wine/dlls/ddraw/light.c

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/* Direct3D Light
* Copyright (c) 1998 / 2002 Lionel ULMER
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* Copyright (c) 2006 Stefan DÖSINGER
*
* This file contains the implementation of Direct3DLight.
*
* 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 "wine/debug.h"
#include <assert.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#define COBJMACROS
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#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "wingdi.h"
#include "wine/exception.h"
#include "ddraw.h"
#include "d3d.h"
#include "ddraw_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
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/*****************************************************************************
* IUnknown Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DLight::QueryInterface
*
* Queries the object for different interfaces. Unimplemented for this
* object at the moment
*
* Params:
* riid: Interface id asked for
* obj: Address to return the resulting pointer at.
*
* Returns:
* E_NOINTERFACE, because it's a stub
*****************************************************************************/
static HRESULT WINAPI
IDirect3DLightImpl_QueryInterface(IDirect3DLight *iface,
REFIID riid,
void **obp)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
FIXME("(%p)->(%s,%p): stub!\n", This, debugstr_guid(riid), obp);
*obp = NULL;
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DLight::AddRef
*
* Increases the refcount by 1
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DLightImpl_AddRef(IDirect3DLight *iface)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p)->() incrementing from %u.\n", This, ref - 1);
return ref;
}
/*****************************************************************************
* IDirect3DLight::Release
*
* Reduces the refcount by one. If the refcount falls to 0, the object
* is destroyed
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DLightImpl_Release(IDirect3DLight *iface)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
if (!ref) {
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return ref;
}
/*****************************************************************************
* IDirect3DLight Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DLight::Initialize
*
* Initializes the interface. This implementation is a no-op, because
* initialization takes place at creation time
*
* Params:
* Direct3D: Pointer to an IDirect3D interface.
*
* Returns:
* D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DLightImpl_Initialize(IDirect3DLight *iface,
IDirect3D *lpDirect3D)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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IDirectDrawImpl *d3d = lpDirect3D ? ddraw_from_d3d1(lpDirect3D) : NULL;
TRACE("(%p)->(%p) no-op...\n", This, d3d);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DLight::SetLight
*
* Assigns a lighting value to this object
*
* Params:
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* Light: Lighting parameter to set
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Light is NULL
*
*****************************************************************************/
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static void dump_light(const D3DLIGHT2 *light)
{
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TRACE(" - dwSize : %d\n", light->dwSize);
}
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static const float zero_value[] = {
0.0, 0.0, 0.0, 0.0
};
static HRESULT WINAPI
IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
D3DLIGHT *lpLight)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
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LPD3DLIGHT7 light7 = &(This->light7);
TRACE("(%p)->(%p)\n", This, lpLight);
if (TRACE_ON(d3d7)) {
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TRACE(" Light definition :\n");
dump_light((LPD3DLIGHT2) lpLight);
}
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if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
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 */
light7->dltType = lpLight->dltType;
light7->dcvDiffuse = lpLight->dcvColor;
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if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
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light7->dcvSpecular = lpLight->dcvColor;
else
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light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
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light7->dcvAmbient = lpLight->dcvColor;
light7->dvPosition = lpLight->dvPosition;
light7->dvDirection = lpLight->dvDirection;
light7->dvRange = lpLight->dvRange;
light7->dvFalloff = lpLight->dvFalloff;
light7->dvAttenuation0 = lpLight->dvAttenuation0;
light7->dvAttenuation1 = lpLight->dvAttenuation1;
light7->dvAttenuation2 = lpLight->dvAttenuation2;
light7->dvTheta = lpLight->dvTheta;
light7->dvPhi = lpLight->dvPhi;
EnterCriticalSection(&ddraw_cs);
memcpy(&This->light, lpLight, lpLight->dwSize);
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
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This->update(This);
}
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DLight::GetLight
*
* Returns the parameters currently assigned to the IDirect3DLight object
*
* Params:
* Light: Pointer to an D3DLIGHT structure to store the parameters
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Light is NULL
*****************************************************************************/
static HRESULT WINAPI
IDirect3DLightImpl_GetLight(IDirect3DLight *iface,
D3DLIGHT *lpLight)
{
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IDirect3DLightImpl *This = (IDirect3DLightImpl *)iface;
TRACE("(%p/%p)->(%p)\n", This, iface, lpLight);
if (TRACE_ON(d3d7)) {
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TRACE(" Returning light definition :\n");
dump_light(&This->light);
}
EnterCriticalSection(&ddraw_cs);
memcpy(lpLight, &This->light, lpLight->dwSize);
LeaveCriticalSection(&ddraw_cs);
return DD_OK;
}
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/*****************************************************************************
* light_update
*
* Updates the Direct3DDevice7 lighting parameters
*
*****************************************************************************/
void light_update(IDirect3DLightImpl* This)
{
IDirect3DDeviceImpl* device;
TRACE("(%p)\n", This);
if (!This->active_viewport || !This->active_viewport->active_device)
return;
device = This->active_viewport->active_device;
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IDirect3DDevice7_SetLight((IDirect3DDevice7 *)device, This->dwLightIndex, &(This->light7));
}
/*****************************************************************************
* light_activate
*
* Uses the Direct3DDevice7::LightEnable method to active the light
*
*****************************************************************************/
void light_activate(IDirect3DLightImpl* This)
{
IDirect3DDeviceImpl* device;
TRACE("(%p)\n", This);
if (!This->active_viewport || !This->active_viewport->active_device)
return;
device = This->active_viewport->active_device;
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light_update(This);
/* If was not active, activate it */
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
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IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, TRUE);
This->light.dwFlags |= D3DLIGHT_ACTIVE;
}
}
/*****************************************************************************
*
* light_desactivate
*
* Uses the Direct3DDevice7::LightEnable method to deactivate the light
*
*****************************************************************************/
void light_desactivate(IDirect3DLightImpl* This)
{
IDirect3DDeviceImpl* device;
TRACE("(%p)\n", This);
if (!This->active_viewport || !This->active_viewport->active_device)
return;
device = This->active_viewport->active_device;
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/* If was not active, activate it */
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
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IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, FALSE);
This->light.dwFlags &= ~D3DLIGHT_ACTIVE;
}
}
const IDirect3DLightVtbl IDirect3DLight_Vtbl =
{
/*** IUnknown Methods ***/
IDirect3DLightImpl_QueryInterface,
IDirect3DLightImpl_AddRef,
IDirect3DLightImpl_Release,
/*** IDirect3DLight Methods ***/
IDirect3DLightImpl_Initialize,
IDirect3DLightImpl_SetLight,
IDirect3DLightImpl_GetLight
};