount of rectangles to clear. If 0, the whole buffer is
* cleared
* lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
* dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
*
* Returns:
* D3D_OK on success
* D3DERR_VIEWPORTHASNODEVICE if there's no active device
* The return value of IDirect3DDevice7::Clear
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_Clear(IDirect3DViewport3 *iface,
DWORD rect_count, D3DRECT *rects, DWORD flags)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
DWORD color = 0x00000000;
HRESULT hr;
IDirect3DViewport3 *current_viewport;
IDirect3DDevice3 *d3d_device3;
TRACE("iface %p, rect_count %u, rects %p, flags %#x.\n", iface, rect_count, rects, flags);
if (!rects || !rect_count)
{
WARN("rect_count = %u, rects = %p, ignoring clear\n", rect_count, rects);
return D3D_OK;
}
if (This->active_device == NULL) {
ERR(" Trying to clear a viewport not attached to a device!\n");
return D3DERR_VIEWPORTHASNODEVICE;
}
d3d_device3 = &This->active_device->IDirect3DDevice3_iface;
wined3d_mutex_lock();
if (flags & D3DCLEAR_TARGET)
{
if (!This->background)
WARN("No background material set.\n");
else
color = D3DRGBA(This->background->mat.u.diffuse.u1.r,
This->background->mat.u.diffuse.u2.g,
This->background->mat.u.diffuse.u3.b,
This->background->mat.u.diffuse.u4.a);
}
/* Need to temporarily activate viewport to clear it. Previously active one will be restored
afterwards. */
viewport_activate(This, TRUE);
hr = IDirect3DDevice7_Clear(&This->active_device->IDirect3DDevice7_iface, rect_count, rects,
flags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
{
struct d3d_viewport *vp = impl_from_IDirect3DViewport3(current_viewport);
viewport_activate(vp, TRUE);
IDirect3DViewport3_Release(current_viewport);
}
wined3d_mutex_unlock();
return hr;
}
/*****************************************************************************
* IDirect3DViewport3::AddLight
*
* Adds an light to the viewport
*
* Params:
* lpDirect3DLight: Interface of the light to add
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Direct3DLight is NULL
* DDERR_INVALIDPARAMS if there are 8 lights or more
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_AddLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
struct d3d_light *light_impl = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
DWORD i = 0;
DWORD map = This->map_lights;
TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
wined3d_mutex_lock();
if (This->num_lights >= 8)
{
wined3d_mutex_unlock();
return DDERR_INVALIDPARAMS;
}
/* Find a light number and update both light and viewports objects accordingly */
while (map & 1)
{
map >>= 1;
++i;
}
light_impl->dwLightIndex = i;
This->num_lights++;
This->map_lights |= 1<<i;
/* Add the light in the 'linked' chain */
list_add_head(&This->light_list, &light_impl->entry);
IDirect3DLight_AddRef(lpDirect3DLight);
/* Attach the light to the viewport */
light_impl->active_viewport = This;
/* If active, activate the light */
if (This->active_device)
light_activate(light_impl);
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::DeleteLight
*
* Deletes a light from the viewports' light list
*
* Params:
* lpDirect3DLight: Light to delete
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if the light wasn't found
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_DeleteLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
struct d3d_light *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
wined3d_mutex_lock();
if (l->active_viewport != viewport)
{
WARN("Light %p active viewport is %p.\n", l, l->active_viewport);
wined3d_mutex_unlock();
return DDERR_INVALIDPARAMS;
}
light_deactivate(l);
list_remove(&l->entry);
l->active_viewport = NULL;
IDirect3DLight_Release(lpDirect3DLight);
--viewport->num_lights;
viewport->map_lights &= ~(1 << l->dwLightIndex);
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport::NextLight
*
* Enumerates the lights associated with the viewport
*
* Params:
* lpDirect3DLight: Light to start with
* lplpDirect3DLight: Address to store the successor to
*
* Returns:
* D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_NextLight(IDirect3DViewport3 *iface,
IDirect3DLight *lpDirect3DLight, IDirect3DLight **lplpDirect3DLight, DWORD flags)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
struct d3d_light *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
struct list *entry;
HRESULT hr;
TRACE("iface %p, light %p, next_light %p, flags %#x.\n",
iface, lpDirect3DLight, lplpDirect3DLight, flags);
if (!lplpDirect3DLight)
return DDERR_INVALIDPARAMS;
wined3d_mutex_lock();
switch (flags)
{
case D3DNEXT_NEXT:
if (!l || l->active_viewport != viewport)
{
if (l)
WARN("Light %p active viewport is %p.\n", l, l->active_viewport);
entry = NULL;
}
else
entry = list_next(&viewport->light_list, &l->entry);
break;
case D3DNEXT_HEAD:
entry = list_head(&viewport->light_list);
break;
case D3DNEXT_TAIL:
entry = list_tail(&viewport->light_list);
break;
default:
entry = NULL;
WARN("Invalid flags %#x.\n", flags);
break;
}
if (entry)
{
*lplpDirect3DLight = (IDirect3DLight *)LIST_ENTRY(entry, struct d3d_light, entry);
IDirect3DLight_AddRef(*lplpDirect3DLight);
hr = D3D_OK;
}
else
{
*lplpDirect3DLight = NULL;
hr = DDERR_INVALIDPARAMS;
}
wined3d_mutex_unlock();
return hr;
}
/*****************************************************************************
* IDirect3DViewport2 Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::GetViewport2
*
* Returns the currently set viewport in a D3DVIEWPORT2 structure.
* Similar to IDirect3DViewport3::GetViewport
*
* Params:
* lpData: Pointer to the structure to fill
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if the viewport was set with
* IDirect3DViewport3::SetViewport
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *lpData)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
DWORD dwSize;
TRACE("iface %p, data %p.\n", iface, lpData);
wined3d_mutex_lock();
dwSize = lpData->dwSize;
memset(lpData, 0, dwSize);
if (This->use_vp2)
memcpy(lpData, &(This->viewports.vp2), dwSize);
else {
D3DVIEWPORT2 vp2;
vp2.dwSize = sizeof(vp2);
vp2.dwX = This->viewports.vp1.dwX;
vp2.dwY = This->viewports.vp1.dwY;
vp2.dwWidth = This->viewports.vp1.dwWidth;
vp2.dwHeight = This->viewports.vp1.dwHeight;
vp2.dvClipX = 0.0;
vp2.dvClipY = 0.0;
vp2.dvClipWidth = 0.0;
vp2.dvClipHeight = 0.0;
vp2.dvMinZ = This->viewports.vp1.dvMinZ;
vp2.dvMaxZ = This->viewports.vp1.dvMaxZ;
memcpy(lpData, &vp2, dwSize);
}
if (TRACE_ON(ddraw))
{
TRACE(" returning D3DVIEWPORT2 :\n");
_dump_D3DVIEWPORT2(lpData);
}
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::SetViewport2
*
* Sets the viewport from a D3DVIEWPORT2 structure
*
* Params:
* lpData: Viewport to set
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_SetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *lpData)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
IDirect3DViewport3 *current_viewport;
TRACE("iface %p, data %p.\n", iface, lpData);
if (TRACE_ON(ddraw))
{
TRACE(" getting D3DVIEWPORT2 :\n");
_dump_D3DVIEWPORT2(lpData);
}
wined3d_mutex_lock();
This->use_vp2 = 1;
memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
if (This->active_device)
{
IDirect3DDevice3 *d3d_device3 = &This->active_device->IDirect3DDevice3_iface;
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
{
if (current_viewport == iface) viewport_activate(This, FALSE);
IDirect3DViewport3_Release(current_viewport);
}
}
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3 Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::SetBackgroundDepth2
*
* Sets a IDirectDrawSurface4 surface as the background depth surface
*
* Params:
* lpDDS: Surface to set
*
* Returns:
* D3D_OK, because it's stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_SetBackgroundDepth2(IDirect3DViewport3 *iface,
IDirectDrawSurface4 *surface)
{
FIXME("iface %p, surface %p stub!\n", iface, surface);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::GetBackgroundDepth2
*
* Returns the IDirect3DSurface4 interface to the background depth surface
*
* Params:
* lplpDDS: Address to store the interface pointer at
* lpValid: Set to true if a surface is assigned
*
* Returns:
* D3D_OK because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetBackgroundDepth2(IDirect3DViewport3 *iface,
IDirectDrawSurface4 **surface, BOOL *valid)
{
FIXME("iface %p, surface %p, valid %p stub!\n", iface, surface, valid);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::Clear2
*
* Another clearing method
*
* Params:
* Count: Number of rectangles to clear
* Rects: Rectangle array to clear
* Flags: Some flags :)
* Color: Color to fill the render target with
* Z: Value to fill the depth buffer with
* Stencil: Value to fill the stencil bits with
*
* Returns:
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_Clear2(IDirect3DViewport3 *iface, DWORD rect_count,
D3DRECT *rects, DWORD flags, DWORD color, D3DVALUE depth, DWORD stencil)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
HRESULT hr;
IDirect3DViewport3 *current_viewport;
IDirect3DDevice3 *d3d_device3;
TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
iface, rect_count, rects, flags, color, depth, stencil);
if (!rects || !rect_count)
{
WARN("rect_count = %u, rects = %p, ignoring clear\n", rect_count, rects);
return D3D_OK;
}
wined3d_mutex_lock();
if (!viewport->active_device)
{
WARN("Trying to clear a viewport not attached to a device.\n");
wined3d_mutex_unlock();
return D3DERR_VIEWPORTHASNODEVICE;
}
d3d_device3 = &viewport->active_device->IDirect3DDevice3_iface;
/* Need to temporarily activate viewport to clear it. Previously active
* one will be restored afterwards. */
viewport_activate(viewport, TRUE);
hr = IDirect3DDevice7_Clear(&viewport->active_device->IDirect3DDevice7_iface,
rect_count, rects, flags, color, depth, stencil);
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
{
struct d3d_viewport *vp = impl_from_IDirect3DViewport3(current_viewport);
viewport_activate(vp, TRUE);
IDirect3DViewport3_Release(current_viewport);
}
wined3d_mutex_unlock();
return hr;
}
/*****************************************************************************
* The VTable
*****************************************************************************/
static const struct IDirect3DViewport3Vtbl d3d_viewport_vtbl =
{
/*** IUnknown Methods ***/
d3d_viewport_QueryInterface,
d3d_viewport_AddRef,
d3d_viewport_Release,
/*** IDirect3DViewport Methods */
d3d_viewport_Initialize,
d3d_viewport_GetViewport,
d3d_viewport_SetViewport,
d3d_viewport_TransformVertices,
d3d_viewport_LightElements,
d3d_viewport_SetBackground,
d3d_viewport_GetBackground,
d3d_viewport_SetBackgroundDepth,
d3d_viewport_GetBackgroundDepth,
d3d_viewport_Clear,
d3d_viewport_AddLight,
d3d_viewport_DeleteLight,
d3d_viewport_NextLight,
/*** IDirect3DViewport2 Methods ***/
d3d_viewport_GetViewport2,
d3d_viewport_SetViewport2,
/*** IDirect3DViewport3 Methods ***/
d3d_viewport_SetBackgroundDepth2,
d3d_viewport_GetBackgroundDepth2,
d3d_viewport_Clear2,
};
struct d3d_viewport *unsafe_impl_from_IDirect3DViewport3(IDirect3DViewport3 *iface)
{
if (!iface) return NULL;
assert(iface->lpVtbl == &d3d_viewport_vtbl);
return CONTAINING_RECORD(iface, struct d3d_viewport, IDirect3DViewport3_iface);
}
struct d3d_viewport *unsafe_impl_from_IDirect3DViewport2(IDirect3DViewport2 *iface)
{
/* IDirect3DViewport and IDirect3DViewport3 use the same iface. */
if (!iface) return NULL;
assert(iface->lpVtbl == (IDirect3DViewport2Vtbl *)&d3d_viewport_vtbl);
return CONTAINING_RECORD(iface, struct d3d_viewport, IDirect3DViewport3_iface);
}
struct d3d_viewport *unsafe_impl_from_IDirect3DViewport(IDirect3DViewport *iface)
{
/* IDirect3DViewport and IDirect3DViewport3 use the same iface. */
if (!iface) return NULL;
assert(iface->lpVtbl == (IDirect3DViewportVtbl *)&d3d_viewport_vtbl);
return CONTAINING_RECORD(iface, struct d3d_viewport, IDirect3DViewport3_iface);
}
void d3d_viewport_init(struct d3d_viewport *viewport, struct ddraw *ddraw)
{
viewport->IDirect3DViewport3_iface.lpVtbl = &d3d_viewport_vtbl;
viewport->ref = 1;
viewport->ddraw = ddraw;
viewport->use_vp2 = 0xff;
list_init(&viewport->light_list);
}