wine/dlls/ddraw/d3dlight.c
Christian Costa 1392c77d7e Remove all openGL calls in execute buffers and use the Direct3D7 APIs.
Enable retrieving the render target surface of a device through its
QueryInterface method.
Avoid lights updating when a viewport and a device have not been
associated to them.
Clear the Z buffer only when we're asked to by Checking D3DBTL_FILL
flag.
2003-05-20 17:49:40 +00:00

243 lines
7.6 KiB
C

/* Direct3D Light
* Copyright (c) 1998 / 2002 Lionel ULMER
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#include "config.h"
#include "windef.h"
#include "winerror.h"
#include "objbase.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "d3d_private.h"
#include "mesa_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/* First, the 'main' interface... */
HRESULT WINAPI
Main_IDirect3DLightImpl_1_QueryInterface(LPDIRECT3DLIGHT iface,
REFIID riid,
LPVOID* obp)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
FIXME("(%p/%p)->(%s,%p): stub!\n", This, iface, debugstr_guid(riid), obp);
return DD_OK;
}
ULONG WINAPI
Main_IDirect3DLightImpl_1_AddRef(LPDIRECT3DLIGHT iface)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->() incrementing from %lu.\n", This, iface, This->ref);
return ++(This->ref);
}
ULONG WINAPI
Main_IDirect3DLightImpl_1_Release(LPDIRECT3DLIGHT iface)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
if (!--(This->ref)) {
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return This->ref;
}
HRESULT WINAPI
Main_IDirect3DLightImpl_1_Initialize(LPDIRECT3DLIGHT iface,
LPDIRECT3D lpDirect3D)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->(%p) no-op...\n", This, iface, lpDirect3D);
return DD_OK;
}
/*** IDirect3DLight methods ***/
static void dump_light(LPD3DLIGHT2 light)
{
DPRINTF(" - dwSize : %ld\n", light->dwSize);
}
static const float zero_value[] = {
0.0, 0.0, 0.0, 0.0
};
HRESULT WINAPI
Main_IDirect3DLightImpl_1_SetLight(LPDIRECT3DLIGHT iface,
LPD3DLIGHT lpLight)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
LPD3DLIGHT7 light7 = &(This->light7);
TRACE("(%p/%p)->(%p)\n", This, iface, lpLight);
if (TRACE_ON(ddraw)) {
TRACE(" Light definition : \n");
dump_light((LPD3DLIGHT2) lpLight);
}
if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
return DDERR_INVALIDPARAMS;
if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
/* Translate D3DLIGH2 structure to D3DLIGHT7 */
light7->dltType = lpLight->dltType;
light7->dcvDiffuse = lpLight->dcvColor;
if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
light7->dcvSpecular = lpLight->dcvColor;
else
light7->dcvSpecular = *(D3DCOLORVALUE*)zero_value;
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;
memcpy(&This->light, lpLight, lpLight->dwSize);
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
This->update(This);
}
return DD_OK;
}
HRESULT WINAPI
Main_IDirect3DLightImpl_1_GetLight(LPDIRECT3DLIGHT iface,
LPD3DLIGHT lpLight)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
TRACE("(%p/%p)->(%p)\n", This, iface, lpLight);
if (TRACE_ON(ddraw)) {
TRACE(" Returning light definition : \n");
dump_light(&This->light);
}
memcpy(lpLight, &This->light, lpLight->dwSize);
return DD_OK;
}
/*******************************************************************************
* Light static functions
*/
static void update(IDirect3DLightImpl* This) {
IDirect3DDeviceImpl* device;
if (!This->active_viewport||!This->active_viewport->active_device)
return;
device = This->active_viewport->active_device;
IDirect3DDevice7_SetLight(ICOM_INTERFACE(device,IDirect3DDevice7),This->dwLightIndex,&(This->light7));
}
static void activate(IDirect3DLightImpl* This) {
IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
ENTER_GL();
update(This);
/* If was not active, activate it */
if ((glThis->parent.light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
glEnable(glThis->light_num);
glThis->parent.light.dwFlags |= D3DLIGHT_ACTIVE;
}
LEAVE_GL();
}
static void desactivate(IDirect3DLightImpl* This) {
IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
ENTER_GL();
/* If was not active, activate it */
if ((glThis->parent.light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
glDisable(glThis->light_num);
glThis->parent.light.dwFlags &= ~D3DLIGHT_ACTIVE;
}
LEAVE_GL();
}
ULONG WINAPI
GL_IDirect3DLightImpl_1_Release(LPDIRECT3DLIGHT iface)
{
ICOM_THIS_FROM(IDirect3DLightImpl, IDirect3DLight, iface);
IDirect3DLightGLImpl *glThis = (IDirect3DLightGLImpl *) This;
TRACE("(%p/%p)->() decrementing from %lu.\n", This, iface, This->ref);
if (!--(This->ref)) {
((IDirect3DGLImpl *) This->d3d)->light_released(This->d3d, glThis->light_num);
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
return This->ref;
}
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
# define XCAST(fun) (typeof(VTABLE_IDirect3DLight.fun))
#else
# define XCAST(fun) (void*)
#endif
ICOM_VTABLE(IDirect3DLight) VTABLE_IDirect3DLight =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
XCAST(QueryInterface) Main_IDirect3DLightImpl_1_QueryInterface,
XCAST(AddRef) Main_IDirect3DLightImpl_1_AddRef,
XCAST(Release) GL_IDirect3DLightImpl_1_Release,
XCAST(Initialize) Main_IDirect3DLightImpl_1_Initialize,
XCAST(SetLight) Main_IDirect3DLightImpl_1_SetLight,
XCAST(GetLight) Main_IDirect3DLightImpl_1_GetLight,
};
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
#undef XCAST
#endif
HRESULT d3dlight_create(IDirect3DLightImpl **obj, IDirect3DImpl *d3d, GLenum light_num)
{
IDirect3DLightImpl *object;
IDirect3DLightGLImpl *gl_object;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DLightGLImpl));
if (object == NULL) return DDERR_OUTOFMEMORY;
gl_object = (IDirect3DLightGLImpl *) object;
object->ref = 1;
object->d3d = d3d;
object->next = NULL;
object->activate = activate;
object->desactivate = desactivate;
object->update = update;
object->active_viewport = NULL;
gl_object->light_num = light_num;
ICOM_INIT_INTERFACE(object, IDirect3DLight, VTABLE_IDirect3DLight);
*obj = object;
TRACE(" creating implementation at %p.\n", *obj);
return D3D_OK;
}