wine/dlls/ddraw/viewport.c

1124 lines
37 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 <assert.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#define COBJMACROS
#define NONAMELESSUNION
#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"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
/*****************************************************************************
* Helper functions
*****************************************************************************/
/*****************************************************************************
* viewport_activate
*
* activates the viewport using IDirect3DDevice7::SetViewport
*
*****************************************************************************/
void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
IDirect3DLightImpl* light;
D3DVIEWPORT7 vp;
if (!ignore_lights) {
/* Activate all the lights associated with this context */
light = This->lights;
while (light != NULL) {
light->activate(light);
light = light->next;
}
}
/* 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 = This->viewports.vp2.dvMinZ;
vp.dvMaxZ = This->viewports.vp2.dvMaxZ;
} 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 = This->viewports.vp1.dvMinZ;
vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
}
/* And also set the viewport */
IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &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);
}
/*****************************************************************************
* 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
IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface,
REFIID riid,
void **obp)
{
TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obp);
*obp = NULL;
if ( IsEqualGUID(&IID_IUnknown, riid) ||
IsEqualGUID(&IID_IDirect3DViewport, riid) ||
IsEqualGUID(&IID_IDirect3DViewport2, riid) ||
IsEqualGUID(&IID_IDirect3DViewport3, riid) ) {
IDirect3DViewport3_AddRef(iface);
*obp = iface;
TRACE(" Creating IDirect3DViewport1/2/3 interface %p\n", *obp);
return S_OK;
}
FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DViewport3::AddRef
*
* Increases the refcount.
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DViewportImpl_AddRef(IDirect3DViewport3 *iface)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p)->() incrementing from %u.\n", This, ref - 1);
return ref;
}
/*****************************************************************************
* IDirect3DViewport3::Release
*
* Reduces the refcount. If it falls to 0, the interface is released
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DViewportImpl_Release(IDirect3DViewport3 *iface)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)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;
}
/*****************************************************************************
* IDirect3DViewport Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::Initialize
*
* No-op initialization.
*
* Params:
* Direct3D: The direct3D device this viewport is assigned to
*
* Returns:
* DDERR_ALREADYINITIALIZED
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_Initialize(IDirect3DViewport3 *iface,
IDirect3D *Direct3D)
{
TRACE("(%p)->(%p) no-op...\n", iface, Direct3D);
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
IDirect3DViewportImpl_GetViewport(IDirect3DViewport3 *iface,
D3DVIEWPORT *lpData)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
DWORD dwSize;
TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
EnterCriticalSection(&ddraw_cs);
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(d3d7)) {
TRACE(" returning D3DVIEWPORT :\n");
_dump_D3DVIEWPORT(lpData);
}
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
D3DVIEWPORT *lpData)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
LPDIRECT3DVIEWPORT3 current_viewport;
TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
if (TRACE_ON(d3d7)) {
TRACE(" getting D3DVIEWPORT :\n");
_dump_D3DVIEWPORT(lpData);
}
EnterCriticalSection(&ddraw_cs);
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 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
if (current_viewport) {
if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
IDirect3DViewport3_Release(current_viewport);
}
}
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
DWORD dwVertexCount,
D3DTRANSFORMDATA *lpData,
DWORD dwFlags,
DWORD *lpOffScreen)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
D3DMATRIX view_mat, world_mat, proj_mat, mat;
float *in;
float *out;
float x, y, z, w;
unsigned int i;
D3DVIEWPORT vp = This->viewports.vp1;
D3DHVERTEX *outH;
TRACE("(%p)->(%08x,%p,%08x,%p)\n", This, dwVertexCount, lpData, dwFlags, lpOffScreen);
/* Tests on windows show that Windows crashes when this occurs,
* so don't return the (intuitive) return value
if(!This->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;
}
EnterCriticalSection(&ddraw_cs);
IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
D3DTRANSFORMSTATE_VIEW,
(WINED3DMATRIX*) &view_mat);
IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
D3DTRANSFORMSTATE_PROJECTION,
(WINED3DMATRIX*) &proj_mat);
IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
WINED3DTS_WORLDMATRIX(0),
(WINED3DMATRIX*) &world_mat);
multiply_matrix(&mat,&view_mat,&world_mat);
multiply_matrix(&mat,&proj_mat,&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) + (1.0 * mat._41);
y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * 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;
}
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_LightElements(IDirect3DViewport3 *iface,
DWORD dwElementCount,
LPD3DLIGHTDATA lpData)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
TRACE("(%p)->(%08x,%p): Unimplemented!\n", This, dwElementCount, lpData);
return DDERR_UNSUPPORTED;
}
/*****************************************************************************
* IDirect3DViewport3::SetBackground
*
* Sets tje background material
*
* Params:
* hMat: Handle from a IDirect3DMaterial interface
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
D3DMATERIALHANDLE hMat)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
IDirect3DMaterialImpl *m;
TRACE("(%p)->(%d)\n", This, hMat);
EnterCriticalSection(&ddraw_cs);
if (!hMat)
{
This->background = NULL;
TRACE("Setting background to NULL\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
m = ddraw_get_object(&This->ddraw->d3ddevice->handle_table, hMat - 1, DDRAW_HANDLE_MATERIAL);
if (!m)
{
WARN("Invalid material handle.\n");
LeaveCriticalSection(&ddraw_cs);
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);
This->background = m;
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
D3DMATERIALHANDLE *lphMat,
BOOL *lpValid)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
TRACE("(%p)->(%p,%p)\n", This, lphMat, lpValid);
EnterCriticalSection(&ddraw_cs);
if(lpValid)
{
*lpValid = This->background != NULL;
}
if(lphMat)
{
if(This->background)
{
*lphMat = This->background->Handle;
}
else
{
*lphMat = 0;
}
}
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_SetBackgroundDepth(IDirect3DViewport3 *iface,
IDirectDrawSurface *lpDDSurface)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
FIXME("(%p)->(%p): stub!\n", This, lpDDSurface);
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
IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
IDirectDrawSurface **lplpDDSurface,
LPBOOL lpValid)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
FIXME("(%p)->(%p,%p): stub!\n", This, lplpDDSurface, lpValid);
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 IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
DWORD color = 0x00000000;
HRESULT hr;
LPDIRECT3DVIEWPORT3 current_viewport;
IDirect3DDevice3 *d3d_device3;
TRACE("(%p/%p)->(%08x,%p,%08x)\n", This, iface, dwCount, lpRects, dwFlags);
if (This->active_device == NULL) {
ERR(" Trying to clear a viewport not attached to a device !\n");
return D3DERR_VIEWPORTHASNODEVICE;
}
d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
EnterCriticalSection(&ddraw_cs);
if (dwFlags & D3DCLEAR_TARGET) {
if (This->background == NULL) {
ERR(" Trying to clear the color buffer without background material !\n");
}
else
{
color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
| ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8)
| ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0)
| ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
}
}
/* Need to temporarily activate viewport to clear it. Previously active one will be restored
afterwards. */
This->activate(This, TRUE);
hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
if(current_viewport) {
IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
vp->activate(vp, TRUE);
IDirect3DViewport3_Release(current_viewport);
}
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
IDirect3DLight *lpDirect3DLight)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
DWORD i = 0;
DWORD map = This->map_lights;
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
EnterCriticalSection(&ddraw_cs);
if (This->num_lights >= 8)
{
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
/* Find a light number and update both light and viewports objects accordingly */
while(map&1) {
map>>=1;
i++;
}
lpDirect3DLightImpl->dwLightIndex = i;
This->num_lights++;
This->map_lights |= 1<<i;
/* Add the light in the 'linked' chain */
lpDirect3DLightImpl->next = This->lights;
This->lights = lpDirect3DLightImpl;
IDirect3DLight_AddRef(lpDirect3DLight);
/* Attach the light to the viewport */
lpDirect3DLightImpl->active_viewport = This;
/* If active, activate the light */
if (This->active_device != NULL) {
lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
}
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
IDirect3DLight *lpDirect3DLight)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
IDirect3DLightImpl *cur_light, *prev_light = NULL;
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
EnterCriticalSection(&ddraw_cs);
cur_light = This->lights;
while (cur_light != NULL) {
if (cur_light == lpDirect3DLightImpl) {
lpDirect3DLightImpl->desactivate(lpDirect3DLightImpl);
if (prev_light == NULL) This->lights = cur_light->next;
else prev_light->next = cur_light->next;
/* Detach the light to the viewport */
cur_light->active_viewport = NULL;
IDirect3DLight_Release( (IDirect3DLight *)cur_light );
This->num_lights--;
This->map_lights &= ~(1<<lpDirect3DLightImpl->dwLightIndex);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
prev_light = cur_light;
cur_light = cur_light->next;
}
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
/*****************************************************************************
* 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
IDirect3DViewportImpl_NextLight(IDirect3DViewport3 *iface,
IDirect3DLight *lpDirect3DLight,
IDirect3DLight **lplpDirect3DLight,
DWORD dwFlags)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
IDirect3DLightImpl *cur_light, *prev_light = NULL;
TRACE("(%p)->(%p,%p,%08x)\n", This, lpDirect3DLight, lplpDirect3DLight, dwFlags);
if (!lplpDirect3DLight)
return DDERR_INVALIDPARAMS;
*lplpDirect3DLight = NULL;
EnterCriticalSection(&ddraw_cs);
cur_light = This->lights;
switch (dwFlags) {
case D3DNEXT_NEXT:
if (!lpDirect3DLight) {
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
while (cur_light != NULL) {
if (cur_light == (IDirect3DLightImpl *)lpDirect3DLight) {
*lplpDirect3DLight = (IDirect3DLight*)cur_light->next;
break;
}
cur_light = cur_light->next;
}
break;
case D3DNEXT_HEAD:
*lplpDirect3DLight = (IDirect3DLight*)This->lights;
break;
case D3DNEXT_TAIL:
while (cur_light != NULL) {
prev_light = cur_light;
cur_light = cur_light->next;
}
*lplpDirect3DLight = (IDirect3DLight*)prev_light;
break;
default:
ERR("Unknown flag %d\n", dwFlags);
break;
}
if (*lplpDirect3DLight)
IDirect3DLight_AddRef(*lplpDirect3DLight);
LeaveCriticalSection(&ddraw_cs);
return *lplpDirect3DLight ? D3D_OK : DDERR_INVALIDPARAMS;
}
/*****************************************************************************
* 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
IDirect3DViewportImpl_GetViewport2(IDirect3DViewport3 *iface,
D3DVIEWPORT2 *lpData)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
DWORD dwSize;
TRACE("(%p)->(%p)\n", This, lpData);
EnterCriticalSection(&ddraw_cs);
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(d3d7)) {
TRACE(" returning D3DVIEWPORT2 :\n");
_dump_D3DVIEWPORT2(lpData);
}
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
D3DVIEWPORT2 *lpData)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
LPDIRECT3DVIEWPORT3 current_viewport;
TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
if (TRACE_ON(d3d7)) {
TRACE(" getting D3DVIEWPORT2 :\n");
_dump_D3DVIEWPORT2(lpData);
}
EnterCriticalSection(&ddraw_cs);
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 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
if (current_viewport) {
if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
IDirect3DViewport3_Release(current_viewport);
}
}
LeaveCriticalSection(&ddraw_cs);
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
IDirect3DViewportImpl_SetBackgroundDepth2(IDirect3DViewport3 *iface,
IDirectDrawSurface4 *lpDDS)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
FIXME("(%p)->(%p): stub!\n", This, lpDDS);
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
IDirect3DViewportImpl_GetBackgroundDepth2(IDirect3DViewport3 *iface,
IDirectDrawSurface4 **lplpDDS,
BOOL *lpValid)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lplpDDS, lpValid);
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
IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
DWORD dwCount,
LPD3DRECT lpRects,
DWORD dwFlags,
DWORD dwColor,
D3DVALUE dvZ,
DWORD dwStencil)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
HRESULT hr;
LPDIRECT3DVIEWPORT3 current_viewport;
IDirect3DDevice3 *d3d_device3;
TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
EnterCriticalSection(&ddraw_cs);
if (This->active_device == NULL) {
ERR(" Trying to clear a viewport not attached to a device !\n");
LeaveCriticalSection(&ddraw_cs);
return D3DERR_VIEWPORTHASNODEVICE;
}
d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
/* Need to temporarily activate viewport to clear it. Previously active one will be restored
afterwards. */
This->activate(This, TRUE);
hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport);
if(current_viewport) {
IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
vp->activate(vp, TRUE);
IDirect3DViewport3_Release(current_viewport);
}
LeaveCriticalSection(&ddraw_cs);
return hr;
}
/*****************************************************************************
* The VTable
*****************************************************************************/
const IDirect3DViewport3Vtbl IDirect3DViewport3_Vtbl =
{
/*** IUnknown Methods ***/
IDirect3DViewportImpl_QueryInterface,
IDirect3DViewportImpl_AddRef,
IDirect3DViewportImpl_Release,
/*** IDirect3DViewport Methods */
IDirect3DViewportImpl_Initialize,
IDirect3DViewportImpl_GetViewport,
IDirect3DViewportImpl_SetViewport,
IDirect3DViewportImpl_TransformVertices,
IDirect3DViewportImpl_LightElements,
IDirect3DViewportImpl_SetBackground,
IDirect3DViewportImpl_GetBackground,
IDirect3DViewportImpl_SetBackgroundDepth,
IDirect3DViewportImpl_GetBackgroundDepth,
IDirect3DViewportImpl_Clear,
IDirect3DViewportImpl_AddLight,
IDirect3DViewportImpl_DeleteLight,
IDirect3DViewportImpl_NextLight,
/*** IDirect3DViewport2 Methods ***/
IDirect3DViewportImpl_GetViewport2,
IDirect3DViewportImpl_SetViewport2,
/*** IDirect3DViewport3 Methods ***/
IDirect3DViewportImpl_SetBackgroundDepth2,
IDirect3DViewportImpl_GetBackgroundDepth2,
IDirect3DViewportImpl_Clear2,
};